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Everything posted by rsparkyc
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So...Mission 6 has been recorded, though in my own admission it's kinda boring (maybe because I've had to watch it over and over while editing). 5 was pretty long (40 mins), I was trying to keep them at or around 20, but I also really wanted to get to orbit. In other news, it looks like RO now works on 1.1.2, so I'm spending some time getting that up and running. There's still a few mods that need updating that I use, the most important one being RP-0. My plan is to continue the video series on 1.0.5 till I can get everything migrated on 1.1.2 (which hopefully will be soon), unless you guys just want a reboot on the new version.
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Are there plans for this to be pushed to CKAN?
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Should I expect to see the 1.1 compatible version on CKAN?
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Well that took a lot longer than expected, but here it is.
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First of all, props to SpaceX for successfully landing a booster after a geosynchronous transfer insertion. I got up to watch it live and it was amazing. Secondly, I'm exporting my 5th video - Orbit and/or Bust. It's a bit longer, so standby...
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Part 4 is out. As a side note, if anyone knows of any Kerbal engineers, I fired my engineering team and need a replacement. Bonus points if you can find their first mistake in this video.
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Part 3 is out!
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Chapter 2 is up! Now with (hopefully) better sound quality.
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I saw that, but I think in this case the wet mass is the same as the dry mass, as I never put fuel in that tank, only the lower tank.
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Don't judge a book by it's cover! I'm no Scott Manley, and have some work to do to balance the audio while in flight, but plan to do another video tonight.
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So I see a lot of videos of people flying rockets they build, but not so much of the design process. I figured I would create a video series where I design and fly rockets using the realism overhaul suite of mods. I'm going to try to keep episodes down to around 20 minutes. Last night I did my game setup and first two missions. Next goal: space.
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In this case, thrust and VACISP never went up. (Correction: thrust on the AJ10-142 did go up) They also all use the same 40.6% UDMH / 59.4% IWFNA fuel mixture. They are all still in the "Early" range, so only 1 restart. Looking in sandbox mode now, I see the later models are a little lighter (0.080t vs. 0.084t). I could understand reliability/burn time, but I'm just trying to understand the real-world progression of the AJ10. I guess first they got it a little lighter (with a slight performance hit), then worked on efficiency? EDIT: looking at this helps http://www.astronautix.com/fam/aj10.htm
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Question about the AJ10 series of engines. I'm looking at the early version of the AJ10, and right now I have 5 models to choose from: AJ10-37, AJ10-42, AJ10-101A, AJ10-142, and AJ10-118. They all seem to weigh the same, and none of them have a better ISP than the AJ10-37 (with the exception of the AJ10-118 at sea level). Also, none of them provide more thrust then the base AJ10-37. So then, what's the point of upgrading them?
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Can't wait for this all to be ready for 1.1! I downloaded it, landed on the Moon (oh wait, it's Mun), said "well that was too easy" and then fired up my 1.0.5 RO install. Back to the "real" world...
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RSS (Real Solar System) is just a mod that replaces the planets with their real-life counterparts. RO (Realism Overhaul) is a collection of mods (one of which is RSS) which makes everything more realistic (Real fuels, life support, realistic engines, non-instant build time). RP-0 is the campaign mode for RO, and remaps the tech tree and prices. Someone feel free to correct me on that, but that's been my understanding.
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[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
rsparkyc replied to Boris-Barboris's topic in KSP1 Mod Releases
That works like a charm, thanks! Fly-by-wire works wonderfully, but when I try to tell it to hold an altitude, the plane just starts pointing down, any idea?- 977 replies
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[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
rsparkyc replied to Boris-Barboris's topic in KSP1 Mod Releases
I'm assuming 1.5.2 should still run on KSP 1.0.5, correct? I'm using the RO/RP-0 setup, and can't get the AA button to show up. Checking for other mod conflicts now.- 977 replies
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When will we have an update? I love the story. It actually inspired me to write my own (though not nearly as details as yours). The hardest time is coming up with a good naming convention.
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I'm actually seeing the same thing. Looks like I won't be returning this data to the surface until there's a bug fix
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So, I thought I had a great idea for maximizing solar power for my probe, but it seems to be a no-go. You can see when I extend my RCS arm, the panels don't move as well. Anything I can do to fix this? As a side note, I have no idea which mod that part comes from, is there an easy way to tell?