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  1. 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? Artemis Construction Kit - SLS can now fly in RSS. But it doesn't fly very well with real engine power values. Near Future Construction - hydrazine was added to tanks integrated into metal structures. Near Future Launch Vehicles - Some engines have become methane-powered. One of them is very powerful - an analogue of F1. Conflicts Real Fuel -- cannot be compatible with RSS Adapter, since it changes the same thing: fuel and engines. Changelog LICENCE MIT
  2. When I add Parallax to a normal install, the Mun and Duna have rocks on them. When I add Parallax to an RSS install, the Moon and Mars do not have rocks on them. Am using the latest version of Parallax (2.0.8 from CKAN) and the latest version of RSS (v20.1.3.0 from CKAN). Both installs have the exact same graphics settings. In both instances I have "scatters enabled = true," also in both instances Parallax DOES change the terrain's texture, just refuses to add rocks in the latter case. So what's the issue? Is there some line of code that specifically instructs Parallax to only add rocks when the celestial body is called "Mun" or "Duna"? Can I just delete or modify that line of code?
  3. 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).
  4. 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
  5. 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 pi (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 history 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
  6. I went onto the official installation tutorial page for Real Solar System and Realism Overhaul and followed all of the steps exactly as it said while using a fully clean install. I then installed most of the mods that were recommended by that same page as well as some minor unrelated mods that had no trouble working with these ones in the past. Then I loaded up the game, waited for it to get everything working, and started a very simple sandbox save which had very little difficulty tweaks. [Here's what works]: The astronaut complex is fully functional and can be entered/exited normally. The flagpole also works perfectly fine I can click on the administration building, R&D building, and mission control building, though they don't do anything because the save is a sandbox save. The runway/launchpad menus can be opened, most of the stock vehicles and some modded ones say that they're incompatible. I can try to launch the ones that are compatible, and I can override the incompatibility warnings and try to launch the ones that aren't, but the launch buttons do nothing. I can enter the in-game settings menu, but it doesn't help much. [Here's what doesn't work]: The vehicle assembly building, spaceplane hangar, and tracking station all appear to do nothing when clicked on, this issue persists even when trying to enter them from their upgrade menus. Although I'm not actually entering them, I can tell that the game knows I'm trying since the lighting around the KSC and some UI elements flicker a little bit whenever I click on either of the 3 buildings. Trying to save through either the button in the menu or the F5 hotkey just does nothing, same goes for loading because according to the game, there are no saves to load. I also can't exit to the main menu if I want to try solving the problem from there, which means I have to restart the game and wait 5 minutes for it to load whenever I want to do so. Is there a way to fix this? I've been trying to get the RSS/RO mods to work for an entire month and any help would be appreciated.
  7. RealSolarSystem Easter Eggs hunting! In my rp-1 career, as I was doing some unmanned Moonar landing mission, I saw, once orbiting the moon, that an anomaly was in my orbit trajectory, so I decided to precise land there, and I found this: A Neil Amstrong memorial!!! It excited me to found all others ones present in Real Solar System. So just started a new sandbox game to give it a try, and challenge my self. First I'll deal with Earth of course. Here's what the map says: I will start with the one which is North-East of Cape Canaveral Let's HUNT!
  8. so I can't launch my rocket in ksp rss ro rp-1 because of insufficient avionics, and i dont know how to solve this problem. So please help me. mass of the rocket: ca. 900000 tons Total avionics: 100000 tons help!!!!!
  9. Hello everyone, I encountered a problem in the RSS. How can I fly to other stars when the game at a certain point shows that your orbit has finished rendering, and you don't see whether the Star was captured, nor how much delta you need for the maneuver.. ALTHOUGH the Medjeb mod easily builds such a maneuver, though I have no idea how it will manage to bypass this.
  10. 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. 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.
  12. I 'm recently making a delta v map for rss based on the real solar system map
  13. So basically I made a new instance and installed RSS/RO on it and along with a bunch of other mods like Near future construction, habtech 2, and etc. I didn't check beforehand to see if RSS/RO worked with these mods and now I'm getting this error. lmk if you need more info in comments
  14. 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
  15. 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:
  16. 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
  17. 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!
  18. 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.
  19. 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!
  20. 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!
  21. 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.
  22. 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
  23. using the aron-100
  24. 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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