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Fizwalker

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Posts posted by Fizwalker

  1. Hey, I'm looking at adding some engines to the RP-1 tech tree- (Piston engines made during the 1930s-40s) They're currently non-rp-0 parts. How do I go about adding them to the mod?

     

    Note: I've tried installing the Parts Browser, but the instructions seem to be incorrect  - I get nothing but syntax errors when I try to follow them

  2. I don't know where to put this

    I am beyond liquided off because I think this could have been resolved relatively easily but it seems that things were made harder for no reason and I do not know how to get into contact with you.

     

    I forgot my password. That is what it is.

     

    Why the hell am I expected to spend an hour or more screwing around with the effing captcha to recover my account? Why is this so stupidly hard? It's harder to recover my account here than it is to recover my banking account. Captcha liquides me off  because it makes my life harder for no gain. There is no security benefit... But it liquides the user off. Is that the goal?  I get that it's supposed to weed out the bots but does it actually do that? I'm Gen X and if this thinks I'm a bot... Then I can only think what it thinks the following on generations are

  3. 10 hours ago, Sea_Kerman said:

    You could just use this, the orbital configuration is unchanged from ksp1 AFAIK

    ?imw=5000&imh=5000&ima=fit&impolicy=Lett

    Honestly, I am lest concerned with the dV (that is in KSP2)  It's more the TWR that I'm concerned with (not sure if I mentioned that in the original question; if not sorry!).... And I've just realized I've been over engineering my rockets to Low Kerbin orbit by giving them 4400dV....

  4. Good day to you all ladies and gents!

     

    I am planning a lander for the Mun (Minmus too eventually, although it's the easier of the two.....>.>) but I am having a little issue in changing the departing body from Kerbin to the Mun--Trying to figure out TWR for the lander on that body for returning to orbit. Has anyone figured out how to do this? (While I am unaware of anything requiring an unlock... Does it require an unlock before I can change it?)

     

    Thank you for the help in advance! 

  5. 7 minutes ago, Fraston said:

    Dear god...

    How much time do you throw at this project to do one thing?

    I tried this once back when I first started....  Mostly cause I didn't realize there was an ability to time warp yet. I'd set up a mission to the mun and then go to work and complete it once I got back. However, I found the time controls pretty soon afterwards and that put a quick end to that.  Still it was kind of interesting for the short period I tried that.

  6. 2 minutes ago, RoninFrog said:

    The whole time I read this I was thinking, "F9! F9! F9! F9!"

    Lol  I must be a masochist.... I disabled quick-loading

     

    Edit: I ought to mention that when I say I got close to the disabled lander with the final one, I still spent about 2-3 hours running the Kerbal to the lander that will be the last Kerbal's tomb.

  7. Okay... So... My first Kerballed mission to the Mun for this career save.... Also, the first orbital flight made by a Kerballed craft....  Upon landing upon the Mun, the lander tipped onto its side. I unfortunately landed on a slope and I somehow didn't think that was a huge issue.... Until I couldn't right it.  No real biggie though, I'll just send an unkerballed lander to retrieve the crew. I have 24 days roughly (I use TAC Life Support) before the crew runs out of food, air, etc. I alter a lander in the build queue send it up, land it fairly close to the first lander and the lander tips over.. Again.... and part of the mid section of the lander explodes, separating the return capsule from its propulsion. 

     

    Three Kerbals, I transfer the first- the scientist to the broken return ship.  I start flying the engineer over except I get him past 60m/s and upon decelerating to land, he meets the ground going too quickly and dies.... The pilot decides to try and scrape along the crater to get the original lander upright and said rocket scrapes along the surface until it explodes, killing him.... *Sigh*  I get another lander near to the broken capsule although I waste about 2km Dv getting it to a spot where the scientist can get to it. I get the scientist into the new return ship... It has just under 1km of Dv....  I figure that's plenty of fuel to get back to Kerbin, and so I attempted a direct ascent back to Kerbin as it's practically right over head.  Except apparently, I should have put the ship into a stable orbit around the mun because the engines cut out just before leaving the SOI of the Mun. So yeah, of the three Kerbals I sent to the Mun, none of them are returning.... >.< 

  8. I have version 1.9.0 installed currently and I downloaded the 1.9.0-1.9.1 patch. Upon openning the patch it asks for the location of my KSP install. I selected the location of my install and click "Next" The installer returns with "Please Select a Valid Kerbal Space Program Folder."  Is there something I am doing wrong?

     

    Thank you for your time!

     

    Location of the install: C:\KSP\KSP 1.9

  9. 7 hours ago, MajorLeaugeRocketScience said:

    So if this mods is sized for 2.5x solar system, where can I download that for 1.8?

    JNSQ is the best bet or through sigma dimensions as others have said.  That said, JNSQ requires Kopernicus and I don't think that's been updated past 1.7.3 yet.  If Sigma Dimensions requires Kopernicus as well, then it's a bit of a wait until those mods get updated.

  10. 25 minutes ago, capi3101 said:

    (1.6.1) Probably going to be the last post I make before the Thanksgiving holiday, so I need to make this one count. Good thing I've got interesting stuff to talk about...

    Yesterday saw the continuation of my efforts to get my warp ships to their respective destinations - specifically, LSV House Harkonnen and LSV House Atreides were heading to inevitable conflict over Kerbin, while LSV House Corrino was heading out for Dres. The day began with Corrino still completing a transit to get into orbit over Jool; the ship eventually settled into a 6,825 by 6008 kilometer, 4.46° orbit. That done and thinking I wouldn't have much to talk about today, I next headed out to the TBD 7e Mun craft - redesignated as Rogue 7 - in the Munar Lowlands along the equator due north of the Piper Alpha outpost (i.e. a little ways northeast of the Twin Craters). The rover successfully separated from its landing stage and landed upright, then proceeded the 800 meters to the designated target coordinates to conduct a surface scan. I knew that the Lowlands lacked Exotic Minerals (Mun was a place where Exotic Minerals and Rare Metals never showed up in the same biome; Rare Metals is the more critical resource), but had forgotten that they also lacked Uraninite ore - which means no nuclear power, which I've learned is a completely unacceptable state of affairs. It's currently nighttime at the rover's site and I apparently forgot to equipment with a night-vision camera, so the crew will begin an eastward drive to the Midlands at daybreak. I might also visit ScanSat Mun again to get some fresh biome readings - I know a little more about how Pathfinder works now as opposed to when I first started using it...

    Next up were twin warp maneuvers. I decided to put my research in trying to warp directly from one planet to another on hold for now (especially given that the data was pointing to it being an unlikely proposition unless the two worlds were close to alignment with one another) and just went with what I knew. Harkonnen was up first, breaking Joolian orbit and warping to Kerbin; she arrived at 4,306 m/s and required four warp-backs to attain a 673.9 by 625.9 kilometer, 3.59° inclined Kerbin orbit. Atreides followed suit, arriving at 4,064 m/s and attaining a 795.7 by 643.6 kilometer, 5.12° inclined Kerbin orbit after three warp-backs. Finally, it was Corrino's turn to attempt to warp to Dres. The ship minimized the relative velocity as best it could while still over Jool before heading out.

    SD25BlU.png
    Corrino damn near hit Tylo on her way out of Jool. Made for a nice screenie...

    Even with the minimization over Jool, Corrino was still travelling far too fast - over 4000 m/s relative - for orbital entry at Dres, so it was necessary for the ship to proceed to a position 1.2 Gm over Kerbol to bleed off the remaining speed; the ship took the opportunity to deploy her solar panels and recharge her exotic matter tanks while still in close proximity. After bleeding down to 310 m/s relative, Corrino secured her exotic matter generator and solar panels and proceeded to Dres. She overshot a bit on warp entry and wound up on a suborbital trajectory, but a quick burn with her conventional drives put her into a 106.3 by 11.1 kilometer, 19.7° inclined orbit - an ugly one, to be sure, but still good enough for government work. 

    8f0ordM.png
    Yeah guys - you managed to not die, so now you get to go do work. Sounds like the thought that runs through my head every time I wake up in the morning...

    Upon attaining orbit, Corrino immediately began work on a ScanSat, which the crew had finished just over five minutes later. The new probe was fueled and ScanSat Dres launched, burning into a polar orbit.

    bUkuFPL.png
    Boring screenshot...not sure why I took it, nor why I bothered to put it on Imgur and then post it here...

    The satellite eventually burned into a 109 by 105.3 kilometer polar orbit in preparation for biome scans, an effort that hasn't begun just yet. Meanwhile, Val aboard G. Grant docked to Corrino went on a brief EVA.

    oum73Tl.png
    Ugh. Bad! Bad Screenie! No soup for you!!!

    Climbing back aboard, she then transmitted a crew report; these actions finished out the current exploration contract. The next phase of exploration includes a rendezvous between two ships in Dres orbit, a crew transfer between ships and the return of a craft from orbit, so Val will probably be up to additional shenanigans in the near future. Meanwhile, Corrino began the printing of Dres's communications network - a Pink Noise 7b communications satellite carrier (the RA-15 based model) was ordered up and finished sixteen minutes later. After fueling, Drescomm Alpha launched; burning the probe to target altitude didn't occur immediately owing to the 19° inclination from which it was launched. Corrino began work on the polar satellite set and in the meantime burned to even out her orbit around 105 kilometers.

    This morning I managed to find some time to play, and decided to begin with having Roy Hinkley depart from House Atreides after fueling. The craft burned to set a rendezvous with space station Kerbinport; she'll arrive there after a 24 minute flight. Gilligan then departed Harkonnen, burning for intercept with Kerbinport; she'll arrive at the intercept point in 27 minutes, at which time she'll burn for a rendezvous. My intent had been for J. G. Backus to head out ten minutes after Gilligan, but I didn't have sufficient time to conduct that maneuver; it's first up on the agenda in the next session. Meantime, Drescomm Alpha conducted burns to put it in a 166.4 by 62.2 kilometer, 0° inclined orbit, with the burn set up to circularize at apoapsis. The second Pink Noise finished up at Corrino; after fueling, Drescomm Delta launched and immediately burned to a 166.4 by 106 kilometer, 90.00° inclined orbit; its burn to circularize has also been set up. I ordered Corrino to begin printing a G-LOC 7a return-to-Kerbin craft last thing; the ship will have it done in twenty-two minutes. If I wasn't busy before, I surely am now - my first seven KAC alarms are all for events that are going to happen within the next in-game hour...

    So yeah, a lot going on today. I want to get Gilligan, Backus and Hinkley all back to Kerbinport if I can. Hinkley is hauling surface-bound passengers; if I don't attend to that flight today, it's going to be soon. I want to deploy the Dres satellites and get the GLOC printed so I can finish the next step of exploration there and possibly get Corrino heading back to Kerbin today. I'd wager good money that I'll have clearance to land on Dres soon, and when that happens I need to have biome readings already taken so I know where to establish the ground base. Printing the ground base is going to be a necessity also, of course. I do still have those two old sat contracts over Dres to begin working on and I may try to get those out of the way; it's really going to depend on how many Rocket Parts Corrino still has once the GLOC is done. Also got that Mun base/drive to get going, and I've still got junk inbound from Minmus.

    I may try to do a log post over the next couple of days, but assuming that doesn't happen, I hope all the rest of y'all here in the States have an enjoyable Thanksgiving holiday, and I'll post again on Monday.

    It is really interesting to see what you're doing in your save. If I may ask, could you post a view from your tracking station to see where everything is?   Thank you!

  11. 1 hour ago, Zeiss Ikon said:

    Okay, @Fizwalker, I'm home again now, opened the game (takes 10+ minutes, and I had 5 until I had to head for work): the "Modular Tank" family I'm using (in favor over the older, "deprecated" Procedural Tanks) is ROTanks.  The tanks have nice textures (been using them exclusively in this save, other than one airplane I imported from a previous save that had an inaccessible, embedded Tank I), and every single bit and piece can be recolored -- without losing the corrugations and other details.  Same stats as the old, obviously (else they'd unbalance RO), but much more versatile for the builder, as you can include various nose tapers and looks, base tapers, flairs, fairings, etc., as well as having a very broad and precise range of capacity adjustments.   That Achilles tank is one piece, from a framed dome base (very similar to the center engine thrust structure on the real Atlas) all the way up to the inset dome nose attachment structure.  Pull the other bits off it, and it looks quite a lot like an actual 1960 vintage Atlas tank.

    I'll have to take a look at those.   They are gorgeous.  Thank you for the info and reply!

  12. 5 hours ago, Zeiss Ikon said:

    (1.6.1 RSS/RO/RP-1)

    I was frustrated after my first attempt at a sun-synchronous orbit and solar powered satellite failed when Diana Mk. 1 came up a few dozen m/s short of the required orbit.  Clearly, I'd reached the end of what alcohol engines could do, both in terms of performance (at least within a 150 T limit for the freshly upgraded second pad complex) and reliability.

    Some tech had completed while I was waiting on the build for the last Diana Mk. 1 launch, however.

    First, I built a few of these, and let Jeb and Val each take a couple hops, with "X-Plane High" and "Crewed Suborbital" contracts.  Meet. Hermes Mk. 2 (Mk. 1 was a death trap that only flew once; the less said about that the better).

    zABKivO.png

    Yep, it's a Javelin Mk. 1 with wings and control surfaces added (hint: remember how a Redstone was steered?).  With the tank upgraded to Tank III tech, it can launch a pilot above 220 km.

    sKoH4x8.png

    The first couple flights, with the original Tank I, flew to around 90 km; from that height it's possible to round up from the near-vertical dive of the vessel's native stability into a passable glide.  At least compared to a skydiver in a squirrel suit.  Hermes Mk. 2 glides at about four times the speed, however, and with the same glide ratio, the sink rate is pretty high.  You won't be climbing in thermals in this, I'm afraid.  From 250 m/s, however, it's capable of pulling up into a near-vertical zoom and bleeding off speed to well below 100 m/s.  Sadly, from altitudes above about 160 km, it breaks up when trying to pull up sharply enough to prevent thermal failures (one winds up well above the cockpit's rating of Mach 3 when passing through 21 km, from that height).  Non-fatally, so far, but it's fair to say Hermes Mk. 2 has probably finished its run.

    After those launches (now in mid-1964), I decided to use some of that new tech that had come in to build the next generation of the Diana line.

    Meet Achilles Mk. 1 -- named for an archer and runner whose name is rememered after more than thirty centuries.

    9PLKYr6.png

    There's just something about a stainless steel balloon tank that says "Launch me!"  And yes, this should look familiar.  Air-start reliability problems?  Ignite all your engines on the ground, so you can abort before destruction if there's a problem.

    It took me overnight to figure out why this wouldn't make orbit in sim, even without any payload at all.

    It's because the first generation LR-105 and LR-89 series engines it uses are the ones from the first generation SM-65 Atlas -- ICBM!  it was never intended to reach orbit in this configuration, it was intended to lob a few hundred kilos (inside that tiny tank at the nose) a few thousand kilometers.  The tank is sized so each engine burns its rated time: 2:15 for the boosters, and another 3:15 (total of 5:30) for the sustainer.  I do have an upgrade available for each of those engines, already, though, so before this even flies outside the simulator, it'll get upgraded and tank stretched to match the version that launched Mercury.

    There won't be a Mercury capsule in this save for some years yet, though -- I've got multiple nodes yet to unlock, and more than a year of research time for each, before I'll have the capsule and heat shield for crewed orbit (unless I can find a way to design a spaceplane that will survive reentry from orbital velocity).  Meantime, Diana Mk. 2 is based on Achilles Mk. 1, and ought to be able to toss a lightweight satellite into a sun-synchronous orbit with a very modest upper stage; Diana Mk. 3 will be based on Achilles Mk. 2 and able to make orbit without additional stages and with significant payload.

    You use Textures Unlimited for the stainless steel....? If so, would you be willing to share the settings?  Much appreciated in advance!

  13. On 11/1/2019 at 1:07 AM, Brigadier said:

    ZOOM...

    The sound of this going so far over my head that I can't see the object that made it. :P:huh::D

    Seriously, it sounds very impressive and you seem quite excited by the possibilities.  That's all any of us can ask.

    Dude.... Something went by? :P

     

    Until the new version comes out.... (And I excitedly wait Like This.....)

     

    Does the currently released version work with 1.8?

     

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