

Roastduck
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Everything posted by Roastduck
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Let me explain. Kerbals LOVE space, but sadly not all Kerbals get to go up. Which is why I envision aerospace museums being a pretty big deal in Kerbal society. With that said, perhaps in future updates, spacecraft that achieve certain milestones in spaceflight should grant a small bonus on recovery, due to revenue generated from people going to see it in a museum. Some instances off the top of my head: First capsule to reach space First capsule to orbit Kerbin first ship to return from the moon first ship to return from interplanetary space Lots of firsts, and maybe some seconds and thirds with diminishing returns
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0.24 and part recovery, will it change your approach to debris?
Roastduck replied to katateochi's topic in KSP1 Discussion
I recently watched a video on Youtube where Elon Musk pointed out that only 2-3% of a rocket's weight is payload, and the equipment to make a rocket recoverable will take about 2-3% of the rocket's weight, so you normally can't have both. He went on the state that one of his goals with SpaceX is to build hardware that is so efficient, that 3-4% can be payload, and 1.5-2% can be recovery hardware. Once KSP gives us the ability to do research along those same lines in-game, I'll start giving serious thought to making things recoverable. Until then, I'm not too worried about it Also, Scott Manley just today posted a video about this: -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Roastduck replied to RedAV8R's topic in KSP1 Mod Releases
The trick has three steps: 1) read what's on the screen 2) know what the words on the screen mean/why they're showing up 3) think of a way to change what the screen says In my case, I thought about it like this 1) Fuel flow reads as "Very Unstable" 2) It's very unstable because this stage uses the LM Ascent engine, which was designed for there to be gravity, and thus pressure 3)I need to simulate gravity to pressurize my fuel so the engine will start. I need to accelerate "up," with the engine being "down" -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Roastduck replied to RedAV8R's topic in KSP1 Mod Releases
Just had the satisfaction that if fuel is unstable in orbit when it's time for a deorbit burn, RCS can be used to put enough pressure to safely ignite an engine. So proud of myself for realizing that's possible. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Roastduck replied to RedAV8R's topic in KSP1 Mod Releases
giving them as much raw data as you can will make it easier for them to narrow down the issue. Post logs for them -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Roastduck replied to RedAV8R's topic in KSP1 Mod Releases
based off your admittedly vague description, it might just be strange behavior between the engine gimbal and SAS. I frequently have to hit F to reset SAS to tame an unruly engine gimbal, particularly after I make an adjustment during my gravity turn -
KSP's physics and the laws of physics it defies.
Roastduck replied to FirstSecondThird's topic in Science & Spaceflight
Squad also has said before that they don't want KSP to be a full-on, hardcore simulation game, hence why the Kerbol system is so small, life support isn't necessary (yet), why KSC is exactly on the equator, making it easier to get into certain orbits. They want it to be a game, and they want it to be fun and appeal to the greatest common denominator. If you want a hardcore sim, add mods until it's real enough for you, or try a different game. -
The best kind of fuel for model rockets?
Roastduck replied to BadRocketsCo.'s topic in Science & Spaceflight
oh my... 10char -
The best kind of fuel for model rockets?
Roastduck replied to BadRocketsCo.'s topic in Science & Spaceflight
Okay, follow up question: Once you have a fuel mixed and ready to mold (I'm assuming in a cardboard tube, based on the model engines I've seen before), what do you use to mold a nozzle into the fuel, if at all? -
Strutting the boosters to the main stage will prevent the parts from drifting on radial separation
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The best kind of fuel for model rockets?
Roastduck replied to BadRocketsCo.'s topic in Science & Spaceflight
I'm assuming a pot on a stove wouldn't be careful or even enough. What's the best method of doing it? -
I'm sure there will be more to the game than launching satellites, but KSP bounces on both sides of being a space agency simulator, and one core facet of a space agency is putting things into space for its patrons
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Reason for this would be once the target orbit is achieved, KSC's role is done, and control of the satellite transfers to the company. KSC doesn't need to track it anymore, so it doesn't allocate bandwidth to it. Edit: someone already said exactly this on page 2. That's what I get for not reading!
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Did a whole bunch of science today in Realism Overhaul
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[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Roastduck replied to RedAV8R's topic in KSP1 Mod Releases
What's the forecast looking like on RO compatibility with .24? Will I be able to go straight into it, or will I need to keep a separate 0.23.5 install for RO for a bit? -
My plan is to combine as many contracts as I can into as few missions as can. Orbit the moon AND rescue this kerbal stranded in orbit? Let's go!
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[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Roastduck replied to RedAV8R's topic in KSP1 Mod Releases
Thanks! this helps my design process a TON -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Roastduck replied to RedAV8R's topic in KSP1 Mod Releases
Went through the engines I have unlocked in my Career mode, and 12 out of 18 (Tier 0 and Tier 1) say MinThr 100%, which I have come to realize means they can't be throttled down. Is this intended, or is this an issue with configs? -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Roastduck replied to RedAV8R's topic in KSP1 Mod Releases
Are most of my engines supposed to be un-throttleable? I've been having issues with rockets accelerating super quickly, but even with my throttle at ~7% and thrust limited to less than 10%, nothing really changes. When I go into the Engine GUI, it says "MinThrust 100%" Is that normal? I have no idea. This mod makes me feel unsmart sometimes edit: inb4 "Logs!" https://www.dropbox.com/s/511r7mq39lcg7sp/output_log.txt -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Roastduck replied to RedAV8R's topic in KSP1 Mod Releases
this is valuable information. I'll go ask on the RPL thread. And I have both PP and StretchySRBs installed, just to see if it would do anything to help (spoiler: it didn't) -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Roastduck replied to RedAV8R's topic in KSP1 Mod Releases
Good catch on the install. Weird that it booted up like normal for me. There are supposed to be some stretchy tanks made available in the first couple of tiers that I don't see in VAB. Gonna go double check and make sure there actually is a problem, though edit: it might be worth noting that I'm playing career mode with RPL. Not sure if that was a given, so I'm just tossing that info out there -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Roastduck replied to RedAV8R's topic in KSP1 Mod Releases
installed the new update and still having issues with some pars not showing up. log: https://www.dropbox.com/s/jqf3284gm1bwgfr/output_log%20%283%29.txt I don't know where to start looking for the problem in that wall o' text. I'm a gamer, not a programmer (but I can see where I had briefly alt-tabbed out) -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Roastduck replied to RedAV8R's topic in KSP1 Mod Releases
Question: are there supposed to be any hidden things on start-up? I've noticed when I boot up that while it all seems to work, on start up I still see ModuleManager showing 10 items as being hidden. Not sure what that means, exactly. I've also noticed that I don't have access to all the procedural tanks I should. In the R&D building, it shows that I have some unlocked that don't show in the VAB. I'll edit in a sec with an output log. Just tossing in some visual mods before I boot it up again. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Roastduck replied to RedAV8R's topic in KSP1 Mod Releases
I was mostly amazed by the fact that upper stages don't need a TWR of >1. My second stage of the rocket in that launch had a TWR of 0.5 -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Roastduck replied to RedAV8R's topic in KSP1 Mod Releases
a post that's not about something being broken, for a change, Getting into orbit in RO is SO rewarding!