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Realism Overhaul


NathanKell

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If I understand what you are asking for correctly, you want your sat to be above KSC when in the GEO?

Using the formulas: it takes 18986.2 s (5h 16m 26.2s) to get from a 300km circular orbit to an Ap of 35,792.3 Km, in that time the Earth rotates 79.3258 deg, so you could start your burn 79.32 deg before KSC and you should end up just above it.

EDIT: For it to end up at 138 deg your parking orbit should be 22,103.2 Km which is highly unlikely, there's something weird going on

EDIT2: Ferram4's answer over the RSS thread explains it better :P I just gave you the answer, he tells you how to calculate it yourself

Edited by AbeS
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  • 2 weeks later...
Oh, dang, forgot to include it. Just assemble it like a normal Soyuz TMA. :) I need to make some adjustments anyway, stay tuned for v1.1. It'll include proper Ioncross support (it had a typo in a crucial place and the scrubber was in DM instead of OM), action group for turning off the 3rd stage and kOS integrated into the DM (no ascent program yet), as well as some aerodynamic fixes to DM (currently it turns upside down when the chute is open). It should be out later today. Maybe I'll also manage to fix some of the COM issues, bringing the RCS into a more balanced state. Oh, and since it turns out we do have fuelling towers now, the spool-up time might be implemented.

In the meantime, copy-paste this into an empty text file named Soyuz TMA.craft .

ship = Soyuz TMA
version = 0.22.0
description =
type = VAB
<SNIP!
MODULE
{
name = FARBasicDragModel
isEnabled = False
EVENTS
{
UpdateLiftSlope
{
active = True
guiActive = False
guiIcon =
guiName =
category =
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
}
ACTIONS
{
}
}

What does the UpdateLiftSlope section do exactly? (sorry for necro reply but I've seen this pop up a couple of places and was wondering why it's there? I don't see it show up by default for the FARBasicDragModel MODULE... is there a reason for instance someone might stick it in a heat shield? (saw that on KerbalSpacePort...)

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It indicates that he's working with an old version of FAR; that's a deprecated KSPEvent that was used to update the CoL data and some other editor stuff, as well as existing as something that could be called if it was absolutely necessary to reset the drag parameters. There's no point to it being there now, it doesn't do anything.

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This is outdated anyway. Check out the "realism pack for historical mods" thread in Addon Releases. There's a much more complete Soyuz posted there, along with other nice things.

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Hi everyone, I made a rescale for FusTek Station Parts Expansion parts (all of them: modules, common berthing mechanisms etc).

Find it here:

https://www.dropbox.com/s/jcypff3jo74ee6i/Fustek_Parts.cfg

I made them 4 meters wide (more or less like ISS modules) and scaled mass to loosely match ISS modules again (around 14 tons per module). Electric Charge was rescaled too based on the MK 1-2 pod values I found in the Pods_Squad.cfg.

I already started launching my IIS and found no problems with the rescale, please use this file as you whish ;)

ndBXD1e.jpg

Edited by redde
Fixed broken screenshot
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Cool! Less work for meee!

That makes IACBMs 2m parts, which is right for the CBM, I believe.

I was originally planning for 8m modules, actually, given what would have been launched from a Saturn-derived SHLLV (bwahaha). But 4m is right for ISS-class stuff.

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Hi everyone, I made a rescale for FusTek Station Parts Expansion parts (all of them: modules, common berthing mechanisms etc).

Find it here:

https://www.dropbox.com/s/jcypff3jo74ee6i/Fustek_Parts.cfg

I made them 4 meters wide (more or less like ISS modules) and scaled mass to loosely match ISS modules again (around 14 tons per module). Electric Charge was rescaled too based on the MK 1-2 pod values I found in the Pods_Squad.cfg.

I already started launching my IIS and found no problems with the rescale, please use this file as you whish ;)

ndBXD1e.jpg

what about the stability issues in the IACBM parts? Seems like scaling them up would make that worse....

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Is the expansion an add-on to FusTek or is it an all-out replacement?

this is an all-out replacement, parts are re-scaled using Modulemanager the same way the MK 1-2 pod was scaled.

what about the stability issues in the IACBM parts? Seems like scaling them up would make that worse....

With Kerbal Joint Reinforcement ON I didn't have any noticeable instability so far, I tried to spawn the aforementioned ISS in a gravity-less launchpad and it only bent a little at the beginning but then it stabilized.. average kerbal-class wobbliness to summarize :) I only sent 3 pieces in orbit so far, I'll add some KAS struts on EVA if things starts to worsen, I'll let you know

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  • 4 weeks later...

Hey guys i'm confused. Sorry I didn't read all 47 pages, so the confusion is no doubt from that, but... Is this a mod or just discussion?

If I want to get a nice realistic play through what should I be installing?

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Real Solar System

Ferram Aerospace Research

Deadly Reentry

Real Fuels

Realism Overhaul

(Stretchy SRB, Procedural Fairings and Procedural Dynamics are almost a must have too)

(most of them are on the signature of the post above yours)

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Real Solar System

Ferram Aerospace Research

Deadly Reentry

Real Fuels

Realism Overhaul

(Stretchy SRB, Procedural Fairings and Procedural Dynamics are almost a must have too)

Thanks!

(most of them are on the signature of the post above yours)

Yeah that was how I ended up here. I basically just opened up all the links in Nathan's signature, but this thread had me confused.

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  • 1 month later...

Realism overhaul tremendously challenges me: lifting even ~160 tons to LKO has been difficult, mathematically requiring seven asparagused 9.5m wide, 31m tall, F1-powered boosters. I write because my Apollo-like Munar mission's second stage's conic fuel tank always rips from the cylindrical tank beneath it; I cannot reasonably add more struts because thirty-two heavy KW struts already tie them. How can I reach orbit?

-Duxwing

Edited by Duxwing
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Try an Energia-style design instead. Hydrogen-powered core with kerolox boosters. No asparagus. 8x60m core, 4x40m strapons. You could get 100+ tons to LEO with this.

Edited by Guest
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Try an Energia-style design instead. Hydrogen-powered core with kerolox boosters. No asparagus. 8x60m core, 4x40m strapons. You could get 100+ tons to LEO with this.

After some measurements I noticed that I am lifting ~160 tons to LKO. I built the Energia-like rocket, and its TWR is ~0.1 because all my engines except the F1 thrust more weakly than 2,000kN, perhaps causing my lifting trouble.

-Duxwing

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Moar boosters. :) In Vulcan configuration, it's lifting capacity should be about 200T. Give it 8 boosters instead of 4. You may use F1 on them if you don't have RD-170s. Also, you'll need a strong hydrolox engine. An SSME or RD-0120.

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Moar boosters. :) In Vulcan configuration, it's lifting capacity should be about 200T. Give it 8 boosters instead of 4. You may use F1 on them if you don't have RD-170s. Also, you'll need a strong hydrolox engine. An SSME or RD-0120.

I have previously tried moar boosters by using seven towering F1 cores, and I have RD-170s, which are so weak that I needed eight for my Apollo-like Munar lander's Munar transfer stage.

-Duxwing

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