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KSP2 Release Notes
Everything posted by Razgriz1
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The one battleship test flight they did do, the Transtage stayed attached, but the operational plan did not include the Transtage. MOL was supposed to have its own equipment module that could provide attitude control. The Gemini spacecraft would still retain its retromotors for its own deorbit, and the station module would just decay on its own, as far as I can tell.
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Hey y'all back here again because my Google-fu is failing me. I'm trying out a Juno IV replica to see how viable it is in RP-1 and am having a hard time finding any real sources on it. Everything I search for gives me information on the mission to Jupiter, or rockets from a certain other sandbox rocket building game... Do y'all have any sources you could point me to? I've read that they would have used different propellant loadings for different types of missions, but haven't seen any sort of numbers associated with that. And is the quoted TLI mass supposed to be doable by the liquid stages alone, or does that include the Baby Sergeant stages that Friznit has in the build guide, which I haven't seen referenced in any of the sources I have found. I'm not sure how much of this is based on actual design studies or speculation.
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RP-1 Realistic Progression One for KSP 1.12.3
Razgriz1 replied to pap1723's topic in KSP1 Mod Releases
Current RP-1 has zero science below 40 km (except for hypersonic flight, which good luck hitting that with a prop) so why? -
There are already a few F-104 craft files on the RO discord that are pretty dang good. This one in particular is great: https://discord.com/channels/319857228905447436/528995196776742912/1152253755711037551 There's also a really good new X-15 file *wink*: https://discord.com/channels/319857228905447436/528995196776742912/1247433860321509407
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RP-1 Realistic Progression One for KSP 1.12.3
Razgriz1 replied to pap1723's topic in KSP1 Mod Releases
It's not a bug, the satellite payloads now use their own dedicated part, which is found in the "Satellite Era Electronics Research" tech tree node. Also I believe that WeatherSat payload no longer exists at all. The Weather Satellite missions now use NavSat payload. -
RP-1 Realistic Progression One for KSP 1.12.3
Razgriz1 replied to pap1723's topic in KSP1 Mod Releases
Aim for like a -800km perigee and you should be able to do it with just one heatshield. -
RP-1 Realistic Progression One for KSP 1.12.3
Razgriz1 replied to pap1723's topic in KSP1 Mod Releases
The next thing you'll really want to start looking at is the science you get from the lunar flyby/impactor missions. If you have heat shields, then you should have more than enough tech to get a probe out that far, you're probably just going to have to work on your launch vehicle some. You're probably going need a rocket more around the 60t mark to get it there. A 30t launch vehicle really can't do anything beyond the first couple of orbital contracts. Edit to add: The first generation heatshields (heatsink-style) actually require a steeper reentry than you might think. They also need to make up a substantial portion of the mass of whatever you're trying to bring back. -
First, the included BDB craft files will not work at all in RO, they are built using the standard parts and thus part placements will not get rescaled when you move to RO. You will have to build your own from scratch. Second, RO essentially creates their own parts using the BDB models, and rescales them appropriately, so I don't even thing the part names would stay the same. They don't rescale the fuel tanks at all, but they do include a select few of them, mostly the Saturn V tanks, in the modular fuel tanks that are a part of ROTanks, which is a part of the Realism Overhaul suite of mods.
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PEGAS - Powered Explicit Guidance Ascent System - devlog
Razgriz1 replied to Reddy's topic in KSP1 Mod Releases
To be honest, PEGAS isn't actually particularly well suited for stock KSP, as it can't do a coast. Stock rockets generally have fairly high TWR, which when combined with the Earth-like atmospheric density and the relatively low orbital velocity, often makes a coast to apoapsis the best ascent path. The RP-1 wiki actually has a section on MechJeb's PVG, which is a similar algorithm to PEGAS (though it can incorporate a coast) and it explains a bit why the rocket it doing what it is: https://github.com/KSP-RO/RP-0/wiki/TroubleshootingMechJebPVG#my-rocket-is-burning-down-not-a-problem You could probably fudge it a little bit by either setting a pretty low g-limiter in PEGAS, or actually set the throttle limiter on the engine to a lower value, just don't forget to tell PEGAS what the maximum limited throttle is. -
PEGAS - Powered Explicit Guidance Ascent System - devlog
Razgriz1 replied to Reddy's topic in KSP1 Mod Releases
You probably can (you can do a lot of things with delegates in PEGAS) but I'm not sure you'd really want to do that. The open-loop guidance portion, a.k.a. before "active guidance" is mostly to get you high enough in the atmosphere so that the closed-loop portion can take over. Your open-loop portion should be over fairly quickly before you'd really want to control your time-to-apogee. You'd probably be better off setting up a pitch program instead of a simple pitch angle. You can make a okayish ascent profile without too much effort. -
The RSS/RO group is responsible for the RSS configs for this, not Benjee. As for the "Thrust is off" errors, that's due to the fact that the RSS configs simulate the tail-off in thrust that occurs toward the end of booster burn, but MechJeb doesn't know about that. It assumes solid boosters burn at 100% thrust all the time. As for what you could do about it, you can force MechJeb to wait to start the PVG until after the boosters separate ("PVG after stage X", or something similar) The PVG settings in the user manual are also designed for stock-ish sized systems, and the stock shuttle. RSS will likely require different settings to work correctly.
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If you look at the mission time, you start the engines at 1:35, and MJ lifts off at 1:44. This, as you mentioned, is due to MJ waiting for the engines to reach 99% rated thrust before liftoff. BDB does simulate engine spool-up time, and this is pretty darn consistent with the actual F-1 engines. On a Saturn V launch, the engine ignition command was given at t-10 seconds before liftoff.