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RedAV8R
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Everything posted by RedAV8R
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[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
The 'we are done' was in reference to the discussion about the other user's issue, but that wasn't made explicitily clear. Help/suggestions with Porkworks is welcome. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
Let's see...care to read that again... So apparently you missed it. I understand it happens... Aside from that. I don't give a rats rump what your signature looks like, and apparently that has further proven it does not mean squat about what your level of experience/expertise/troubleshooting skills are. We are done here. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
You haven't seen me worked up yet, but the fact that you refused to listen that IT'S NOT THE LAUNCH CLAMPS, it's a definite face palm moment. Yes, obviously even a basic FASA install with or without RSS this user should have far more than what he has. Not to mention the fact that the first stage has a burn time of 23s, something obviously isn't right. That's all that MJ shows us, a symptom that at least one thing is wrong, or better yet, confirmation that the user can't reach orbit. No wonder, he only has ~15% of the DeltaV he should have. The fact that MY screen shot showing a correct build, with launch clamps otherwise in the same position, not to mention another user saying the same thing. 1. None taken, don't care either. 2. Yep, apprently, considering I just increased size, without respect to simulating a specific object, this should not be surprising. 3. That scale was based upon matching docking port sizes...it was not random. Well since this is just a hobby and while I have heard of Bigelow, it was more towards the BEAM module that will go with the ISS, but never did any research otherwise. I appreciate you bringing to my attention the analogous nature of these parts. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
1. Agathorn is partially right, and the bigger issue is because rescaleFactor works in all dimensions, there are numerous times when width and height need different scales, which obviously can't be done with rescaleFactor alone. Additionally, quite frankly, I don't give a darn how 'customizable' my configs are after the fact. 2/3. The original. There are still many objects which aren't based on anything in particular and I wasn't paying attention to be based on the Bigelow's. Now with that in mind, some more work can be done. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
It's NOT the launch clamps, period. The Juno should have over ~5500m/s of DeltaV just in the last 3 stages, with TWR pushing 16-20 in each stage. His install is FUBAR, and now without logs or more detail we can't tell him what is wrong. Did I say it's NOT the launch clamps yet? You have no idea if his MechJeb readings are correct or not. You don't know what the weight of his rocket is, what kind of fuel and how much, NOTHING. Immediately thinking oh MechJeb is wrong, move your launch clamps...no. Wrong move. What I can tell you is that his Juno I IS NOT built correctly, which tells me RO is not installed properly (or at all). FYI What it should look like: -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
Yes, you've got a bad rocket all around. I'm not sure exactly what you have all installed, but you are missing a lot of things there. No way with RSS/RO properly installed with all it's dependencies should your rocket look like that. No, that is not needed, and no, it doesn't screw up the estimates. In fact having your clamps go after your engine starts is the right way of doing things...engine is started, and allowed to show 100%, then clamps are released, if you have solids those may be started at the same time of release, or milliseconds before the clamps are released. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
What does your launch profile look like? -
Not yet, working on it.
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And with ModuleRCSFX you can use either.
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N2O4 valve was left open (either negligent or failure), and fumes entered cabin via cabin air intake while on descent. Knocked 1 crew member unconscious for a bit until emergency oxygen mask was put on by another member. All 3 crew were in the hospital for 2 weeks with respiratory issues. Test, his config was screwed up. Isp for the Apollo CSM was 274s, yes it is a hypergolic bipropellant mixture of MMH/N2O4. To do what you want is possible, by adding MODEL{} calls and using whatever thruster(s) you want with position and orientation, then a simple ModuleRCSFX with whatever propellant you want.
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[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
I'm not supporting parts modified from my already modified items, it does bring up an issue that will be adjusted here soon. Tweakscale doesn't change anything besides mass with ports, though that MAY have a factor in it. Otherwise I think you are onto the right path, besides the ports having too much strength (known and fix coming), the PPs have too little. I'd look there for support. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
Which docking ports were you using? That said, I've got a list of parameters via NK for docking ports that I'll be going through here soon. The list and it's defaults: acquireForce = 2 acquireMinFwdDot = 0.7 acquireMinRollDot = -3.40282347E+38 acquireRange = 0.5 acquireTorque = 2 captureMaxRvel = 0.3 captureMinFwdDot = 0.998 captureMinRollDot = -3.40282347E+38 captureRange = 0.06 minDistanceToReEngage = 1 undockEjectionForce = 10 'MinRollDot' default is likely an 'ignore' value, however one can likely force a specific Roll Alignment with these. A lot of these will be nuked quite substantially, just haven't gotten in to test yet. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
All good ideas but beyond the scope of this project other than providing support and/or integration with this mod. This mod only modifies existing parts and mods to give more realistic figures. Not introducing more features. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
I don't know. Probably not. I need to look tomorrow. I know RF likely will need some tweaking but we will get things squared away. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
Yep I know. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
Launched just fine for me... Make sure your RO is completely updated to the latest version. BTW...there are new parts with the FASA pack that bring the FASA Saturn V to within centimeters, maybe milimeters of the correct size, and that is what the pack was tested with, using PP tanks and the thrust structure is not how it's intended to be flown, and it's a whole lot more stable. I noted your rocket is a wobbly fella. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
Post a *.craft file that exhibits this issue. I'll see where you went wrong. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
Update Time! *FusTek Complete (current with X0.04-4 DEV BUILD) *Fix ProceduralParts LifeSupport Tank to 1U=1L standard *Added TweakScale support to 10m for parts that use it *Removed TweakScale with DRE (values not appropriate) *Completed ASET ALCOR pod update *Completed PorkWorks HabitatPack update *Completed Nothke Service Compartment update - Added TweakScale *NP2/KW/AIES RealEngine Updates *Added TweakScale support to AIES Fuel Tanks Download at the OP! -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
Yes...supported...mmm...let me look...nope. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
I will actually be redoing what is in the NFPP...I honestly haven't looked much at them, we'll enable support for what we can. I just got done with the PorkWorks Inflatables rework, as time goes by we'll enable support for more futuristic ideas, even KSPI, but we need to hit the basics and past/present stuff first. -
I don't remember, the point is, if you are using a mod which modifies another mod...standard toubleshooting dictates to follow the path from end result BACK to the beginning...So RSS/RO then FASA then KSP. If a person has a stock vehicle, which has then been heavily modified...do you go back to the OEM to find out why a certain part that has been modified isn't working the way you think it should be? No. Start with the people who modified it, no matter what or how much.
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If you have problems while running RSS/RO ASK THOSE PEOPLE in their thread...Frizzank has nothing to do with that, he has essentially provided models, that's it, their complete behavior and stats have otherwise been modified by us.
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My guess is cost, it's toxic and reactive and heavily regulated, the storability likely outweighs those issues for small upper stages and long duration stuff, but to use as 1st stage booster, if an accident were to occur, contamination is a big deal. Look at the Apollo-Soyuz accident.
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
RedAV8R replied to Starwaster's topic in KSP1 Mod Releases
Yep. Some decent reading here and HERE. For the most part, every one of these is untested, with the exception of the one Shuttle Abort to Orbit. These were planned and trained for, and some were quite difficult and dangerous to accomplish.- 5,919 replies
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[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
No release yet, but I have updated TweakScale scaling to now works up through 10m. physicsnerd: You can, however we are leaving it for those who wish to build something with it.