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Fragile-Engineering

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  1. Since all interplanetary vessels tend to get very heavy in Real Solar System, you need a really big launcher too! Something like the Super Heavy Booster ... just BIGGER :-) I wanted to design something that is reusable and can be landed on the runway manually. Here is what I came up with - enjoy :-) Mods: Real Solar System Realism Overhaul Starship Expansion Project Camera Tools Continued Environmental Visual Enhancements Redux Ferram Aerospace Research Continued Parallax PlanetShine Procedural Parts Procedural Fairings Real Fuels Real Plume Real Heat RealChute Parachute Systems RO Engines RO Heatshields RSS CaneveralHD Scatterer TUFX
  2. First of all: Thanks for this great mod! I was using it with RSS/RO a few months ago and it worked fine. Unfortunately my old RO-config does not work any more with the latest udpate of SEP. I tried Scivibes StarshipRO.cfg. This did bring back the starship itself, but not the booster. Adding the booster to the file too resulted in an instant explosion of it when put on the launch-pad. Was anyone here able to launch the whole stack in RSS/RO and is willing to provide some hints on how to do this?
  3. Hi there, With my latest RP-1//RO/RSS installation I have problems with overheating (and exploding) parts when in an orbit around mercury. I know it's hot there... but even with parts that are labeled to be 2000Kelvin heat-resistant, this happens. I have put a thermometer to the vessel and this reads out around 750K on the sunny side of mercury and 25K on the dark side. So these are values I would have expected, but why do my parts with 1024K and 2000K heat-tolerance explode anyway? Radiators do not seem to help here. Also putting everything into a fairing (for sun protection) has no effect on the overheating. Am I missing something or is this simply a bug? Any ideas? best regards Michael
  4. Hi there, I installed a new instance of RO/RSS/RP-1 after a few months of absence and I am missing the M700 survey scanner. In my previous installation it was there. Also I am missing the default ISRU-converters and harvesters (just the kerbalism regolith harvesters are there). But the main problem is the missing resource scanner. Without this part I cannot scan any planet and therefore not doing any ISRU. Was this part removed deliberately? And if yes are there other ways of doing resource scans in RO/RP-1/RSS? best regards Michael
  5. Wow! Now it all makes sense! :-) Thank You very much for your effort!
  6. Hm, ok. I also thought of this possibility. But then the telescope still needs to slow down at L2. Therefore 900 m/s would be needed (occording to this thread here: orbital maneuver - What is the delta v required for insertion to sun-earth L2? - Space Exploration Stack Exchange) Its closer, but still not possible when simulated in KSP/RSS. May the inaccuracy of the simulation be that big?
  7. Hi space nerds! a while ago I followed the launch of the Euclid telescope on a falcon 9 rocket. But what confused me is, that the target of the telescope is the L2 point (not LEO). So, how does the telescope get there!? I read the fact sheet. There it says the complete telescope's weight is 2 tons - including ca. 220 kg of propellant! I have read somewhere that you need around 4300 m/s of deltaV to get to the L2 point from LEO. My gut feeling was, that its not possible with the data from the fact sheet. So I rebuilt a probe with total mass of 2 tons and 220kg propellant in KSP/RO/RSS. And like expected: no matter which thruster I use, I get nowhere near 4300 m/s deltaV... (for example: with a 350 ISP thruster I get 354 m/s ...). So how do they get the probe to L2 with just 220kg of propellant!? Does anybody know the answer?
  8. @JadeOfMaar : Thank you for the explanation. This was indeed a little confusing. But it seems that this was not the only problem in my installation. After installing your latest version, I recognized that I seemed to have incompatible resource-types between scan, drills, tanks and processes. First I wanted to complain, that the GrayWater resource is missing now, but then I realized, that it doesn't belong to the CRP. So, after some more reistalls, I successfully set up some ISRU processes (for the first time in RSS/RO!) - Thank you for the great mod and your support!
  9. Thank you for your reply! Yes I have found the "Molten Regolith Electrolysis" process in the Kerbalism documentation too. But unfortunately the Kerbalism ROConfig does not contain this process. I don't know why :-/ So, although RR overwrites this process to use rock instead of regolith, I cannot use it, because the ISRU does not contain the original "Molten Regoltih Electrolysis". I have tried to "readd" it to the ROConfig file - but with no success so far. Will have to dig deeper into the kerbalism config semantics, I think...
  10. Hi! I am using Rational Resources together with RO/Kerbalism. Although I like this mod, because of the more realistic resources and their distribution, I did not find a way to replace the "Regolith Compacter" process that is provided by the Kerbalism drills to produce the shielding resource. Because the regolith is not available on each planet any more, I cannot use the Kerbalism drills there. Although the area is rich of rock. I see that there are RR-processes that produce concrete and slag out of rock - to my understanding could these products be used like shielding - but I did not find a conversion. It was mentioned that there is a "blacksmith way" to produce shielding - but this is not the same as kerbalism shielding, is it? At least I did not succeed in using the RRWork somehow to produce the shielding resource. Does someone have a hint for me? Or could a "rock-to-kerbalism_shielding-process" be added to the RR modified ISRU?
  11. Great. I haven't done much manned missions in RSS until now and Mercury is also still unvisited. So ... Challenge Accepted! :-) One more question: Are parts from "Stockalike Station Parts" allowed?
  12. I'd like to give it a try: please spin the wheel for me! Preferably "rss/RO/near future mods" (hard) If not possible then: Stock ksp (hard)
  13. For many years I was fascinated by all those wonderful ship-designs and mission-videos out there! So, this is the moment where I can contribute something to this collection. Inspired by the planned mars sample return mission of NASA, I was thinking of trying something similiar in a more conventional style (I thought that this "target-shot" of the sample into the orbiter might be a little risky...) Please enjoy an epic unmanned mission to Mars and his moons: Mars Sample Return Mission - KSP/RO/RSS I see that many experts are here who might question the spacecraft design or the misson profile. Please be forgiving - the focus on this video was on the art more than on the technical details, but I am happy to hear your improvement ideas! :-)
  14. Ok, I have read through half of the thread now. Some of my points were already mentioned but I don't have the time to read everything. So here is my feedback to KSP 2 EA: Frankly, after all these delays and promissing announcement videos, I expected more ... a lot more! I am sorry, that I have to start with that sentence, because I think, that also this state, we see here, was a lot of work! But in my opinion, it is really not enough for early access and also not enough for enthusiasts, who love and have played KSP 1 for far more than thousand hours. And here comes why: - Most of the game components and also control-keys were reused from KSP 1. Which is not bad. But most of the valuable functions of KSP 1, I did not find! For example: + Were is the toggle for engine's vaccum stats in assembly-building? + Why is it not possible to plan manouvers in another bodys SOI before I am actually in it? (although I like this SOI-marker, the whole manouver planning is lacking precission!) + How can I orient the ship retrograde in relation to target? - All those bugs do NOT create a joyful experience. For example: + First undock attempt: Mission-End-Popup occured - for no comprehensible reason - something must have been badly damaged during undocking... + Second undock attempt in mun orbit: the ship got shot away so far that it left mun's SOI... + Fairings behave strange: in assembly-building, only one half can be hidden/removed. In space, after jettison it moves very "unnatural" away from the ship + Shortly before reaching orbit, it happend two times that the rocket was not controllable any more. After some switching around of views and resetting SAS-mode, it worked again. + The burn-timer NEVER indicated the right moment to stop the burn + Kerbal-Jetpacks: After the first thrust, the Kerbal does not fall to the ground any more. - The "magic" I felt when first reaching space in KSP 1 is not there. I don't know why, but I think it is because of the "candy-look". Yes, Kerbals are comic-like by nature (and I love them), but behind the childish cover of KSP 1 there was a serios space simulation! I cannot see this in KSP2 at the moment :-( I think this default coloring of spacecrafts should be made optional. I would prefer a more realistic style. - the part-icons in VAB look somehow "undetailed". Will this be improved or is it the new style. I would prefer more detailed parts. - Performance is worse than in the old KSP 1 - why?? (even with dozens of graphic mods KSP1 is faster ... and looks as good as KSP2) To say at least two positive things: I like the graphic improvements of the KSC and the environmental improvements And I had the best "ladder-experience" ever! ;-) When there is a gap between two ladders I could press F again to grab the next ladder, This was sometimes a pain in KSP1
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