stevron
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
stevron replied to ferram4's topic in KSP1 Mod Releases
Where does one obtain this dev version, or is it just the main download?- 14,073 replies
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The new accelerometer isn't working on both Eve and Gilly for me. I've done the experiment on Eeloo, Moho, Duna, Ike, Mun and Minmus thus far, but for the two mentioned earlier it just doesn't work no matter how much stuff I throw at the surface. Anyone else have any issues with those planets in particular?
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I'm having issues with fusion reactor's which I recently unlocked. They just turn off the moment the physics load. I have a 2.5 reac + 2.5 jenny combo and once physics loads, the reac shuts down and my electricity recharges at a really slow pace. The only way I've gotten one to run was to attach a separate 1.5 nuke + jenny on somewhere else otherwise it just will not start on it's own. Can someone please explain my ******ation in not being able to understand this.
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[WIP][TechTree @ 0.23.5] - [MS19e] - Realistic Progression LITE
stevron replied to MedievalNerd's topic in KSP1 Mod Releases
@Aazard Final mass of whatever it is you are lifting, whether it's a probe with science stuff ala my screenie, or a capsule with life support and such plays a huge role on total dV. If that were a capsule instead of a probe body the total dV would drop quite significantly. So always ditch weight where you can. As for motor's, fuels n stuff. For Mun missions LH2 is you're friend but not so much on interplanetary missions since LH2 evaporates slowly even in the cryo tank. For other missions I try to make an educated guess on what is required and set it all up accordingly. As you can see that rocket is split into 4 stages. The first stage consists of the standard LF/LO2 combined with the LR88-4(KW Rocketry - 25000kN) @ tech level 6. Setting yourself up with the highest thrust engine you got means you can stick a lot more on top. The fuel tank is sized for a 1:3 TWR. The boosters on the side really should be LF boosters instead of stretchy SRB's but at the time I really cbf. They are set to run the exact duration of the main rocket just to squeeze a bit more dV out of the first stage with out building outwards like crazy. The second stage uses a LR69-3(I think it's from FASA) @ T6, also 1:3 TWR. This is a Lower+ LH2/LO2 engine with extremely good ISP and thrust (6000kN). Because the first stage will give me enough altitude and a good chunk of sideways speed this engine is always fired at full ISP. Remember to use cryo tanks. The third and forth stages are just a high ISP LH2 engine @ T6, but are generally fueled for what they are required to do @ a 1:1 TWR. So if it were a Mun return mission I would fuel the final stage to give me like 3k dV or w/e it is plus a little extra to get into orbit and perform the Kerbin injection burn. The stage before that would be fueled for performing hopefully say the last quarter of the munar injection burn, mun circularize orbit burn. Then 99% of the powered decent, dropping it off and having the final stage do the touchdown. From there you now have essentially a final mass of what you're trying to put into orbit. So it's just a matter of building the lifter to put it there and giving yourself enough delta V in the second stage to ensure the upper stages can do there jobs. I found that as I was increasing rocket tech level giving access to better engines, higher tech level's on lower tech engines I was allowed much more freedom in my design's because of the ISP increases and bigger lifting engines. You could if you wanted stick a bunch of like 5000kN engines on to get plenty of thrust but you're not getting the increased ISP which is where the most benefits come from. I am by no means an expert when it comes to this but these are just some of the thing's I myself go through when building rockets specifically in conjunction with RSS. Hope it helps. @spudcosmic The initial probes you get have a couple of experiments on them, check the OP for details. -
[WIP][TechTree @ 0.23.5] - [MS19e] - Realistic Progression LITE
stevron replied to MedievalNerd's topic in KSP1 Mod Releases
Need a bigger VAB, I refuse to build outwards! -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
stevron replied to NathanKell's topic in KSP1 Mod Releases
Hmm. I've figured out how to size it and fit the fairings nicely, but it doesn't actually decouple, even with ullage motors on it. When I decouple it doesn't actually separate because I still have control over anything below the interstage. Am I doing something wrong? edit. I stuck an extra decoupler in there, seems to work, not sure if that's how you guys do it though. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
stevron replied to NathanKell's topic in KSP1 Mod Releases
Are there parts planned for adapting from #-8m fuel tanks? Is there an addon you peeps would recommend? We have access to these massive engines with use of the stretchy tanks but no 8m decouplers, no adapters for a smooth transition. -
[WIP][TechTree @ 0.23.5] - [MS19e] - Realistic Progression LITE
stevron replied to MedievalNerd's topic in KSP1 Mod Releases
I went half and half rockets/science and didn't bother with capsules until a had t3 or so science and t2 rockets so just going straight science is not really wise. I've had exp with RSS and doing career so I knew already that doing anything beyond Kerbin orbit needed better rockets. With t1 rocketry you should be able to create a rocket to atleast do a Mun flyby which will be a start in getting Mun science, thats what I had to do, even if it means doing multiple launches trying to get different biomes with the blue gravioli thingy. But it really is a patience game when using RSS, having to pretty much get 99% of Kerbin science, first Mun missions only involving flyby's and so on. -
[WIP][TechTree @ 0.23.5] - [MS19e] - Realistic Progression LITE
stevron replied to MedievalNerd's topic in KSP1 Mod Releases
Technology has a HUGE role in what you can launch, unlike stock KSP which you can build a rocket with very early parts and send it all over the place just getting into orbit is a feat, sending it anywhere is another matter. That rocket I showed has 18.5k vaccum delta V and not to far off for atmo dV since the first stage will put it well on it's way into orbit meaning the lower isp upper stage engines don't need to fire in the atmo. The final vessel will barely make it back to Kerbin from the Mun if I get all my burns right. The only way to reach that much dV for me was to invest in the rocketry tree, which is currently at level 3. So more thrust, less mass and better isp means you can make much better rockets. Lastly try to steer away from the 500 rocket asparagas staged with a bajillion boosters on it setup. Aerodynamics plays an even bigger role with FAR that sticking on more fuel/engines. -
[WIP][TechTree @ 0.23.5] - [MS19e] - Realistic Progression LITE
stevron replied to MedievalNerd's topic in KSP1 Mod Releases
Since this .18 pack has come out none of the Mun probe custom experiments seem to be working for me, clicking on any experiment yields the message "Current situation:so and so | Warning, this experiment is for - only!". The - representing a double space. It doesn't matter where I am, what experiment I try it wont work. The other probes have worked fine. Anyone else having this issue? edit. Just to clarify the data recorder does indeed work, just not the experiments. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
stevron replied to ferram4's topic in KSP1 Mod Releases
I have no FAR window during flight, like at all. It's in the VAB but there is no FAR window or minimized button when in actual game. Was something changed that I've missed or is my mod borked? EDIT. LOL I'm a f*&^ing moron, ignore what I just said.- 14,073 replies
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Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
stevron replied to Majiir's topic in KSP1 Mod Releases
Hi, I play with the Real Solar System mod and I was just wondering if there's something that can be edited to prevent this from happening... As you can see with the increase in scale of celestial bodies the grid sits below the bodies surface on higher altitude areas. I can move my camera inside the planet and see the grid in those covered area's but I was just wondering if there was something that can be edited to bump up the grid mesh or w/e, cheers. -
Modular Fuel System Continued v3.3 (OBSOLETE)
stevron replied to NathanKell's topic in KSP1 Mod Releases
Not sure if I should ask in here but is there a .cfg or a guide or something to set the kethane convertors to Real Fuels? -
[WIP][TechTree @ 0.23.5] - [MS19e] - Realistic Progression LITE
stevron replied to MedievalNerd's topic in KSP1 Mod Releases
The line saying that there is a connection is from a second Comms DTS pointed at mission control, if I turn that dish off I lose connection. As you can see the arc blankets Kerbin and extends a good deal further beyond what is illustrated. Based on my exp with RT2 what I have there should work perfectly fine. The game install I have elsewhere which does not have RSS installed has a geosync network up consisting of 4 sats, 90 degrees apart, and it all works perfectly. I used the same method to starting this network with the difference being altitude, 35786Mm instead of 2868.75Mm, but when I switched off the direct link I lost all connection. So I'm just confused as to based on what you can see if a direct link can be established it makes no sense that pointing the dish at Kerbin wuld give a different result -
[WIP][TechTree @ 0.23.5] - [MS19e] - Realistic Progression LITE
stevron replied to MedievalNerd's topic in KSP1 Mod Releases
What does one type in the "RangeModelType = Additive" to set it to default, I would rather not try "Default" in case I bugger something. As for the dishes pointed at planets are you saying it could be an inclination issue? If so my sat is on a 0.01 inclination and is fairly close to directly above ksc at 35Mm+ which completely blankets Kerbin and then some. edit. Scrap the what put after equals sign, what you just said makes perfect sense. -
[WIP][TechTree @ 0.23.5] - [MS19e] - Realistic Progression LITE
stevron replied to MedievalNerd's topic in KSP1 Mod Releases
I'm having an issue with RT2 antennas with RSS + RT2 tweaks. So I was getting underway to put a GEO sat network in place but I'm having weird range issues. As it stands the Commu 16(the most basic omni) somehow is reaching mission control from 30Mm+ even though it is rated at 25Mm, and the Comm's DTS-M1(500Mm, 45 degree arc) which was going to the the dish at be pointed at Kerbin does not reach mission control when it's pointed at the planet, but if I specifically target mission control it will indeed work. So I'm just wondering if anyone else has issues or if I've buggered something somewhere with the tweak files, thanks. -
[WIP][TechTree @ 0.23.5] - [MS19e] - Realistic Progression LITE
stevron replied to MedievalNerd's topic in KSP1 Mod Releases
I don't understand what the tweak's are for. Solar panel's generate so little power with the tweaks in place that you need 5 million single cell panel's just to power the SAS. Are they for use with RSS or not? -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
stevron replied to Starwaster's topic in KSP1 Mod Releases
Two of my Kerbal's who were sitting on the launch pad waiting for the mission to Duna to launch whilst I was doing corrections for another vessel both died from random parts exploding when I switched back :(- 5,917 replies
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Now-defunct-thread-that-should-not-appear-in-google-search.
stevron replied to Cilph's topic in KSP1 Mod Releases
I just realized that probes are being simulated as being controlled by KSC, which means it needs data in as well as out, not just data out which I had been using for doing science around and on Mun/Minmus. Derp -
Now-defunct-thread-that-should-not-appear-in-google-search.
stevron replied to Cilph's topic in KSP1 Mod Releases
I see what you're saying, I thought about that but the satellites I have atm was early in the tech tree, the dishes only reach inside the Kerbin system, so I'm the process of launching replacements. But if that is how it works what happens when said satellite in the KEO network goes behind Kerbin, wouldn't that mean you would need all satellites pointed as said probe in deep space to keep 100% coverage? That doesn't sound correct to me. -
Now-defunct-thread-that-should-not-appear-in-google-search.
stevron replied to Cilph's topic in KSP1 Mod Releases
I don't understand how to connect to probes beyond Kerbin SOI. I have a 4 KEO sat network which works fine for anything in the Kerbin system, but the moment I leave not even the biggest dish will function. Pointing at Kerbin doesn't work, pointing at a specific sat in the network doesn't work, pointing at mission control directly doesn't work when the KSC comes into line of sight. I was under the impression you stuck on a dish, pointed it at Kerbin and as long as a sat in line of sight in the KEO network will pickup the signal and relay it to KSC, am I wrong? -
I had my first landing on the Mun the other day with the suggestion you proposed. I could possibly have stuck the lander ontop of the already insanely long, 1st/2nd/3rd stages + the CSM, but with the amount of fuel the lander had to carry, and my lifter already being ridiculous part count/size, I too opted for earth orbit rendezvous. I guesstimated the dV requirements pretty well, just scraping through on my lander.
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Modular Fuel System Continued v3.3 (OBSOLETE)
stevron replied to NathanKell's topic in KSP1 Mod Releases
I don't know if I'm missing something here but how come despite the LH2 mode on the orbital engines being listed as the highest isp, have the worst dV budget and the worst thrust in comparison to the others that are listed despite showing a far superior isp? I'm using Real Fuels w/ Real Masses, Real Solar System, KWR. Scratch that. I hadn't realized the huge weight variance with different fuels, I was under the assumption the tanks held a certain weight worth of fuel, not a limited unit count.