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CitizenVeen
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How far did you get in Realisme Overhaul?
CitizenVeen replied to CitizenVeen's topic in KSP1 Mods Discussions
What visual mods and settings do you use? Your screenshots look very Nice sir! -
Questions about orbital velocities
CitizenVeen replied to CitizenVeen's topic in Science & Spaceflight
Yay I learned something today Thanks guys! -
Hey space explorers, A questions arose when switching between stock ksp and realism overhaul: In stock we need a speed of arround 3k m/s to maintain a low kerbin Orbit (lko) In RO we a speed of roughly 8k m/s To maintain a LEO. According To the ksp wiki, kerbin has the same weight as the earth (from the fact that kerbin has the same gravitational pull, 9.8 m/ss). Now if i understand my physics correctly, the size of a planet is irrelevant for the speed you need To Orbit arround it. V=sqrt(GM/r) Only the distance To the center of mass, and the mass of the planet are relevant here. If kerbin has the same mass as earth, and it is smaller (which means that being 70km above kerbin surface is alot closer To its center of mass then being 200km above earths surface), why do you need so much less speed To Orbit it? Is there something I misunderstand about orbital physics or is KSP just bending the laws of phisycs To decrease game difficulty a bit? Thanks!
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When I right click on an science module (like a goo container, a return-camera or wathever), the 'take science report' is not there. When right clicking on a crew capsule, when carrying an report with me (an EVA report that is, the others I can't take), I can't click 'store data.' Meaning I can take no science experiments home, apart from bringing home the module that they were done in. And also, I can't bring more then 1 crew report home.
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One more question. How do I plant a flag in RP0? The normal rightclickakerbal-plantflag! is not available, do I need to bring it with me on a ship? And what options does the Apollo Lunar descent module have? (apart from being a nicely formed engine, and tank). I noticed I could 'deploy' it (it opens up), but there is no scientific experiment or wathever that I can take from it (as an eva, it can take photo's though ). Or is it just for showing purposes?
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I can't find which node contains the docking ports where kerbals can pass through, I only have the propellant only one. Am I being really blind? Another question: how do I bring my science reports home? I noticed it isnt possible anymore to right-click-take experiments out of science modules (or landers etc for crew reports) and right-click-store them into capsules anymore.
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How far did you get in Realisme Overhaul?
CitizenVeen replied to CitizenVeen's topic in KSP1 Mods Discussions
Very Nice planes! Couple a questions: What part mods do you use? The sweet RL60 you talk about doesnt seem To come with rp-0 How do you go To the moon with h2/lox engines? My h2/lox boils comepletely off in 1-2 days (moon takes 5-6 dayd with a hohmann) So anything beyond LEO I have To do with those 300-320isp metabolic engines... -
How far did you get in Realisme Overhaul?
CitizenVeen replied to CitizenVeen's topic in KSP1 Mods Discussions
Nah, not Pluto, only got as far as neptune. I might have misclicked something somewhere when generating my ribbons... I'll check on it EDIT: Yeah, these are the correct ones: (I also also only flew by mars, I messed up my ullage, did get most high space science though). I did visit one jupiter moon which I sort of encountered on the way there. But forgot which one. Anyways, I calculated launch windows for all planets, and planned all midcourse correction nodes, and finally the capture burns. Wrote them all down in a spreadsheet, inclusive the delta-V stats (I smacked a good extra ~3000 m/s on each so I could do moons with them if I needed more science) And then started launching. Which ment constantly switching between launching something to LEO+injection, Launching a new probe, midcourse correction, another midcourse correction, capture burn, launching something else into LEO etc etc. Which was kinda fun, and more realistic then just launching 1 thing into LEO, fast forwarding to the correction burn, fast forwarding to the capture, getting the science, going back to the space center and then launching the next vessel to LEO. Was planning a good 30+ actions in advance, and didnt bother to also add the moons in in advance (it got me excrementsloads of science anyways). And now I got probes with ~3k m/s arround each planet, which can hop by any moon any time if I need more. I did cheat on 1 thing though: I switched on infinite electricity, as I miscalculated the charge my solar panels would give me so far away from the sun, and by the time I found that out, all my probes were allready on their way towards the outer planets (the inner ones were allready orbitting), and reverting back to before I launched the very first one from the launchpad was like 12hours playtime back :P. -
How far did you get in Realisme Overhaul?
CitizenVeen replied to CitizenVeen's topic in KSP1 Mods Discussions
Are those the near future propulsion, near future tech, near future electricity etc? Do they fit well into the RP-0 tech tree? Balancewise etc? Near to filling out the tree as it is myself... -
How far did you get in Realisme Overhaul?
CitizenVeen replied to CitizenVeen's topic in KSP1 Mods Discussions
nice! Here is my progress now: So in short: landed a probe on the moon (nice soft 2 m/s touchdown), and orbited the major planets (except mercury) for science. Manned moon landing next! -
Thanks guys! I did a reinstall of the game, and copied the settings from my normal (non RO, but still modded version), the settings are actually higher, but the game runs smoother, dont know why. I have an external screen, I set my screen settings to 'show on external monitor only' (My laptop is lying closed behind it). So yeah, its exported to my external monitor.
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Doing missions of several years now. I just barely noticed it before because i mainly fast forward time from the tracking station, and then it freezes all exact numbers on your ship. Does that mean that liquid Hydrogen/oxygen/methane are pretty much useless for anything other then getting to LEO?
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I noticed that once you get a bit deeper into the tech tree (like down to tier4/5, although it has lots of nodes), most nodes are either empty, or filled with non RP-0 supported parts (from others mods). Even though further on, there are some RP-0 engines in nodes that require you to research nodes that are empty. Is this intended? Or did I do something wrong with my installation? Also, what other mod would you recommand to go with further down the techtree? That add heavier or higher ISP engines? I have Aerobee installed atm. Thank you once again!
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I noticed that certain fuells (like liquid hydrogen for example, and fast too! Half of it is gone in a couple of hours), decay while a vessel is idle. Not from the space center, but it is when flying a vessel and fast forwarding time. Where can I find: 1. Which fuells decay 2. At what rate 3. and possibly, what a player can do to minimize this? (for example, will highly pressuring a tank have influence on this?) Thank you!
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Thanks alot! I only tried the mechjeb planner once. But then it gave me a suggestion wich was just a 60m/s burn or so from a LEO (so, naturaly, that only raised my AP with a couple km) so i assumed it was pretty bugged and useless, it did warn me that it doesnt work on al inclinations, so that might have been the problem. Ill try it again
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Still having problems finding flyby's for planets. I guess my main problem is that, because earth and mars have inclinations arround the sun that differ by ~2 degrees. I dont get an encounter at the Ap, when raised to fits mars Ap. (because I am either going 'over' or 'under' mars' orbit). No matter how I burn, from what inclination orbit from earth, I am pretty much getting the same results. The only thing I can find, is to do a mid course change (at the DN/AN towards mars mostly), but this costs me an easy extra 3000 deltaV. Is it even possible to get a direct encounter mars encounter, from a single burn from earth orbit? And if so, how the hell do you guys do it? Some help-the-noob instructions out there somewhere? Also, when entering the exact information all the fly by planners out there give me, I dont get anything near an encounter (they all suggest something different anyways).
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Looks like a nice planner! Several things I dont understand though: 1. what is Vz? 2. Your planner doesnt suggest an angle to prograde point where to start the manouvre, is that correct? 3. Youre planner, after start dV, names "start equatorial Z velocity", "start equat. Prograde Velocity" and "V infinity Leaving start planet", what are these? I figured that the first 2 were how much dV I had to burn into either nominal or prograde, however, they dont add up to get 'start dV' value, so I guess i must be wrong. And what is V infinity? I tried to google all this, but couldn't find it. I guess what I am trying to say is: I am utterly failing to understand anything of your planner. I am using mechjeb manouvre node editor to make sure i enter the exact right values. I read your instructions text that comes with the download, but made me non the wiser. How do I translate the data I get out of your planner to make a manouvre in game that works? Sorry for my stupidity, help is much appreciated :).
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I did a full removal of KSP, allong with all mods, gamedata, etc. Then reinstalled it, and reinstalled all mods, and restored my saves. The RL10 engine does Gimbal when set to the default config (RL10A-1), but not when set to a different config. Which, looking at the cfg file, I dont understand, as the Gimbal range modifier, is in a different bracket then the module engineconfigs. But I am real noobish modswise. So anyway, the problem is: When switching to a different engine config, the new config overrides the gimbal range for some reason, and the RL10 becomes unable to gimbal. This is just for the RL10 engine, I tested 2 others, and they remained able to gimbal, even when switching engine configs. EDIT: the LR87-H2 vacuum engine gimbal neither works anymore. It is on the basic config. Before I did the full reinstall of the game it did. EDIT: Now it does work again (only the LR87-H2)... I reverted the launch, and put only my second stage in orbit with hyperedit and now the exact same engine on the same craft actually did gimbal. I am completely in the dark to whats going on here. My last couple of launches were futile as I found out halfway into orbit that some engine was bugged each time...
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Nop. The whole character combination of "RL10" is not even present in the file. (Wondering how the engine can even be in the game then) Guess the install is corrupted. Can i replace the file with the one you linked? Or should i do a complete reinstall of the program and mods?
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I got a file names RO_Squad_engines in the gamedata/realismoverhaul/RO_SuggestedMods/Squad map its huge. I searched it, but the RL10 engine isnt even in there (when searing for "RL10" it gives no results...
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The skipper one. If I right click on it in game, under model info it says "SkipperLiquidEngine" I did. Only found a file under gamedata/squad/parts, but wasnt sure if that was the one. I couldnt fine the discription that the engine has ingame, in that file, and it was listed under squad parts (not RO, or RP-0) so I figured that wasnt the right one. In that file, it says gimbalrange=2, so that should be ok, right?
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The engine called 'RL10 Series Vacuum Engine' says in the discription it has a gimbal range of 6*, however, atleast for me, the engine is unable to gimbal when used in flight. Tried editting the file, but I couldnt find which file describes that engine...
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Hi everyone, I'm looking for help of how to get the best performance out of the game with my computer. I'm using a lenovo u410 notebook. These are the specs: 3rd Generation Intel Core i7-3537U (3.10GHz 1660MHz 4MB) 8GB Ram NVIDIA Gforce 610M (1GB) Windows 8.1 64bit (http://shop.lenovo.com/us/en/laptops/ideapad/u-series/u410/#tab-tech_specs) I am playing with all RO, RSS, RP-0 mods installed plus KAS/KIS. I am running the game 1680x1050 (same as my external monitor), with most quality settings set to low or lowest. And using open-GL (is that a good idea? I read that running open GL can also cause your FPS to drop, depending on your system?) and dynamic texture loading. Currently, my game runs kinda sloggish. When launching rockets the game kinda 'slows down', what should take ~30s (I know cause, for example, my SRBs are set to burn for 30s), sometimes takes more like ~2mins. You guys have any suggestions on what to do to make my game run more smoothly? (apart from getting a better computer) I don't have a lot of knowledge when it comes to games/performance. Few things: when looking at the kerbal base (where you can click VAB, research center etc, so when not in flight) the game is running at 7fps, with all settings to lowest ( I think), flying crafts in atmosphere is kinda hard, as the FPS is so low and the game responds so slowly, performance seems to increase when reaching space. Don't really know why my comp has such a hard time running RO. Stock KSP runs fine with low settings, and I think 8 GB Ram should do be enough..? EDIT: Ram usage (according to windows task manager): KSP does not seem to use more then 1,5-2g of RAM when playing. Another thing I noticed is that when I have no programs open, windows task manager still tells me that arround 50% / 4gig of ram is being used. Anyone know why this is? All the programs listed in the task manager only add up to about 1.5gig Ram, no idea where the remaining 2,5gig goes... Help would be very much appreciated!