Wallenberg
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Realistic Solar System Crafts - MEGATHREAD
Wallenberg replied to Captain_Party's topic in KSP1 The Spacecraft Exchange
This is amazing! What engine configs and what parts are you using? -
Realistic Solar System Crafts - MEGATHREAD
Wallenberg replied to Captain_Party's topic in KSP1 The Spacecraft Exchange
Yes, people actually enjoy Real Solar System and all its associated mods, Nathan! Especially the Rftsengines configs from your AAR series make this an interesting challenge. Colliers? Sounds great! Check out "Man Conquers Space" on YT, there are a few teasers of an (/a hopefully) upcoming movie based on the Colliers series. Currently, though taking a break from KSP (Dangerous Waters anyone?), I've started an alternate history line of an early Austro-Hungarian space programme in the 1910s. No screenshots from work, unfortunately. -
Certamen in Caelo [Picture Heavy] | III: 烠(Heat)
Wallenberg replied to Captain_Party's topic in KSP1 Mission Reports
I never quite found out to what inclination you launch with minimum dV from a certain latitude, but for 30° it can amount to 3,000+ m/s! delta-v required = 2 * current orbital velocity * sin( delta-inclination in degrees / 2 ) acc. to Wiki... -
I see. Well, I would not bother too much. Since I don't live too far from the alps peaking 3800 m ASL, heightmaps would have to be tediously dissected to get rid of the spoilt averages. At least I imagine this could be the reason terrain is a bit too high in a flatland next to mountains. Anyway, great work it is, and I'm looking forward to yet another new savegame, this time launching from insane 48° latitude...
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I'm sorry to disappoint you then - I just rechecked and found out that Vienna Int'l (LOWW) is at 183 m above MSL. This is about 5 km from the pre-WWI airfield I mentioned in the above post, it can't be any higher than 250 m. The 600 metres was based on my memory mistaking it. But still very close for a modded world map! Do you know what repositionRadiusOffset references to? Sea level? Or some sea floor terrain?
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Certamen in Caelo [Picture Heavy] | III: 烠(Heat)
Wallenberg replied to Captain_Party's topic in KSP1 Mission Reports
Thank your for the enjoyable read, there'll be quite interesting orbit inclinations to see with the different locations I guess... -
Just tried the new pre6 (with massively downgraded graphics settings though, since my rig is old) and I must say great job again, Nathan. For those interested to place their launchpad to the exact location of the Militäraeronautische Anstalt Fischamend (military aeronautic institute) that existed in the 1910s next to Vienna, capital of Austria... Note the repositionRadiusOffset of 575, while Fischamend is - roughly - located 600m above sea level. Are these figures correlating just by coincidence? PQSCity { KEYname = KSC //repositionRadial = 158200.0, -220.0, -570000.0 latitude = [COLOR="#B22222"][B]48.099693[/B][/COLOR] //28.608389 longitude = [COLOR="#B22222"][B]16.630025[/B][/COLOR] //-80.604333 repositionRadiusOffset = [COLOR="#B22222"][B]575[/B][/COLOR] //1 //53 //42.7000007629395 [B][COLOR="#B22222"]repositionToSphereSurface = true[/COLOR][/B] lodvisibleRangeMult = 6 } PQSMod_MapDecalTangent { //radius = 79637.5 radius = 10000 // KSP: 7500 heightMapDeformity = 80 // was 75 absoluteOffset =[COLOR="#B22222"][B] 575[/B][/COLOR] // 0 absolute = true latitude = [COLOR="#B22222"][B]48.099693[/B][/COLOR] //28.608389 longitude = [COLOR="#B22222"][B]16.630025[/B][/COLOR] //-80.604333 }
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Realistic Solar System Crafts - MEGATHREAD
Wallenberg replied to Captain_Party's topic in KSP1 The Spacecraft Exchange
Well, since Ferram is working on a 1,000 mt launch vehicle, this might seem a bit outdated: The Aggregat 10e 100t to LEO launcher and its 5,000 dV three-crew orbiter of the Financier IV type. While the Financier can carry more crew in its orbital module, it is not designed to safely reenter all but the three in the capsule. Launch profile: start gravity turn slowly when over 100 m/s, gradually from 80° to 45° as soon as the apoapsis rises beyond 50,000 m. Aim for a time to apoapsis of 1/2 to 2/3 of the burn time of the second stage to drop your nose for circularizing. Once circular orbit (about 280 x 280 km) has been achieved and the payload is separated, the 2nd stage can be maneuvered and its small middle engine reignited to de-orbit. Action groups of the launcher: Backspace: ignites LES engines and decouples the capsule 0 : decouples LES and opens the parachutes Action groups of the Financier IV orbiter: 1 : Toggle solar panels 2 : Toggle antennas 3 : Toggle lights 4 and 5: Toggle the four outer engines and the middle engine separately (all on by default when staging) Download A 10e / Financier IV via Dropbox Requires: RSS/RO/RF/RftsEngines/StretchySRB/Engine Ignitor + Klockheed Martian Space Shuttle engines plugin,AIES, Deadly Reentry, Kerbal Engineer, FAR, KAS (supply of engine ignitors for stranded fellows), Procedural Fairings and Procedural Wings, Kerbal Joint Reinforcement, KW, MechJeb, NP, RealChutes, TAC Life Support... that's it - some of those might not be needed. -
Sounds great! Maybe supply a few real launch sites' coordinate "presets" to select?
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Reaching for the Stars [PH] - Jane's VI 3 Feb 15
Wallenberg replied to NathanKell's topic in KSP1 Mission Reports
I'm sorry this is rather off-topic - but with KSP 0.23 and your recent mod updates I seem to have lost track of your "German" (like on the 'Armbrust' missile) and differently styled procedural fairings . In what mod are they included? -
Realistic Solar System Crafts - MEGATHREAD
Wallenberg replied to Captain_Party's topic in KSP1 The Spacecraft Exchange
What you see in the picture of the Mercury capsule separation is only an egg-shaped procedural fairing. But you can also change the shape of how the conical tanks' sides slope down (use "b" to toggle through different curves). Here is the .craft file of it Mods used are (only those probably important for function listed): Deadly Reentry Kerbal Engineer Redux Engine Ignitor FASA (Gemini, Mercury et al) Ferram Aerospace Research Procedural Fairings Kerbal Joint Reinforcement Klockheed Martian (space shuttle engines - plugin only) KW Rocketry MechJeb (every FASA pod is per default a MJ module I think) NovaPunch Procedural Wings RealChute RealFuels Realism Overhaul (Reaching for the Stars engines - Rftsengines.cfg - highly recommended for the experience!) Real Solar System Stretchy Tanks (StretchySRB that is) TAC Life support (added Mercury, Gemini, BigG by hand) @maccollo: How did you even manage...? Stock parts only? Congratulations, this is an achievement indeed. -
Realistic Solar System Crafts - MEGATHREAD
Wallenberg replied to Captain_Party's topic in KSP1 The Spacecraft Exchange
Finally I'm about to post something to show my appreciation for RSS, ROv, StretchySRB, DREC, TAC LS, RftsEngines, RealChutes, RealFuels, FAR, PF (and possibly much more). All of the following are in line with a single sandbox game so far - there might be some parts in the later rockets still left from the original tactical missile... A tactical ballistic missile inspired by NK's "Reaching for the Stars" AAR series: A medium-range ballistic missile: An intercontinental ballistic missile: A first satellite launcher: The first man-rated rocket derived from the previous designs: The next step, rated for two astronauts: And this was built to rescue the astronauts who learned about the Engine Ignitor mod the hard way. After the first launch a second had to be scheduled quickly to rescue even more astronauts. One thing learned from this is that rotating the spacecraft around a lateral axis fast enough can be considered "ullage". Thanks to all involved who are either developing these great mods as well as posting their awesome designs here! .craft files will only be posted on request, none of these designs are in production stage. -
Are you by chance using an outdated version of StretchySRB? Because that was the major issue in the previous version of SSRB when one used solid fuel boosters on his craft.
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Wallenberg replied to NathanKell's topic in KSP1 Mod Releases
Thank you for this great mod system! To help others, I found this nice delta-v map of our real solar system: This is what I use to construct my craft.