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OhioBob

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Everything posted by OhioBob

  1. Yes it does. While all the other data has to be typed in by hand, the reference body is selected from a dropdown menu. The name on the dropdown menu is Kerbol.
  2. Yes, but it seems to be a one time thing, i.e. the data has to be reentered each visit to the site. I've haven't figured out a way to permanently save the information. I also haven't actually tried to use any of the transfer data yet, so I can't vouch for whether or not it is working correctly. Below is the data you need to enter to add a body. All the numbers come from the OPM cfg files except for mass, which I computed from radius and surface gravity. Name = Sarnus Reference body = Kerbol Semi-major axis = 125798522.368 Eccentricity = 0.0534 Inclination = 2.02 Longitude of ascending node = 184 Argument of periapsis = 0 Mean anomaly at epoch = 2.88114666938782 Mass = 1.23044220718507E+24 Radius = 5300 Name = Urlum Reference body = Kerbol Semi-major axis = 254317012.787 Eccentricity = 0.045214674 Inclination = 0.64 Longitude of ascending node = 61 Argument of periapsis = 0 Mean anomaly at epoch = 5.59607362747192 Mass = 1.79037167431793E+23 Radius = 2177 Name = Neidon Reference body = Kerbol Semi-major axis = 409355191.706 Eccentricity = 0.0127567 Inclination = 1.27 Longitude of ascending node = 259 Argument of periapsis = 0 Mean anomaly at epoch = 2.27167344093323 Mass = 2.12362318372931E+23 Radius = 2145 Name = Plock Reference body = Kerbol Semi-major axis = 535833706.086 Eccentricity = 0.26 Inclination = 6.15 Longitude of ascending node = 260 Argument of periapsis = 50 Mean anomaly at epoch = 0 Mass = 7.77102919458663E+20 Radius = 189
  3. I almost forgot about this, which has to rank as one of the hardest and most improbably things I managed to pull off... Performing a ballistic reentry on a return from Minmus with no heat shield, and performing a nighttime landing on a mountain side with zero visibility and no parachute.
  4. Returning a three-Kerbal crew from the surface of Eve that had been originally sent on one-way mission. I sent the crew to fulfill contracts for an Eve base and to plant a flag on Eve. I then forgot about them for a couple decades until I decided to take on the challenge of bringing them back home. That was probably my toughest undertaking so far because to the overall scope of the thing (read about it here). My next toughest mission was probably my manned Moho landing and return. I also thought landing on Tylo was really tough.
  5. You can always add Outer Planets Mod.
  6. RSS already uses realistic atmospheric models, as does OPM. Therefore, if you play RSS, then you don't need to add anything to have realistic atmospheres. If you play stock + OPM, then I would recommend that you also add RA. The OPM atmospheres are already realistic, and the addition of RA will modify the stock planets to the same standard. Although RSS uses realistic atmospheres, you will find that the outermost portion of the atmospheres feel differently they do in either RA or OPM. In RA and OPM, the atmospheres are terminated once they reach the point where aerodynamic drag and heating becomes insignificant. If you enter an atmosphere in RA or OPM while traveling at interplanetary speeds, it will only be a matter of seconds before you start to see a plasma trail. This was done on purpose because, first and foremost, it is a game and it is supposed to be fun. I wanted realism but not at the expense of having long periods of boring inactivity. I tried to strike a balance between realism and game action. I think the original game designers did a good job of this with Kerbin's stock atmosphere, so I tried to model the other atmospheres similarly. For RSS, on the other hand, I leaned much further towards realism. In think that many of the people who play RSS are realism junkies, so that's the direction I went. To force the use of higher and more realistic orbits, the atmospheres are extended much farther into space. As a result, the atmospheres have very thin outer regions where the aerodynamic effects are very small. When you experience a high-speed encounter in RSS, it might take minutes before you see much of anything happening. But that's the way it is in real life, so that's the way it is in RSS.
  7. It provides low expansion ratio variants of some of the game's stock engines to provide better performance on Eve. It is based on real life science and engineering. It's been some time since I last performed a full-up landing and return from Eve, though I did use Hyperedit to run some launch experiments in KSP 1.0.5 (KSP 1.1.2 should be no different). Using Eve's stock engines, I found that I could get to orbit from sea level with a Δv of about 7000 m/s, though that was cutting it pretty close. I'd probably design for at least 7500 m/s to play it safe, plus whatever you might need after reaching orbit (e.g. for rendezvous).
  8. If it is any help, here is the section from my web page were I write about gravity assist: http://www.braeunig.us/space/interpl.htm#gravassist
  9. Realistic Atmospheres version 1.1.3 is now available. Kerbin's modded atmosphere has been reinstalled. Now fully compatible with KSP 1.1.2.
  10. You're awesome, man. That fixed it. I might have been able to eventually figure that out on my own, but not without a lot of trial and error. I can't thank you enough. Laythe works despite having 0 eccentricity, but I presume that's because moons use the eccentricity of their parent planet? I'll be releasing a new version shortly.
  11. Yeah, I deleted it on purpose because it wasn't working. By deleting Kerbin from the cfg, we at least get the stock atmosphere. When using the cfg containing a Kerbin node, I get a Kerbin that has no atmosphere at all.
  12. As far as I know, none of the visual packs released to date have been adjusted for this mod. However, it's my understanding that the creator of KSPRC plans to incorporate Realistic Atmospheres into a future release (at least that's what we've talked about). KSPRC has yet to be updated for KSP 1.1+, though I plan to install it once it is. Up to this point I haven't used many visual enhancement mods, so I can't say whether or not you'll experience any odd visual effects when using RA with other addons. In OPM the surface temperatures and pressures are unchanged from the original values. However, curves have been added that produce small temperature variations due to latitude, time of day, and eccentricity of orbit. The greatest change is in the heights of the atmospheres. The main thing that RA does is it computes realistic values for the atmospheric scale heights, and then allows the atmospheres to fade away in a real life fashion. When the same methods and standards used to develop RA were applied to OPM, the atmosphere heights came out to: Sarnus 580 km, Urlum 325 km, Neidon 260 km, Tekto 95 km, and Thatmo 35 km.
  13. Which version of Realistic Atmospheres are you using? Below is a summary of how the different versions of KSP work with the different versions of RA. KSP 1.0.5 + RA 1.0.0 ---> Works correctly, all planets have mod atmospheres. KSP 1.1.0 + RA 1.0.0 ---> Doesn't work, all planets have stock atmospheres. KSP 1.1.0 + RA 1.1.0 or 1.1.1 ---> Works correctly, all planets have mod atmospheres. KSP 1.1.1 or 1.1.2 + RA 1.1.1 ---> Eve, Duna, Jool & Laythe have mod atmospheres, Kerbin has no atmosphere. KSP 1.1.1 or 1.1.2 + RA 1.1.2 ---> Eve, Duna, Jool & Laythe have mod atmospheres, Kerbin has stock atmosphere. So if you're using RA 1.1.2 then Kerbin will have an atmosphere, it's just the stock atmosphere (which is a compromise I made to get a useable version out there). However, if you're using RA 1.1.1 with KSP 1.1.2 and you're getting a Kerbin atmosphere, then I'd like to know what you're doing differently because that combination isn't working for me. The easiest way to see which atmospheres are loaded is to go to the Tracking Station and check the atmosphere heights in planet information panel. For Kerbin both atmospheres are 70 km, so check the temperature instead. If 287 K then the atmosphere is stock, if 288 K then it is the mod atmosphere.
  14. I know BodyLoader can be used to changes physical and orbital parameters, but I don't think it can change visual settings. You'll probably have better luck using one of the visual enhancement mods.
  15. Where did you find that file? When I download BodyLoader.dll from @NathanKell GitHub site, I get the same 16kb, version 0.2.0.0 that I've been using. Can't wait to get OPM installed. It is a terrific expansion to the stock game.
  16. Vostok/Voskhod managed to achieve monostability by offsetting the center of gravity. (Monstability means that a spacecraft will eventually reach a single stable trim point where the heat shield points toward the velocity vector.) This needed to be the case because once the equipment module was jettisoned, Vostok/Voskhod had no active attitude control. Although some conical reentry vehicles are monostable, Soyuz for instance (and I think Gemini), not all are. Apollo, for example, had two stable positions - heat shield forward and nose forward. This is because the engineers couldn't get the CoM close enough to the heat shield to produce monostability. The Mercury spacecraft also performed a purely ballistic reentry. Gemini was the first spacecraft to perform a lifting reentry. A ballistic reentry from Earth orbit generally produces a peak acceleration of about 8-9g. With a lifting reentry this can be gotten down to near 3g.
  17. ^ this ^ Make your ejection burn from low Kerbin orbit as you normally would if you were aiming for an equatorial munar orbit. However, instead of aiming for a close encounter just above Mun's surface as you would if you were planning an equatorial orbit, I like to aim for an approximate dead center impact with Mun. Then, when about half way to Mun, make a normal/anti-normal burn to alter the trajectory so that you will pass just over one of Mun's poles. Perform your orbit insertion burn at Pe just as you would in any other circumstance.
  18. There's a problem between Realistic Atmospheres and KSP versions 1.1.1 and 1.1.2. While the modded atmospheres of Eve, Duna, Jool and Laythe seemed to load up just fine, Kerbin ends up not having any atmosphere at all. I've yet to find the problem but, in the meantime, I've removed Kerbin's atmosphere from Realistic Atmospheres so that the stock atmosphere loads by default. The new release is Realistic Atmospheres version 1.1.2. Hopefully this solution is just a temporary fix. Since Kerbin's stock atmosphere is not substantially different from the modded one, they should behave similarly. Once I get the problem solved, there will be an updated release.
  19. In order the reach a specific landing site from orbit, the landing site must pass through your orbital plane. This will happen as long as the inclination of your orbit is equal to or greater than the latitude of the landing site. If your orbital inclination is less than the landing site latitude, then you can't get there form here.
  20. If you don't mind using modded engines, the following helps: Eve Optimized Engines
  21. While working on the OPM planets, I took a second look and Jool and decided to tweak its pressure curve. It's not a big change but it brought about the need for an updated release - version 1.1.1.
  22. I've already worked up several of these atmosphere models (this mod and RSS), so I'm getting to be an old pro at it. I'm happy to help out with OPM in any way I can. I'll try to take a look at it sometime this week. I'll send you a PM and let you know what I find.
  23. The config file should work just fine. The only change that you must make to get it to work with 1.1 is to update to the new BodyLoader.dll.
  24. Never mind, question already answered.
  25. Yep, it's not working for me either. Hopefully somebody has the answer. (edit) Found it. Need to add "@" before "prelaunchDefaultThrottle". @PHYSICSGLOBALS { @prelaunchDefaultThrottle = 0 }
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