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Rothank

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Everything posted by Rothank

  1. 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. RP-0. In career mode they're being unlocked like this: ST-1 -> ST-2 -> other solar panels
  3. 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.
  4. 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.
  5. 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.
  6. 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?
  7. Shouldn't you be doing reentries WITHOUT any control? Capsule should orient itself correctly as soon as you start entering the atmosphere, as long as it is pointed more or less retrograde.
  8. 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.
  9. 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.
  10. 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).
  11. 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)
  12. 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.
  13. Are you trying to resize using the action group menu or via right-click? Right-click option was from tweakscale and caused issues, so it got scrapped.
  14. AFAIK Testflight supports (mostly) only the basic, earlier engines. Later ones don't have proper configs for now.
  15. 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.
  16. Nice, glad that worked out. Using this plane and a good flight profile you can also get crewed altitude records, 20, maybe even 25km. THere's still some room for improvement tho, u can try the antennae on the front trick, that always works. Also, if you want to put intakes on the bottom, make it far back, behind the wings (when looking from the side). On the other hand, I'm still working on my Saturn I from two pages back. Can anyone tell me, did S-IV (not S-IVb) stage had any RCS?
  17. That first plane is 'effin A! Care to share the craft file for that? And is it just me, or you used landing gears as anti-shock bodies on purpose? What mod is that cockpit from?
  18. I'm on RSS/RO/RP-0 too. Stock system is just way too easy and not as rewarding. If you get the tweakscale the first craft should work pretty well. For the second one to work you'd need to install Bahamuto's Adjustable Landing Gear tho. Yeah, the numbers are pretty good, but something is clearly off with your craft if you have trouble with it. If you need more advice just PM me, let's not clutter the thread.
  19. FAR Analysis in the stock toolbar. If you're using texture menagement mod the icon is probably big white square, but if not, it's a FAR logo. Crafts: Soundwave (mature supersonic tech) - i just upgraded it a bit, added the spike on the front, just like the Starchaser has, this improved aerodynamics by a few % Starchaser (high speed flight tech) EDIT: THIS thread is full of real jet building experts, that's where I learned how to design these, my earlier crafts where... well, let's just say that you're doing well better now than i was before reading up on that thread
  20. That plane has a terrible area drag, i bet. Can you do a screenshot that shows the FAR numbers? Starting up the game now, will post a picture in a few minutes. EDIT: There ya go, mature supersonic only, the engine is J57, Soundwave mk3: Still flies a bit like a brick tho. 0.86 wave drag-area is pretty terrible, modern jets have like 0.4-0.5 wave drag and that thing has nothing to do with engines or tech, only construction and overall shape; 20km apoapsis and 600m/s in level flight are quite easy with it, especially when you get above 10km where air is getting thinner and drag lower. Here's a one tech level higher version, using J79, Starchaser mk2: I did crewed 30km and 900m/s records using this one, that's my main hypersonic workhorse-contract craft. Actually, both of these are so fast that they need a drag parachute to come to a stop on the runway, brakes just aren't enough and going below 100m/s in flight results in a stall most of them time.
  21. Well, using the bonanza cockpit only made it harder to complete the contract for you. All you need to do is to get a conic cockpit, jet engine that's better than Dervent and some basic are ruling. Keep things simple and smooth.
  22. Pff, who needs aerodynamics anyway? Guys, i have another overly complex semi-replica here, I'm sure you all know well what that rocket is: Yes, fuel distribution among the tanks is real, central one (Jupiter) and white tanks (Redstone) contain LOx, black ones (Redstone) - kerosene. In theory it can get 9.9t to orbit, but anything above 9.0t is pushing it really. RP-0 parts only. Craft file soon, needs a bit more tweaking to get it just right. dV and burntime wise it's as accurate as it gets, but it's like 50t lighter than the real thing and lower stage scale is somewhat off. Main problem: second stage after sep is so unstable, that even 6 gimbaling RL-10 can't stabilize it.
  23. Realchutes DON'T support tweakscaling them. You can adjust their size and MUCH more in the action group menu, just like the engines. You simply go into the action group menu, click on the 'chute and there ya go, lots and lots of tweaking options for ya!
  24. I didn't meant the mods themselves, i meant the Contract Configurator contracts packs, they're at the bottom of your list. They are, but in RO without RP-0 (Sandbox mode); RP-0 (career mode) doesn't support them for now, but someday (rather distant future) probably will. -If you want to try yourself and start your own realistic space program from the scratch (~year 1950 and slooow progress up to '70s)- go for RP-0 with only the required + recommended mods. -If you want to go full on, Mars expeditions, planet scanning, modern tech etc. dump the RP-0, go RO+RSS only and sandbox mode with as many suggested mods as you like. RP-0 is soooo much more fun and rewarding than bare RO tho, even without as many mods supported! Anyway, back to your install: after you decide which option suits you better (sandbox RO+RSS or career RO+RSS+RP-0) you should probably do a clean install via ckan. It's easier than repairing a broken one ;]
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