AbeS Posted November 22, 2013 Share Posted November 22, 2013 (edited) 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 onEDIT2: Ferram4's answer over the RSS thread explains it better I just gave you the answer, he tells you how to calculate it yourself Edited November 22, 2013 by AbeS Link to comment Share on other sites More sharing options...
NathanKell Posted November 24, 2013 Author Share Posted November 24, 2013 Hey Dragon01, your PM box is full. Link to comment Share on other sites More sharing options...
Captain_Party Posted November 28, 2013 Share Posted November 28, 2013 So roughly how many minutes before KSc? Link to comment Share on other sites More sharing options...
Starwaster Posted December 8, 2013 Share Posted December 8, 2013 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 TMAversion = 0.22.0description = 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...) Link to comment Share on other sites More sharing options...
ferram4 Posted December 8, 2013 Share Posted December 8, 2013 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. Link to comment Share on other sites More sharing options...
Guest Posted December 8, 2013 Share Posted December 8, 2013 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. Link to comment Share on other sites More sharing options...
redde Posted December 12, 2013 Share Posted December 12, 2013 (edited) 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.cfgI 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 Edited December 12, 2013 by redde Fixed broken screenshot Link to comment Share on other sites More sharing options...
jrandom Posted December 12, 2013 Share Posted December 12, 2013 Yow! I had been eyeballing FusTek but kept thinking what a pain it would be to rescale the damned thing. Now I can just install FusTek and play! Link to comment Share on other sites More sharing options...
NathanKell Posted December 12, 2013 Author Share Posted December 12, 2013 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. Link to comment Share on other sites More sharing options...
jrandom Posted December 12, 2013 Share Posted December 12, 2013 Is the expansion an add-on to FusTek or is it an all-out replacement? Link to comment Share on other sites More sharing options...
Starwaster Posted December 12, 2013 Share Posted December 12, 2013 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.cfgI 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 what about the stability issues in the IACBM parts? Seems like scaling them up would make that worse.... Link to comment Share on other sites More sharing options...
redde Posted December 12, 2013 Share Posted December 12, 2013 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 Link to comment Share on other sites More sharing options...
Deathsoul097 Posted January 6, 2014 Share Posted January 6, 2014 Is there a 0.23 compatible version of this? I ask simply because I heard that 0.23 broke most plugins and would like confirmation before installing. Link to comment Share on other sites More sharing options...
NathanKell Posted January 6, 2014 Author Share Posted January 6, 2014 .23 compatible version is currently a prerelease in the second post of the RealFuels thread. All mods it requires have been updated for .23, and RO itself is about to get a .23 official release. Link to comment Share on other sites More sharing options...
Agathorn Posted January 8, 2014 Share Posted January 8, 2014 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? Link to comment Share on other sites More sharing options...
AbeS Posted January 8, 2014 Share Posted January 8, 2014 Real Solar SystemFerram Aerospace ResearchDeadly ReentryReal FuelsRealism 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) Link to comment Share on other sites More sharing options...
Agathorn Posted January 8, 2014 Share Posted January 8, 2014 Real Solar SystemFerram Aerospace ResearchDeadly ReentryReal FuelsRealism 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. Link to comment Share on other sites More sharing options...
AbeS Posted January 8, 2014 Share Posted January 8, 2014 This was a discussion thread that gave birth to two mods, Realism Overhaul and Real Solar System Link to comment Share on other sites More sharing options...
Duxwing Posted February 20, 2014 Share Posted February 20, 2014 (edited) 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 February 20, 2014 by Duxwing Link to comment Share on other sites More sharing options...
AbeS Posted February 20, 2014 Share Posted February 20, 2014 Are you using FAR, Real Fuels, Kerbal Joint Reinforcement, Real Solar System and Realism Overhaul? those should be used together with RSS Link to comment Share on other sites More sharing options...
Duxwing Posted February 20, 2014 Share Posted February 20, 2014 Are you using FAR, Real Fuels, Kerbal Joint Reinforcement, Real Solar System and Realism Overhaul? those should be used together with RSSI am.-Duxwing Link to comment Share on other sites More sharing options...
Guest Posted February 20, 2014 Share Posted February 20, 2014 (edited) 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 February 20, 2014 by Guest Link to comment Share on other sites More sharing options...
Duxwing Posted February 20, 2014 Share Posted February 20, 2014 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 Link to comment Share on other sites More sharing options...
Guest Posted February 20, 2014 Share Posted February 20, 2014 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. Link to comment Share on other sites More sharing options...
Duxwing Posted February 21, 2014 Share Posted February 21, 2014 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 Link to comment Share on other sites More sharing options...
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