Search the Community
Showing results for tags 'ro'.
-
A Brand New Series… Part Tutorial, Part Let’s Play, it is A Very Basic Space Program
-
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).
- 2,145 replies
-
- 39
-
-
- realism overhaul
- rss
-
(and 1 more)
Tagged with:
-
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.
-
Hi there, and welcome to the Real Enhancements development thread. This mod aims to continue and expand pozine and imkSushi's Real Solar System Expanded mod. I plan to incorperate and restore the majority of objects in the mod My aim is to create a modular experience, so people can download packages based on their interests and their ability. I know this seems ambitious (especially RealStars, that one is going to take a while) RESPOSITORY LINK (outdated): https://drive.google.com/drive/folders/1oCeqlZ4fBs6TNvnN0R57TMqhKbSBVzzO?usp=sharing Github: https://github.com/AR3S-Vega/RealExpansion/releases It is recommended to install RealPatch to fix inclinations, other wise the inclinations of newer objects will be broken Discord Server (because Kopernicus won't give me a channel): https://discord.gg/pWfYbfm Requires: Kopernicus ModuleManager ModularFlightIntegrator RealSolarSystem Skybox requires TextureReplacer Catalog: As i said i wanted the mod to be modular, and you will be able to download each package individually. So if you are less experienced with RSS/RO you can download the NEO package, and if you want a challenge you could download Stars or ExtremeTransNeptunian objects Things i want to add (yeah i stole this image from imkSushi's thread) Current Status: Abandoned Credits: Me ("Our Benefactors") for doing something @Xurkitree for help with Kopernicus and RealAftermath @Noah the Smol and @GurrenLagannCWP (if I have the right accounts :P, most of the discussions have been done on discord) for working on RealHypotheticals pozine for making RSS Expanded in the first place imkSushi for restoring RSS Expanded NathanKell for Real Solar System AndrewDraws for RealExoplanets Gregrox for letting me use his sunflare TSMP for Kopernicus Squad for KSP imkSushi's old thread: pozine's old thread: This mod is licensed by the Creative Commons Attribution 4.0 International - http://creativecommons.org/licenses/by/4.0/
- 82 replies
-
- 15
-
-
- ro
- realism overhaul
-
(and 3 more)
Tagged with:
-
prolemasses (NASA's Waterloo): The Japanese economy, which had been the second largest in the world, crashed in late 1991. The popping of the bubble would lead to a rapid decline in the Japanese economy, and would lead to the 90s being referred to as “the lost decade” in Japan. As a result of harsh economic realities, to save money, the Japanese space program's budget would be slashed. Part of this involved shelving the manned spacecraft, and delaying Hayabusa [a cargo vessel in this timeline]. NASDA would be put through the ringer, jumping through hoops to keep the program afloat. TimothyC (Boldly Going): The economic impacts of the Japanese bubble in the 1980s have taken decades to shake out [in our timeline], and would generally do the same here. In short, even with an earlier station capability, we the authors have serious doubts that NASDA/JAXA will do anything substantively different than they did [in our timeline]. e of p (Eyes Turned Skyward): ...after almost a decade of dreams shattered by the unexpected financial upset which had broken the Japanese economy, JAXA was becoming more comfortable making its plans based on following where the US was willing to lead. In response to the Japanese economy and space program losing its ambitions in almost every modern alternate timeline, an alien space bat decided to give the Japan Aerospace Exploration Agency (JAXA) an unlimited budget and resources for space development. The agency thus became known as JAXA+. The early 2020s saw the debut of the H-Z, a super-heavy launch vehicle capable of carrying 285-485 tonnes to low Earth orbit or 75-150 tonnes to the Moon or an escape trajectory, surpassing rockets such as SLS or Starship. This rocket would enable single-launch space stations and lunar bases, as well as the construction of massive crewed interplanetary missions. It was designated "Z" as it was the ultimate letter. H-Z is an upscaled version of their previous H3 and H-IIA/B rockets, following the pattern of a core stage + upper stage fueled by liquid hydrogen/oxygen, which is surrounded by 2 or 4 monolithic solid rocket boosters. This time, JAXA+ borrowed decades-old plans by Aerojet for the M-1 and AJ-260, the largest liquid and solid rocket engines ever tested. The H-Z first stage uses nine M-1s (manufactured by Mitsubishi Heavy Industries as the "LE-Z") on the first stage and zero to four AJ-260 boosters (renamed "SRB-Z" and built by Ishikawajima-Harima Heavy Industries), with one vacuum-optimized LE-Z on the second stage. (Starship render by The Everyday Astronaut) Launch of VEP-Z (Vehicle Evaluation Payload) from Tanegashima Space Center
- 50 replies
-
- 10
-
-
KSP: Latest - OS: Linux Mint Problem: Game crashes when i decouple, no clue whats causing it, but its not an issue without mods,. Mods installed: Realistic Progression + Recommended CKAN Mods (.ckan file included with the logs) Reproduction steps: when i decouple the two decouplers my game just exits. I've included the log file, save file and .ckan mod list for you all. Log: <link>https://drive.google.com/drive/folders/18qLFoulDWnTaLFHhwWVwz0ytxeXfI4x-?usp=sharing
-
BenjisHardwiredLogic Version: 2.0.1 Dependencies: ModuleManager.4.2.2.dll Download: Github - Spacedock - Sourcecode Installation: Simply drag the folder BenjisHardwiredLogic into your GameData folder. Description: Benjis Hardwired Logic… ...is a set of four tools to predefine staging actions in your rocket. Fairings can automatically be jettisoned at a given altitude. RCS and Decoupler can be activated at a set time after launch or prior to reaching Apside. Engines can ignite at a set time after launch or prior to reaching Apside. An engine can also be cut when a set Apside is reached. An Apoogee Kick Motor can either Burn-Out, Circularize or Cut-Off at a set Apside. On-Screen appearing messages for all events can be turned on / off (in VAB and Flight). A picture says more than a hundred words, so check out the awesome flowchart in the pdf provided.
-
- 3
-
-
- realismoverhaul
- realism overhaul
-
(and 3 more)
Tagged with:
-
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:
- 11 replies
-
- 8
-
-
Merry (almost) Christmas! I decided to quickly throw together a mission to Neptune! I was thinking of doing this mission for a while, but I decided to grind it out and get it out by Christmas, so here we are. Enjoy!
- 1 reply
-
- 2
-
-
- why do these tags exist lol
- neptune
-
(and 2 more)
Tagged with:
-
I've installed Realism Overhaul for a couple of days.I found that the torque of 'small inline reaction wheel(0.625m)' is awfully small,which is only 0.0001. In comparison,the torque of 'advanced inline stabilizer(1.25m)' is 1,and the torque of 'advanced reaction wheel module,large(2.5m)' is 10 Checking others' post,I found that the torque of the 0.625m reaction wheel in RO should be 0.1. Is that a bug,or a intended torque setting?
- 2 replies
-
- ro
- realismoverhaul
-
(and 3 more)
Tagged with:
-
After a couple days of research and understanding the Real Solar System files, I've finally figured out how to change the date in RSS DateTimeFormatter. It's not too complicated and just takes a few minutes. The first thing you need to do is go into your Kerbal Space Program file (with your GameData and whatnot) and type into your file explorer's search bar, "persistent.sfs". Depending on how many saved games you already have, there will be the same number of these "persistent" files. Choose any because what this will do is going to affect all your saved games (if you don't want your other games to have a different date, take them out of the KSP saves folder). Once the .sfs file is opened, you need to scroll down until you see "UT" which itself is under "FLIGHTSTATE". Next to UT is a set of numbers. For those that don't understand what these numbers mean, they represent the number of seconds since the start of the game. This is what you need to change to have the save game set to a different date. Now you must figure out the number to replace the current one. Go to this website and, depending if your desired is before or after, put 1/1/1951 (the default date in Real Solar System) in Start Date or End Date. Then put the desired date in the opposite date section. For an example, I will use the beginning of 1942 as the replacement date. Click Calculate Duration and look for the large bolded text saying the number of days in between (3,287 days as per the example year). Now it's time for some quick maths. Multiply the number of days by 4 (as Kerbin days are 1/4 of an Earth day) then multiply that number by 6 and multiply again by 3,600 (found that out here). You now have your replacement number. Go back to your persistent.sfs file and delete the number already in UT and type in the new calculated number (of course not with commas). If your wanted date comes before 1/1/1951, then put a dash in front of it to make it a negative number. When done, save the file and close out of it. There you go. But before you go back in the game, there's one more thing you will need to do. What this is going to do will just make the planets and moons correctly aligned accurately according to the new date. Go into the Real Solar System file that you have in GameData and look for "RSSKopernicusSettings.cfg". Within it, scroll down (but not really because it's close to the top) until you see "Epoch". It will also have a set of numbers next to it. Epoch, in astronomical terms, is a fixed date that is relative to planetary/stellar measurements. The number you will see (-31542641.784) is the epoch for midnight, January 1, 1951. You need to replace this epoch with another that is accurate to your new in-game date. Use this website to find the epoch by typing in the date that you had replace the default earlier (just type in 12:00 A.M. for the time and keep it at GMT (Greenwich Mean Time) as that it the time zone RSS uses) and clicking Human Date to Timestamp. Your epoch replacement (-883612800 for the 1942 example) will be next to Epoch Timestamp. Copy the number (if it has a dash to make it a negative number, keep this) and go back to RSSKopernicusSettings.cfg. Select the epoch number and then paste (Ctrl and V at the same time) to replace it while also deleting it at the same time. Save the .cfg file and close out of it. You've now fully completed the new in-game RSS DateTimeFormatter date. Go to your KSP save game that has the changed date and you can see now that the date is, in fact, changed. Head into the Tracking Station and look to see the different planet alignments. Unless you have a clever eye, and you probably won't be able to tell anyway, but the planets really have moved since you changed the epoch.
- 15 replies
-
- 2
-
-
- realsolarsystem
- ro
-
(and 3 more)
Tagged with:
-
Hi there! I've visited the Moon and Mars in RSS/RO. Tell me how was the video:) Also please subscribe to my channel for more videos
-
Right, so I can't get any engine plumes in my modded KSP 1.2 install which I have kept for realism overhaul with real solar system. So basically, there's no engine smoke/exhaust or plume and that's pretty much it. I hope someone can guide me on what I need to make them work. I first had RealPlume put in my Gamedata folder and then I tried putting the realplume configs in the Realism Overhaul folder into the Gamedata folder itself with no luck. Also I do have smokescreen installed and I have also tried keeping the RealPlume_stockconfig something folder in Gamedata as well. I would really appreciate if someone could tell me exactly which folders I need and where for this to work as I'm really confused. Feel free to ask me for any ingame screenshots or my Gamedata directory if you need to. EDIT: its version 1.1.3, not 1.2
-
Introduction The Space Shuttle was the first orbital spacecraft designed to be reused, and allowed routine access to spaceflight at a low price. Unfortunately after 2 tragic disasters and mismanagement it never seemed to be that way, and many feel it did not live up to all its original goals. Using Kerbal Space Program's Real Solar System mod and obeying the real Shuttles capabilities, I would like to showcase a different path, through an alternate history where the Space Shuttle is utilized to its true potential. Some of you who are familiar with the Shuttles history may recognize some real-world additions in this timeline, and if they have been adjusted. I hope that you enjoy this showcase and that it might entertain or educate some readers about lesser known parts of the Space Shuttles long history. Mission reports will be in Imgur albums and are dependent on my schedule but I will try to get at least two out every week Background This KSP save using Realistic Progression 1 started out in the 1950s with experimental aircraft and suborbital science rockets. The launch history has mostly followed real world history, running through the Mercury, Gemini, Apollo, and Skylab programs. Over 150 unmanned U.S. satellite launches have been recreated, and highlights of noteworthy missions will be included in a bonus mention at the end of each Shuttle mission report. Mods The entire mod list is quite long although can be installed easily using CKAN. Below is the mods important to the Space Shuttle, with the entire list in the hidden section Shuttle Orbiter Construction Kit reDIRECT Photon Corp. And of course, Real Solar System and Realism Overhaul Credit This project of mine has been in the works for more than 4 months before posting, and everything in it would not have been possible without the work of the creators of all the mods listed above, and the entire RSS/RO/RP-1 team Special thanks to @Stonesmile for help with getting the awesome Shuttle by @benjee10 into RSS More to come
- 37 replies
-
- 15
-
-
- space shuttle
- rss
-
(and 2 more)
Tagged with:
-
Welcome to this new post, in wich i am gonna narrate the troubles and discoveries of a new worldwide space agency, formed after WW2, wich combines USA, USSR and Europe technologies, in their objective to explore space "in peace for all mankind": they are the International Space Agency, the ISA. Obviusly all in RSS RO RP1.
-
MARCH 2 ORBIT | Episode 01 | KSP RSS/RO/RP-1
-
SOVIET ONLY?? | RP1/RO/RSS | Express to Orbit | S02E01
-
Announcing the 0.1.0 alpha release of Simple Procedural Engines. Aerobees too small for you? F-1 slightly too big? Agena more thrust than you need? Then have we got solutions for you! S. P. Engine allows you to create procedural engines from several real-world-inspired families, by setting the thrust and ignition count within the supported range. After tooling a design, you can follow its upgrade path as you unlock further techs, saving many many funds as compared to a brand new design. S. P. Engine is built for use with the Realism Overhaul suite of mods, and in particular has a hard requirement for RealFuels. (That's why I'm releasing for 1.3.1 rather than something more recent; the various Realism mods are still back there.) Currently supported engine families (with mnemonics): A: (Aggregat) Ethanol/LOx booster. B: (Bees) Small aniline/furfuryl/nitric acid sustainer. D: (Delta) Pressure-fed hydrazine/nitric acid upper stage. F: (F-1) Huge kerosene/LOx booster. G: (aGena) Pump-fed hydrazine/nitric acid upper stage. J: (J-2) Large hydrolox upper stage (and later aerospike sustainer). K: Kerosene/LOx booster up to about 1MN thrust. (Like LR79, H-1 and Merlin1.) L: (Lr105) Kerosene/LOx sustainer. Matches nicely with K-class to make Atlas-style stage-and-a-half. M: (M-1) Massive hydrolox upper stage (later also sea-level). Q: Small, throttleable hydrolox upper stage engine. (Like throttling RL10s developed for Lunex.) R: (Rl10) Small hydrolox upper stage engine. S: Small staged-combustion kerosene/LOx upper stage. (Like S1.5400/11D33/RD-58 family.) Several more are planned. Read this far? Download S.P.Engine 0.1.0 and give it a try!
- 33 replies
-
- 17
-
-
in this playthrough with rss/ro/rp-1 I will be playing as the USA, and try to launch a man to the moon. Settings: Normal Start location: Brownsville I will do 1 year at a time, and try to post once every 2 weeks, but times may vary.
-
In a parallel universe, the country of Hatsunia (初音国) had taken a very different path compared to Japan, its counterpart in our world. Instead of hundreds of years of feudal isolation, the society became used to foreign contact and social reform. Unlike Japan, its international relations in the late 19th and early 20th centuries mostly involved diplomacy and trade with its neighbors instead of brutal militaristic conquest. During the Second World War, Hatsunia joined the Allied Powers and formed the Honolulu Pact with the United States in 1941 against a China that had been taken over by fascists in this timeline. The Allies achieved victory several years later, and with Hatsunia not being on the defeated side, its aerospace industry would not be obstructed by treaties, constitutional articles, or ruined infrastructure. At the beginning of the space age, Hatsunia did not have the native resources to directly compete with the Soviet Union or United States in spaceflight achievements, but had just enough to invest in small rockets and the cultivation of electronics and computing industries. As time went on, Hatsunia's economy would take advantage of post-war international trade networks and the digital revolution, and its space industry would eventually become the forefront of capability and affordability in the 21st century. For more information about Hatsunia, visit this page and the wiki. This is a pseudo-alternate history in a parallel universe that wasn't meant to be fully realistic. Like Japan, there is more to Hatsunia than anime. If you're wondering, "why a space program inspired by Hatsune Miku?" please read this. (not everything will be Miku-related) The Hatsunia Aerospace Science and Development Agency (初音国宇宙航空科学開発機関) was established in 1958. [Japan used to have three aerospace agencies: ISAS (scientific space probes), NASDA (practical satellites/human spaceflight), and NAL (mostly aeronautics). They were merged to become JAXA in 2003. In Hatsunia, their responsbilities were merged since the beginning.] This is an alternate history-like self-roleplay which will be depicted with modified versions of the Real Solar System and Realism Overhaul mods (and Zorg's TUFX configs). The Realistic Progression 1 (RP-1) career mode mod is also used to give structure to the missions, but it will not be a legitimate playthrough as progression through the tech tree is dependent on gathering science points from the moon and other planets as soon as possible. Thus, technologies will be manually unlocked at a pace according to their respective times. The TestFlight (engine failure) mod will also not be used. Custom contracts will also be made. Think of it as part career, part sandbox. Table of Contents (Video playlist) Phase 1 (1952-1961) Phase 2 (1962-1976) Phase 3 (1977-1986) Phase 4 (1987-) Phase 1 - 01 In Minamikushi Prefecture, the Hatsunia Science and Technology Agency constructed a facility on the island of Negishima, named after the green onion that the island was coincidentally shaped like (and was on the Hatsunese flag). Parts of the agency focused on the development of rocketry for scientific purposes, while the Hatsunia Defense Forces also saw its potential value for military applications. Professor Hidemi Utagawa of the University of Minamikushi led the development of Hatsunia's first sounding rocket. This sounding rocket was the Negi-1, and was similar to the American WAC Corporal rocket. The vehicle was composed of two stages. The upper stage, or sustainer, was composed of steel and was powered by the LE-01 liquid rocket engine. It used a simple pressure-fed design and was fueled by a toxic mixture of aniline, furfuryl alcohol, and inhibited red fuming nitric acid, which required careful handling but could be stored for long periods of time. The LE-01 was the first in a series of liquid rocket engines developed by Mikubishi Heavy Industries, which previously manufactured ships and aircraft. At the top of the stage was a nose cone and an additional cylindrical compartment carrying a payload of scientific measuring instruments, including a thermometer and barometer. Fins, twisted by a fraction of a degree, provided flight stability through rotation. The lower stage, or booster, resembled the American "Tiny Tim" rocket and was known as the "Pencil," containing solid nitroglycerin and nitrocellulose propellant. Its purpose was to provide a short burst of thrust and acceleration so that the second stage's fins could stabilize effectively. The diagram below compares its size to a modern interpretation of Hatsune Miku, a mythical singer originating from ancient Hatsunese folklore. On 1952 August 31, the first Negi-1 was on the launch pad after several weeks of construction. The launch platform was slightly tilted to the east so that the rocket would not crash into any populated areas. (Captions provided by the Historian mod with my custom config)
- 90 replies
-
- 10
-
-
Please sit back with a cup of tea, and relax as I try to take Britain to the stars. I have taken data from prototype, developed and planned British engines, mixed it with a bit of British design and decided to see just how well could they do if post war Britain had thrown a little bit of money at the problem instead of just the innate creativity mixed with sticky tape and hope that usually happens... Will Britain expand into a Vertical Empire?
-
My take on Realism Overhaul while throwing in some cinematic shots.
-
ARE YOU TIRED OF NOT HAVING NOT SO MUCH DELTA V FOR YOUR INTERPLANETARY MISSIONS IN RSS RO BECAUSE YOU ARE TOO LAZY FOR USING CALCULATORS TO HOW FUEL YOU NEED ? Well, me yes. So, i come up with this sheet, wich contains all Delta V calculations for KSP RSS RO for 1.10.1. And Now you can know how much delta v you need, comprending: - Ascent - Escaping Earth s' Gravity - The correction manouver - (for moons only) the delta V for capture around the mother planet and for intercept the moons itself So this is the link to imgur image: https://imgur.com/gallery/5vB3ajk have fun ! ps: sorry if image quality is not the best, but they are 2 screenshots