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The first systematic approach at solar system expansion using KSP as a simulator. projekt inspiRE will release soon™; featuring soundbites from Isaac Arthur, nuclear expansion and tension, and advanced propulsion concepts/technologies. Featuring Artemis III (2022 version) and other NASA concepts; from the return to the moon to the settling of post-humans on Proxima Centauri b. Beginning in the summer of 2020, this project was conceptualized, and since then, has gone through 5 major revisions. Throughout those revisions, realism has been added and the goals of the project have been refined: this project features full RSS/RO (Real Solar System and Realism Overhaul). Not only are future propulsion concepts realized, but also future power sources and the ways to manage their heat are explored in depth. Thanks to publicly available NASA presentations and the Atomic Rockets website by Winchell Chung, nearly two years of research was compiled into the project. Obviously, presenting all this research only scratches the surface of what I’ve covered, so I encourage you to explore the websites below. Atomic Rockets - http://www.projectrho.com/public_html/rocket/ NASA Artemis - https://www.nasa.gov/artemisprogram As of November 28, 2022, the project is still in development as I wait for an update to the EVE volumetrics and as finals comes crunching down. I plan on using this thread to talk a little about the research I've been doing in the past year and why I am doing this project instead of being 100% sane (lol). The amount of work I have put into this project shows when some of the scenes blur the lines between reality and simulation; the storyboard Word doc has over 8,000 words and I'm not finished. I'm using this thread to both 1.) make myself accountable and finish the thing already, and 2.) showcase what I have already made to the community without spoiling the project. Trailer has already dropped:
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As RSS, KSRSS is a mod intended to transform the stock solar system into the real solar system, but at stock size, with the objective to let you explore the solar system without many mods necessary in a RSS save. Also, we worked hard to make every body of the system pretty and unique. For example, with KSRSS, you can find dust storms on Mars, geysers on Enceladus, snow at the pole of the Earth and many other things. New feature in 0.7 : Contract Pack ! A contract pack is now included in KSRSS. They replace the stock exploration contracts. You need Contract Configurator or the contracts won’t appear. A “Probe before kerbal” tech tree is highly recommended. Here are some of our recommendations : SIMPLEX Tech Tree TETRIX Tech Tree Kiwi Tech Tree Probes Before Crew Pics DragonFly on Titan by @Zarbon44: DV Map Size x1 (default) Size 2.5x Installation and Download Soon Recommended mods Kronometer - Fix the ingame clock so one year = one actual year. Also fixes the day definition in x2.5. CapeKanaveral - Adds Cape Canaveral in KSRSS. ONLY FOR x2.5 KSRSS. BetterTimeWarp - Warp faster Compatible mods KSRSS is compatible with: CRP RationalResources FAR Kerbalism KopernicusExpansion (footprints) DistantObjectEnhancement PlanetShine KSC-Switcher Kerbalism RemoteTech FinalFrontier ResearchBodies Scatterer EVE SigmaBinary KSCExtended FAQ Q: I want Pluto and Charon to be a binary system. A : Install Sigma Binary. Q: Is this a continuation of SSRSS? A: It’s not. The idea is the same, but SSRSS is a rescale of RSS. KSRSS is a completely independent mod. Q: Are you looking for translators? A: We are! Currently, KSRSS is available in English and in French. The Chinese translation is incomplete, and we are missing the other languages. If you want to help with translation, join our discord : https://discord.gg/DDENnkn Q: I found a bug, how do I report it? A: Post a message in this thread with: a screenshot of the problem (if applicable), a screenshot of your GameData folder, your KSP version and your KSP.log (you can find it in your KSP folder) Do not paste the KSP.log here, upload the file to a sharing service (Google Drive, Dropbox, …) and send the link here. Make sure the link is public. KSRSS is made by : Tony48 Kierra Fitz Natsukira Invaderchaos With contributions by : Rezza CapCom KerbalSpaceChallenge XCM42-Orion Special Thanks : sDaZe and Galileo - For creating and maintaining SSRSS, the first mod to make a stock scaled real solar system in KSP, and what inspired us to make KSRSS. Gameslinx - For developing Parallax and helping us with the configs RTB, prestja, Thomas P and other Kopernicus contributors - For making planet modding possible NathanKell and the RSS Team - For making RSS and the textures we are using for KSRSS. License and legal stuff Source code : https://gitlab.com/ksrss/KSRSS/-/tree/megapack
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R E A L I S M O V E R H A U L Intention: Realism Overhaul is a mod that makes Kerbal Space Program behave more like real life. If you're interested in seeing what it's like to fly rockets in the real world, this is the mod for you! Realism Overhaul does this by combining and configuring other mods, and mod and stock parts to perform as their real-life equivalents. You can expect things to be a little harder, and rockets to be a bit bigger, but the scenes far more epic, and the accomplishment that much greater. Some of the most signfiicant changes include: Engines have real sizes and performance values, and use real fuels. Most of them have limited ignitions and suffer from ullage. Pods are as large as their real-life counterparts and weigh what they should. Propellant tanks have correct dry mass ratios. Solar panels don't produce massive amounts of energy, but they are lighter. Similarly reaction wheels aren't magically powerful anymore (though they still don't require momentum dumping). _________________________________________________________________________________________________________________________________________________ Contributors to Realism Overhaul: A1Ch1, Raidernick, james3838, camlost, JandCandO, Sarbian, marcelocoelhorodrigues, NathanKell, hattivat, batuhan, Ravenchant, bax-, advice-dawgg, jean400, RedAV8R, jedi95, MedievalNerd, regex, Felger, Temeter, Replica17, veskenapper, ferram4, leudaimon, BevolJ, RezzyD, Agathorn, TheKosmonaut, TheVoid2, Theysen, Phredward, ChrisPBacon, Kibbick, Niemand303, AlimOncul, AjentK, pjf, rocketscience, John-Long-Silver, doktorjet, Ippo343, Dragon01, Probus, BryceSchroeder, Bsd0, asmi, Starman4308, stratochief66, StupidChris, OvidHamburg, awang, winged, rsparkyc, PhineasFreak, Zarbizaure, JoseEduardo, ctiberious, SirKeplan, Schnobs, pap1723, ec429, assassinacc, AntiClockwisePropeller, AlphaMike741, olympic1 _________________________________________________________________________________________________________________________________________________ RealismOverhaul Wiki P Installation In the current state of the mod's development and future, accurate and proofed-to-be-working installation instructions can be found here: Installation Guide You can ignore the RP-1 part later on that page, if you do not intend to play a career mode. Support No support is granted without providing logs and easy to follow reproduction steps. Also make sure to drop by the official discord server where active users can provide help! https://discord.gg/ZGbR6nv Legacy / Manual Installation (expand) _________________________________________________________________________________________________________________________________________________ D O W N L O A D (1.10) Source Changelog _________________________________________________________________________________________________________________________________________________ Career Mode - Realistic Progression One: If you are interested to take Realism Overhaul to a whole different level of playing KSP, you might be interested in the accompanying suite of mods. It integrates a completely new career system tailored for an early realistic space race and spreading into the modern ages - all at your own imagination and approach. The working installation instructions can be found on the GitHub wiki page. This mod was created by NathanKell and RedAV8R, Contributions by many others. If you were missed in the contributors list at the top of the post, PM Theysen and he'll add you).
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I really like the RO Tanks mod for its modular tanks and modular building elements, but I play with the Jimbodiah Simple RSS Patch, and unfortunately, RO Tanks doesn’t work with it. You need RealFuel to fill the modular tanks, and without that mod, you can't fill them. I'm not a fan of the ultra-realistic approach and would like to keep KSP more vanilla in this regard while playing with RSS. Could you please advise me on how I can use this mod with Jimbodiah? Is there a way to modify the configs or something like that ? I would greatly appreciate any help.
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I 'm recently making a delta v map for rss based on the real solar system map
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Complaint Idea But why complicate things? Especially so much. Can't something be done so that everything is as simple as in stock, only with a real planetary system? Can't we make it so that even beginners players who are just starting to learn mods can leave Kerbol's system for our real solar system, with its real planets, speeds, and distances? Over several years of playing in KSP, I didn't find a ready solution, so I had to do everything myself. Thanks to the community for their help and the existing mods that can be used to solve various problems. First and foremost this is, of course, Module Manager, which provides everything needed. My RSS Adapter has no software code. It is a system of patches for Module Manager that changes the properties of fuel and engine parameters. Engines Practically all engines in the stock game and DLC have prototypes in real astronautics. And as it turned out, the parameters of their prototypes are quite suitable for playing in RSS. Nothing needs to be invented. I passed the career without external sets of engines and saw that this was enough. In essence, for playing in the real solar system, you only need some very powerful engines to overcome the gravity of real Earth, and the rest of the variety does not matter. However, it is impossible to pass by Real Engines Pack. The old mod gained a new life thanks to my Module Manager patches. Now its engines have the characteristics of real engines and realistic exhaust based on Waterfoll. It was also impossible to ignore Tantares - its engines are also brought into line with the real ones, although not all, but only those that are critical for reaching Earth orbit. Fuel But how is the amount of fuel in the tanks resolved? It turned out to be very simple - there is such a parameter as fuel density in the game. And if you change it, then you won't have to patch each tank from each mod. There will simply be as much fuel in each tank as before, but its density will increase, which is equivalent to increasing its quantity. Thus, I managed to select such a density at which the game copy of the Soyuz rocket will be proportional to the real rocket and will put approximately the same load onto orbit. Screenshots Dependencies I could not resist adding to the game those types of fuel that are used in real space exploration. Since assigning real characteristics to engines, one cannot refuse the fuel they used. However, this was done long ago, and I merely agreed that I would depend on Cryo Tanks. However, I had to add "hydrazine" because many engines operate on it. This proved to be very useful for RCS, since they also mainly work on this fuel pair, and now they can use main fuel without having separate tanks for monopropellant. I made an RCS switch for two types of fuel: Az50+NTO or monopropellant. The same switch I made for monopropellant tanks. Since the fuel density is greatly increased, rockets have become significantly heavier. For example, the same replica of the Soyuz rocket weighs about the same as the real rocket. Therefore, for passing the career, it was necessary to slightly increase the carrying capacity of the launch pad of the first and second level. This is done using a patch for the Custom Barn Kit mod. Now you know what will happen if you do not install this mod. Installation Real Solar System RSS Adapter As a result, we have the following list of mods required to work RSS Adapter: Cryo Tanks Custom Barn Kit Do not forget to install Cryo Tank's dependancies: Community Resource Pack B9 Part Switch Module Manager Support Tantares -- its engines will have real-life characteristics. Internal RCS -- has a switch between Az50+NTO and Monopropellant. Procedural Parts -- has a switch to Az50+NTO. Mandatory RCS -- will unlock all SAS nodes for you from the start, add an unmanned module to each cabin, and move RCS further left in the tech tree. Real Engines Pack -- has a reasonable distribution in the tech tree, real characteristics and Waterfoll. It is recommended to install the Textures Unlimited mod, which automatically fixes the appearance of some engines from this pack. Bluedog Design Bureau -- He's working at the RSS now. Kerbalism – natch – how can we do without it? Conflicts Real Fuel -- cannot be compatible with RSS Adapter, since it changes the same thing: fuel and engines. Changelog LICENCE MIT
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Hello guys, I'm currently building some Planes but i actually want to use those on our Planet. Is there any mod that provides the Real earth with Ground Graphics and landing sides for Airports around the world? Also if there's some mod that adds Real buildings form Google Maps as example that would be so cool, but just a realistic Earth would be enough. Thanks
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Yet another (Down Under) RP1/RSS/RO Playthrough, this time based in Meanjin (Brisbane) on the Australia East Coast. Key Goals Get off the Launchpad Complete Suborbital Science and X-Planes Try to make almost every launch a progression (No repeat missions until full rewards to grind Confidence / Rep, so can only do one "Intermediate" mission before tackling next "Difficult" versions) Get To Orbit Stretch Goals (Please offer suggestions) Complete Light Satellites Open a new Cape York Launch Complex for Geostationary Operations Custom leaders representing Australian and Aboriginal leaders taking the reins Key Challenges I haven't managed this before RP1/RO is Hard and can be grindy Meanjin isn't that much closer to the equator than Woomera (Australian geography is a bit... Weird. Perth is further north than Sydney? Thanks, Mercator Projection!) Mod List: Custom Space Centre (From LaunchSites.cfg) - Also need to do localisations (Still fine-tuning the launch site. Until recently it has been on a bit of a slope, so although the end of the runway is on the ground, the VAB floats above a pond. Slowly moving eastward to try and avoid this, and have re-oriented the runwayto face East properly) Additional configuration Modifications:
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yesterday i installed Real Solar System + Realism Overhaul + Realistic Progression One to KSP 1.10.1, but when I run it, it always crash after loading all of the mods and the sources here is the crash log: https://www.dropbox.com/scl/fi/a8ctx1qti77azv72gclq2/Player-prev.log?rlkey=p2ziomtf2cgbaa033eznktsio&st=o3quru1t&dl=0
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Just wondering if anyone could make this or has made it, im aware rss reborn has volumetrics for the the earth, mars, venus and titan, but the gas giants are missing the volumetrics support. A config for this, or a tutorial on how to make configs for the volumetric clouds would be amazing to have. i have read the wiki provided by blackrack but i'm not really sure where to start. Any help would be massively, massively appreciated. Thanks in advance!
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I am trying to complete RP-1 program contracts for "targeted lunar landings". I see several historic Apollo landing sites fairly close to the Moons equator. So I want to establish a lunar orbit with near 0 degree inclination. I can use MechJeb and the Lunar Transfer Planner mods to minimize delta-v during TLI... but I don't know how to adjust my maneuver node to minimize my destination orbit's inclination. I don't even know if it is possible. (also, MJ doesn't show destination orbit inclination, only Pe, so I am eyeballing it). I know I can wait until reaching the Moon's SOI, and then get the inclination and LAN info. At that point, I can somewhat adjust inclination with a burn just inside the SOI. But I cannot get close to 0 degrees unless I burn at the closest Ascending Node or Descending Node, at which point, I am close enough that it will cost a lot of fuel. I would think that the Moon's equatorial/rotational plane would intersect the Earth twice per month, and that would be my window for a Hohmann transfer, but can't seem to see that happening. To clarify before any confusion, I am not asking about the Moon's 'orbital plane', which intersects my launch site's plane twice a day. That'll get me a lunar encounter just fine, but puts me into a higher inclination orbit about the moon (usually 28 degrees or so). I could be thinking about this all wrong, so please point me in the right direction. My questions: Is there a way to minimize the delta-v needed for that late plane change to 0 inclination, with better timing or adjustments during the TLI burn back at LEO? Or perhaps a mid-course correction burn (half way) still days away from Moon SOI? Is it a mistake to even try for a lunar equatorial orbit for this mission? Can this only be done with an expensive burn close to the Moon? Is a MechJeb Hohmann transfer simply the wrong starting point, and I need to instead make several manual burns? Or is there a calculator that exists to do this? How did the real Apollo missions seem to arrive at the Moon? I've read "Apollo by the Numbers", which gives lots of details, but still can't find out the inclination in their lunar orbits (just Ap/Pe). All I can tell is, most Apollo CSM crafts did a single plane change while in a circular orbit after they decouple the LM, so as to make rendezvous easier. That may imply were not equatorial. But I still don't understand what inclination they arrived into orbit with.
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Does anyone know if the way science definitions are processed in KSP has changed in recent versions? I'm asking because some planet mods, like Extrasolar and RSS, at least in my computer, don't show their customized science definitions, and they definitely were working properly in much older versions. The strange thing is, some mods' definitions, like OPM, work perfectly. Maybe they were updated and the others weren't? Has anyone else been having this issue? I'm using version 1.12.5 by the way!
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Well, Hello Kerbalnouts! Now I have the RSS mod! but everything has a price... I cannot enter any KSC building. Mod List: RSSDateTime, TestFlight, Sigmadimension, RealSolarSystem, RSS-Textures, RSS-Textures2.0 (is like the normal textures, but with only a carpet saying "Plugindata" so i just keep it) 000_KSPBurst, AJE, FAR (Ferram Aerospace Research), ModularFlightIntegrator, ModularFuelTanks, ModuleManagerSource, Procedural Fairing/For Everything/Parts, RealAntennas RealChute, RealHeat, ROCapsule/Engines/HeatShields/lib/Tanks/Utils, RSSVE, Realism Overhaul, SolverEngines, RSS-Teaks, EngineGroupController. Thank you so much! Any help is welcome! Fly safe!
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Simple RSS Patch RSS Patch (all KSP versions) download from SpaceDock latest version: v1.11 (11-04-2021) Unless Squad renames their engine modules, this patch will work with any KSP version. This patch is aimed at the stock KSP players, or lazy players like myself, that want an introduction to the huge scale of the Real Solar System (RSS) but who find extra mod packs like RO/Smurff too daunting for now. Simply install RSS, add this patch and you are good-to-go with the stock parts and other parts mods you have already installed. Fly around the massive Earth, explore the real planets and moons. A super simple patch that tunes engine thrust and ISP so that you can use stock parts in a bare install of Real Solar System without needing Realism Overhaul or other complicated setups. This does not re-scale your rockets to actual real-world size like RO does, but keeps all components as they are out of the box. Also comes with a patch to move the launch location to Alcântara in Brazil which is near the equator. Thanks to José Eduardo for the tip! note: SSTU, BDB or similar mods are highly recommended to get a wide variety of engines and modular fuel tanks that scale up to anything you could need in RSS. SSRSS Patch Download file [v1.2 13-06-2017] Unless Squad renames their engine modules, this patch will work with any KSP version. A simple patch for SSRSS to balance thrust/ISP so that you will need to build larger, more realistic, ships to do the things you would normally do. This will get rid of the short, chubby, gumby-looking ships in stock game play and requires you to use larger tanks and thus get more realistic looking rockets. Best used in combination with SSTU. Can be modified to run with stock system as well by removing the NEEDS[SSRSS] part.
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Since all interplanetary vessels tend to get very heavy in Real Solar System, you need a really big launcher too! Something like the Super Heavy Booster ... just BIGGER :-) I wanted to design something that is reusable and can be landed on the runway manually. Here is what I came up with - enjoy :-) Mods: Real Solar System Realism Overhaul Starship Expansion Project Camera Tools Continued Environmental Visual Enhancements Redux Ferram Aerospace Research Continued Parallax PlanetShine Procedural Parts Procedural Fairings Real Fuels Real Plume Real Heat RealChute Parachute Systems RO Engines RO Heatshields RSS CaneveralHD Scatterer TUFX
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it's my first use on principia
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using the aron-100
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Excerpt from Pathé News 1st January 1951 "In a surprise press conference this morning, eccentric Scottish multi-millionaire investor and self-described 'gentleman adventurer and treasure hunter', Peadar Ùisdean Cameron Kincaid (better known by his sobriquet 'Puck') announced an ambitious new project - he's entering the space race! "Speaking from a hotel in the small town of Kourou in French Guiana, 'Puck' disclosed a recent agreement signed between his newly formed company, Puck Aerospace, the local authorities, the French government and the governments of the neighbouring countries of Suriname and Nova Alba. This agreement allows the construction of a rocket construction, testing and launching facility on the coast north of the town. The governments involved have agreed to subsidise Puck Aerospace's endeavours in exchange for technology transfers and early disclosure of any scientific discoveries. While details were scant, Puck declared that he had already secured contracts and agreements from a number of the worlds leading companies in various technologies, with the goal of developing rockets capable of lifting scientific instruments, radio transmitters and other wholly peaceful payloads, higher, faster and further than has yet been achieved. "While he freely admitted that current technology has advanced only slightly since the infamous German use of V-2 rockets to bomb London and other targets during the Second World War, he firmly believes that sending large objects into space can be achieved in merely a few years with the appropriate investment of time, knowledge, expertise and of course funding. "He spoke glowingly of a future when humanity will be able to throw off the shackles of gravity and travel to the moon and beyond to the other planets of our solar system. Whether his dream is achievable or realistic remains to be seen." === Game info: Table of Contents Off-site links Kerbal X craft hangar - craft will be added after their launch has been reported here GitHub repository for patches, config files and artwork Career Log - statistics tracking of information exported from RP-1 STORY Chapters 1st January 1951 - Announcement of founding of PUCK Aerospace (this post) 15th January 1951 - PUCK Aerospace announces government sponsorship programs 20th April 1951 - First successful sounding rocket launch from Kourou 23rd April 1951 - Appointment of Mr Vincent Glasgow as Administrator for PUCK Aerospace 13th June 1951 to 13th June 1952 - Flight operations reports 14th July 1952 to 11th July 1953 - First contractors appointed and more sounding rocket grind 31st July 1953 to 16th August 1954 - Multiple sounding rocket launches and failures; and a little controversy in the news 20th October 1954 to 14th November 1954 - First monkey on a PA rocket and end of Suborbital Research programme. 28th December 1954 to 3rd October 1955 - Finishing the suborbital programmes (3000km and 5000km milestones). 14th November 1955 to 3rd August 1956 - First orbit and X-Planes 3rd September 1956 to 27th December 1956 - More X-planes and a failed orbital launch 2nd January 1957 to 12th May 1957 - More X-planes and 2nd satellite in orbit 29th June 1957 to 30th December 1957 - Planes, planes and more planes 1958 - Attempted 1ton satellite launches 1959 - Failure, success and a new aeroplane January to June 1960: Stratospheric research, airplane altitude and speed records, and first woman above the Kármán line August to December 1960: More aerospace records and a polar satellite
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Aron-100Star Aron-200Star Aron-250Star
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Here's a graphical recording of my first RSS/RO/RP-1 play through, mainly as a record of my mistakes so I won't repeat them. Phase one: "I love the smell of RP-1 in the morning" Early sounding rockets. The Stratos Series was initially launched from Lelystad, the Netherlands until I discovered that it has no radio coverage. At Madrid it worked a bit better but only from 3km up. I decided to start over in Kourou.
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This story takes place in an alternate timeline. One where the American Civil War never occurred, and the United States Supreme Court never heard Texas v. White in December 1868. This (if I'm correct) makes a state's secession legal. So I've decided to have my home state secede, thus creating an alternate timeline. Then, I had my newly independent state create it's own space agency. This is the imagining of what it might be like. And just to be clear: WASHINGTON STATE, not WASHINGTON, D.C.. I'm not here to argue about the politics of all of this, and I most certainly don't want a moderator involved in it. Questions and comments are open. Note: The spoilers below contain some important notes that will be of interest to readers. Reading them is not mandatory, though. I have no control over that. The Washington Air National Guard is the aerial service branch of the Republic of Washington’s military. It is, along with the Washington Army National Guard and the Washington Naval Militia, a component of the Washington National Guard. It was formed on August 6, 1924 as a state militia, becoming a dual state-federal reserve force in 1933 until 1937. As of 1951, they are headquartered at Camp Murray near Tacoma in the State of Pierce. The Washington National Space Agency is an independent agency of the Washington federal government responsible for the civil space program, aeronautics research, and space research. It was established by the Washington National Space Agency Act 1950 in the Washington Legislature. As of 1951, they are headquartered in Olympia in the State of Thurston with primary operations out of McChord Air National Guard Station in Tacoma, in the State of Pierce. Some notes should be read before anyone starts reading or following the series. Some of them are lengthier than others. It is not required to read the notes, just heavily suggested. The chapter begins here. PRESIDENT OF WASHINGTON: Arthur B. Langlie (R) CHIEF OF STAFF, WASHINGTON AIR NATIONAL GUARD: General George S. Payne ADMINISTRATOR, WASHINGTON NATIONAL SPACE AGENCY: Richard Simons AIR NATIONAL GUARD LIAISON, WASHINGTON NATIONAL SPACE AGENCY: Major General Wallace Seaver DIRECTOR, MANNED SPACEFLIGHT CENTER: David Heath DIRECTOR, MCCHORD LAUNCH STATION: Alexander “Alex” Turner Prologue Washington Capitol, Olympia, November 14th, 1950 Richard Simons strolled into the conference room and set down his briefcase on a vacant chair at the head of the table, and had his aide hand out the materials to the collective of Senators and Representatives sitting in the room, facing him expectantly. Outside the grand windows, it was raining persistently. Rain was extremely common in this part of North America during the non-summer months. Rather depressingly so. But summers were getting hotter and hotter, and wildfires more and more frequent and more and more severe. “Well, Senators. Representatives. My name is Richard Simons, and I have an exciting proposal for you all: a space program!” Everyone in the room promptly scoffed. Space programs? They had more important things to deal with, like national defense, and the economy. They had just seceded from one of the world's largest superpowers, after all, nevermind that it’s been thirteen years. Space wasn’t exactly on their minds. Two Senators straight up left the room. “Gentlemen, the Soviets and the Americans have been playing around with suborbital flights for several years now. Ever since the end of the War, the United States has sent up not one, not two, and no, not three, but four rockets! None of them ever stayed up there, of course, but that doesn’t matter at the moment. We don’t even have the technology to put natural satellites in orbit yet, but it’s something we’re discussing.” Senator Michaels spoke up. “You’re damn right we don’t, mister. We should be focusing on more important issues, Mr. Simons. National defense. The economy. Public utilities.” “Please, Senator, we’ve gotten that taken care of. It’s been thirteen years.” Mr. Simons was, of course, referring to Washington’s secession from the United States on November 11, 1937. “And three days. But these issues are still important to the public. They won’t like it if we waste funds that could better be spent elsewhere on a space program.” “Do you even have a proposed launch center?” This time, it was Representative Russell MacDougal. “We’ve narrowed it down to two possible locations: Camp Murray, and Camp Harmony.” “Camp Harmony? That’s in Puyallup, Mr. Simons. Puyallup’s a town of ten thousand people in my district. People who want nothing to do with your waste of resources.” “I know. When the Japanese were held at Camp Harmony during the War, it supported a population of 7,390 Americans of Japanese descent from across Western Washington and Alaska starting in May 1942. We’ll have barracks, with 50 square feet of space per individual and one small window, a single electrical socket, and a wood stove. These can support our staffers and astronauts. Several mess halls, laundry facilities, and latrines are also present at the Camp Harmony facility. A one-hundred-bed hospital was built in Area D, as well, and existing facilities from before Camp Harmony was established were used by the Army as administration offices and community centers. The place is chock full of workshops.” “And what if something happens? An explosion, say?” “That’s the tricky part. See, all the buildings at Camp Harmony are made of wood. It’s a fairgrounds and a concentration camp, both of which are temporary and meant to be taken down, so what better material to use than wood for that, am I right, gentlemen?” “That doesn’t answer my question, Mr. Simons.” “Ah, yes, I was getting to that. We’ll need one launchpad—” “Launchpad?!” “Yes, launchpad. Don’t worry, only a small one. For now. We won’t be able to do much beyond sounding rockets. Tiny little things. But as I was saying, we’d need a launchpad located fairly far away from the wooden buildings, at least until they are renovated, because any explosion would mean bad news.” Representative MacDougal grunted in dissatisfaction at the thought. “Mmm… I don’t sense anything good coming of an explosion at Camp Harmony. But you said something about astronauts earlier, Mr. Simons, did you not?” “Yes, I did. I must admit that’s more of a pipe dream at the moment, but those astronauts will need somewhere to sleep before missions, and Camp Harmony still has its buildings from the war.” “Why not use Camp Murray? You know, the National Guard—” “—I know what Camp Murray is, Representative. I mean, yes, it will provide essentially ‘free’ security because it’s already a National Guard station and it has sentries. But the truth is, Camp Murray is near an area too densely populated for our tastes.” “What about the McChord Air National Guard Station? Puyallup can’t be the only option… Can it?” “McChord does have a railroad line, that is an advantage, I must admit. McChord would also have this ‘free’ security given to us. But rockets would be flying over 12 miles of populated area. Rockets launched from Puyallup would only fly over 7 miles of populated area, and wouldn’t encounter any settlements beyond farming towns of 100 people at most, thinly spread, until Spokane, at which point it would be well high enough to not pose a significant danger. Not to Spokane, at least.7” Representative MacDougal considered this a moment, then started quietly discussing with his peers. “We’ll give you McChord. It has the railroad so you can order and ship supplies in. Besides, looking at this folder here,” MacDougal said, flipping through it to the AVIATION PROGRAM page, “you look like you want to deal with airplanes, too. McChord has a runway, Camp Harmony doesn’t.” There was a long pause. Nobody said anything. Nobody moved. “Take it or leave it, son. Final offer.” “That’s true, Camp Harmony doesn’t have a runway...” Another pause. “McChord it is, then, Representative,” Simons said as he closed his folder. Administrator Simons and Representative MacDougal stood up and each leaned over the table, giving each other a thorough handshake. The deal was done. Chapter 1: Ad Astra McChord Air National Guard Station, Tacoma, September 6th, 1951 | Program: Tiny Delta | Program Launches: 3 | Total Launches: 3 By February 9th, 1951, Launch Complex 1 had been completed at the Washington Air National Guard’s McChord Air National Guard Station, formerly belonging to the United States Army Air Corps before Washington’s 1937 secession. Launch Complex 1 was built only to support a rocket 16 feet1 in diameter and 32 feet2 in height. The Tiny Delta was the first ever sounding rocket designed and developed in Washington, being an offshoot of the Delta program that was started by a partnership between the 10th Civil Support Team of the Washington Army National Guard and the University of Washington up in Seattle. The ultimate goal of the program was to develop a military ballistic missile, but the Military Department had permitted the Washington National Space Agency to use 10 Tiny Delta rockets per year, just as long as the Army Guard got to keep an extra 20 for their own use. The Washington National Space Agency agreed to this arrangement. It was not ideal, but it was better than nothing. It was composed of two stages: a kick stage, composed of the Tiny Sergeant booster to get it up in the air, and the Tiny Delta missile itself was powered by a leftover Aerobee engine. As there weren’t many in Washington, and since neither the United States nor the Aerojet Corporation was going to provide them to Washington’s space program, the University of Washington was working on a similar engine to replace the Aerobee when the supply ran out, and it would. Fairly quickly, too. The Tiny Delta booster lifted off from the pad with the Tiny Tim booster doing most of the work. Unfortunately, the Aerobee engine failed to ignite, causing it to reach less than 3,900 feet3 in altitude, crashing back down after just a 32-second flight. Another Tiny Delta booster lifted off from the pad on January 23rd, 1952, and was much more successful. The Tiny Tim engine and the Aerobee engine ignited at the same time, and clean separation occurred at T+00:00:03. The Tiny Delta upper stage went on to achieve an altitude of about 20,500 feet4 before it started arcing back towards the southeast. Engine shutoff occurred at T+00:01:05, and power ran out at T+00:01:22. Another Tiny Delta booster arrived at McChord by steam train on June 3rd, 1952. Liftoff occurred at 12:29:23 p.m. local time with the rocket tilted in a southerly direction. After a roughly 1 minute, 30-second flight, the second Tiny Delta crashed into a patchy forest, sparking a blaze. East Pierce Fire and Rescue were called to the scene and swiftly put out the fire after eight hours of hard work. Nobody was injured in the crash and only an abandoned cabin was threatened by the fire, but was ultimately saved. The Tiny Delta program was closed after lots of hard work by the engineers involved. Administrator Richard Simons announced that the agency would instead be focusing on the M-1 missile, and publicly announced the goal of reaching the upper atmosphere by 1956, and outer space by 1958. Administrator Simons also announced that the agency would begin working on aviation no later than 1959. Chapter 1 Appendix 1 16 meters (rounded) 2 10 meters (rounded) 3 1,050 meters (rounded) 4 6,250 meters (rounded)
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- mission report that is updated as i progress
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This is the story of the Kerbals of Earth, the third planet from the star Sol. Some time in the recent geological past, an unknown disaster brought devastation and extinction on a global scale. Once a paradise of forests and oceans teeming with life, Earth is now a blasted wasteland where small communities of these tenacious little green creatures struggle for survival, striving to rise from their subterranean origins and conquer the surface of their world, and its heavens. A handful of powerful companies rule over the Kerbal communities and control access to the world's dwindling supply of resources. These companies have agreed to sponsor a small team of visionary engineers and scientists who believe that the future of their species – and an explanation as to their origins – may lie in space. Together, they found the Omelek Space Centre on a small island in the middle of the Pacific Ocean. This is the story of Camwise, a resourceful space engineer who proves to have an uncanny ability to survive and get his crew home, even when the odds are stacked against him. It is also the story of Bartdon, a truculent senior investigator trying to hold the space programme together despite facing pressure from without and treachery from within. This is the story of the Kerbals of planet Earth and their attempts to reach out into the Solar System. Reach out they will indeed, and find more than they bargained for. The Camwise Logs is also a KSP Real Solar System / Realism Overhaul play-through in career mode. Certain part mods are used, and occasionally part configuration files are adjusted, but these will always reflect plausible – if not yet feasible – near future technologies. Hyperedit is occasionally used for the purpose of setting certain scenes (or repairing bugs and glitches), but all space missions are launched and flown legitimately, under full manual control of the author (ie: no mechjeb). All vehicles perform according to the specifications described in the story. PART ONE: THE MOON VS. ME The Moon vs. Me full part here. PART TWO: THE VIEW FROM PHOBOS The View From Phobos full part here. PART THREE: LUNACY Lunacy full part here. PART FOUR: TOO BIG TO FAIL PART FIVE: L'ENFANT SAUVAGE PART ONE: THE MOON VS. ME "If we knew what it was we were doing, it would not be called research, would it?" Albert Einstein. YEAR 6 DAY 45 Now, then. My name is Camwise and I am, until the circumstances change, stuck on the Moon. Yes, Luna, the Moon, the natural satellite of planet Earth; not the Mun, or whatever they call it in that computer game played by some of the kids back home who dream about becoming astronauts. What was it called again...? Anyway, back to the problem at hand. I was sent to Luna as the engineer of the first two-kerbal crew to set up and occupy what shall be the first long-term Moon base. That is, if we manage to build the damned thing before we starve to death. Yes, as you can see if you examined the telemetry, our lander toppled. Before embarking, I had naturally expressed my concerns to the designer of the aforementioned vehicle, Karanda. She happens to be brilliant at aerodynamics, and made some invaluable contributions to the spaceplane programme, but this lander is certainly not one of her better efforts. She fails to grasp some of the fundamentals of flying where there is no air. To say it is top-heavy would be putting things mildly, but even I had not foreseen that the landing legs would impede the thrust of the radial engines that were supposed to ensure our soft touchdown at Drygalski crater. You would have thought she would have run the necessary simulations... It's not as if having engines that actually slow down a Lunar lander are mission critical, right? As it was, my pilot Catbeth had been faced with two choices: extend the gear and make a new crater on the lunar surface for the next team of engineers to drill into, or attempt to touchdown by canceling our velocity just above the surface and extending the gear at the last moment. Fortunately she had chosen the latter, but despite her best attempt at sticking the landing, the lander had tipped anyway. OK, fine. The good news is that we are still alive, and I can live with sleeping on the walls of our capsule for the foreseeable future. At least we have a ton of supplies for our long-term stay on the Lunar surface while we wait for the Island Space Port to come up with an idea for getting us off this rock, don't we? Well, not quite. The majority of the ton of supplies in question (2.4 metric tonnes actually, as well as the capsule that is our ride home, two spacious habs, a service module with large solar panels and a rover), is still circling the Moon in a low polar orbit. Some of the modules are as little as thirty kilometers above our heads. I'm pretty sure that if I go outside and squint at the sky for long enough, I will catch a glimpse of the sunlight glinting off metal as our salvation skims silently over the grey and dusty landscape at one-point-six kilometers per second. Now, of course we weren't sent here to helplessly watch our gear fly past, so let me explain. We will have a lot of work to do once the first modules touch down. But they will only touch down if the water drilling rig continues to extract H2O at the planned rate. If the electrolysis units and cryocoolers that are supposed to turn the water into liquid hydrogen and oxygen work properly. If the cryogenic fuel doesn't boil off faster than we can produce it. If the shuttle we intend to refuel and fly to pluck the modules from orbit performs to spec, just like Karanda's brilliant single stage lander was supposed to. That's a lot of “if”s, I know. But meanwhile, while the tank of this huge machine I'm operating slowly fills up with water extracted from the lunar regolith, I have nothing better to do than tell you about the series of events that brought us here.
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Does anyone know any mod that has the N1 for RSS? I wanted to use Tantares but when I install it it appears in the name of the non Ro pieces, and none of the pieces work in the RSS nor the propellants are switched to the ones from Real Fuels, I know it has Soviet Rockets but this rocket for some reason it pulls a lot of ram from my pc, does anyone have any ideas?
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Note: GGE and GGE-Moons are now integrated with KSRSS! Unlike most mods I can send a thousand screenshots and you still won't understand the beauty of this mod. So here's two videos! Still confused? This mod includes a variety of other features such as: -16k Textures with 6 bands for Jupiter. -16k Textures with 8 bands for Saturn. -10k Rings for Saturn. -4k Textures for Uranus with 4 bands. -8k Textures for Neptune with 5 bands. -All bands utilize UV Noise causing them to wiggle and move over time. -Tilt for Jupiter, Uranus and Neptune. -New optional rings for Saturn, Jupiter and Uranus. -Scatterer fixes for KSRSS's gas giants. -Fixes Titan in KSRSS. -Full revamps of Io, Europa, Ganymede and Callisto. Gallery bellow Compatibility This mod is not standalone is designed to work with other visual packs. In other words this mod works with other visual packs. This mod is also designed to be compatible with both RSS and KSRSS with no additional patches needed. Download | LATEST RELEASE 0.6 Primary -https://github.com/ballisticfox/GasGiantsEnhanced/releases/tag/v0.6 Backup/CKAN - https://spacedock.info/mod/2969/Gas Giants Enhanced Notice & Licensing This mod is still very "tech-demoish". Gameplay friendliness is not completely guaranteed and you may have serious performance hits using this mod. This mod is license under CC-BY-NC-SA. You may use textures in this mod. Credit must be given. May not redistribute textures for commercial purposes. Must be under CC-BY-NC-SA. Credits files are provided in each texture set, if you want to use the textures, just throw the credits from the folder into your texture folder. Want more? The final plan of this mod is to completely remake all current gas giant moons and add more minor moons.
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