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Everything posted by Bornholio
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Bornholio replied to Theysen's topic in KSP1 Mod Releases
I just did a CKAN install for Real Fuels dev testing and got a bunch of 1.3 versions incorrectly installed. Not sure what is happening. But you may want to manually install or just install a few at a time until it all adds up.- 2,216 replies
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Bornholio replied to Theysen's topic in KSP1 Mod Releases
Thanks, @DRVeyl for updating the "Golden" spreadsheet for 1.3 available mods RO needs. I'll dig a bit more, Make sure CKAN is set to not use 1.3 mods Right now looks like FAR is the only one i can see that would install in error a 1.3 version Try Connected Living Spaces...https://github.com/codepoetpbowden/ConnectedLivingSpace/releases Looks like it maybe 1.2.4.2 is the correct version. If that doesn't do it, maybe Realchute 1.4.3 then CRP 0.6.6.0 try loading Master RO from github, a couple fixes are in that. Plus if you do RP-0 that new tech tree is awesome work. https://github.com/KSP-RO/RealismOverhaul Use the [Clone or Download] button on the right to grab the zip, pull the /Gamedata/RealismOverhaul/ and delete and replace (not overwrite) the existing one.- 2,216 replies
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Bornholio replied to Theysen's topic in KSP1 Mod Releases
GITHUB: ferram4/Ferram-Aerospace-Research LatestRelease: 0.1531 AllowPreRelease: False VERSION: 0.15.9 downgrade to FAR 0.15.8 https://github.com/ferram4/Ferram-Aerospace-Research/releases- 2,216 replies
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Rocket hovers above pad.
Bornholio replied to LordOfMinecraft99's topic in KSP1 Technical Support (PC, modded installs)
Real fuels lowers Basemass using a good method, so does SMURFF so its like double dipping. You can do it but its unrealistically light at that point. You can toss on a mod that multiples all the ISP's Come over to the x10 RSS dark side, getting to orbit is hard. -
Rocket hovers above pad.
Bornholio replied to LordOfMinecraft99's topic in KSP1 Technical Support (PC, modded installs)
yes, anything that adjusts basemass will. If you are using Realfuels i would not use SMURFF -
Rocket hovers above pad.
Bornholio replied to LordOfMinecraft99's topic in KSP1 Technical Support (PC, modded installs)
Easy way is to never tweakscale tank . Hard way is carefully check each time you edit parts that they don't go negative basemass. I only use tweakscale with structural on the RO/RP-0 games, sometimes carefully with fins. -
Rocket hovers above pad.
Bornholio replied to LordOfMinecraft99's topic in KSP1 Technical Support (PC, modded installs)
This is usually caused by a tweakscaled part that ends up with negative mass. Usually a fuel tank because of interaction with real fuels -
They are included in RO Dev branch https://github.com/KSP-RO/RealismOverhaul/tree/dev/GameData/RealismOverhaul/Parts/Solar
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Few launches last night Needed a LEO coms coverage so i put up 4 Omni Sats with Taniwha's new solar arrays Photo Recon Polar sat to get science Launch Vehicle was reused for several sats, anything less than 4kkm for contract missions. The Recon Sat was one of its largest payloads Then it was time to do manned orbital, hard science gain left me with quite a bit short of mk1/mercury pods so X-15 style pods it is First stage hoisted good, but i had to lob it a bit since the TWR on the upper and orbital stage is low. Three days of life support and polar orbit to hit all the biomes, barely enough batteries, fixed in the next iteration. More RCS than needed so life support was also upped to 5.5 days
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Bornholio replied to Theysen's topic in KSP1 Mod Releases
LMAE and LMDE are in https://github.com/KSP-RO/RealismOverhaul/blob/master/GameData/RealismOverhaul/RO_SuggestedMods/SSTU/SSTU_Engines_US.cfg- 2,216 replies
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Bornholio replied to Theysen's topic in KSP1 Mod Releases
If you take a look at RO/RP-0 Dev branches you will see a whole boatload of science work. Pap has added a crew science system using wildblue tools plugins that add a reason to use more advanced pods as you get them. https://github.com/KSP-RO/RP-0/wiki/Crewed-Science-Extension-(Dev) also see the changes to new instruments and balance versus the new extended tech tree. https://github.com/KSP-RO/RP-0/wiki/Science This on top of a lot of contract, tree and the new systems in RO/RP-0 https://github.com/KSP-RO/RealismOverhaul/wiki/RO-RP-0-DEVELOPMENT-CHANGES-(Training,-Tooling,-Maintenance-Costs-and-Facilities)- 2,216 replies
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Bornholio replied to Theysen's topic in KSP1 Mod Releases
FAR VERSION: 0.15.9 is 1.3 only sorry CKAN fouled that up for you, downgrade to 3:0.15.8.1 Easiest way is to just take the /Gamedata/FerramAerospaceResearch/ folder delete it and replace with the one from here. https://github.com/ferram4/Ferram-Aerospace-Research/releases/tag/v0.15.8.1_Lewis @FennexFox Which leads me to more updates for 1.3 that RO marches toward. (AJE, FAR and Principia) are now added to the 1.3 Available list https://docs.google.com/spreadsheets/d/1A7gQkIiQKi0VtRecE6p86KCKuoawZPdzk7NlaxssRJ4/edit#gid=0 Getting Closer!- 2,216 replies
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Three ways to deal with this. First is manually tune your final pitch using the edit ascent path window. As you approach AP lower your pitch (including going negative) to control your vertical rate and stay under target AP until PE matches. This is an art and pretty hard to get completely right. see also https://github.com/KSP-RO/RealismOverhaul/wiki/Ferram's-Launch-Vehicle-Tutorial Second set a large (~5000) AP and set a low target Altitude and pitch in the edit ascent path window. You will still find some manual tuning will benefit, and will need to manually shutdown to keep low AP or design the rocket to run out of fuel correctly. https://github.com/KSP-RO/RealismOverhaul/wiki/Ferram-on-Ascent-Profile-and-TWR Third look at Lamont's PEG development version https://github.com/lamont-granquist/MechJeb2/wiki Assuming the rocket has a combination of dV and Burn time to make circular orbit in a single burn it will do so. Lastly you can redesign the rocket to have an ignition for circularization. Either using a motor that has multiple ignitions (J-2, RL-10, AJ10 (Mid) or Advanced...) in the stage that will do the coast phase or add a set of smaller same fuel motors to the burn (say LR105 and have a set of RL101's in reserve)
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Never ending dev testing ( I should make a Haiku) Upon discovering that others did not know that RSS had a release in the works with Uranus' Moons included I worked on testing that a bit with Principia because "We Cannot Afford a Principia Gap!" https://github.com/KSP-RO/RealSolarSystem/commit/87837e69b4f8f21634872422cfae09aab16edb0d New Biomes and textures maps, added moons and planets (Vesta, Ceres..) KCT version shows already picked tech nodes but yet to finish researching as orange in green and fixes the old stuck purchase bug from hovering over a purchase node that is too expensive. So far Principia (Cayley) is working fine.
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I'm not the person to give a great answer for direct ascent, but with MJ you can launch to rendezvous with a bit of error. That is the only way I have done it. Made a 70m/s midcourse correction at midpoint. You can slop quite a bit for a few hundred dV. I never line things up unless I'm doing a free return path. Very seldom do i do more that basic alignment on launch and I launch to 28.608 instead of the proper 28.363. Baikonour will be a bit more difficult to always find a good intercept. Also if you are doing a polar mapping mission or landing on the poles its actually worse to line up, since you want to drop in over or under the moon. I find that 240dV is enough to correct for any number of horrible alignments (some will always fail) but even 90deg out of phase is not a useless orbit to launch from. One thing to do is place a junk sat in a test orbit and do planning nodes from that. use Cheat Orbit screen or hyper edit to place the sat in an orbit that is co-planar with the Moon and in about whatever you are likely to use as a parking orbit. Then place a second in a test orbit high enough that you can get to with 0 to minimal dogleg on launch. Then make planning nodes from that and see how you can get intercepts from many odd angles.
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Depends on the heat loading, if you have radiators you can manage the heat load and minimize or eliminate the losses. Starwaster also has a heat pump mod that uses more realistic power amounts but either way going above x1000 time warp inflicts analytic mode and heat will not be controlled properly. Cryogenic tanks just lower the heat load by adding insulation. Service modules add even more insulation and allow for higher pressures at the expense of more weight and lower capacity. If the tank can be kept at 20K or less then Hydrogen boiloff is not an issue. Likewise LqdMethane and LqdOxygen can be kept much easier since the are far higher boiling points and lower expansion ratios. Commonly if a Hydrogen stage is being used to do TLI or other Injection burn it can just be over provisioned with hydrogen to make up for the boil off relative to the LOx. One thing about having a higher thrust Transit bus is that is will lower gravity losses and improve maneuver accuracy. That said I love cavea-B RCS and 1&2kN Thrusters for probe driving. Usually once you have that you can go straight to Lunar orbit and even landers if you using drop tanks and a small probe. Most common for me in those missions is an AJ-10 Early since it is restartable. Have you also thought of direct ascent and not going into a parking orbit? That would allow you to use the stage without needing an extra ignition.
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Well if you have to, but can I interest you in a visit to Oberon? Its a lot less gassy and in the neighborhood.
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When I push with LR105 uppers and know it will have excess fuel I will add a set of 2 or 4 LR101s to expend the rest of the fuel into TLI. So unless you can conserve an ignition then either reduce the stage to just enough to make orbit with an extra small stage to push TLI or add a secondary pusher that can use the same fuel. Its almost always more efficient to design a good small Bus stage with a multi ignition engine.
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It is a slow process, It depends on each required mod first being 1.3. For some mods the change is as simple as recompiling once. Others require fundamental fixes. Then RO needs to accommodate any changes they make. https://docs.google.com/spreadsheets/d/1A7gQkIiQKi0VtRecE6p86KCKuoawZPdzk7NlaxssRJ4/edit#gid=523836116 So the answer is no That said lots of work is happening in development RO & RP-0 Version release on Reddit https://docs.google.com/spreadsheets/d/1it8cZ_t8J67m4oPOvjzgBxHZvSXsvhNTPhlDVqEGTFY/edit#gid=0
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RP-0 is crush my will, well Dev testing is. My son is home and spouse training for the new school year. So i get plenty of time this week to test, making about 20-30 test launches a day The crew is adding new features like tooling costs, maintenance and crew training along side the awesome new tech tree and heavy duty contract system launched way too many nearly identical sounding rockets with minimized cost.
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Aug 9 testing, my sons time off before school start has me running heavy duty. Did a large number of X-Plane (sonic) by taking my first planes (2xGE, +XLR So astronauts have this nice extra information in mouse over. Bobby is happy he got to do a Suborbital hop to 230km high extended his contract. Charles Moore needs some fun or he won't stay on past '59 Maintenance costs and a new training feature have their own toolbar button now. Sounding rocket mission for new altitude record is in. If you want to slightly increase and re-run it multiple times, power down just after making AP high enough otherwise the new one will be higher than whater you end up at. I did not, faster to take the money from the milestones. Minimizing cost minimizes build times, so no avionics, just Hit R and spacebar a couple of times straight up Early game has very little to do after finishing early SO contracts are done. Doing repeatable Xplane(sonic) missions to pass some time. Can't wait till RO/RP-0 can go 1.3 so i have a working runway. (go get kerbal constructs if you need to run plane missions and put a good one in) Landing it on the runway is critical, that why I parachute in every time. By parachuting in i make turnaround time just the time to roll it back in (still pretty long) but compared to the 200 day construction easy to do. Turns like an SR-71, yeah not very good, but stable and fast 735m/s at 25km Need to keep it along the coast so i can navigate . No tracking station for near a year so no navigation help. Heading to 15km and 550m/s for the contract. Lobbing attacks at texas to grab biomes after getting new science. Massive pile of dog poo fired into orbit. So bad I'm embarrassed to post its picture. No avionics except an aerobee core, its less satellite than intentional space junk.
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They are fine maybe just not have them center. Would be nice to have a summary somewhere maybe a toolbar screen. Or super awesome would be in the Astronaut screen. The maintenance popup was the only one that started to get annoying. Added more info above also.
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Aug 8 testing, in between doing maintenance and lawn work on a day off i restarted again. Since @NathanKell added several features (Astronaut retirement and down time), (more tooling changes), (KSC general maintenance costs) and @pap1723 moved the starting parts out so it cleans up the VAB since now the masses of aero and propeller parts don't have to be visible but must be purchased. This enables tooling costs to be factored into more parts and the entry cost modifier system applied to all parts. Then node that contains them comes with a contract that completes after a delay of 2 seconds and grants the node. That worked great and currently the costs are mostly 1 fund for each part (it contains more than 190 parts even with just required parts packs like sxt, vens and taerobee). Astronaut information on startup. Maintenance, Astronaut, TACLS and KCT pile on each other at start. New node for starting parts Go get the new start mission first. Pop out and the mission completes. Node with Entry Cost parts all at one whole fund. Some are more and most will get some tooling setup charges add is suspect. Important to balance against the tooling costs for proc parts. Did a custom settings career this time (hard, but reload/saves and 500% reward modifier) . I think the astronaut retirement and the maintenance costs interface needs some love. In particular the maintenance costs screen pops up and locks some inputs pretty regularly. The first few normal lob rockets were all built on V-2/WAC bumpers, tooling costs are looking stable and reasonable for the reward. The heavier tanks are harder to judge by intuition and sure can't make it to orbit with the first few nodes of techs. Make sure you save enough money for those '56 engines or its going to be a hard grind. Launch one had a late A-4 low power failure and the WAC failed to ignite (my fault) but it still made 160km. Second WAC failed to ignite also even with sepatrons. Third time was the charm. Got most water/shores/grassland science. Did the manned mission as soon as I had X-1 cockpit, other than that and an A-9 Engine its mostly the same as my booster. Until several nodes happen i won't push it any farther. Improvements to separation, Retro burn sepatrons and added N2 RCS after the first guy took 30g of re-entry force. The others took 12ish gees. Maybe crew off time should be linked to max G force squared Did alternating sounding rocket (Difficult missions with other missions until the only other missions available were the X planes (sonic) missions which had a plane in construction for 340 days and the first orbital missions. Made a very cheap V-2 rocket with only a Aerobee core to start the engine and let it go straight, each mission cost about 1k 300ish for the rocket depending on payload and 500-600 for rollout costs, each took about 5 days and a day rollout, not sure how many days are between that and the next mission available. Did my eleventh sounding rocket mission in late August. Tech at the end of science harvesting wave 1: made a Short tank section to stretch over the V-2(A-4) tanks and mate to the conic. Contained the variable amounts of payload requirement for each mission. Waste space was filled with fuel and fuel minimized to make the altitude required. Mission Alt-Mission Alt-Reached PayloadUnits Reward dV Sounding Rocket Missions 1 200 406 60u 10k ---- 2 400 402 70u 11k 3 200 326 555u 11k 4 200 312 770u 12k 5 300 322 545u 12k 6 200 278 1165u 13k 3114dV 7 400 560u 13k 3295dV 8 300 302 825u 13k 3225dV 9 100 163 3740u 15k 2529dV 10 200 230 2225u 16k 2913dV 126k total 37k Costs (yeah for 3bp) # km Altitude payload reward dV fuel one later mission had a motor failure just as it unclamped. Building construction take a lot longer, investing in VAB build rate is critical for this speed (1.2bp/s)
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@Syczek I see normal recoveries, including taking parts to scrapyard. Nothing listing it even trying to transfer science but didn't That 38k exceptions is a lot it has semisaturatable Reaction wheels is throwing exceptions, FAR is erroring several thousand times. Scatterer is failing to find cloud layers for planets etc. It might be that among the exceptions and errors it is refusing to unload the part that contains the science. i don't see a specific reason why, but there is a lot of NRE spam going on. You probably want to carefully rebuild your install (make a copy of the whole thing).