logaritm
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i currently have something like that aside from the tuning part, anywho i'm currently working more towards actually getting something into orbit and the optimization will come later, right now I'm wondering about what exactly the method "current_requirement" returns, i hope it's something like the amount of fuel burnt per time unit.
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when i was reading around about optimal accent paths pretty much all i could find said that they are very vessel dependent, i don't know how true it is but somewhere it said that NASA calculate the optimal accent path by pretty much just brute forcing it, anyway the conclusion i drew from it all was that doing the "basic" definition of the gravity turn was a good start
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I'm currently playing with the whole "realism overhaul" package including "real space" so i am trying to code a "normal" gravity turn, so far the actual gravity turn works flawlessly but i would want the autopilot to still correct any deviations in heading/roll, also i feel that currently the autopilot is way to aggressive to do some maneuvers in atmosphere like the initial tip of the gravity turn, i could just turn of the autopilot and set the pitch manually but then the autopilot wont correct the other axis's.
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So i don't know if RP-0 1.2.2 is still relevant but I'm wondering if some of the aircraft parts for big planes would be better of getting at the start, i was gonna try replicating those early super sonic tests like the X-1 tests but some of the kinda essential bigger aircraft parts like large landing gears lay like two steps deeper then the early super sonic parts something I find a little odd since the X-1 tests started 1946 and the where strapped to an b-29 But that's my opinion
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
logaritm replied to Theysen's topic in KSP1 Mod Releases
hmm, seems like i also have some kind of compatibility problem since the game crashes during the module manager patching and also seem to happen so abruptly that KSP has no chance to log it or it crashes just after it's done patching also the game loads fine when realism is not added- 2,215 replies
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
logaritm replied to Theysen's topic in KSP1 Mod Releases
my GPU is currently borked so that's why im kinda late with any findings, anywho i have done some testing and i found two things, first i'm pretty sure the aerobee engine does not work, second is that the engine cutout only happens when I am attached to any type of launch clamps, if i just put it on the ground it launches fine, it seems like for a split second when it switches over from local control it throttles to zero and since realism overhaul has limited number of ignitions it can't reignite and shuts off, i wonder if this is easily solved with having the throttle start at max but i have not found a way to do that- 2,215 replies
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
logaritm replied to Theysen's topic in KSP1 Mod Releases
huh, i think it's remote tech since when i try an other design the engines immediately throttle to zero when i release the clamps, this is even when i have the throttle to zero on lost connection setting off- 2,215 replies
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