mr_trousers Posted March 31, 2016 Share Posted March 31, 2016 2 hours ago, leudaimon said: By your screenshots, it looks like you are taking too long to start your gravity turn, and then doing it too suddenly. You were still going vertical with a speed of 1100m/s, while the optimal approach is to start a slight turn (something around a pitch of 85º) when you reach 80-100m/s depending on your TWR, and then go prograde. This way, you minimize steering loss of delta-v. A good way to know whether you did the turn right is that you should reach a pitch of 45º when your speed is about 900-1000m/s. Then, you can control your pitch depending on the height you intend to give your orbit and the time you have to apoapsis. Hmm, okay. I remained vertical mostly due to minimal steering capabilities in the solid rocket booster stages, and also fears that separation of those boosters while pitched over would result in them impacting the rest of the ship. I can see why that might lead to the efficiency loss though, thanks! I'll try to come up with something better in later iterations. Link to comment Share on other sites More sharing options...
KillAshley Posted March 31, 2016 Share Posted March 31, 2016 19 hours ago, Temeter said: Btw, I'm sure you're gonna have a big backlgo of work being with squad now, but is there a chance we'll see Real Solar System in the prerelease? You know, to crack the next ram limit! Edit: Although it seems Kopernicus is not yet updatet. Guess that one would be helpful to have. please, please please to you and EVERYONE else:. don't ask for mods to be updated. 1.1 isnt even released yet. Besides, RSS relies on Kopernicus to operate, and it probably will not see an update until the formal 1.1 release. So just have some patience and wait it out. I don't want to be rude, but it really irritates me. Last update I was flooded with a million messages a day asking for updates, and I'm sure I'm not alone in that, we do this for fun and theres nothing fun about people asking us to do more . Link to comment Share on other sites More sharing options...
Svm420 Posted March 31, 2016 Share Posted March 31, 2016 1 minute ago, KillAshley said: please, please please to you and EVERYONE else:. don't ask for mods to be updated. 1.1 isnt even released yet. Besides, RSS relies on Kopernicus to operate, and it probably will not see an update until the formal 1.1 release. So just have some patience and wait it out. I don't want to be rude, but it really irritates me. Last update I was flooded with a million messages a day asking for updates, and I'm sure I'm not alone in that, we do this for fun and theres nothing fun about people asking us to do more . I don't see why the ban on asking for release dates shouldn't extend to modders. Instead poster are allowed to pester and annoy any mod autour they want with the only repercussion being hey please don't. Makes me sad to see what modder have to put up with... Link to comment Share on other sites More sharing options...
leudaimon Posted March 31, 2016 Share Posted March 31, 2016 @mr_trousers You can use separation motors on the boosters to separate them from the main stage, and steering should be easy if you have a gimballing engine in the main stage. If your first stage is solid rocket only with no gimballing and you have a high TWR (both of which makes things more difficult btw), you can launch your rocket with a little bit of inclination eastwards in the launch pad already, and the gravity turn will start itself automatically. It is not as accurate, and requires some simulations to get right, but it is possible. Link to comment Share on other sites More sharing options...
Temeter Posted March 31, 2016 Share Posted March 31, 2016 (edited) 5 hours ago, KillAshley said: please, please please to you and EVERYONE else:. don't ask for mods to be updated. 1.1 isnt even released yet. Besides, RSS relies on Kopernicus to operate, and it probably will not see an update until the formal 1.1 release. So just have some patience and wait it out. I don't want to be rude, but it really irritates me. Last update I was flooded with a million messages a day asking for updates, and I'm sure I'm not alone in that, we do this for fun and theres nothing fun about people asking us to do more . Hence why I tried to write my answer in a very neutral tone and only asked if, instead of begging for (or demanding) a release. Sorry in case that actually bothers the modders tho! Edited March 31, 2016 by Temeter Link to comment Share on other sites More sharing options...
Emankcin Posted March 31, 2016 Share Posted March 31, 2016 (edited) At one point last night I was designing upper stages and I crashed when I attempted launch. No biggie, it happens, start it again. Except the game crashes either as soon as ksp finishes loading or around a quarter through, every time after that. I tried Active Texture Management, and that didn't fix it. However when I deleted RSS, it did start. I'd rather not have to do that. Thanks for any help! Error log: https://docs.google.com/document/d/1OJLkY6PBf8Y5Op52Yaa7zIaQG65t4YdrWEef-L3Mcm8/edit Edited March 31, 2016 by Emankcin Link to comment Share on other sites More sharing options...
AstroBall Posted March 31, 2016 Share Posted March 31, 2016 After I installed RSS and RO I noticed that asteroids stopped showing up in the Tracking Station. Is there a way to have them spawning again, or do I need to detect them by other means. Also, how can I add a specific asteroid if I know the orbit characteristics? A cool mod will be one that can take as input an asteroid Ephemerid file, that can be downloaded from Horizons JPL, and create that asteroid in the solar system. Is there such a mod yet? Thanks. Link to comment Share on other sites More sharing options...
TheCrazyHeadGamer Posted March 31, 2016 Share Posted March 31, 2016 Do I have to choose one of the x2 or x10 version of the mod to get realist planet sizes or is it already bigger in the standard version of the mod ? Link to comment Share on other sites More sharing options...
HoloYolo Posted March 31, 2016 Share Posted March 31, 2016 36 minutes ago, TheCrazyHeadGamer said: Do I have to choose one of the x2 or x10 version of the mod to get realist planet sizes or is it already bigger in the standard version of the mod ? The RSS download link on the first page is the link for the real RSS Link to comment Share on other sites More sharing options...
a_schack Posted March 31, 2016 Share Posted March 31, 2016 3 hours ago, Emankcin said: At one point last night I was designing upper stages and I crashed when I attempted launch. No biggie, it happens, start it again. Except the game crashes either as soon as ksp finishes loading or around a quarter through, every time after that. I tried Active Texture Management, and that didn't fix it. However when I deleted RSS, it did start. I'd rather not have to do that. Thanks for any help! Error log: https://docs.google.com/document/d/1OJLkY6PBf8Y5Op52Yaa7zIaQG65t4YdrWEef-L3Mcm8/edit Your log file isn't publicly available. Link to comment Share on other sites More sharing options...
TheCrazyHeadGamer Posted March 31, 2016 Share Posted March 31, 2016 45 minutes ago, HoloYolo said: The RSS download link on the first page is the link for the real RSS Yes but are the planets bigger than the vanilla ones in this version ? Or is it just a reskin ? (sorry i'm a noob for this mod ^^) Link to comment Share on other sites More sharing options...
HoloYolo Posted March 31, 2016 Share Posted March 31, 2016 1 minute ago, TheCrazyHeadGamer said: Yes but are the planets bigger than the vanilla ones in this version ? Or is it just a reskin ? (sorry i'm a noob for this mod ^^) It is 10x the normal kerbal system with real planet features, sizes, textures etc. Link to comment Share on other sites More sharing options...
TheCrazyHeadGamer Posted March 31, 2016 Share Posted March 31, 2016 1 minute ago, HoloYolo said: It is 10x the normal kerbal system with real planet features, sizes, textures etc. Thanks for the information Link to comment Share on other sites More sharing options...
Emankcin Posted April 1, 2016 Share Posted April 1, 2016 4 hours ago, TheCrazyHeadGamer said: Yes but are the planets bigger than the vanilla ones in this version ? Or is it just a reskin ? (sorry i'm a noob for this mod ^^) They're the same size as real life, yes. It replaces all the stock planets and adds ones that aren't represented in the base game. Link to comment Share on other sites More sharing options...
Emankcin Posted April 1, 2016 Share Posted April 1, 2016 (edited) 5 hours ago, a_schack said: Your log file isn't publicly available. Sorry, I fixed it. Anyway I tried to start it with -force-opengl and got it working (now with 80% fewer crashes!) Edited April 1, 2016 by Emankcin Link to comment Share on other sites More sharing options...
mr_trousers Posted April 1, 2016 Share Posted April 1, 2016 On 3/31/2016 at 9:43 AM, leudaimon said: @mr_trousers You can use separation motors on the boosters to separate them from the main stage, and steering should be easy if you have a gimballing engine in the main stage. If your first stage is solid rocket only with no gimballing and you have a high TWR (both of which makes things more difficult btw), you can launch your rocket with a little bit of inclination eastwards in the launch pad already, and the gravity turn will start itself automatically. It is not as accurate, and requires some simulations to get right, but it is possible. Okay, what I've done now is activating my main engine at the same time as the boosters and just keeping throttle very low, so I can still use its gimbal for steering while not consuming much of that stage's fuel. Also trying out the ascent profile as you've described, I think things are going pretty well. New just general question for anyone: so I understand that getting into an orbit with inclination less than the latitude of your launch site isn't very easy (though I don't know how to correct for it). But anyway, reading this, I looked up the angle of the moon's orbit and saw that, it being near the ecliptic, it was actually pretty close to the latitude of Cape Canaveral. So I assumed I'd be pretty good for orbits for getting to the moon/the ecliptic in general from those launch sites. But actually, when I achieved orbit, it appeared that I'd been terribly wrong; the moon was in a plane probably some 50 degrees off from mine. Perhaps my assumption would have been correct, had I launched at a different time of year or from a different longitude, like from China maybe. I've tried doing some googling to find out how missions to the moon did their launch to orbit but I've had difficulty finding specifics. This whole tilted Earth thing is proving quite a challenge to my limited knowledge. Anyone have any suggestions/information/resources? I couldn't find anything in the RSS wiki, so I hope this isn't an already explained question. Link to comment Share on other sites More sharing options...
a_schack Posted April 1, 2016 Share Posted April 1, 2016 7 minutes ago, mr_trousers said: New just general question for anyone: so I understand that getting into an orbit with inclination less than the latitude of your launch site isn't very easy (though I don't know how to correct for it). But anyway, reading this, I looked up the angle of the moon's orbit and saw that, it being near the ecliptic, it was actually pretty close to the latitude of Cape Canaveral. So I assumed I'd be pretty good for orbits for getting to the moon/the ecliptic in general from those launch sites. But actually, when I achieved orbit, it appeared that I'd been terribly wrong; the moon was in a plane probably some 50 degrees off from mine. Perhaps my assumption would have been correct, had I launched at a different time of year or from a different longitude, like from China maybe. You need to launch when Cape Canaveral is directly below the plane of the moon's orbit. So wait until they align, then launch. At 1h20m in this video, I do just that, so maybe that can help. Link to comment Share on other sites More sharing options...
leudaimon Posted April 1, 2016 Share Posted April 1, 2016 @mr_trousers Exactly what a_schack said. An easy way to do this correctly is to use KER and set the moon as target. When your angle to AN or DN is 0º you will be perfectly aligned with the moon's orbit. Such a situation happens once in a day for each node, so it's pretty easy. Just pay attention because your inclination must be different when aligned with the ascending or descending nodes. Link to comment Share on other sites More sharing options...
mr_trousers Posted April 1, 2016 Share Posted April 1, 2016 14 minutes ago, leudaimon said: @mr_trousers Exactly what a_schack said. An easy way to do this correctly is to use KER and set the moon as target. When your angle to AN or DN is 0º you will be perfectly aligned with the moon's orbit. Such a situation happens once in a day for each node, so it's pretty easy. Just pay attention because your inclination must be different when aligned with the ascending or descending nodes. Brilliant. So it's a time of day thing, rather than a time of year thing. Thank you. It looks like MechJeb has a similar functionality which shows inclination to orbit. 33 minutes ago, a_schack said: You need to launch when Cape Canaveral is directly below the plane of the moon's orbit. So wait until they align, then launch. At 1h20m in this video, I do just that, so maybe that can help. Thanks much for the video. Your series looks very interesting, I'll probably reference it in the future when I'm having difficulty - though I'm not using RO, just many (most) of the mods which it requires/recommends/suggests. I quite like your mission log, I wish I had had the foresight to record that information for my launches. A quick question - hopefully not too much a derailment of this thread: I can't find a full list of the mods you're using here, but it's not simply RO/RP-0, is it? Specifically, I'm very curious what mod you're using that gives you a full list of science opportunities. Link to comment Share on other sites More sharing options...
a_schack Posted April 1, 2016 Share Posted April 1, 2016 1 hour ago, mr_trousers said: Specifically, I'm very curious what mod you're using that gives you a full list of science opportunities. I'm not sure if you refer to Science Alert or [x] Science!, but I use both. I've also added my mod list to the thread. Link to comment Share on other sites More sharing options...
ToxicCow19 Posted April 2, 2016 Share Posted April 2, 2016 How can I get clouds tho? And a realistic atmosphere Link to comment Share on other sites More sharing options...
Temeter Posted April 3, 2016 Share Posted April 3, 2016 18 hours ago, ToxicCow19 said: How can I get clouds tho? And a realistic atmosphere Link to comment Share on other sites More sharing options...
JeeF Posted April 9, 2016 Share Posted April 9, 2016 Hey Nathan, Have you decided to wait till official 1.1 launch to release RSS/RO and your other mods updated to 1.1 or are you already working on it? I was excited about 1.1 and got it as soon as it came out, only to realize I no longer like stock KSP, it's too easy. Sadly I'll have to continue with 1.0.5 (and it's crashes) till RSS+RO comes out. Link to comment Share on other sites More sharing options...
berkekrkn Posted April 11, 2016 Share Posted April 11, 2016 Hi is it possible to extend day time to 24h instead 6h For example in contract pack the requested geostationry orbit is 2000km it should actually be around 36000km Link to comment Share on other sites More sharing options...
Ravenchant Posted April 11, 2016 Share Posted April 11, 2016 10 minutes ago, berkekrkn said: Hi is it possible to extend day time to 24h instead 6h For example in contract pack the requested geostationry orbit is 2000km it should actually be around 36000km Is that with RP-0 installed? The time setting is in the game settings under "Use Earth time" or somesuch. Link to comment Share on other sites More sharing options...
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