-
Posts
149 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by leudaimon
-
Cool! Do you know if this version is compatible with 1.1.2?
- 690 replies
-
- rotation
- persistentrotation
-
(and 1 more)
Tagged with:
-
Coincidentally this discussion appeared yesterday in the RO irc channel. A nice suggestion that (I think @NathanKell made) was to have SAS in time warp stopping rotation only if angular momentum is below some threshold. Above that, and the behaviour would be similar to the current when SAS is disabled. I myself often forget to deactivate SAS before separation when I have an uncontrolled spin-stabilized probe, and end up unable to time warp, which commonly dooms the mission. Thus, besides the "cheating" component, there is also a gameplay aspect that is important.
- 690 replies
-
- 1
-
- rotation
- persistentrotation
-
(and 1 more)
Tagged with:
-
ow, didn't know Kopernicus had been updated, sorry...
-
@NexxusWolf Did you update to 1.1.3? RSS is not compatible with it yet.
-
[1.1.3] Orbital Decay v1.5.2 (17/07/2016) - Total Overhaul
leudaimon replied to Whitecat106's topic in KSP1 Mod Releases
@Whitecat106 Good to know it's a minor bug already solved! I'll install it back then. I installed it in a RP-0 career already in progress and it was great to see the storm of debris de-orbiting About the Vanguard-1 problem, I hope it solves itself in 1.1.3... Yours is not the only mod conflicting with it, had the same issue with Connected Living Space, that shouldn't affect it at all. RVE is working great... still some small glitches, but the game visuals are mesmerizing with it anyway. -
[1.1.3] Orbital Decay v1.5.2 (17/07/2016) - Total Overhaul
leudaimon replied to Whitecat106's topic in KSP1 Mod Releases
I found another issue/bug with orbital decay. It doesn't work well with quickloading. I had a vessel in orbit around the moon (low, but stable orbit - 40x100km), quickloaded and the vessel appeared inside the moon, exploding instantly. I deleted Orbital decay and the quickload worked as expected. -
[1.1.3] Orbital Decay v1.5.2 (17/07/2016) - Total Overhaul
leudaimon replied to Whitecat106's topic in KSP1 Mod Releases
@Whitecat106 Really nice mod! As per requested by a message in game, I'm submitting the Lat/Long and body because of a MasCon issue: 0°31'16'' N, 82°51'15''E, on a GEO orbit. In a sidenote, to install RVE, just follow these instructions: https://github.com/Pingopete/RVE-KSP-1.0.4/blob/Linux64/Readme.txt Edit: Also, there is some further problem with RN's US probes and this mod. My Vanguard-1 gets very buggy, not showing delta-v stats and other issues after this mod was installed. Given I'm past this stage in my career, it probably won't be an issue now, but it is weird anyway. -
That's TestFlight, a separate mod
-
Welcome @gunt3rgam3r! The first thing to know is that making a part compatible with RP-0 is a two step process. 1) make the part RO compatible. This involves correcting mass, efficiency etc. to make it similar to real life. Parts that didn't go through this are labeled non-ro 2) make the part RP-0 compatible. This involves putting it in a tech node and giving it a price.Parts that didn't go through this are labeled non-RP-0 I'm on mobile, so it's not easy to provide links, but the OPs for RO and RP-0 and their github repositories give more details.
-
AFAIK rated burn time is fixed, but MTBF increases as you accumulate data. You can find more detailed information in the TestFlight wiki: https://github.com/KSP-RO/TestFlight/wiki/Quick-Start
-
What do you mean?
-
@Herrkurt Good to know! About launching TWR, what I've seen from most tutorials and discussions is that you should aim for a SLT of 1.2-1.7, the sweet spot is 1.5. Lower and you waste fuel from gravity loss, higher you waste from aerodynamic pressures. Fast kicks from SRBs can change this balance, making higher TWRs worthwhile.
-
@Herrkurt AFAIK there is currently a bug with FAR and some mods that are causing this overheating. @ferram4? Try to install FAR from the master branch in github, apparently this solves the problem.
-
@NathanKell Good to know my suggestions were useful! I never realized recovering vessels that didn't get to space would also give science. Something to keep in mind. Its nice that this sounding rocket is high atm capable, just changing launch angle could give some different biomes (I don't usually use the cape, so I'm not aware of the biomes there). Do you think these planes would allow some records? What maximum speed can be expected? Regardless, some low altitude science can be obtained in different biomes with them.
-
Really nice start! Both in options and crafts already designed. If I can drop my 2 cents: Considering that: 1. Cost = Time 2. The sound barrier contract has a nice advance 3. Planes are expensive I would suggest picking both contracts available and investing the initial points (plus an additional one that can be bought) mainly in the VAB - maybe a little in R&D, given it is necessary to invest future earnings in the SPH, and produce the simple sounding rocket NathanKell already designed. If it has a thermometer and barometer, it should produce science enough to develop supersonic flight even if it doesn't reach the high atmosphere. The need of a parachute is questionable though - why is it necessary? Once this first flight is completed, it would be easy to pick the break the sound barrier contract, and invest its advance in the SPH as well as a little in R&D. This would allow to start producing a plane to make some crewed records, and develop a sounding rocket capable of breaking the karman line. This initial strategy would allow a balanced career, with both uncrewed and crewed missions from the beginning.
-
btw @NathanKell, for the record. I think it is necessary to add RSS as a RP-0 dependency.
-
That's possible. Stock atm decays a lot slower than earth atm.
-
@Marsu69 Can't say I'm sure. By looking at the config files in RP-0, it looks like it assumes the RSS, given the science parameters. I don't know how it reacts to stockSS @NathanKell? About the tutorial, you mean the first rocket here? In that case, I doubt it would reach 100Km, but definitely should take you to higher atmosphere, above 50Km. How did you make the fins? One thing to take into account is their structural strength (Mass/strength os something such), keep it at 0.25. Also, if you are using TestFlight, your engine may have failed, and then it shuts down early. A second launch might be more successful. One last thing to take into account is how much your rocket turned. Because of some bugs the orientation of the rocket may change in the launch pad. Use 2 (or even 3) clamps instead of one, to keep it stable. And try launching vertically instead of giving it some initial pitch.
-
Go For Launch - Cooperative RO/RSS/RP-0 - About to start!
leudaimon replied to NathanKell's topic in KSP1 Mods Discussions
Really nice idea! I won't have the time to participate very actively, but would like to keep up and maybe give suggestions in discussions on the general strategy and mission design. Are these discussions somewhere else besides this forum topic? I had a look at the github, but it looks like it stores stuff already decided upon. -
Welcome @Marsu69! First of all, I don't think you will be able to play RP-0 without the Real Solar System. AFAIK science only works in RP-0 with RSS. About your question, if you are playing with Remote Tech, the way antennas work in RO is the root mode: "The two antennas can communicate as long as they are within of each other, where r1 and r2 are the ranges of the two antennas, up to a limit of 100 times the omni range or 1000 times the dish range, whichever is smallest." Thus, even though the DSN has a huge reach, you still need a dish with a range of 1/1000 of the distance to the place you intend to go. Besides, I'm not sure if you will have a DSN if you don't play in RSS.
-
I'm starting a new career in 1.1.2 and I'd like to share my craft designs as I advance, is this the right place? Is there anyone listening? I don't usually build replicas, trying to make (variably) reasonable crafts making most from the least technology instead.
- 4 replies
-
- realism overhaul
- rp-0
-
(and 1 more)
Tagged with:
-
@grosser_Salat My Brazilian launch site, with the config settings for the ground station there and another one used downrange (and also some flags): https://www.dropbox.com/s/twngiysd167q2jz/Brazil.zip?dl=0 The remotetech configs must be added manually to the file in the RSS folder. AFAIK only launch sites that succeeded in launching a satellite are included in RSS.
-
You need a pressurized tank to have hydrazine. Regular tanks (type default, balloon, etc) will not have hydrazine as an option in the Real Fuels GUI, you need a Service module tank.