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Galile-Ho

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    Curious George

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  1. Hello, its been a while, hope all are well. Happy holidays to all! Considering all the spacex vertical landings (including Starship!!!), I have been concentrating on the mechjeb landing guidance. My issues are as follows: It doesn't account for atmosphere when doing sub-orbital hops around the earth. Therefore doing a targeted auto-land is not possible. Any ways around this? The suicide burn ignition doesn't account for engine startup time. It should be lighting the engines ~ 2 seconds before the suicide burn countdown goes to zero. However it starts the ignition process right at 0, and 2 seconds later when engines come to full thrust the ship is in the ground. Recently updated a bunch of mods and now my suicide burn countdown is WAY off. Showing 1 hour when it should actually be seconds. Mods updated were as follows: (ProceduralParts, CommunityResourcePack ,RealFuels-Stock,RealFuels, FerramAerospaceResearch ,KerbalJointReinforcement ,EngineGroupController ,RealismOverhaul ,RealPlume ,AJE ,KSP-AVC ,SolverEngines ,SmokeScreen ,RealHeat ,RealChute ,ModularFlightIntegrator ,REPOSoftTech ,MechJeb2). Any help would be appreciated , making my rockets re-usable is key to greater space access for my kerbins
  2. Kerbalized SpaceX for RO? Hello, I have the above mod made by jhami74 but it is configured for the stock version. In the past I have manually reconfigured the files for RO but it is very time consuming. Does anyone know of a source to make these crafts into RO versions, complete with real mass, dimensions, fuels, etc? Thanks
  3. thanks @AVaughan, the good ol don't rely on ckan solution
  4. VAB Attachment Node to the Side Bug Hello masters of spaceflight simulation. I just downloaded RO 1.7.3 with ckan. In the VAB when I detach a part or sub-assembly and try to re-attach it, the parent part's attachment node disappears or moves to the side surface rather than staying on the axis of symmetry. It is making it very difficult to assemble a craft. I have a feeling it may be related to procedural parts. Any help would be much appreciated. Thanks
  5. It's the little things that count Hello! I started playing ksp again with RO version 1.3.1. I've noticed a few little things that are missing compared with previous RO versions: I can't seem to find any radiators. This makes inter-planetary travel with cryogenic fuels almost impossible. Is this intentional (i.e. does the technology not exist in real life)? All the future NASA / SpaceX missions seem to involve at least liquid oxygen, which boils off significantly for example when going to mars. I select cryogenic tank type to minimize boil off but this is not enough for long distances. In map view, zoomed out: I could previously double click on the planet's orbit line to focus view on the planet. Now I have to double click on the planet sphere itself, lot harder to do. In map view, zoomed out: Directly looking down on the ecliptic plane is fine. However when I adjust the camera viewing angle and zoom, I see a bunch of extra flickering lines / noise which makes it very hard to plan inter-planetary maneuvers (and also causes minor seizures ). I have seen a couple of discussions on this topic but no solution. Maybe an Anti Aliasing setting? I have the files for the SpaceX raptor engine in my directory (US engines pack), but it doesn't show in the VAB. As always, any solutions to the above would be much appreciated. Happy space travels! "Lift is a gift but thrust is a must."
  6. @Phineas Freak @NathanKell thanks for your help! Can I fix the "bug" that causes me to lose ~ 15% of my total dV due to an astronauts weight? I'm not clear on how to solve this problem. I think im generally using mechjeb and KER as you have stated. KER for ship design, Mechjeb for in-flight stats. Let me know if im missing something. Will use comm networks to account for earth curvature! I think I'll play with signal delay until I reach the moon, then its probably getting turned off. It seems like the ullage issue is currently being handled by the new engines not requiring ullage. I'm still pretty low in the tech tree so I can understand how older engines may have been ullage prone. You could consider simulating the entire feed system (as suggested by @pianojosh), but this does make things more complicated. As always, appreciate your efforts in creating/maintaining the game, and still taking time to answer my questions!
  7. Miscellaneous KSP Questions: Hi all! I have gotten back into RO after ver 1.2 was released and have some general questions based on my recent experiences. Pressure Fed Engines: Why are pressure fed engines subject to empty ullage issues? Pressure fed systems use either a bladder tank or a Propellant Management Device to specifically prevent this from occurring. I can see a certain level of thermal soakback from thrusters causing fuel / ox to vaporize, however inertial effects on fuel should not come into play. Mechjeb vs. Kerbal Engineer Delta V stats: I tried eliminating Kerbal Engineer and using Mechjeb for my ship design stats in the VAB. It gives me different delta v figures when compared to kerbal engineer (usually mechjeb is lower). Also when a lower stage is added, the delta v numbers for the upper stages change in Mechjeb (not the case for kerbal engineer). Does anyone know which program is correct? (I'm assuming kerbal engineer is correct) Astronaut Mass: Why does the addition of an astronaut into my pod reduces the total delta v in my ship by ~ 1700 dV? In comparison, the addition of an empty mk1 pod only reduces dV by 600! Its almost like the astronaut weighs 3 tons! Remote Tech: What is the purpose of having a communications satellite network if the DSN stations can communicate up to ~ Jupiter? Does ksp give the user the proper tools to account for signal delay? Is there any merit in creating a space station with 5 astronauts (command point)?
  8. @Theysen @Jaeleth thanks for all your help! tried a fresh install with ckan and it works fine!
  9. Greetings! I took a break from RO 1.1.3 and decided to try installing 1.2.2 manually. I used Lilienthal's post from page 3 as a starting point. I installed 1.2.2 through steam, got the general 1.2.2 updates through ckan, and downloaded the below list manually from github links. Realism Overhaul from https://github.com/KSP-RO/RealismOverhaul/releases/tag/v11.4.1 MechJeb from https://ksp.sarbian.com/jenkins/job/MechJeb2-Dev/lastSuccessfulBuild/artifact/MechJeb2-2.6.0.0-691.zip Procedural Fairings from https://github.com/e-dog/ProceduralFairings/releases/tag/v3.20 FAR (copy over the existing .dll) from https://github.com/ferram4/Ferram-Aerospace-Research/commit/13615120d6e519f1aea017717e0e51059b00e668 Test Flight from.. My game crashes upon loading. In the crash file it says error with model.dll. I am at work and do not have access to my log files (which I will post), but wanted to see if anyone had any preliminary ideas. As usual thanks in advance, the people on this forum are very helpful.
  10. Lack of throttling capability makes it hard to land Correct me if I'm wrong, but we haven't developed many real engines with deep throttling capabilities. Maybe this is because the space programs haven't focused on landing on planets / moons for a while? Other than the Lunar Module Descent Engine there seem to be no other options in KSP-RO. The space-x super draco is is a non-RO part, and it is still an experimental engine. The performance specifications indicate an Isp of 275, which is inferior to the LMDE. I was also wondering if the Mars Landing Engines (for the Curiosity Descent Stage) are available in RO? Any help on landing with / without throttle-able engines would be much appreciated.
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