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Kimaera026

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    Bottle Rocketeer
  1. Am I the only one here or other people are also getting some weird orbital values? I did a fresh install of RSS v6, from v5 on .23, to v6 on .23.5 and noticed (after admiring for hours at the beauty of earth *_*) that rotational period is now 3days 5 hours, a year is approx 400+ days, and going to the moon on a conventional Apollo style burn takes 10-16 days rather than 3+ What am I doing wrong? Any suggestion? --------------------------------- ooops! never mind! I just learnt that .23.5 brings an option in the settings.cfg to toggle Kerbin/Real time scale (6h/24h) Very handy, now that I know it's an actual feature, rather than a bug. ahahah
  2. ok, so it just needs the right amount of control authority to be stable enough. That makes sense. Thank you
  3. That's what I thought it would be like, but I was trying to set up a maneuver for a mun orbital probe (RSS) and when the sent commands activated, they were just as sluggish as if i remotely controlled it by hand. I dont know if it's just supposed to be so sluggish, if i did something wrong, or if i installed it wrong. I don't want to disable signal delay altogether as i find it very realistic to having to deal with it, but not to the point of making unmanned probes uncontrollable. I'll keep trying and see how it goes. But i hope there is something wrong in what i'm doing, so that it can be fixed.
  4. is there a way to make the flight computer disable signal delay when commands are sent to the probe? I say this because I noticed I send commands to my delayed probe, and when the timer ends and the probe executes them, the probe itself does it with signal delay built-in, just like I was piloting it myself remotely, thus losing control very easily (i use RSS, which means x10 distances). If this is the case, I find it a bit silly for the flight computer on the probe to be having signal delay. Once commands are sent to it, the probe should execute them in its own time and space, which means no delayed controls. That is what i hoped RT2 would work with signal delay, but it's not what i've experienced. If im mistaken, or been talked before, i apologize, i didnt find anything trhough search and dont have spare time to read 312 pages XD
  5. I wish I knew how to edit this stuff lol I'm probably gonna have to study the right calculations for this flightplanning, but the goal would be to find accurate launch windows for, currently, the Mun, and plan the launches accurately so that you arrive at the appropriate time, and you have the appropriate lighting and all, etc. Basically, tools to allow you to plan your trips, rather than fiddling with maneuver nodes in-flight. I'm researching, but the amount of information to consider at all times is so great that is overwhelming me lol. I'm sure there are people here who are trying to do the same (or maybe have already achieved it). I'm looking at Orbiter's tools available, as they're probably similar to what KSP+RSS is.
  6. maybe someone mentioned it before in this thread but it's tedious to read back 110 pages lol Is there any tool or webpage or something that can help you calculate transfers and other trajectories, like launch window planner and sort, but with the rescaled data for this mod? or is it safe to assume that real world data can be used here accurately?
  7. no. I dont want to deal with solar panels. Either with just a simple energy consumption (battery-powered capsule) and life support, or fuel cell+life support. at the moment im keeping track of my unfocused vessels and adjusting their consumption manually with kerbal edit everytime i switch back to them. But being manual and all can be quite time consuming.
  8. what do you mean MCE autorecycle? ill download it and have a look into the mod
  9. thanks for the reply PrivateFlip, partless addon? sounds intriguing how do I apply these methods?
  10. I'm talking about resources like electric charge, and especially any other using custom-made ModuleGenerator MODULE on unfocused vessels. Is there any way to retain the depletion and/or generation of these resources, basically keeping track of these modules, keeping them ON while you take control of other vessels far away? the idea is to have lifesupport resources deplete while controlling other ships. No much sense in these modules stopping whenever the vessel is unfocused. Makes the whole point of having life support and general electric charge consumption useless, or only useful and realistic when controlling that same vessel.
  11. Visari, thank you for your help. I found the cause of the problem. It lies with a mod that edits the behavious of engines globally. Similar to KIDS. I exchanged the former with the latter. KIDS runs much better, has more options, and doesnt affect jet engines. Result: perfection. So, in the end, wasnt even far related to the rescale mod, which is good to know as I cannot bare cons to add to the list of this mod - which are still only the few bugs. No real cons to this mod yet
  12. Visari, do you have any idea why my setup has weird intake behaviour?
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