Herrkurt
Members-
Posts
58 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Herrkurt
-
So I got through steps 1-5 and am pointed at the right folder but I don't know how to move forward from there. I typed perl bin\yml2mm after pointing to the folder and got "perl" is not recognized as a command. I don't really know my way around the cmd prompt anymore so I am at a total loss for what I am doing wrong. Can you walk me through the rest of the steps please?
-
https://github.com/VenVen/Stock-Revamp/issues/88#issuecomment-226915768 Unfortunately there is this conversation between Ven and Nathan, so...
-
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Herrkurt replied to Ven's topic in KSP1 Mod Development
Probably but that thread was depressing to see. VenVen we need you. My problem manifested in the engine causing the rocket to develop wet noodle syndrome, extreme guidance wobbling and explosive decoupling of stages (torquing and accelerating sub-sonic parts to mach 3). Odd thing is it would go away sometimes, in particular when I removed the sides from the procedural payload fairing for some reason. -
I didn't even realize VSR was the source for the part in RO. Not sure how to attach the interstages without a central part. I assume using the floating attachment point but I was having trouble getting it to attach right. Any word on is the VSR RL10 is going to be fixed in the near future? I'd rather not install old FASA for one engine.
-
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Herrkurt replied to Ven's topic in KSP1 Mod Development
I had encountered a bug playing RO and was told it was a known problem with the RL10 engine RO uses which comes from this pack. Is the RL10 a known issue or do you need more information? I can pull log and craft file on request. If it is a known issue is the next update of VSR looking to fix it? -
Need help with an issue building craft and I'm not sure if it is with procedural fairings, RO, or both interacting. I'm trying to build a Saturn I with the basic procedural parts of RO and having trouble. The problem seems like it may be with either procedural fairings or the RL10 engine. Guidance develops a mind of it's own and the whole craft gets wet noodle syndrome with decoupling causing explosive super-sonic accelerations. If I take the payload fairing sides off but leave the interstages normal the rocket behaves (regardless of increased drag). Put the fairing cover on and it goes exploding noodle again. If I replace the arrays of RL10s with single LR-87 H2 at each stage it also seems to go away. Auto-strutting is off and when I use the RL10 array I have a decoupler in the center of the engines connected to the fuel tank's central node, with a structural part (gird or procedural, happens either way) leading from the decoupler to the interstage fairing which in turn rests on the fuel tank of the next stage below. The payload fairing at the top is connected to the 3rd stage fuel tank bellow and a decoupler with another dummy payload fuel tank above. Am I building this wrong? Is there a way to arrange the interstage that would fix it and allow it to fly normally with payload fairing sides on? Log: https://www.dropbox.com/s/wkz6wzvsdd5a7pp/output_log.txt?dl=0 -Modlist RP-0, RSS, RO, [X]science, Filter Extensions, Toolbar, AJE, B9-Proc Wings, BahaSP, Community Resource Pack, Community Tech Tree, Connected Living Spaces, Contract Configurator, Custom Barn Kit, DRE, Engine Group Controller, FAR, FireSpitter, ForScience, Hangar Extender, GCMonitor, KCT, KJR, Kerbaltek, Kerbal Renamer, Kopernicus, KSC Switcher, MJ2, Minimum Ambient Lighting, MiniAVC, Modular Flight Intergrator, Proc Fairings, Proc Parts, RCSBuildAid, Realchute, Realfuels, Realheat, Remotetech, Semi-Saturable Reaction Wheels, Safechute, Scantsat, Shipmanifest, Smokescreen, solver engines, sxt, testflight, texture replacer, TacLS, KAC, VenStockRevamp, Wider Contract App, Module Manager All kept up to data via Ckan And craft too: https://www.dropbox.com/s/4wsmwwuag1vxrth/Saturn I.craft?dl=0
-
I'm trying to build a Saturn I with the basic procedural parts of RO and having trouble. The problem seems like it may be with either procedural fairings or the RL10 engine. Guidance develops a mind of it's own and the whole craft gets wet noodle syndrome with decoupling causing explosive super-sonic accelerations. If I take the payload fairing sides off but leave the interstages normal the rocket behaves (regardless of increased drag). Put the fairing cover on and it goes exploding noodle again. If I replace the arrays of RL10s with single LR-87 H2 at each stage it also seems to go away. Auto-strutting is off and when I use the RL10 array I have a decoupler in the center of the engines connected to the fuel tank's central node, with a structural part (gird or procedural, happens either way) leading from the decoupler to the interstage fairing which in turn rests on the fuel tank of the next stage below. The payload fairing at the top is connected to the 3rd stage fuel tank bellow and a decoupler with another dummy payload fuel tank above. Does my RL10 array violate the rules Redkraken laid out and could be a cause of the issue directly? If so why does removing the payload fairing sides fix it? Is there another way to arrange the interstage that would fix it and allow it to fly normally with payload fairing sides on? Log: https://www.dropbox.com/s/wkz6wzvsdd5a7pp/output_log.txt?dl=0 -Modlist RP-0, RSS, RO, [X]science, Filter Extensions, Toolbar, AJE, B9-Proc Wings, BahaSP, Community Resource Pack, Community Tech Tree, Connected Living Spaces, Contract Configurator, Custom Barn Kit, DRE, Engine Group Controller, FAR, FireSpitter, ForScience, Hangar Extender, GCMonitor, KCT, KJR, Kerbaltek, Kerbal Renamer, Kopernicus, KSC Switcher, MJ2, Minimum Ambient Lighting, MiniAVC, Modular Flight Intergrator, Proc Fairings, Proc Parts, RCSBuildAid, Realchute, Realfuels, Realheat, Remotetech, Semi-Saturable Reaction Wheels, Safechute, Scantsat, Shipmanifest, Smokescreen, solver engines, sxt, testflight, texture replacer, TacLS, KAC, VenStockRevamp, Wider Contract App, Module Manager All kept up to data via Ckan And craft too: https://www.dropbox.com/s/4wsmwwuag1vxrth/Saturn I.craft?dl=0
-
Oh I know it is overpowered (SLT 1.77), but that is just with a sputnik like payload, no second stage. The extra TWR will be useful for every other design with more stages and heavier payloads. Luna, Vostok, Vokshod, Soyuz.
-
@leudaimon Thanks again, FAR change completely worked. Now I have my historically modeled launcher with base RP-0 parts. Should be good for a variety of missions over the next 60+ years of my career now.
-
Thanks I'll try that out. RN's Sputnik craft, being based off of radically different parts, doesn't make a good comparison to the RO RD-107 & 108 based R-7 I have. Interestingly it does have lower twr at 1.8 (1.5 SLT) and ~500 more DV. The burntime is actually shorter than what I have found in looking up the R-7 sputnik.
-
Yes it does seem high but this what I get when I build a R-7 launcher and put a sputnik mass satellite on it. Also it had worked in other builds. Am I building my R-7 wrong? How can I loss TWR and still have the appropriate burn times and DV for the R-7? I'm gonna get raidernick's and compare.
-
I built an R-7 copy in RO/RP-0, simple enough, but the x-ray probe on the inside of the fairing overheats to explosion early on during ascent. Starting TWR ~2.2, 2 minute booster burn, 5m30s core engine burn. The only thing I can think of is that I am accelerating too quickly in the lower atmosphere and the fairings (procedural, from B9 I guess, also tried stock airstreams) aren't doing their job of protecting the payload. Is this a known issue? Should I re-install something, or everything? The X-ray probe isn't the only part that has overheated on ascent like this but the others were the exposed noses of sounding rockets made from proc tanks.
-
So Vandenberg, The South Africa station whose name I forget, and Woomera. Should always be able to see on from a decent altitude? I don't know, I was testing the omni at the moon and on the return trip last week. I'll try again with the GEO sat. Nice launch Nathan. Uh that little thing is jumping over the moon ain't it, like way higher. - - - Updated - - - GigaG- I imagine they are structurally weak and you wouldn't want to have a lot of weight on them in a landed vehicle. Just a guess. No highly pressurized fuel I guess.
-
Laie- Ok there is a big three. Thanks for all this info. I did not know that ground station capability was varied too. This should be a major help. I'll test it out while working on the GEO contract (yes sim funds are off for now, Imagine simulating the time to apo with costs). I can use the directed dish to stay in contact and make a burn until I'm only slightly out of sync and then clean it up when I'm over one of the big three (assuming I don't end up over one without trying).