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Found 14 results

  1. 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
  2. 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:
  3. How Chuck Yeager broke the Sound Barrier - The Complete Mission - KSP RSS/RO - XS-1 flight, October 14th 1947- Hi, I finally finished this project that kept me occupied for some days (weeks? ), a full reproduction of the historic flight of the Bell XS-1, breaking the sound barrier, in RSS/RO : ) 76 years ago, October 14th 1947, Chuck Yeager embarked on his Bell XS-1 "Glamorous Glennis", carried by a B-29 at Muroc airforce base. While having two broken ribs, he, the USAF and NACA marked history with this milestone, crucial in developing technologies and knowledge both for planes and manned space exploration. Embark on the "Glamorous Glennis" with Chuck Yeager, for this historical ride above mach 1, breaking the sound barrier for the first time ! The whole mission was flown from the cockpit, but the video has some external views as well, some archives images and original crew conversations, but from X-1A flight (starting at 5:40, the rest is AI custom generated voices I created to add immersion and make the thing feel more alive). This was definitely a challenging and fun mission to do, as well as learning a lot about the outstanding research and systems from that time ! Yeah I'm just in love with the old days analog era, true pioneers ! Any feedback appreciated (best watched with headphones) Below the video, you'll find a mission report on how it was flown, recorded, many cool and interesting historical details with pictures, ressources, links, and mods used ! : ) Thanks for watching ! First some quick additional details about the video : - As mentioned above, I used the audio archive from the X-1A flight (credit to Retro Space HD), and made the audio match the corresponding parts. After digging and digging, I coudln't find any audio from the 6062 flight, if anyone knows about it, I'd be very interested ! - The chase craft is inspired by a P-80, which I believe was the plane used for this (please confirm if you know : ) ). Turns out it in the end, it looks more like a f3D, but it's ok The cockpit interior of the chase plane isn't historically accurate of course (that's a lazy bit from me). - 5:15 : This is a mistake from me, I'm almost positive the purge fuel exhaust was placed near the engine section, facing rear, not on the belly like here. - 6:14 : From what I red, when released, the mothership/X-1 assembly were slightly pitched down, to avoid stalling on the Bell upon drop. But as I had to record each scene multiple times, to get different angles, I resolved flying it horizontally instead, at the 20 000' drop altitude. This because I needed consistency between the different takes, to have the same background/altitude/angle, and make my life a tad more easy - 7:57 : As mentioned in the video, I'm using VOR (radio) navigation to return to Edwards. I don't know if Chuck did so too, does anybody know about this ? I'd guess he was flying VFR, but he also couldn't see much in this thing (actually much less than here, since this cockpit ingame can have its seat go up/down). Visibility was so poor, how could he fly and even land in that thing ^^ The how(s) (click pictures to enlarge) - After setting up a KSP install where I could get acceptable frames with all those pretty mods (that was almost some sisyphus/impossible task for my config^^), I first built the craft files, then I needed to create a custom IVA for the B-29 cockpit (from Airplane Plus mod), in unity : before after below, I'll maybe release this as a mod at some point, or addional config for Warbirds cockpits mod, by @theonegalen . : ) I worked with reference images, so it's mostly accurate to the real B-29 cockpit. I also tweaked both the X-1 IVA and P-80 chase IVA interiors. (both are from the great Warbird cockpits mod - The P-80 uses the Mk1 inline cockpit WB ASET IVA) - Then I created a custom runway, that I made match the Edwards base one, using Kerbal Konstructs. First I flew the mission in one go, only from the cockpit, with B-29 mothership / Bell XS-1 assembly. After that I recorded all the external shots. - Finally, I needed to have views from the chase plane : that was the tricky (to say the least) bit I used two methods : firt I created another runway next to the main one, spawned the two crafts on each runway, and with the help of Physics Range Extender mod, I made them both take off at the same. Once in the air, I used Atmosphere Autipilot amazing cruise flight controller, to automatically control the B-29, while I was manually flying around with the chase plane. Another solution I used, was simply, in the most kerbal fashion, to strap the P-80 on top of the B-29 assembly, making it a double mothership haha. And yes it could even fly ^^ - The last interesting and funny bob I'd like to mention is the "elevator" that Chuck used to get inside his X-1 cockpit midflight : for that I added a little elevator actuated by robotic parts. I would have the kerbal exit the B-29 cabin by the back. And EVA to the elevator to get in the cabin. Well, I forgot Kerbals on EVA can't walk on parts while under acceleration. This led to Chuck being slapped against a B-29 structural panel, "constrained" and unable to move with a wind of 200 MPH against his back. So change of plans, I redid the thing to be even a contrapti-er (?¿) contraption : I constructed another version of the craft, and put an external command seat on top of a spaghetti assembly of robotic parts that would take the kerbal from the start point, to the elevator, and down with it to the X-1 cabin. (Yeah as you noticed, I carefully hid this horrible thing as much as I could in the video^) The History : I'll add here some interesting facts that hooked my attention ("fascinated me" would be more accurate ) - Two nights before the flight, Yeager broke two ribs when he fell from a horse. He was worried that the injury would remove him from the mission, and hid it from his superiors. On the day of the flight, Yeager was in such pain that he could not seal the X-1's hatch by himself. His pilot friend Jack Ridley, the only one he told about this, rigged up a device, using the end of a broom handle as an extra lever, to allow Yeager to seal the hatch. Just imagine a Nasa test pilot doing the same thing today haha - I find amazing that the mission report by Chuck Yeager himself, only consisted of a single printed typed page. I used this as the good reference for the flying ingame : - Details on the XLR-11 rocket motor and its (very cool) cockpit controls : - For Science ! - The essential Mach meter : - The crucial stabilizer : - Finally, a random collection of bits and bobs - Ressources : - Recommended videos about the X-1 : - Mods used in the video : Thanks for watching and reading ! And happy new year !
  4. Im not sure why but whenever i select a parachute (only certain ones) it crashes the game. It might be something to do with one of my parachute mods like RealChute Parachute Systems but im not sure.
  5. For the occasion of Apollo 11 - 54th anniversary, I'm happy to present this video of the whole mission, entirely flown in First-person perspective (IVA), in Real Solar System with Realism Overhaul. Contrary to Apollo, the full mission here was piloted manually, except for the Earth ascent to orbit. Also featuring synchronized Capcom audio all along, as well as rarer archive onboard crew recordings, real images and 16mm films, which gives it sort of a mix between actual gameplay, documentary and cinematic feel. Due to those IVA limitations, I had to place maneuver nodes from the map view, which was the only time it was used. Note that the CM and LM instruments and panel layouts are mostly accurate to the real ones, however the instruments are adapted towards KSP gameplay and capabilities. I also tweaked the IVAs a bit, so that the analog gauges display the actual fuels, instead of LF/Ox, and added a few mandatory instruments to the LM (target phase angle display, speed indicator). This was definitely a challenging and fun mission to do, as well as learning a lot about the outstanding Apollo 11 mission and its crew. Below the video, you will find a section where I describe how each important steps is executed in IVA, with associated images. A huge thanks to forum user @JonnyOThan, who helped me a lot getting into the IVA modification bits. Squad for making KSP 1, KSP modders and especially RSS/RO team, Nasa, Neil, Mike and Buzz. Enjoy, happy journey to the Moon and back ! Also any feedback or questions are appreciated (Best watched with headphones !) Description of the key phases of the mission (click on images to enlarge) Below another look at the LM descent profile, directly took from Nasa Apollo 11 flight plan ! (linked in Ressources section at the bottom of this post) *** correction : the LM, on Lunar ascent, inserted in an elliptical orbit, not circular. I saw that first in the Nasa mission report, but then saw the Nasa doc which doesn't agree with that, so I forgot about it... That would've made the ascent to orbit sooo much simpler, Since doing a circular orbit in one burn was while managing rel Inc with Columbia was kinda spicy ^^ - I'm also sharing below the main ressources I used : - Mods used : Thanks for watching and reading ! Any feedback or questions are appreciated Cheers
  6. So I saw The Beardy Penguin's for all kerbalkind sample return mission and was wondering what calculations I would need to make to perform such a feat (dumb it down if possible, math is not my strong suit) (video) at 28:20
  7. just some photo i guess, the gatv and gemini is fasa,
  8. Introduction Hey, I would like to welcome you here! This Space Station was inspired by Kevin Gustafson's series about International Skylab. After seeing it I decied to create my own version of IS. It will not be exact copy of IS but there will be some similar things to IS. I really like to recreate space stations in KSP, before IML built whole Mir station and currently I'm recreating all ISS missions like in real life, I already got to the end of 2016 but now I'm taking break from ISS recreation. First parts of IML. It's going to expand more over years. Mods The main bits are: Raidernick's mods: Skylab, Salyut Stations, Soviet Rockets, Soyuz spacecraft and US Rockets Principia Real Solar System Realism Overhaul RSS-CanaveralHD and Canaveral Pads Procedural Parts BDB Tantares Note: As of now, I am playing in 1.10.1 because RO/RSS doesn't support newer versions - I will say when I switch to 1.12 Here's the Full modlist as of November 1st: My Inspiration: Kevin Gustafson and his amazing video series about Skylab, International Skylab, Mir and ISS. @AmateurAstronaut1969 and his recreation of Freedom Station @Jacktical and their awesome series on the IRL concept of Space Station Freedom that goes by the name of Space Station Liberty @Kuiper_Belt and his amazing recreation of ISS Missions: Here is sheet of missions: https://docs.google.com/spreadsheets/d/15KqxBlGhPIZGjXyhS7G0sBkqKcARwTeU/edit?usp=sharing&ouid=116076471860135443825&rtpof=true&sd=true They will be updated as times goes on. Some things about sheet: All times are in UTC. Soyuz/TKS - A means Soyuz/TKS has APAS docking port Dynasoar - UR> Uncrewed Resupply CR> Crewed Resupply I would like to thank everyone for support!
  9. Hey guys. I recently started RSS and in their tutorials and many other outside ones, it is said that with Ascent guidance that I need to have omit coast checked, but there's no such button in my AG window. There is a "fixed coast length" that can be ticked and a space for what I assume is time in seconds next to it, so do I leave this at 0 and/or checked or unchecked in order to have the same effect? I'm playing on KSP 1.10.1 with the latest Mechjeb 2 dev Version available for it
  10. I installed RSS/RO correctly! And freez the game in loading screen? i read this is normal at the first launch!?? and need 15-20 min in first time. It is real/correct?
  11. I recently installed realism overhaul with RSS and have been wondering what the optimal ascent profile is. I’ve made it into orbit a few times but each time it was a different ascent and a different orbit. What would be best for a rocket with around 9.5-10k dv, 1.5-1.7 TWR, and end up in a 150km orbit? Like what should my pitch be at different altitudes and speeds, etc.
  12. Greetings everyone, I have a 1.2.2 version of the game and moded with RSS/RO and I have encountered this problem during my virgin flight with a 3 satellite mission. Hope to have some help, otherwise it would be impossible for me to move on to further exploration. After I got my first satellite undocked from the main ship, it was clearly moving downward, instead of moving a bit away from the docking direction. Then I switched to the separated satellite, it seems like under an invisible acceleration to the direction of nadir. Going all the way back into the atmosphere. but the satellite is on zero thrust, after all, there's no engine nor fuel tanks. And come to think about it, when the separation of 2nd/3rd stage was made, the 2nd stage debri seems moving strangely downward too, instead of backward, should be the same problem. Here are the mods I have: Does anyone know where the problem is and how to solve it? Thanks to all helps in advance -------------- yea I should be a bit more specific about it. The injected orbit for the entire craft is 450 km both at Ap/Pe, and the Karman line of the earth in the game is 140 km. The orbit of the satellite after undocking was NOT stable. The Ap kept rising and Pe kept to dropping all by themselves, resulting in the undocked satellite reentry to the atmosphere at last. Like I have said in the main post, it was like an invisible and constant thrust toward nadir is applying to the satellite. And it was undocking from the port, not separating by staging so it should not be adding to much force.
  13. The title says it all. How do I get engines to use real fuel?
  14. I'm still experiencing the issue of single plane gimble motion (Pitch only - no Yaw) with the the AJ10-137. I've just reinstalled a complete new KSP installation via CKAN and... yup, still there... OSX user here. Mod list below... Any clues? @NathanKell you may not be the perfect person to ask, but you may know who should be the person to be asked ;-) Many thanks in advance!
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