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Pro7ech

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  1. I agree, but it all end up in the goal of the initial design. It was not designed to be reignited, but it could have been designed for. I'm doing a mission, and I need a hypergolic engine that can be reignited 2 times. I assume that I should not be difficult to take a well known engine using hypergolic and make a version that can be reignited 2-3 times. I have access to a limited number of parts, I'm trying to achieve my goals with what I have.
  2. For me it had 1 ignition only, this is why I changed it, I could not understand why it only had one. In the ROH config file the LR91, like many other hypergolic engines, is (at least for me) set at 1 ignition.
  3. Atm I run 32bit windows 10, with a base of 2.9gb, but this is without cleaning a lot of parts I do not need (all fuel tanks, a lot of command modules, some egines, all of the tails, etc...), leaving me with only what I need. I will try to make it as much beautiful as I can. I use mostly procedural parts. Since that at the moment I am only designing my vessels, I can manage running with a high memory, if it crashes after 5-6 reload, its fine. After cleaning, I guess I can get to 2.4 gb, allowing me a safe distance.
  4. How can I change the number of ignition an engine can have? I can't find any file with those configs... Edit : do I need to look in the ROh configs? Edit 2 : I found it, here is an example for the LR91 Vacuum Engine (from the AIES pack) Steps : 1) Find the name of the Engine and the mod it is from (or if it is stock). For my example I took the LR91 Vacuum Engine is frome the AIES pack (because cmon, hypergolic engine with only one ignition??) 2) Go to GameData -> RealismOverhaul -> RO_SuggestedMods -> AIES (name of the mode) -> Open RO_AIES_Engine.cfg (RO_"name of the mode"_Engine.cfg). 3) Find the part concerning the "LR91 Vacuum Engine". There is a line with "%ignitions = 1", change it to "%ignitions = 3" if you want 3 ignitions possible. Save and Exit. 4) Reload game and enjoy LR91 Vacuum Engine with 3 available ignitions.+ Attention! Some engines are configured to use the turbo pumps exhaust for some roll control, they have an ignition too, change it too and/or do not mistake it for the main engine ignition config (or you will end up with 3 ignition for the turbo pump and 1 ignition for the main engine, makes sens haha). Also, you need to delete and put again engines that are already on spacecraft (they do not update). If you have an trouble reading the .cfg file because it's in one big block, copy past it in excel. It will make it look nice and easy to read. You can copy it back to the block note (with ctrl+a), but don't forget to save the initial config file in case you mess something up.
  5. You will want to avoid carrer mod for now. It is quite hard to install and very hard to succed if you are not really well trained with Realism Overhaul (also the stock carrier mod will not be designed for the new game mechanics, you will need to install mods to make it viable) I suggest that you go visite the Realism Overhaul page. RSS resises everything, you will need 9000m/s deltaV to get to Low Earth Orbit (LOE), in normal ksp usually its enough to get anywhere in the solar system. The difference is pretty big. So in addition to using RSS, you need to change the engine and fuel physics. Realism Overhaul does everything for you. On the first page it will offer you madatory mods (you need them to run Realism overhaul), recommanded mods (should install all if you want to get a nice experience). And optional mods for additional parts, mainly for engines and life qualify when building rockets. Maybe you want to avoid remote tech for now, its quite annoying if you are just looking to get used to the pure mechanics. All in all, visit the Realism Overhaul page, follow the instructions (don't forget to also install the realism overhaul plugin in addition to the listed mods), launch the game and play with sandbox.
  6. [Day 6 : 08.11.2015] Hours spent on the project : 35 CURRENTLY : designing a series of launchers that will allow me to send stuff in LEO with various capability (based on the SLS). Some updates about the launchers : Hi everyone, this is my first ever serious post in here. My native language is french. My goal is to bring 6 Kerbals from Earth surface to Mars surface, make them stay here 90 days, do some experiments, and bring them back safely. When the whole story will be done, I'll make a short video of the trip. I have been playing with Realism Overhaul for more than one year, and I wanted to make something meaningful now that I'm used to its difficulty. I will keep track of the project here, posting everyday (or nearly) updates and pictures of it. For the addons used, see the spoiler at the end of the post. 1) The first goal is to design everything on paper : how I will do it and what I need to do. Firsts launchs [unmaned] : ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 1x Establish a communication network around LEO, LMO and bewteen Earth and Mars First thing to do is put a GEO (more or less equatorial) communication network (~40'000km orbit) made of 3 satellites allowing 100% uptime comms in LEO : DeltaV budget : ~14000m/s I designed a rocket able to put ~500kg in a GEO orbit. Total deltaV : 14460m/s (+1086 in the satellite). I will launch 3 of them this afternoon. With my first sat I ended up with 300m/s of DV. So for the second, I removed those 300m/s, except that this time I also ended up with some DV left, around 700. So for the last satellite, I made a much smaller rocket (50% less mass for only a little less DV ~13600m/s). I worked very well, I even had 450m/s of DV left. Sucess! I made a video, hand piloting from a-z without using the map (only looking at numbers from the mechjeb). With my last rocket (the most optimised one), I ended up using a DeltaV that was really near the theorical needed. I was surprised of my launcher performance (nice T/W ratio for all the stages) and my hand piloting. About the album, the rocket with the 4 SRB is the first design. The rocket with the 2 SRB is the second design, and it is much less heavy (from 658 tonnes to ~330 tonnes = ~50% less) for the same payload delivery with a much better balance in T/W ratio among all the stages. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 1x Vessel capable of bringing 6 Kerbals from Mars surface to LMO + 2000kg of stuff Currently designing this vessel. It needs to land on Mars without local control, and be able to bring back 6 kerbals + various stuff into LMO and dock with the interstellar ship. Mars atmosphere being very thin, the vast majority of the deceleration must be done by burning properllant if you are bringing a heavy load. But it also has the advantage of not heating a lot the vessel, so over heating will not be a problem (except maybe for parachutes). It will have 3 stages. One main stage for the descent, a second stage for the ascent and partial orbit insertion and the last stage for the final kick and orbital manœuvre. The first two stages (the ones designed to leave mars) are in there final design and they work pretty well. The main problem I encounter is the lack of reignitable engines for the descent stage, the first stage. I can not find powerful enough engines using hypergolic propellants that are reignitables. My plan is to decelerate under 1000m/s (from a ~4000m/s initial speed) using hypergolic properlant (I can only use hypergolic props for all the stages, they need to be stored for a long time), cut engines and use chuts to control the speed of the decent and keep it at a reasonable speed, and reignite for the last few hundred meters and land it safely. Update : I found how to change the number of ignitions. See this thread if you are interested. This allows me to use engines that I could previously not use (I need 2 ignitions for the descent). Back to the design lab. I am asking myself if it would be realistic to have a "light" vessel, and fuel it on Mars (bringing fuel from an other transport). I already know I will have to launch it empty and fuel it in LEO, but what about saving fuel by only leaving what is needed to land on mars and send the rest with parachutes, Kerbals using pipes to fuel it before the launch. Hmm... I might consider this if the DeltaV of the first two stage is not high enough. Finaly, with the new design, I can get it fully fueled on mars. But I will still send it empty in LOE, and fuel it in orbit. With the new engines, I'm saving 60 tonnes, going from 300 to 240 (fully fueled). Update : new design is 201 tonnes fully fueled! And 70.5 tonnes when landing on Mars. Update : final design validated. Now I need to tweak some fuel quantity and calculate the smart config for the automated landing. Smart part will work like this : at x altitude activate timer + engine + arm parachutes. When timer expire cut off engines (I want to cut off when I get to ~10'000m above the surface). Then I let chutes do the job and use a second smart part to activate engines at x altitude + timer to make it land at only a few m/s from the ground. I made a spread sheet to calculate : Chute speed : using parachute number, parachute diameter, atmosphere density, gravity, vessel mass and drag coefficient : number found : 65.7 m/s Burn time to compensate for the chute speed : using engine thrust, vessel mass, gravity, and chute speed : number found : 3.82 sec Altitude to start burning : using the vessel initial chute speed, the burn time calculated from the previous formulas and the deceleration speed : number found : 125.6m (I will add 10m for safety). I managed, after hours of reloading (and awhhh... I had to factor the height of my vessel haha xD ~15m from the ground to the control unit), retuning, to get a my settings perfect landing (less than 2 m/s) on mars with the return vessel. I tried it a few times, it works every times \o/ First stage allows me to land with 150 m/s of DV left. Second stage allows me in one burn to get at 3200 m/s and an apoapsis of 346km. Third stage allows me to circularize and meet the interstellar return vessel. Most of the hard job is done about this vessel. Now I need to find a way to get it to Mars. Will do an other day Its only 31 tonnes when empty, so should not be super hard. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 1x Habitat capable of sustaining 6 kerbals for 90 days 1x Other stuff (rovers, comms, solar pannels, etc...) Second launchs [manned] 1x Vessel able to bring 6 kerbals from LMO to Mars surface 1x Interstellar vessel able to do two times the trip from LEO to LMO and sustain 6 kerbals for 4 years Other launchs [manned] 2x Vessel able to bring 3 Kerbals from Earth surface to LOE 2x Vessel able to bring 3 Kerbals from LOW to Earth surface. - AJE - Active Texture Management - AIES - B9 Procedural Wings - Better Atmosphere - Better Buoyancy - BobCats Soviet Engines - CrossFeed Enabler - Community Ressource Pack - Deadly Reentry - Distant Object Enhancement - EVE - FAR - Filter Extension - Habitat Pack - Hangar Extended - Kerbal Attachement System - Kerbal Joint Renforcement - Addon version checker - KW Rocketry - MechJeb - ModuleRCSFX - Near Future Propulsion - Near Future Electrical - Near Future Solar - HyperEdit - Procedural Fairings for Everything - Procedural Parts - RCS Build Aid - Real Chute - Real Fuels - Real Heat - Realism Overhaul - Real Plume - Real Solar System - Remote Tech - Renaissance Compilation - RLA Stockalike - Saturable RW - Smart Parts - Smoke Screen - Stock Revamp - SXT - TAC life support - Texture Replacer - Tweak Scale
  7. Thank you, so no way to fix it... Are you using the realism overhaul pack? If you are using remote tech, the first thing to do is establish a stable satelite network in GEO, so you can have 100% uptime comms in the LEO (nothing is more frustrating that a cut in comms while your are circularising, but you can avoid that by using srb for the last boost, they will not shut down if you lose comms). But before this you would idealy want to design a series of different launcher able to put x kg in GOE and x kg in LOE, that you will use again for all your next launch. It saves a lot of time. After, if you need ideas of what to do, I recommend reproducing some space exploration missions (moon, mars, etc...). When you are familiar with realism overhaul difficulty, try to do the same but with automated system (smart parts and KOS). Although, last time I tried KOS with the realism overhaul pack, it was known that anything doing with the rocket gimbaling was not working. Maybe it is fixed now. At the moment, I'm designing a maned mars mission, first sending the stuff that will allow them to return home. I'm at the stage of calculating at which speed I will touch ground (depending on the parachutes and the mass), and what power my retrorocket need and for how long they need to burn to make it touch the ground at 1m/s (making it all automated), needs to be very precise.
  8. Is this a known glitch? it seems that inside each planet there is a really bright object, and that at some point the surface of the planet, that covers this really bright object, disapears, and then reapears when we get under a certain altitude. http://imgur.com/a/7Pqqm
  9. I see, thank you very much. Will need quite some work to make it reliable and safe for my kerbals haha
  10. Yes, my mistake. I am running the realism overhaul pack. I am aware that reaction wheels are not as powerfull than in normal mode. But shouldn't the autopilot also use the gimbal (vectored thrust) of the rocket to steer the rocket? Is there a command for it to only steer rocket with using gimbal? I have read some stuff about it. It seems to be a common problem about vectoring range, with no solution atm but using powerfull sas or rcs. I have also read something about using "Raw control scheme", what is it? Surface control?
  11. Hello, I am new to Kerbal OS. I am having troubles with steering commands. I have tried all steering commands, with the most basic rockets. But none of them work. The gimbal starts to wobble very fast as soon as the steering command triggers, but won't change the rocket direction. I have made sure that SAS is turned off, and it still won't control the rocket, but just start too freak out the gimbal while maintaining the rocket strait. All other commands, logic and loops work perfectly. Does anyone has an idea of what I am doing wrong? Anyone has had the same problem before? For example, this won't work : LOCK STEERING TO R(90,80,0).
  12. Yea, true. I managed to get used to this procedural interstage fairing pretty fast, and I love it! I will also delete the unused parts to save memory. Thank you for the tips
  13. Ok, thank you. I was just installing the minimum because I am used to check the memory use to see what I can still add to the game.
  14. Hi, so I have installed only the absolute required mods listed in the installation guidelines without Realism Overhaul 7.0.2, then launched the game for test. Everything works fine. Then I add Realism Overhaul 7.0.2 and when I try to build a basic rocket, decouplers are not linking any more, this is what is happening :
  15. Ok, found what was going on. It is related to the memory limitation of the 32bit version. It will stop loading but wont crash the game.
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