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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Rothank replied to Theysen's topic in KSP1 Mod Releases
Hello there everyone, I've got a small question for you! I'm planning on doing alternate history RO/RP-0 playthrough where Western Europe joins the space race. And so, I am looking for modpacks that include EUROPEAN engines, the more the better. Since you guys have been playing the **** out of this game you'd probably know better than me which ones I need.- 2,216 replies
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- realism overhaul
- ro
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(and 1 more)
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RP-0. In career mode they're being unlocked like this: ST-1 -> ST-2 -> other solar panels
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And you'd be unlocking all the reworked engines completelly out of order. Guys, NEVER try to play career RO without RP-0, it totally ruins the balance of the game.
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Try decreasing SmokeScreen's particles from the standard 5000 down to 100,most of the stuttering is caused by smoke particles. You can find SmokeScreen's settings in the blizzy's toolbar.
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I did a while ago, not sure if the craft still works tho. TIP: it uses fuel lines from the bottom inner tank to the outer engines to "cheat-pump" fuel into them, as KSP doesn't normally allow it. The other way to do it would be creating a MM patch that allows fuel flow in the procedural fairing sides, but I'm no good with MM, so i just used these fuel lines. Look around RP-0 thread, pages 84-86, that's were Laie and I exchanged some pics and ideas on the topic. http://forum.kerbalspaceprogram.com/threads/103196-1-0-4-Realistic-Progression-Zero-%28RP-0%29-Lightweight-RealismOverhaul-career-v0-39-22-Sept-2015/page84 I can give you some precise instructions later, as now I'm getting late for my lecture, which is kinda bad for me.
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Got a question regarding satellite contracts, as i never really cared much for those and simply went for a lower orbit and then adjust up. How does one launch into a speciffic longitude of ascending node?
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Try running the game in opengl mode, d3d11 may look good and have a small initial memory footprint, but it has issues for some people.
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I stand corrected then. However, the 3 fuels i listed are the ones that suffer from boiloff the most while being used very often. LqdOxygen boiloff might seem small, but, as you can see few posts back, it can be fatal for a mission, same goes for Methane. On top of that, LqdHydrogen's high rate of boiloff can ruin a whole mission for someone that's not prepared for that. Other fuels? Not so much, as they are rarely/never used in RP-0 career.
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I'll add to what BevoLJ said: 1) There are only 3 propellants that suffer from boiloff: -LOxygen (LOx, oxidiser) -LHydrogen (LH2, highly cryogenic fuel, will boiloff FAST) -LMethane (high tech and nuclear fuel) 2) You can slow the boiloff down using cryo tanks, but you can't stop it completelly (temp. difference). 3) Cryo fuels are all about efficiency, but not storability, so for long duration missions (24h onwards) it might be better idea to switch to some hypergolic fuel or monopropellant, depends how much efficiency you need. 4) Cryo fuels are best used for ascent stages, as they burn rather fast. You might be able to use them as orbital stages as long as you do it relatively early after the mission start (Centaur or S-IVB style).
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Well, technically A4 is '40s tech, and yeah, there were orbit capable iterations of A4 planned. So, given enough resources, money and trial'n'error achieving orbit was possible as early as 1946 maybe even a bit earlier. Source (check A9/A10 to A12): https://en.wikipedia.org/wiki/Aggregate_(rocket_family)
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If you're using blozzy's toolbar (which you should) you can enable smokescreen icon in it, there's a menu which lets you select visible icons.
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AFAIK, that Orion sized Taurus config was made by Red in like... RO for KSP 0.25? Can't remember if the cfg for that ever got updated.