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Kinniken

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Everything posted by Kinniken

  1. Finally managed it, with more drogue chutes (12 realchute stack chutes, 4 Mk16 XL, all kelvar drogue chutes set to open at 125 km, for a craft with a mass of 13 tons) and a very very shallow approach : from an orbit at 130 km with an initial pe of only 120 km. Turns out that it's enough to stop, going around halfway across Mars from the point of entry in the atmosphere.
  2. @mateusviccari I've tried that, coming in from 200 000 km, at a speed of around 4500 m/s. It only makes things worse, which doesn't surprise me - for the same pe, I'm bound to have a steeper angle of entry if coming from further away, no?
  3. Hi all, I'm trying to use this mod to slow down an descent to Mars in RSS (with SMURF, not RP0). From what I've read here and there it should be possible to use drogues to slow down till something like 200 m/s, then do a powered descent for the rest. No matter what I try, I can't get drogues or drag chutes to help with the initial speed. I'm coming down from LMO (150 km), meaning I start with a dv of around 3500 m/s. Even kevlar drogues burn up before I'm down to 100 km altitude, and at that point I've barely slowed. And I am trying this with a very shallow angle... my initial pe is at 110 km. Any suggestions? Did I misunderstand and it's just not possible to use chutes for this? My lander is a crewed lander with enough fuel to return to orbit, so it's fairly heavy, around 15 tons IIRC. Thanks!
  4. Hi all, I'm playing RSS with Kerbalism and SMURF as my main mods, plus a number of part mods like the Near Future series. I'm attempting to drop probes on Venus, hoping to reach the surface, Venera 9-style. After a lot of attempts I have a design that survives reentry (even the antenna, the worse part!) and floats down with a kelvar chute from Real Chute. Everything's fine... until I reach around 16 km of altitude, at which point the pressure reaches 4000 kpa and my entire probe promptly explodes. Which seems fairly realistic, except that as far as I can tell absolutely every part in my inventory, from flimsy solar panels to structure metal beams, has a pressure limit of 4000 kpa. I suppose I could always switch off the part pressure limit but that would be a little sad. Is there any mod or other setting I could use to have parts capable of resisting to those pressures? I could not find any mods compatible with 1.12... Thanks K.
  5. Strangely, exporting my mod list with CKAN, uninstalling everything and reimporting all my mods fixed it... Leaving this in case anybody has the same issue one day.
  6. Hi, I play a heavily modded game (RSS, for a start), but everything was working fine until tonight. Even though I haven't added any mod recently, suddenly the "rotate" and "re-tool" buttons no longer work in the VAB. If I click on them, they get highlighted, but I don't have the green text explaining the action ("Select a part to rotate" etc), and instead clicking continues to do whatever action I had last selected (place or move, the two that work). It seems to occur with all ships, whether existing ones I had saved or new ones. If I switch to the SPH with the same ship, it works fine. If I switch back, it stops working again. All my mods work fine as far as I can tell and I haven't noticed any other anomaly. Restarting the game does not help, and I've checked, all my mods are up to date. Anybody would know of this issue or have an idea as to how to troubleshoot it? Thanks! K. Mod list for reference: B9 Part Switch (B9PartSwitch v2.19.0) Better Load Save Game Renewed (BetterLoadSaveGame 2.5.3.4) Better Order of Parts: Numbered (BOPN) (BOPN 3.1) BetterBurnTime (BetterBurnTime 1.10) BetterCrewAssignment (BetterCrewAssignment 1.4.1) BetterTimeWarpContinued (BetterTimeWarpCont 2.3.12.9) Breaking Ground (BreakingGround-DLC 1.7.1) Chatterer (Chatterer 0.9.99) Chatterer Extended (ChattererExtended 0.6.2) ClickThrough Blocker (ClickThroughBlocker 1:0.1.10.17) Community Category Kit (CommunityCategoryKit v5.2.0.0) Community Resource Pack (CommunityResourcePack 1.4.2) Community Tech Tree (CommunityTechTree 1:3.4.4) Contract Configurator (ContractConfigurator 1.30.5) Contract Pack: Bases and Stations Reborn (ContractConfigurator-KerbinSpaceStation 2:3.7.3) Contract Pack: Field Research (ContractConfigurator-FieldResearch 1.2.2) Cryo Tanks (CryoTanks 1.6.3) Cryo Tanks Core (CryoTanks-Core 1.6.3) Cryogenic Engines (CryoEngines 1:2.0.5) Custom Pre Launch Checks (CustomPreLaunchChecks 1.8.1.1) Deployable Engines Plugin (DeployableEngines 1.3.1) Distant Object Enhancement /L (DistantObject v2.1.1.6) Distant Object Enhancement /L default config (DistantObject-default v2.1.1.6) Dynamic Battery Storage (DynamicBatteryStorage 2:2.2.5.0) Easy Vessel Switch (EVS) (EasyVesselSwitch 2.3) Engine Lighting Relit (EngineLightRelit 1.6.3.1) Environmental Visual Enhancements Redux (EnvironmentalVisualEnhancements 3:1.11.6.1) Ferram Aerospace Research Continued (FerramAerospaceResearchContinued 3:0.16.0.4) Filter Extensions - Default Configuration (FilterExtensionsDefaultConfig 3.2.6.1) Filter Extensions - Plugin (FilterExtensions 3.2.6.1) Hangar Extender (HangerExtenderExtended 3.6.0.2) Harmony 2 (Harmony2 2.0.4.0) Hide Empty Tech Tree Nodes (HideEmptyTechNodes 1.3.0) IndicatorLights (IndicatorLights 1.8.1) IndicatorLights Community Extensions (IndicatorLightsCommunityExtensions 1.6.2) Kerbal Actuators (KerbalActuators v1.8.4) Kerbal Alarm Clock (KerbalAlarmClock v3.13.0.0) Kerbal Atomics (KerbalAtomics 1:1.3.2) Kerbal Atomics - Other Mod Support (KerbalAtomics-NTRModSupport 1.3.2) Kerbal Changelog (KerbalChangelog v1.4.2) Kerbal Engineer Redux (KerbalEngineerRedux 1.1.9.0) Kerbal Inventory System (KIS 1.29) Kerbal Joint Reinforcement Continued (KerbalJointReinforcementContinued v3.5.2) Kerbal Konstructs (KerbalKonstructs v1.8.3.0) Kerbalism (Kerbalism 3.14) Kerbalism - Default Config (Kerbalism-Config-Default 3.14) Kopernicus Planetary System Modifier (Kopernicus 2:release-1.12.1-70) kOS: Scriptable Autopilot System (kOS 1:1.3.2.0) KSC Switcher (KSCSwitcher v2.0.0.0) KSP Recall (KSP-Recall v0.2.1.3) Making History (MakingHistory-DLC 1.12.1) ModularFlightIntegrator (ModularFlightIntegrator 1.2.10.0) Module Manager (ModuleManager 4.2.1) Near Future Construction (NearFutureConstruction 1.3.1) Near Future Electrical (NearFutureElectrical 1.2.3) Near Future Electrical Core (NearFutureElectrical-Core 1.2.3) Near Future Exploration (NearFutureExploration 1.1.2) Near Future IVA Props (NearFutureProps 1:0.7.1) Near Future Launch Vehicles (NearFutureLaunchVehicles 2.2.0) Near Future Propulsion (NearFuturePropulsion 1.3.5) Near Future Solar (NearFutureSolar 1.3.2) Near Future Solar Core (NearFutureSolar-Core 1.3.2) Near Future Spacecraft (NearFutureSpacecraft 1.4.3) Part Commander Continued (PartCommanderCont 1.1.6.3) Patch Manager (PatchManager 0.0.17.3) PersistentRotation Upgraded (PersistentRotationUpgraded 1.9.1.6) PlanetShine (PlanetShine 0.2.6.3) PlanetShine - Default configuration (PlanetShine-Config-Default 0.2.6.3) Precise Node (PreciseNode 1.2.11.2) Procedural Fairings (ProceduralFairings 1:v6.1) Procedural Parts (ProceduralParts v2.3.0) Real Solar System (RealSolarSystem v18.5.0) Real Solar System Textures - 16384 x 8192 (RSSTextures16K v18.3) ReStock (ReStock 1.4.2) ReStock+ (ReStockPlus 1.4.2) RSS DateTime Formatter (RSSDateTimeFormatter v1.12.0.1) SCANsat (SCANsat v20.4) scatterer (Scatterer 3:v0.0829) Scatterer Default Config (Scatterer-config 3:v0.0829) Scatterer Sunflare (Scatterer-sunflare 3:v0.0829) SmokeScreen - Extended FX Plugin (SmokeScreen 2.8.14.0) SMURFF (SMURFF 1.9.1) SpaceCore kOS Script Pack (kOS-SpaceCore 1.1.1) SpaceTux Library (SpaceTuxLibrary 0.0.8.4) SpaceY Expanded (SpaceY-Expanded 1.4) SpaceY Heavy Lifters (SpaceY-Lifters 1.17.2) Textures Unlimited (TexturesUnlimited 1.5.10.25) Toolbar (Toolbar 1:1.8.0.7) Toolbar Controller (ToolbarController 1:0.1.9.6) Trajectories (Trajectories v2.4.3) Transfer Window Planner (TransferWindowPlanner v1.7.2.0) TriggerAu Flags (TriggerAu-Flags v2.10.0.0) TUFX (TUFX 1.0.2.3) TweakScale - Rescale Everything! (TweakScale v2.4.6.8) Waterfall Core (Waterfall 0.8.0) Zero MiniAVC (ZeroMiniAVC 1:1.1.2.4)
  7. Thanks. I know I had installed something RSS-specific but not sure which, in any case switching to EVO worked great and it looks much better!
  8. Hi, I do not know if this is normal but I'm playing RSS with StockVisualEnhancements (which includes EVE and Scatterer among other) and the sun's reflection on Earth's clouds and seas seems really excessive: Anyone knows if this is intended or a bug? Thanks K.
  9. Thanks for the explanations. In fact it turned out that the missing clouds happen only on the menu screen, I've found references to that bug elsewhere, it's not a big deal.
  10. RSS does not officially support 1.11, but from what I've read on the topic it's supposed to work fine with the latest Kopernicus build. In my quick testing it did, I sent a rocket around Earth without any issues. For EVO, if I click on one of the layer it does have a name but the issue remains the same:
  11. Hi all, I've recently installed RSS (18.1.4), EVE redux (1.11.2.1) and EVO (latest release), on KSP 1.11.9. However when I launch the game I cannot see any clouds on Earth, and if I open the EVE config window I see this "invalid name" error, for all textures: Anybody knows what is going on? Thanks!
  12. Thanks @Cavscout74 @AlpacaMall @king of nowhere , I've decided to give a go to RSS with SMURF and Kerbalism, should prove a challenge and I like the idea of flying more "realistic" crafts with altitude, dv values etc that actually matches the real world.
  13. I've tried setting this up in a new 1.11 game, but I'm not seeing clouds or any other EVE features. When I open EVE's config panel I see "Invalid Name!" errors everywhere. Anybody has any idea why this would happen ? I'm using the latest build of EVE, Kopernicus etc installed via CKAN. Thanks!
  14. Ah, thanks. What about loading times etc? Is it true that those are really long? Also, is physic warp a valid solution to the long times to reach orbit? And that SMURFF mod looks interesting.
  15. @Cavscout74 @king of nowhere thanks! So as I understand things I have two options: JNSQ, which ups the difficulty by making everything bigger so that dV margins are tighter, requiring more efficient solutions (like Apollo-style Moon missions rather than returning with the lander itself). Negative point, that means longer launches to orbit (I got more than a little tired of those even in stock). Kerbalism, where the dV part doesn't change, but a lot of extra complications up the requirements significantly Or well both, but that sounds like a bit much... Regarding the science rewards, I understand that Kerbalism reworks that, so if I'm using it, do I also need to rework the rewards? "actually getting stuff done feels impractical", you mean doing actual missions in RSS? If that's indeed the case I'm not interested Alternatively, is there any mod with the real solar system, but at Kerbin scale, since it's the scale change that seems to cause the real issues?
  16. Thanks for your feedback, I was also looking at Kerbalism, possibly with the OPM mod added, it does sound like a cool alternative! Any mods you'd recommend to go with Kerbalism? And does this mean that the progression is "slower"? I found it unfortunate for instance in the stock game how little need there is for uncrewed probes when interplanetary manned missions are fairly easy. Hadn't heard of JNSQ, I'll look into it. Seems a bit of an odd choice though no to have the scale be closer to real-life but not quite there yet? How long does reaching orbit take? Also, I did not know about RSS load times being much longer, but if that's the case that would be a huge drawback...
  17. Hi all, I had a lot of fun with two KSP campaigns in the base game plus some mods (mostly KER and the NF serie), culminating with a manned mission to all the Jool moons with an ISRU lander. It was great, but a bit too easy - it was generally possible to "brute force" issues by adding more dV, and the whole mission sequence was a bit fast for my taste (pretty much all science unlocked the first time I visited Minmus with an ISRU lander). I feel like restarting KSP, but this time with RSS, looking for a bit of novelty and a new challenge. However there seems to be a lot of options in term of mods to add to it.. RO seems like a popular option, but looks very complicated... I'd like more of a challenge but probably not that much. And I figure that I need some kind of mod to adapt the engines etc to RSS' scale? Also, since in RSS reaching orbit takes around 20 minutes or so, in practice are there physical warp mods that can speed that up reliably? All tips welcomed
  18. Hi, I'm having a weird bug with at least one craft, a mapping ship on a Jool mission. It loses CommNet connectivity every time I increase the warp speed beyond x1000, even though it has a clear LoS to Kerbin. This in turn seems to cause issues with ScanSat; the map progress done while the connection is broken is lost when I lower the warp and the connection comes back. Any idea as what could cause this? I have BetterTimeWarp, but this occurs using the standard no-physics warp. Working communication at x1 000: Failing communication at x10 000: Any ideas? Thanks!
  19. @Spricigo this was not the original plan. I had sent a mission to Eve with six detachable relays, thinking I'd put three around Eve and three around Gilly. Ultimately the Gilly ones were not really needed, so I repurposed them as deep space relays. Otherwise at Kerbin level I have two relays on 60M polar orbits around Kerbin, with 120 100G antennas each, to ensure good-quality connections to pretty much anywhere. I know I could have done what you suggested for the relay, but I wanted it done fast. And two orbits at 3:4 was faster than any "faster" orbit I could afford.
  20. Thanks all, I've launched my relays (two of them, the third had an "accident"). Turns out that with 1700 dv I had to use the same orbit for both, a 3:4 resonant orbit, so the second satellite will take 2.66 eve years to get in position. Positioning it by putting it on a faster orbit required an insane amount of dv. I also could have speed things a little by launching it 0.66 eve year later, but I wanted this done with to move to other things.
  21. Thanks! That last part is the kind of solution I was looking for. Makes perfect sense to do it this way.
  22. Indeed... I messed up my terms. I meant "solar orbit at Eve's altitude". I fixed the post. And indeed my satellites are actually orbiting Gilly not Eve itself but that was not relevant. I fixed my OP.
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