Bornholio Posted November 10, 2017 Share Posted November 10, 2017 On 11/7/2017 at 3:17 PM, jrodriguez said: After lift off, the rocket starts to rotate more and more. It seems like the gimbal is making it to rotate? Have you ever experienced something similar? Yes, lowering gimbal is usually a good thing, also I find control surfaces can be lowered a lot of authority. This is a real world problem also One place I notice it a lot is with a-9 engines, the twr is generally high because the burn time is not long enough to increase the fuel fraction any higher and the craft will do a pitch buck if gimbals and CA is not turned down. Verniers can help or hurt. If the Control loop in KSP could be tuned we could solve the problem relative to FAR and other RO changes. @Wallygator Put a github issue up for it and describe it carefully, give any supporting information and if you want add any changes you made as examples. Quote Link to comment Share on other sites More sharing options...
Abpilot Posted November 11, 2017 Share Posted November 11, 2017 is this going to be 1.3 compatible or staying 1.2.2 Quote Link to comment Share on other sites More sharing options...
JohnMcLane Posted November 12, 2017 Share Posted November 12, 2017 16 hours ago, Abpilot said: is this going to be 1.3 compatible or staying 1.2.2 take a look https://docs.google.com/spreadsheets/d/1A7gQkIiQKi0VtRecE6p86KCKuoawZPdzk7NlaxssRJ4/edit#gid=0 Quote Link to comment Share on other sites More sharing options...
Abpilot Posted November 12, 2017 Share Posted November 12, 2017 8 hours ago, JohnMcLane said: take a look https://docs.google.com/spreadsheets/d/1A7gQkIiQKi0VtRecE6p86KCKuoawZPdzk7NlaxssRJ4/edit#gid=0 K so it kinda is Quote Link to comment Share on other sites More sharing options...
GenryRar Posted November 24, 2017 Share Posted November 24, 2017 (edited) Anyone using KER with RO (KSP 1.2.2 + RSS + RO)? How u solve problem when KER shows (and calc ofc) wrong mass? or atleast MechJeb... It also shows me wrong masses ADDED: ok im find solution for VAB - just remove all kerbals while u building Edited November 26, 2017 by GenryRar Quote Link to comment Share on other sites More sharing options...
SquirrelBomber Posted November 26, 2017 Share Posted November 26, 2017 Will there ever be an update to 1.3.1? Quote Link to comment Share on other sites More sharing options...
olangu Posted November 28, 2017 Share Posted November 28, 2017 On 11/11/2017 at 9:34 PM, Abpilot said: is this going to be 1.3 compatible or staying 1.2.2 On 11/12/2017 at 1:50 PM, JohnMcLane said: take a look https://docs.google.com/spreadsheets/d/1A7gQkIiQKi0VtRecE6p86KCKuoawZPdzk7NlaxssRJ4/edit#gid=0 On 11/26/2017 at 6:12 PM, Remy said: Will there ever be an update to 1.3.1? Work is in progress as you can see in the reply on the very same page as your comment. Quote Link to comment Share on other sites More sharing options...
Abpilot Posted November 28, 2017 Share Posted November 28, 2017 11 hours ago, olangu said: Work is in progress as you can see in the reply on the very same page as your comment. Ok so now i will use Galileo’s 1.3 patch Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted November 28, 2017 Share Posted November 28, 2017 More beautiful RO. Successful landing of the BFR booster. Quote Link to comment Share on other sites More sharing options...
chrisl Posted November 30, 2017 Share Posted November 30, 2017 Using available parts, is there any way to reduce the boil off of LH2 and LOX? I know there really isn't a way to negate boil off completely (short of cheating which I'm not asking about) but are there any parts that can be used to reduce it? Like heat sinks or anything like that? Or is just strictly dependent on type of tank you use? Quote Link to comment Share on other sites More sharing options...
JohnMcLane Posted November 30, 2017 Share Posted November 30, 2017 (edited) 1 hour ago, chrisl said: Using available parts, is there any way to reduce the boil off of LH2 and LOX? I know there really isn't a way to negate boil off completely (short of cheating which I'm not asking about) but are there any parts that can be used to reduce it? Like heat sinks or anything like that? Or is just strictly dependent on type of tank you use? SSTU has a "Upgrade" (can be unlocked in the techtree) for its ModularFuelTank (Active Isolation or something like this), if i remember correctly, thats what you looking for. Edit: In the tank cfg there is a Upgrade available, so if RO dont cancel that and i remember seeing that unlock in the RO-Techtree, you have an option. UPGRADE { name__ = SSTU-VCMod-LightweightZeroBoiloff } Edited November 30, 2017 by JohnMcLane Quote Link to comment Share on other sites More sharing options...
Nightside Posted November 30, 2017 Share Posted November 30, 2017 34 minutes ago, JohnMcLane said: SSTU has a "Upgrade" (can be unlocked in the techtree) for its ModularFuelTank (Active Isolation or something like this), if i remember correctly, thats what you looking for. Edit: In the tank cfg there is a Upgrade available, so if RO dont cancel that and i remember seeing that unlock in the RO-Techtree, you have an option. UPGRADE { name__ = SSTU-VCMod-LightweightZeroBoiloff } Is that actually compatible with Real Fuels? I thought it would only work with SSTU’s fuel tank module. Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted November 30, 2017 Share Posted November 30, 2017 (edited) 2 hours ago, chrisl said: Using available parts, is there any way to reduce the boil off of LH2 and LOX? I know there really isn't a way to negate boil off completely (short of cheating which I'm not asking about) but are there any parts that can be used to reduce it? Like heat sinks or anything like that? Or is just strictly dependent on type of tank you use? I remember sometime ago. Procedural Parts (with RF and RO) had several configs for different types of tanks like : Cryogenic, Balloon, etc.. each one with different dry masses and boil off rates. Not sure why these configs are not there anymore - Only Structural and Fuselage tanks can be selected at the moment. Edited November 30, 2017 by jrodriguez Quote Link to comment Share on other sites More sharing options...
JohnMcLane Posted November 30, 2017 Share Posted November 30, 2017 4 minutes ago, Nightside said: Is that actually compatible with Real Fuels? I thought it would only work with SSTU’s fuel tank module. Thats actually true, you would need to write a sstu.cfg for realfuels, maybe there is one with something like this: @PART[SSTU-SC-TANK-MFT-*]:FOR[RealFuels] { MODULE { name = ModuleFuelTanks volume = ..... type = ..... } } But iam no expert on that.... Quote Link to comment Share on other sites More sharing options...
chrisl Posted December 1, 2017 Share Posted December 1, 2017 @jrodriguez The procedural tanks do have those settings. That's what I'm using now. I was just hoping for radiators or something else to help mitigate boil off. Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted December 1, 2017 Share Posted December 1, 2017 Just now, chrisl said: @jrodriguez The procedural tanks do have those settings. That's what I'm using now. I was just hoping for radiators or something else to help mitigate boil off. Uhm that is strange. I'm using KSP 1.3 with latest version of everything and I only have Fuselage & Structural Quote Link to comment Share on other sites More sharing options...
chrisl Posted December 1, 2017 Share Posted December 1, 2017 1 hour ago, jrodriguez said: Uhm that is strange. I'm using KSP 1.3 with latest version of everything and I only have Fuselage & Structural I'm still playing 1.2.2. I haven't tried updating to 1.3 or 1.3.1 because RO and RP-0 aren't officially released for those builds yet. I suppose there might still be an incompatibility with RO and 1.3 which is why you're not getting all the tanks. Quote Link to comment Share on other sites More sharing options...
Jaeleth Posted December 6, 2017 Share Posted December 6, 2017 (edited) On 19/09/2017 at 3:44 PM, hypervelocity said: @JaelethI had the increasing & destructive wobbling effect with clipped Docking Ports and Infernal Robotic's Docking Washers - any chance you have any of these in your rocket? & It's been awhile I don't come here on the forums, spend much of the time on RO discord but just to say I found out that the problem had to do with some (of the largest) stock tanks and the RSRMV's. With procedural tanks,no problems at all and I now use only procedural, no reason for the stock tanks anyway. Edited December 6, 2017 by Jaeleth Quote Link to comment Share on other sites More sharing options...
chrisl Posted December 6, 2017 Share Posted December 6, 2017 I know this is probably a Contract Configurator issue but no one is answering on that thread so I'm hoping someone here may have some idea what's going on. I'm using KSP 1.2.2 with RO/RSS/RP-0 and basically all their requirements and suggestions. I'm also using the "Historic Missions" contract pack. Everything has been going along just fine. I've completed about half of the NASA contracts, all of the Apollo Program contracts, the first few of the Space Shuttle contracts, etc. But I noticed I wasn't getting any further NASA contracts. I just finished the Viking 2, and I'm about half a year from finishing the Mariner 10 contract. But I've yet to be offered the Pioneer 10 or 11 contracts, nor have I been offered the Voyager 1 or 2 contracts. I meet all the requirements for those four contracts. When I look in Mission Control, in the "All" tab, under Historic Progression / NASA Contracts, I can see all four of these contracts. If I select one of them, they each show that I meet all the listed "Pre-Requisites". I've got plenty of space for more contracts. Anyone have any idea why these contracts aren't being offered and what I might be able to do to fix the issue? Quote Link to comment Share on other sites More sharing options...
phoneix_007 Posted December 7, 2017 Share Posted December 7, 2017 Is there a possibility od restoring zero boli-off using radiators, like in 1.1 version? Mabye copying some code lines from 1.1 version into 1.2? Quote Link to comment Share on other sites More sharing options...
Jaeleth Posted December 7, 2017 Share Posted December 7, 2017 15 hours ago, phoneix_007 said: Is there a possibility od restoring zero boli-off using radiators, like in 1.1 version? Mabye copying some code lines from 1.1 version into 1.2? Download "Heat Pump" https://github.com/Starwaster/HeatPump mod and use Service Module rated tanks. Zero Boiloff then, but requires quite a bit of energy and beware, that mod has a small bug so that if you time warp more than 3 clicks when focus is on the vessel it will boiloff anyway so, to timewarp at greater speed, just go to tracking station or space center, timewarp as much as you like, and then return to normal time and to the craft. KSP RO/RP/RSS'ers might like to try also the Discord App group KSP-RO... Many of us, crazy hardcore RO'ers are in there and sometimes you might get answered real time https://discord.gg/mnNaSg Quote Link to comment Share on other sites More sharing options...
winged Posted December 8, 2017 Share Posted December 8, 2017 On 1.12.2017 at 9:30 PM, jrodriguez said: Uhm that is strange. I'm using KSP 1.3 with latest version of everything and I only have Fuselage & Structural Using unsupported version of KSP might be the reason why you don't have other types of tanks. Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted December 8, 2017 Share Posted December 8, 2017 8 hours ago, winged said: Using unsupported version of KSP might be the reason why you don't have other types of tanks. Actually I found that I was using the shielded version which only have Fuselage and Structural Quote Link to comment Share on other sites More sharing options...
itsthatguy Posted December 13, 2017 Share Posted December 13, 2017 I'm just getting back into RO after a few years of absence. I enjoy playing in career mode, and I'm currently designing my first lunar flyby probe of my save. I decided that I wanted to recover the probe so that I could maximize the science gain. There is one small problem: all of the heat shields I have unlocked are "rated for LEO reentry". I can't seem to find any additional heat shields anywhere in the tech tree. Am I blind, or is there something afoot here? Quote Link to comment Share on other sites More sharing options...
itsthatguy Posted December 14, 2017 Share Posted December 14, 2017 BUG REPORT: There is a bug which occurs when using certain engines that have an upper "shroud" (basically a pretty engine housing on the mounting point) such as the RD-58 (which I think is from KW but I'm not sure). Even when you turn off this shroud, fairings still act as though it is there and will expand to fit around it. Occurs when using procedural fairings. They are the only fairings that I use, so I do not know if the problem occurs with stock fairings or fairings from other mods. Quote Link to comment Share on other sites More sharing options...
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