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Everything posted by Rothank
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I'll list all of your mods that meddle with science, the top ones listed are most probably the cause of your problem. Try deleting one at a time: -Crowd Sourced Science -xScience -DMagic Orbital Science Also, all the contract configurator packs (RemoteTech pack, ScanSat pack, KerbinSpaceStation pack etc) are NOT supported by RP-0, these are meant for stock game and progression. U might be able to play with them in a realistic-ish manner, but you really don't need them. What's more, i remember someone had problems with InterstellarFuelSwitch, it installs by defeault with some other mod and you shouldn't really be using it AFAIK. You're using both Kerbal Engineer and MechJeb. Sure, you can, but the truth is, i don't think there's anything the KE can do that MJ cant, so you can freely drop the KE. Spacetux - i can't even find it on google, what's that mod? Here's my MODLIST for comparison, tho it also is a bit cluttered with stuff that's not really crucial.
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Yes, basic avionics package gives you stage and science control, but not much more (no steering!). As for science, check if you have a connection (is RemoteTech installed properly?). Also, check your mods for any science related mods that are not part of RP-0, like crowd funded science etc, they might bug your install. Would be best if you'd send us your modlist (if you installed everything via ckan there's an option to export modlist to a txt file). If not, just do a screenshot of your AVC modlist from the loading menu (upper left)
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Actually, seeing your craft inspired me to do a real one! Texture you failed to load is probably the StockGrey from Freedom's Procedural Parts Textures. In the current version i switched these textures for the stock ones (Stockalike and Atlas). Thanks! And yeah, 113,050 kg. Tried that at first, but side attachment goes crazy, not even talking the symmetry There's a workaround for that, but it requires using even more fuel lines (for now it uses 2, might need 3). IF I'm forced to use fuel lines I'll go with said workaround. Testing it now. EDIT: Alright, I'm done for today. Here're 2 pictures and a craft file. craft file
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Yeah, you're probably right. That one was mostly a proof of concept, made in less than an hour. I'll probably improve the craft later today. Expect a better version in just a few hours ;] Work update: This Atlas is now more Atlas than my previous Atlas. Still, not as Atlas as the real Atlas. Now working on correct staging, as for now the lover part breaks in two. It should be a single ring tho. Any ideas? (Other than that, i think i got pretty close, haven't I?) And a launch profile, I'm bad at this when i don't have a 2nd stage!
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CRAFT file Another kinda-Atlas. Lower stage is 2xLR89 (no sustainer engine!), upper one is an Agena B/D (B version engine with D's burntime, 2 ignitions with SRM ullage). Payload is an early 0.2t Sat designed for stock contracts (but max payload is 0.6t), can get to any LEO orbit with ease. Very easy to fly, with lots of delta-V for mistakes ;] Avionics controls: early 2m (up to 120t) hidden under interstage on 1st stage, Agena avionics takes control after separation. Also a question about the real Agena: How come that Astronautix states this: Status: Retired 1987. Gross mass: 6,821 kg (15,037 lb). Unfuelled mass: 673 kg (1,483 lb). Height: 7.09 m (23.26 ft). Diameter: 1.52 m (4.98 ft). Span: 1.52 m (4.98 ft). Thrust: 71.17 kN (15,999 lbf). Specific impulse: 300 s. Burn time: 265 s. Number: 380 . while the fuel for 265s burn itself (not counting instrumentation) weights 7.5t? In total, Agena made in KSP is about 1.5t heavier than the real thing (at least according to Astronautix, which isn't the most trustwothy source, as far as my experiences go)! EDIT: Another craft, guys, this is something i think you might really like! I made an... ATLAS! That's right, not a look-alike, but a realistic(-ish) (including dimensions and mass, LR105 burntime might be off) early Atlas LV! Orbit capable, stages LR-89s! IMPORTANT: Stage the engines at 174s (2:14) into the flight! Hadn't tested it with a payload, but if it can make an orbit on it's own, then a kick staged payload will be even easier. Pictured version doesn't have LR101 vernier engines, but the craft file is updated and includes them. CRAFT Now, if someone makes a shiny silver proc. fairing texture we can make it look exactly like a real thing Need fuel lines for now, but I'm working on it! Requires less parts than the currently included Atlas-Agena, as it uses only: -proc parts -proc fairings -stock engines -RP-0 avionics (made from stock models) -fuel lines
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No, early sounding rockets are meant to go straight up. They didn't have ANY control in the early rocket age, they were designed to simply go high and fast. On the other hand, we really could use a later (higher tech) variant, that gives us a tiny bit of avionics, like up to 1t, has EC for 2-3 minutes and is relativelly cheap. Nathan, pretty please! And oh, while we're talking sounding rockets... Could someone give me an advice on "sounding rocket (high)" contracts? Getting a sounding rocket up to 3Mm sounds pretty sick and requires a massive delta-V, i guess... Should these rockets go (mostly) straight up or a east-oriented launch profile would work better? I guess the latter... Connected Living Space goes wonky on procedural parts, i bet.
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[1.0.5][WIP]FantomWorks 0.3.3 KAX+ Part Pack
Rothank replied to FreddyPhantom's topic in KSP1 Mod Development
If you're looking for a WWII bomber style cockpit, you might just try SXT He 111 cockpit, just rescale it. -
M@. You ARE using "lunar rated heatshield" instead of normal 4m one, right? Edit: ninjad
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Manually re-download RSS textures, that should fix the problem.
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No real need to, u can simply use procedural tank with a lead ballast.
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Don't use the arrows to switch tank types, use the slider in tweakable menu. The "bug" you're talking about is in fact a feature: baloon and cryo tanks are locked on early tech, but if you use arrows in the tweak menu (your usual right-click) game tries to swith to baloon tank, which results in this bug. You have to deal with it until you unlock better tech
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Found a nasty bug with jet enginess/radial decouplers/RemoteTech. Case 1: Jet plane with J79 engine, flies like a charm. Case 2: Same plane, but with added expendable aerobee boosters under wings (via radial decouplers). Upon starting the jet (either via staging or right-click menu) RemoteTech throws "No Connection" error, input gets locked. Case 3: Same plane again, ONLY radial decouplers under wings (with nothing strapped to them). Starting the jet causes RT to lose connection. Checked multiple times with various decouplers, same happens. In KCT simulation mode this can be worked around via KCT "disable remotetech" option. Also, about the biomes:
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I thought as much. I got confused, cause on Wikipedia it is stated as 1t leo and 0.7 gto
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I know it's probably not the thread to ask a question like this, but can someone explain me how on Earth Atlas-Agena could only get 1t to orbit, while Atlas-Mercury could 1.36t? The latter lacks the upper stage, so it should carry less, not more (Both versions were based on an Atlas D). Am I missing something or the stats on astronautix are messed up?
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[1.2.x] [1.4 in Development] Real KSC in KSP Dev Continued
Rothank replied to Tristonwilson12's topic in KSP1 Mod Development
That would make for an awesome launch clamp (part), but as a static object it would look weird, unless placed VERY close to the actual launch zone. That, in turn, would be dangerous. EDIT DOWN: Ok, so... that's awesome! EDIT2: When you finish this one, please upload it somewhere ASAP, it's gonna look gorgeus! -
Your effective range equals: Antenna X range + sqr(Antenna X * Antenna Y). So, in the case of Avionics Package connecting to KSC (max range 75 Mm) it'd be 200 + sqr(200*75000) = [around] 4100 km. Also, thanks for the link Nathan, after literally 5 minutes of tinkering with wing design my craft (using single J57) went from 360m/s max to 570m/s max. That's just great, i had no idea how important area ruling is, shame on me! If i hit a "speed limit" on this design I'll simply try delta wing, that might minimize curvature a bit more, methinks. EDIT: A bit more playing around and... 750m/s@11km, engine has almost melted. Meaning if I switch to Avro I'll pull like mach 2.4 with ease.
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Guys, can someone give me an advice on supersonic aircraft? I mean- rockets i can do, no problem, but designing an aircraft that can go up to 20k (peak) and pull 600m/s is just beyond me. I barelly pulled off the initial crewed sound barrier contract with '50s tech. It should be possible to get the second one with the same tech, right?
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Also getting the Dervent problem. Fun fact: disabling RemoteTech (and enabling it back up) sometimes works for me. Not every time tho...
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Are Procedural Dynamics still supported? I know there's B9 proc wings now, but I find Proc. Dynamics wings easier to use and somewhat more aesthetically pleasing.
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Bug with stock game. There's a mod for that, ClampsBeGone. https://kerbalstuff.com/mod/1037/ClampsBeGone