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Philaphlous

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Everything posted by Philaphlous

  1. I did notice the first time after installing the mod it reverted to 0 then afterwards it was like -189....lol I'll try that! Do you just put 0 in the launch to plane of target or do you also put 0 in the inclination right below the altitude?
  2. I've heard mechjeb has like a craft learning ability... Not sure if that's true or not..but it's strange that it works on the first launch...woohoo...go back in and relaunch...nope, doesn't work correct anymore. I almost think it's a mod compatIbility issue...i think I still need the principia mod so I'll see what that does to mechjeb along with a new install of the mod... I mean it's not the end of the world.. I can eyeball it but I'd rather let the computer do it... Lol
  3. Definitely encountering a bug of some sort... I installed the latest version of mechjeb on my 1.7.2 build. Assent guidance into the plane of the moon works for the first launch...then I go to redo it and it launches on its own plane and not the one of the selected target (the moon).... It's warping to the launch time and then it doesn't match the plane of the moon... Any help would be greatly appreciated!
  4. Does anyone know how to edit the config of the Falcon 9 first stage full thrust booster? I'm not sure how compatible the mod is with realism overhaul on 1.7x but I've got it running but the strange thing is the block 3 booster has a higher realfuels capacity than the block 4. Plus there isn't a block 5 version either... not sure where I'm going wrong. The block 3 is slightly shorter and has like 403kl of volume available for fuel whereas the block 4 has 388kl of volume for fuel... I've tried editing the config file (F92_S1FuelTank.cfg) but any change I make to the: RESOURCE { name = LiquidFuel amount = 287400 maxAmount = 287400 } RESOURCE { name = Oxidizer amount = 123500 maxAmount = 123500 doesn't change the actual volume in the game... Not sure where I'm going wrong. The TWR is around 1.5 without a payload in the game and IRL I believe its around 1.2-1.3 so basically after I hit 2:30 into my flight I don't have enough fuel to RTLS. Plus the strange thing is the RCS thruster for the booster uses MMH and MON or something of that combination...it should be Nitrogen. Should I reinstall this mod??? Seems a tad off. Thanks all! 1.7 with realism overhaul has got me back into the game again! 1.3.1 was getting old with the mods not working properly!
  5. Hey guys! I'm having an issue with rss ro and I'm not sure this is the mod that's effecting it. I'm pretty sure it is. This is only true of Mars...at least that I have attempted, moon is great. My atmosphere distance is incorrect. Meaning after I crash into the ground I still am like 8000m above the surface according to the altimeter at the top of my screen. I also crash into the surface way to fast and I enter the atmosphere so late I'm passing through it at like 20000m above the surface... Seems way off. What's the best way to go about fixing this? Anyone else have this issue?
  6. OK I'll give it a try tomorrow. I already have the f9 and dragon/dragon2 I just want this freaking starship and run through the launch - refuel - tli injection - moon - back.
  7. Will the latest version of this mod (bfr/starship) work with rss ro in 1.3.1???? Id like to do some feasibility tests to see what this starship is made of but my version of rss ro is perfect right now for 1.3.1
  8. So the deep star skybox is great. However, it's too bright in the game. For a more realistic view I feel it needs to be about 75% darker...is there any way to mod the texture files to make it darker? Any free programs thatll do this?
  9. Couple of earth relayed questions!! I'm on ksp rss/ro and I'm using the correct eve and everything works correctly. I'm trying to tweak some of the visual settings to give a more realistic look... 1. City lights do not work at all. I've tried different alpha maps and everything. Looks like the actual file for the city lights dark is almost completely black and no lights at all... Sorta like this... Instead in game it's just completely dark. 2. I'm trying to create the earth glow effect and it seems to be very faint on the edges currently. I'm not sure what settings I need to tweak to increase this value. I try to switch them in game and haven't found the config that'll increase the glow. This image is what I'm talking about. The blue atmospheric glow I'm using rss/ro and the rssve mod so I'm not sure if it has to be tweaked in the eve folder or rssve...im assuming since eve references rssve folder I need to look there... Im guessing some files need added...
  10. I'm having an issue where the atlas V works great but once I start to add srb's the rocket becomes unstable and I can't ever reach orbit...even with kerbalizing the rocket with many wings to try and fix the assent turbulence... Im guessing I need to fix the gimbal on the srb's or add some sort of fake gimbal range to the srb's because the rd180 doesn't have enough gimbal to offset any inconsistency in the thrust vector of the srb's????
  11. So something I'm not always sure of with mods and version compatability is backwards compatability. I'm using rss/ro 1.3.1 and I've got the version of tu for 1.3.1 but I'm wondering if the later versions will still run in 1.3.1 with the additional enhancements???? If it's screwed up do I just delete the folder and download the supported version with my game?
  12. I believe it's with all the engines... Do I need to assign the last part meaning the spacecraft as the root object and also assign an engine ID to the engine? I'm trying to get the lh2 rl10 to work.
  13. I'm encountering an issue where after I launch to orbit it seems my craft no longer has engine gimbal... anyone encounter that? What am I missing here? I can only control my vehicle via RCS or the very weak reaction wheels...
  14. It works except for the fact that I had to put a cube Sat probe in the dragon v2 module...and the v2 doesn't have the Draco thrusters installed...I may have to figure out a way to fit them on... Docking port doesn't work with normal Docking ports in ksp though that comes with the dragon capsule...just an fyi
  15. FYI the spacex pack from laztech or whoever it is that has a super good model of the dragon capsule actually works still in 1.3.1 and rss ro and mates perfectly with the falcon 9 from this launchers pack.... Seriously looks like the real thing. Only issue I ran into this am is the solar panels don't extend so I'll have to check the config on that..
  16. So has anyone had trouble with moving the drone ship out to sea? Seems to bug out and half the time it either sinks or flips over and I lose control of it..
  17. I painstakingly creates my own configuration after installing rss ro mod and the thrust and isp values didn't change... After some light reading this am I've come to realize that I'm over estimating the payload capacity of the falcon 9 and falcon heavy. There's a calculator out there (sorry no link, on mobile) where it will calculate the average payload capacity of an intended orbit and the recovery option of the falcon 9. I think I was trying to get 22ish tons to LEO and recover the booster on the drone ship...yea right.. Lol. Some places I've read it's supposedly possible but not only has spacex not had a launch anywhere near this payload but according to the calculator, 16ish tons is max for a recoverable ocean landing booster. It's been fun trying to see how much the falcon 9 can loft into space after nailing down the real configs. Once you have these numbers spot on you realize how big a deal the Saturn 5 was in launching people to da moon...and back.... We're talking around a mass of 45000kg or 49 tons to orbit for the cm/sm/lm on the Apollo mission...and with the FH recoverable boosters to land and core to ocean, 29000 kg payload capacity... Only at fully expendable mode does the falcon heavy make that possible at right around 49,000 payload capacity. Crazy I tell you. It's pretty cool though! With the falcon heavy test mission and the mass calculator, supposedly the FH is capable of about 7.5tons to mars. I can put those numbers in to ksp and test the configs to make sure it's actually possible in the game....
  18. Hmm... Seems I might either have a bug or Im missing something while playing the game...at asl I have full thrust vectoring control and full gimbal of the engines. Once I separate the first stage I lose that ability and I'm only left with next to nothing help reaction wheels and rcs thrusters that will change my direction. Seems sometimes too that since I don't have the ability for gimballed engines I end up spinning out of control even with rcs / reaction wheels...any idea what I might be missing or is this a bug? Happens with all engines after I separate from my first stage.
  19. The rss ro is freaking awesome now! I've got all the correct values for the rocket and correct weights now. I've been testing some payloads and it seems very accurate. Just launches a 8ton Sat to Leo and successfully returned the booster to the ksc landing zone 1. How do I get the drone ship out in the ocean? Lol I'd like to do that but haven't figured out how to do that yet. And how the heck do I know where to put it? Lol Next step is to build a space station with the falcon 9 and falcon heavy to test their capabilities. Also planning on a moon and Mars mission.
  20. Yes. I use mechjeb for my launches. Yes I'm lazy.. But it's the closest I get to a realistic launch profile rather than these crazy pitches by hitting one of the keys.
  21. There are a few mods Ive got installed that aren't working correctly. However, I figured out the exact stats and performance numbers of the falcon 9. I now have the exact weight and fuel capacity numbers along with the correct burn times and I compared it with spacex launch videos and everything matches up. Pretty excited about it! Now I just need to add some additional mods and fix the ones I've got... I wonder if the drag values or basic gravity turn isn't exactly what spacex is doing. Using a 60degree gravity turn i end up higher than each 30second interval I checked according to the videos and the trust values are around 80-85% at liftoff and rise to 98% at meco... There seems to be an enormous rise in acceleration the last 15 seconds of the first stage
  22. Well silly me... I didn't realize realfuels converts the kerbal units to liters... So basically in my research I came across 2 different values for what the falcon 9 should have as far as liters of fuel. Sounds relatively accurate to me and I'll plug those in tomorrow and see if they work out. I typically set mechjeb to a constant acceleration rate rather than a full burn / throttle / full power / meco.... Not sure how accurate that is but I figured it'd work out to around the correct speed and time values.
  23. It's not just the merlin engines that aren't configured correctly. I deleted the merlin engine config in the realism overhaul folder because it just didn't calculate the thrust values correctly. I'm doing it on my own with real values from semi accurate information on launches and vehicle information. Granted I'm not at my pc...but the mass of the falcon 9 was way crazy off! I think fully loaded was showing around 118t which real weight should be around 557tons. I believe that's without payload... Stage 1 should weigh around 441t and stage 2 around 102t. Dry weights should be 17t 1st stage and 4t 2nd stage. I'm still trying to get the fuel weights correct after installing the realfuels mod because the vehicle is way too light and burn times are a little short so I need to keep modding the fuel capacity. I'll confirm my thrust values but once I nail those two down I should be able to match the same acceleration and velocity values in the spacex videos to the rss ro mod. Heck you see a lot of YouTube videos showing something very similar to the real thing. I'm hoping to mod the config files to match exactly that. If all is correct after my modding I should have the same capacity restraints as the real rocket. Once that's all said and done I'll be able to have some rockin fun seeing what type of capability the falcon 9/heavy has in lunar and Mars payloads... Seems like with all the mods installed the delta V stats are quite exact to real life. Pretty cool!
  24. Oh boy...am I doing more work than I need to be? Lol is that config in the rss overhaul? Or launchers pack mod? I just took the real numbers from spacex and input them into the configs for the engines and tanks. The big thing I see here that's wrong with the mod for rss is the tank capacity and weight. Dry weight of the tank is too light and wet weight is too light also. I've nearly tripled the tank capacity and that gets me right where the amounts should be. Correct burn time and I'm now working on matching the speed based on spacex launch vids. I'm getting awfully darn close to the real specs of the rocket for rss...
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