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archenemy_6

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Everything posted by archenemy_6

  1. I have RSS/RP-0 so I'm not sure if that makes a difference but I just loaded it up to see what the force actually is and Mechjeb says it's .4298
  2. I'm not sure if anyone else is having this issue but every time I dock with my station to resupply or for crew transfers, after undocking the undocked spacecraft experiences a pretty consistent force of ~.45g and immediately after undock it gets dragged toward the earth. During this time I can't timewarp other than physical and I can't switch vessels. I'm pretty sure it's something with Principia because when I make a copy of everything and just remove Principia then the two craft stay by each other with no forces acting on either craft. I'm running 1.2.2 and the latest version of Principia
  3. I seem to be having a problem with my last two realism overhaul installs (1.1.2 and 1.1.3) Whenever I try to send a probe to one of the outer planets (Jupiter and beyond) I always make a maneuver node with an encounter or near encounter and burn for the appropriate time only to find out shortly after that my apoapsis isn't anywhere near what it said when I set the node or when I finished the burn. (i.e. having ~5 km/s of delta v in my transfer stage only to use all of it and come up anywhere between 1-2 km/s short) I installed all of the required and a lot of the recommended mods and have never had much of any problems with my install. Has anyone else had this problem or maybe know what's going on? I will try and replicate it with a new sandbox game and get some more info and screenshots this weekend.
  4. I have RT on my RO game and while there's signal delay for turning things like RCS on and off and activating experiments but flight controls don't have a delay. I tried signal delay with everything a while back but with ullage it's hard to get it timed perfectly so I feel comfortable enough without the signal delay for flight. That said I have run into problems where my maneuver is coming up and I forgot to turn on RCS before hand to deal with the ullage before firing the engine so it definitely requires some forethought. Also in RO there's lots of engines that don't throttle. I can only imagine trying to land a probe on the moon by turning the engine on and off and have a signal delay. But for a regular game I would probably have it on all the time and use the flight computer to do all the maneuvers. But if I wanted to land on a planet I'd either learn KOS or something similar or just disable it for landing. I just think of it like the Curiosity rover. It landed autonomously from a sky crane on Mars. We definitely have computers smart enough to perform the maneuvers themselves. when you disable the delay for landing you're pretty much just becoming the program it would use for landing.
  5. The LVDC (Saturn Launch Vehicle Digital computer) was capable of executing 12190 instructions per second. For comparison, a 2012-era microprocessor can execute 4 instructions per cycle at 3 GHz, achieving 12 billion instructions per second, one million times faster. That was enough to put the Saturn V into orbit. And that is a processor 4 years old. Granted mechjeb isn't using near that much computing power you can see how little they used to get rockets into orbit. If it worked for them it could work for us now. It might not be the most accurate system but I definitely think mechjeb could get a real rocket into orbit.
  6. I started a RO with RP-0 career a while back and immediately noticed that all the liquid fueled engines would have an abrupt cut off right at about 4.08 TWR. I thought it might be a part of one of the mods I had installed so I usually got around it by making clusters of 5 engines and shutting off 2 at a time. It usually let me use all of the fuel in a stage. So yesterday I was playing most of the day when things just started to go wrong. Every simulation I'd run the rocket would take off and slowly drift sideways and then get ripped apart like it was under a lot of aerodynamic stress. After a few reloads my Kerbal construction time upgrades had reset and it showed I had -56 upgrades available. So I decided to reinstall everything. After I get a new game working I notice that the thrust limit is gone and rockets will accelerate far beyond that limit. Is there supposed to be a limit in RO or one of the mods or was I just playing with a broken game the whole time?
  7. I don't believe I have tweakscale installed. I found it was one of the tail sections causing the problem after I removed it and replaced it with a procedural tank it went down the runway ok. I've since reinstalled some mods and all the parts seem to be behaving normally. after some messing around I got something flyable. I think I mostly needed a refresh on designing planes.
  8. I think if you want a more aggressive aerobrake you'll need to switch to a heat shield. Seeing as the airbrakes aren't as heat tolerant it would probably be best just to use those for a slow braking maneuver at high altitudes although it would probably take a few orbits. There's always a trade off especially with mass and heat tolerance
  9. idk about the pre release but the current version is 1.1.2 and this remote tech has worked fine for me in all modes
  10. Thanks. sorry I thought I had posted there but I guess I wasn't paying attention
  11. I have had RO with RSS installed for short while now and for the most part it has been functioning well. I installed RP-O the other day and recently started a career game. My rockets are working well but there was a few contracts to build planes so I tried that. My first attempt there was something seriously wrong because the rear of the plane just started floating upwards and the props or jets did nothing in terms of thrust. I had a similar problem when a mod didn't like a certain part. I found out it was the tail section so I replaces it with a procedural tank and it seems to have remedied that problem. The plan takes off down the runway now but I can't seem to get it to fly. I'm not sure if it is something to do with the parts or with how I'm used to building planes in KSP. This is really the first time I've tried to build a plane in RO. Watching the FAR data I've tried an AoA on the runway from about 5-7 degrees and once I pickup the speed needed for liftoff I go straight up into a stall and I can't get out of it. I've also noticed that the COL in the SPH shows up for the most part but it does not have an arrow pointing up like it normally does and the last plane I built it doesn't show up at all. I'll screenshot my gamedata folder http://imgur.com/fvBlNJ7 http://imgur.com/Nr4l9Ei http://imgur.com/OyPjDux any help is appreciated.
  12. oh wow I didn't even know that. That's really cool. All those CAD drawings are awesome. lots of detail. Makes me want to try and build something like it in 1.1.2 I was thinking earlier how I wished I could come up with all these cool acronyms like NASA does. I really like the name OSIRIS-REx
  13. Has anyone read anything on this satellite? I actually just heard about it today and did a little reading. It will be going to an asteroid and scanning it's surface and taking a sample. If anyone has Snapchat you add NASA and you can see them uncrateing the satellite. I've never seen it before so I thought it was pretty interesting.
  14. https://pds.nasa.gov/documents/sr/Chapter07.pdf Apparently there's a whole chapter on the preferred and accepted time formats NASA uses. I had no idea. Really cool mod though. I'd like to give it try.
  15. I think so far I've just used a 1.5m tank with one of the engines I forget which one but it seemed to work fine. I believe the engine used kerosene or liquid hydrogen and liquid oxygen and had one ignition and it let me fill the tank just fine too.
  16. So currently I have a few mods installed the main ones are real solar system real fuels and those other real mods. KW space y and bluedog I think are my main parts mods. I've noticed that there's only like two tanks that say they have insulation. i think It's just a short 3.75m tank from kw and the stock 2.5m orange tank. Is there something I'm missing or is there a mod I can get to have a wider variety of insulated tanks? Also I noticed that the fuel selection for the tanks is quite extensive but all the engines I have use only like 4 or 5 different combinations of the fuels. Are there any other engines that might use a different fuel mixture or anything?
  17. I know a lot of people were hating on this feature before 1.1 but after playing 1.1 I've really grown fond of this feature. I am playing with a modded install but I think this feature is great regardless. What are your experiences with it?
  18. The one's I do I tend to do I try and have an experienced pilot ferry them around. Usually my best Pilot. I'm the sure the tourists paid a lot of money and I try to have my best men available for the job. That said I don't take them all too often unless I need some extra funds.
  19. my 1.1 was getting a bit buggy. I had a feeling it was BDB. Saw it on spacedock as 1.1 compatible so I downloaded it and noticed immediately that some experiments just wouldn't do anything. Also had a problem of not being able to get back into the capsules during EVA. Found the thread and noticed it wasn't for 1.1. Saw a comment about updating the DMagic Science Animate and the experiments all seemed to work but the capsules still didn't. I took it off but I haven't had a chance to see if everything is fixed.
  20. I use my PS3 controller for almost everything I don't need to click on. I have the standard controls and translation controls, staging, timewarp, incremental throttle, full throttle, cut throttle, SAS, RCS, landing gear, lights, and brakes. I think that was about all the buttons on the controller.
  21. I remember the first time I docked two craft. right after I read and watched some tutorials on how to rendezvous. That took some getting used to by itself. I had one port on the side of my ship and it took me a good 20-30 minutes to get it docked because I didn't know about the "control from here" option at the time so I was wildly moving all over the place trying to understand the controls from different viewpoints haha. Needless to say I've gotten way better at docking things together.
  22. One mod I don't think I could ever live without is kerbal attachment system/ and or kerbal inventory system. KAS and KIS for short. They let you attach parts to things anywhere. You can send a kerbal up to add parts or upgrade old parts with something better. you can assemble a ship in space and then send a kerbal out to attach struts to strengthen the whole thing. One of my favorites for sure. I also really like SCANsat for the maps it provides Kerbal Engineer is really nice. Lots of info you can pull up about vessel and flight data. Environmental Visual Enhancements just adds that little bit to make everything look nice. The clouds are definitely a nice feature. I have a separate file with Interstellar Extended and I'm really liking it so far. Adds a lot to the game like fission and fusion reactors and various engines for propulsion. also adds antimatter and a warp drive. A very well done and in depth mod. Numerous parts packs are nice if you're just looking for more variety to build with. Kerbal Aircraft Extension is cool if you like building aircrafts. I like B9 aerospace. KW Rocketry. Surface mounted lights for all your lighting needs. I think there's too many good mods to name it's all a matter of preference. I have a file with a bunch of mods in it and I haven't had a chance to try them all out yet.
  23. hope this is the right place for my question but I'm having some trouble with the NERVA engines. If I use two radially attached with symmetry they won't have the same thrust. If they're throttled just a little the thrust values are the same but starts to deviate more when they're throttled up and send my ship into a spin. at full throttle the thrust values are the same but they reach max thrust at different times. Is there possibly something I'm doing wrong? any help is appreciated.
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