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iVG

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Everything posted by iVG

  1. Starwaster, what's in you signature? Same real fuels we all use or... ?
  2. Hi there. Why not try the new realistic parachutes mod. I think it will help landing on Mars (Duna, whatever). The chutes there open much higher (40=45k) in altitude and to that not instantly but rather realistic - a couple of seconds deployment time.
  3. Cool! I'll be waiting for yet another pinch of realism
  4. Yup, got the new jeb 2 days ago,forgot to mention it though No more guesstimates about Sea level TWR.
  5. Don't know about the screens but thats one fat booty baby on the launch pad out there. BTW did you use struts or failed docking ports (darn, can't stick this name to my brain) for the engine cluster?
  6. And why would we need these KATO engine cfg's outside your mission reports. I mean, does it contribute to realism and in what way?
  7. Nathan, I've never grasped what KATO actually is... nevermind a new version of it Any clarification?
  8. Well, he tried to compare stock designs with RSS. Yes, mechanics are the same, payload, fuel, engines but that's about it. It takes much, MUCH more effort in RSS vs. stock. And that's the beauty of it.
  9. Yes, that is absolutely normal, MFS reduces dry mass of fuel tanks and engines. The thing is you can't take a craft from stock KSP, stick MFS onto it, load it in RSS and expect it to reach orbit. Not gonna happen. Ever. 9 km/s is what takes to go to Jool in stock.
  10. Monomethylhydrazine and dinitrogen tetroxide are hypergolic. They ignite on contact. that reduces the mass and complexity of engines. Also they do not boil off and can be stored for extended periods of time. Both oxygen and hydrogen boil off. Oxygen slower than hydrogen but still noticeable once you get to 5-6 months of travel time.
  11. Absolutely. The smallest rocket I was able to build (5 tonnes to low orbit) was something like 120 tonnes at launch. And that is with very careful piloting + couple of attempts for figuring out the best ascent profile.
  12. Which fuels you do not understand/familiar with? In general, Liquid Fuel is RP-1 which is very commonly used on 1st stages, including Atlas V which will be launching tomorrow with MAVEN. Liquid Oxygen + H2 is highly combustable and produces higher Isp in expense of thrust. Generally used in last stages (Centaur). Hypergolics are easily stored (do not boil off with time). Best used for longer missions. They are dense but don't have any advantage over RP-1+LOX in terms of thrust. Monopropellant is for RCS as in stock KSP. That's pretty much all you want to know. Of course some rockets use entirely LOX+H2 (delta 4). The engine's nozzle is the decisive factor there. Vacuum optimized engines lose a LOT of thrust at sea level.
  13. Yup, thrust and Isp scales up.. Also the latest mechjeb accounts for the fact and shows you a Sea level twr. Very useful.
  14. The 'realfuels' folder, there is a cfg file, you open it and change 'use real masses' to TRUE. Mainsail is around 1.8t with it enabled. No harm in checking again.
  15. Well, metric is not the ONLY form but is what all sciences work with. I don't get the point with the curvature. Of course you can see it with instruments. I meant that I hate seeing Kerbin beneath me like a giant balloon only from 300 metres. Nitpicking, are we?
  16. I don't get it. 400 more dV than RSS mission? 500 metres you mean, it's metric system.
  17. It's far from the same game. Burns are longer because you need much more delta-v for anything. But you also need much larger spacecrafts. MFS only changes masses slightly to make it as close to realistic as possible. It doesn't eliminate the fact that you need to use your stock Jool launcher just to orbit the Moon (or even less). Design plays much larger role now, and the views are awesome (I hate seeing the curvature of Kerbin from 3 kilometres up...).
  18. Sorry pal, was just asking a question. And RSS is growing fast. Far more enjoyable and realistic with it.
  19. Pardon me again, what values do you use for heat shields (+Shockmultiplier 1.17?) ?
  20. By the way, after putting all the bodies in place, resized and all that, what are the plans for v6 of the mod?
  21. A new thread with various tweaks is a great idea. Would love to see it soon!
  22. Someone with opinion about Remotetech+batteries? Are they underpowered with the resized Kerbin?
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