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YARP - Yet Another RSS Playthrough


MacLuky

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1970 first half

8 missions, four on the big 0D, three on the lighter 0C and 1 0L light launch. A new station around the moon and two failed mars landings

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Edited by MacLuky
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RP1 Patch of the day

Dynasoar. I am not sure why the amazing RP1 team excluded this gem from the tech tree, but here goes:

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This should put it roughly where you would expect it. You need ROCapsules of course

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RP1 Patch of the day

Okay I really hate those huge cameras and there are some great models that we are not using for some reason. Here are some different film cameras that you can use:

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RP1 Patch of the Day: Real Scale Sea Dragon

Sea Dragon is an amazing mod and I struggled to get it to work in RP1 for a long time. It feels balanced with the current patch and they show up in the tree. However, a land launch takes out the 2M$ pad and  a sea launch leads to a crushed rocket due to FAR.

Show it in the tree

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Patch the fuel and tanks, this one is weird, I can't get the original measures to work but with these numbers it flies.

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I think the scale would have compensated for some of the things that ksp does not.

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RP1 Patch of the day

What two patches in one day? Here is the KerbCan, your 1 kerbal seat to space but not back to earth.

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1970 Part 2 To the Moon, to stay

An exciting year with tons of missions, including a new station, a long duration moon project and the glimps of the future.

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Edited by MacLuky
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I wasn't finished editing but the kids needed help ;-) it was the new base module. I seem to have lost some screenshots. The station around the moon got replaced by a new one that was pushed there using a 120t tug. This thing is massive since it has nearly  maxed out shielding

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I am contemplating a fresh start on 1.10 or 1.11 with a multi-site game. Kind of what if rather than WW2 an extra terrestrial signal was located, would it not improve unification rather than war and accelerate space travel. But first Mars... I've done red planets on Kerbalism before but this thing is way more complicated

However scene changes take up to 2 minutes, its soooo slooooowwww

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1971 Part 1

We choose to go to the moon, to stay. And figure out how to survive when heading to mars.

 

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Edited by MacLuky
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RP1 Patch of the day: Benjee's amazing MMSEV mod

These patches are not complete, but it is a start. Here are the parts scattered in the RP1 tech tree:

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Then, if you have RO tanks, this should configure the life support a bit better:

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This is the patch for kerbalism adding scrubbers and stuff

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Here is the first stab at Realism Overhaul lots of work to be done

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1971 Mayhem at the Moon

Explosions and expansions, the moons of Jupiter and a crew in jeopardy.

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Edited by MacLuky
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1972 Part 1 Getting ready for Mars

We are aiming for a 1975 manned mission to Mars, with a test run in 1973 which means we must crank up production and learn what it takes to survive in outer space.

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Edited by MacLuky
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  On 5/3/2021 at 8:22 PM, Spaceman.Spiff said:

Yes.

Or.... maybe ship down some shielding? I know its heavy but probably easier than landing a whole module. 

Or are you unable to transfer shielding? I haven't tried it.

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You can’t transfer shielding, and Kerbalism runs on an average value across the vessel so one or two heavily shielded modules won’t really help if the rest is lightly shielded. Joining it with KIS hoses that can be switched easily from ‘docked’ as one vessel to ‘undocked’ as separate vessels would be one way around that, though I haven’t actually tried it myself.

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Thats a great idea. I could have saved a bit off weight on the Mars transfer vehicle that way. I thought of undocking and redocking when in storm, but it seems like a lot of work. KAS tubes might be a good alternative. 

Btw you can transfer regolith.... but you would need a lot

RP1 patch of the day LanderCan Mk12

Off course I should support my own mods as well ;-)

This is for RP1

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and this for RO

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How I hate that forum auto-merge thingy. Is there a way to force separate posts? if not what is the timeout?

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Hello There!

I was recently searching for new mods to put in my RO/RP1 game and I found out your patches for the Sea Dragon. You seemed to be having some trouble getting it right so I tried to improve it and I think I have something very close to real numbers.

Here's what I did:

Kept original Mass of all parts (They are good)
Kept your fuel mixture, thermal patches and costs
Took away engine throttle control (Didn't find anything about throttle control so I guess it never had any)
Made all engines pressure fed
Switched Auxiliary Thrusters to hydrolox (They work from launch to orbit as TVC for second stage and overall roll control), plume needs update too
Balanced tank volume using stage burn time (and guessed 3rd tank)
Removed ModuleCommand  from first stage engine and added to first and second stage tanks
Added RP-1 Avionics support
Added plenty of eletric charge to support avionics and recovery of first stage
Tanks now use "Tank-Sep-AlCu-HP" definition (Closest definition to Aluminium 2014)


With these changes I was able to get a Gross Mass close to 18000t, 2:1 TWR and enough Delta-V to put 550 metric tons in LEO. This was my source.


Here they are:
RO only

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and here's RP1

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FJ0ZgKB.png

Edited by Karin
Sea Dragon picture hehe
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  • 3 weeks later...
  • 2 weeks later...

1972 part 2: getting ready for Mars

After a "dad-build-me-a-minecraft-server-please-hiatus" back in Space. We run a number of missions to prepare us for the Mars window and solidify the Moon base. We also show what should have been the SeaDragon, but is an even bigger monster.

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Edited by MacLuky
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  • 4 months later...
  • 1 year later...
  On 4/25/2021 at 12:06 PM, MacLuky said:

RP1 Patch of the day: Benjee's amazing MMSEV mod

These patches are not complete, but it is a start. Here are the parts scattered in the RP1 tech tree:

  Reveal hidden contents

Then, if you have RO tanks, this should configure the life support a bit better:

  Reveal hidden contents

This is the patch for kerbalism adding scrubbers and stuff

  Reveal hidden contents

Here is the first stab at Realism Overhaul lots of work to be done

  Reveal hidden contents

 

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Do you have more configs for this mod for RP1?

Edited by Slverfox94739
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