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KSP2 Release Notes
Everything posted by Bornholio
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@tychochallenge log please fixing it is better
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august 7 worked too much Silly designer, x-1 tanks are switchable and not pressurized by default, no supersonic for you. got to lr-105s and lr89, plus aj10-137, from hard as all get out to orbit, to easy peasy including balloon tanks restart and try a fast biosampler... much harder with heavy tanks, like playing stock+RSS and no smurff
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Development branch starts including tooling costs, and roll out costs. Started a hard mode test (300% funds and allow saves) turned off rep mostly since it has no effect. Minimized the mods I'm using including dropping RT and most part packs. Most buildings cost x15 what they did previously and each procedural part has a tooling cost associated with its dimension. so first build of my bumper sounding rocket was over 80k in costs outside the parts and launch costs. (noticed its changed to x5 building costs now that i look again) Currently in February '52, first pad upgrade has gone through, thankfully i bought it as soon as possible. But I'm worried about making it to orbit in time for my contract. My first three launchers were tweaks of this one. Solid engines got broken for a bit so I had to rely on N2 RCS for ullage on upper stages if i didn't hot stage. This is my middle version of a manned SO rocket. Paid for 1.7m tanks and tooling for a cone adapter and 1.25m interstage fairings that got reused on all 5. Did 5 launches suborbital manned, mostly to the 200km AP. Any much farther and reliable re-entry is not a sure thing. Ramped the launchers up to include a retro burn on entry peak heating with the last one. Latest sounding rocket, kind of extreme but still missing that last oomph for orbit. 2 A-9 Boosters, A-9 Main core, topped ASXR double stage each max burntime for one engine, N2 rcs and four rudamentary science instruments. Just barely survives re-entry. Hits 5km/s and Wyoming. Tech purchased (not all earned yet) in early 52 1.2bp/s and 28.25science/yr for KCT
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Can you link your log file ( output_log.txt ) in dropbox or other hosting service. may not be the solar panels, that might be the last thing that passes
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1.2.2 RSS to Venus manned return mission (WoT)
Bornholio replied to Bornholio's topic in KSP1 Mods Discussions
Each buoyancy part has a part.cfg tag "envelopeVolumeScale = " if you want realistic lift the value needs to be 1. By default there is one part in the pack that is already. The "Deployable Envelope "Cirrus" - Real Lift" -
1.2.2 RSS to Venus manned return mission (WoT)
Bornholio replied to Bornholio's topic in KSP1 Mods Discussions
Hooligan Labs. Make sure you change the value appropriate to real buoyancy. I plan to repeat this in a while with a full RO/RP-0 install. -
You had two missions.... well a lot of boring sat launches that all looked the same waiting for tech to catch up. RP-0 First I wanted a more serious lunar lander mission. So north pole it is. This craft I called lag monster, to many engines grinding Test Flight into a crawl. Had to be careful to not break from too low an orbit, upper outside drop tanks for tuning and breaking orbit. Main descent stage included Landing, forgot a landing light. Heading home Then my kerbs needed to try out new capsules. TLI Stage (only about 2500m/s) then finished off by the Kerolox CSM. 32+ days of life support. Tight quarters of the Gemini. Three communication antennas on CSM, additional antenna on the TLI stage plus integral avionics, power and RCS allow it to lower PE at its drop AP and burn up over the pacific. My little tricks to actually using the CSM with an extra heat shield installed (worried that engine failure might force a lunar speed re-entry). Auxiliary propulsion is 4 pairs of LR-101s that allow for 4 ignitions and maneuverability even if RCS is fully depleted. Home
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Got a Geostationary Comsat x4 network mission just in time. They had somsat bus on them also, but i dumped that pod and tuned the orbits very fine. Spied on the Russkis, radar and plasma science on a polar orbiter. Plus a little return pod in the nose bay I went to the moon, my go to frame is currently the Agena Probe body, has several built in experiments and great batteries. Just dumped my orbit breaker stage and descent from 17km up. Coming in hot 74km PE, sailed right through and into a 410x-172km orbit. Sample return, cooked most of the ablator, good thing its got a little Cavea-B rcs to come in at the right angle. Spyin' on the Russkis, or scansatting the biomes whichever works, got science and cash so i don't care.
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More flights through '55. Do want to point out that this is RP-0 Master testing and together with my last post shows a progression of technology from '51-56ish time frame, Hard mode using Pap's awesome new tech tree and contracts. Check out @NathanKell 's twitch feed if you want to see it in action. The contracts for satellites include arbitrary payload mass in the form of ComsatBus or WeatherSatBus that is needed by the contract. As technology and achievements open up new contract types they can increase in amount and vary by type of orbit. Circ in Geosync. Risking my first astronauts life on a stupid orbital mission. Time to clean up the science around earth. Mostly taking pictures at all altitudes. Tundra orbit contract now available and complete. A nice safe atlas/mercury ride for the next pilot. They want two men in space, and I only have one man pods
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Since Pap's RP-0 dev branch merged with master RO/RP-0 I've started yet again from scratch. This time full on Hard mode. No moving words around on that one. I do allow saves though because "KSP". Test flight really gives me agonizing defeats occasionally. A little rush building, no more than two increments (19%), get the missions rolling faster. All my initial KCT points go into build rate, I'll spend most of my cash upgrades and tech tree node points on R&D rate. PEG automation for ascents if it makes sense otherwise I fly them mostly manual to orbit. MODS: RSS/RO/RP-0 plus FASA Parts pack and all required, Remote Tech, Test Flight, TACLS, Persistent Rotation, RSSVE/EVE/Scatterer, Stage Recovery, KCT, DMagic OS, SCANSat and a few I've missed. First launch was too aerodynamic and never got slow enough to open chutes, flying low water data was not intact. Second Launch went better and included the first volley of space biological test capsules. First stage was also recovered with bio capsules for atmospheric data regions. Fourth Launch going for Oklahoma (highlands biome) Then the manned launches started Go for orbit with a-4 boosters aplenty Atlas motors but two stage, LR79 triple, LR105 second stage. Science in the tropics The Moon becons and comsats need placement. Using PEG ascents Who needs good alignment for lunar orbit?
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Not yet. Slowly but surely, FAR at 1.3 is one of the critical milestones. But basically every requirement needs to also be at 1.3 before RO can switch to that. Until then its 1.2.2 It is 1.3 versioned, with no .dlls and should work fine in 1.2.2. it doesn't have RO configs and the solution is make them on your own Looks like the parts need Real Fuels conversions among other things. Maybe it will get on someones que but there are a lot of things going on.
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It is a development fork of MJ available on Github. https://github.com/lamont-granquist/MechJeb2/releases Provided as is no warranty Lamont has some RO specific optimizations in addition. (handling Ullage and starts) PEG is not appropriate for Kerbin, a gravity tun module is added for that but I've not tested it. For PEG you set both target PE and AP, set how many powered stages (ie >20m/s dV) are to be used. Set the booster time to ~same time as 1st stage or 1st+boosters, make sure your ending pitch is reasonable (~20deg) and tune it on further runs to orbit. Initialize stages (also use this button if the timer sticks or anything gets wonky). You can mess it up by hot staging and fairings are touchy. Works very well with a good design 2 stage to orbit. If it can't find a solution it will change modes to unpowered gravity turn and display NaN for some data. In this case the rocket may not have been lofted high enough or may just not have enough dV to make it to specified orbit.
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Did a bunch more testing of RP-0 and Orbital testing and sample return. make sure the upper stage returns to earth, don't want too much space junk. RCS and avionics to de-orbit it from up near 500km circular. Moon tripping lunatic Bam Orbit smooth again thanks to automation Small sat launcher Is this Gem in eye or Gem in knee? [Imgur](http://i.imgur.com/90s2RAz.gifv) Back Home
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Seemed like it worked before. Maybe a change happened. The guys working on it have been pretty active. Good to see a solution Maybe a MM config to do the same as you show would work as well. @TANK_DEFINITION[*]:FINAL { @TANK,* { @loss_rate = 0 !temperature !wallThickness !wallConduction !insulationThickness !insulationConduction !note } } I'll try this out and fix it later today.
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Should put on the other thread and Post a log to dropbox or similar.
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more Tech tree testing in RP-0 Made the Popsicle I, rolled it out to the launch pad, had RCS tank problems and rolled it back in for repairs. Reconfigured Ia uses Hydrazine newly developd RCS thrusters. http://imgur.com/9or0QVq Dropping upper stage off on fumes, Orbit requested from PEG guidance 180x150km got 180.16x149.87km. Oops actually wanted to make this stage orbit decay, well plenty of fuel, and two aj-27 burns so at AP I pushed it down to 40km then boosted back up. Veryu scary re-entry using a X-1 cockpit inside an aeroshell. Do-not attempt. fire coming off the thing most of the way down. Aeroshell, airbrakes and drogues got down and recovered also. Only heatsheild, and upper stage not recovered.
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Cryogenic & service module tanks will slow it down, using proper cooling will help, the small and medium extendable heat sinks are supposed to perform that function. There is a dedicated cryogenic cooler mod that is more realistic in its power usage also. Regardless timewarp in x1000 or greater can cause problems as the heat calculations go into analytic mode. If eliminating the game mechanic is what you want a simple config file like my above BoilOff_STOP.cfg one will turn it off.
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Testing the new RP-0! Bumpers! WAC Corporal on a A-4, V for victory! Karman line and then a lot more, starts my journey. (inside is a 1 more stages) Bosters & main A-9, 5 XASR's, X-1 Rocket engine 3nd stage, 1 XASR final stage for orbit! The Ethanol engine in the 3rd stage has multiple ignitions and allows the stage to begin the circularization burn and stabilize the final satellite stage. Launching my first comsats with new comsat bus resource requirement. KARMAN! 3 heads towards south america just after engine failure. Lamonts new PEG Guidance [WIP] for MJ is providing pitch perfect orbital insertions on two ignitions. RV testing, second stage pushed back out of orbit and guidance package returned for a soft landing (its expensive) after orbital insertion. Exactly one spacebar press to orbit. Lunar Orbiter too many castors 500dV for a slight edge needed to circularize with pretty low isp engines. LR89 main and side boosters for 4200dV, LR105 Upper Stage for 4700dv gets the lunar bus and orbiter to a parking orbit and ready to transit. All lower stages are recoverable. Including the 12 Engine skirt sections that seperate after slowing the stages down to reasonable velocities. Transit bus using a second pair of AJ10-27's to slow the orbiter into a 165km orbit of the moon. Heavy RCS thrusters using HTP do the rest of the work and lower it to 135km for final scans.
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As NathanKell said no hanging, its in commits, so that means it will make its way through testing and become a release. Anything RO related is going to make sure it has a 1.2.2 backport release since it takes so much effort to get everything related all to 1.3. RO is easy enough to run off of master. Just use github to get the .zip of the /master/ branch and erase and replace the content of its \GameData\RealismOverhaul\ folder replacing your current RO folder. Unfortunately this will override CKAN management of the files. As for the analytic boiloff fix since it has both 1.3 and 1.2.2 releases its probably easier to either use a config to temporarily turn off boiloff or use ignore temp cheat when transitioning vessels. I think Blowfish is fighting something launch clamp related inside the code right now. Can you imagine how they could affect RealFuels! BoilOff_STOP.cfg
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@kunok are you still doing anything with this? I'm writing Stock/RO/RP-0 Configs for this engine and it would be great to have an accurate model.