NathanKell Posted October 25, 2013 Author Share Posted October 25, 2013 The planets are scaled to real earth scale so that dV, gravity, etc. will be correct. Rocket sizes will be in 64% scale, so as not to break the game with 10-15m diameter parts. I'll be working with ferram to make sure the aerodynamics don't change from real life. Link to comment Share on other sites More sharing options...
StainX Posted October 25, 2013 Share Posted October 25, 2013 I vote for NathanKell as Kerbonaut of the century!Stunning! Link to comment Share on other sites More sharing options...
Dooz Posted October 25, 2013 Share Posted October 25, 2013 Sir you have done it Link to comment Share on other sites More sharing options...
p3asant Posted October 25, 2013 Share Posted October 25, 2013 There seems to be a problem with Launch Stabilizers, but nothing struts and more boosters can't fix.Hydrogen first stages need to be gigantic to work Gonna need bigger adapters... Link to comment Share on other sites More sharing options...
asmi Posted October 25, 2013 Share Posted October 25, 2013 Hydrogen first stages need to be gigantic to work Gonna need bigger adapters...There is a reason why all best RL rockets use KeroLOx first stage. You should follow the suit. Link to comment Share on other sites More sharing options...
AndreyATGB Posted October 25, 2013 Share Posted October 25, 2013 The game certainly can't handle the sheer size rockets need to be with this. That said, it's extremely satisfying when it even launches at this point. Link to comment Share on other sites More sharing options...
Starwaster Posted October 25, 2013 Share Posted October 25, 2013 And I can't help but note that just few days ago everybody was certain this is impossible that's why that's a word I avoid like the plague.they said the same about redefining gravity vectors in Crysis until someone went and did it. Link to comment Share on other sites More sharing options...
Bekiekutmoar Posted October 25, 2013 Share Posted October 25, 2013 Impressive mod ... ! Looks also like you've implemented some form of clouds? I saw some pics of this mod in the Show off your awesome Pictures-thread and the sun seemed far away ... 150 million km perhaps ... ? Link to comment Share on other sites More sharing options...
asmi Posted October 25, 2013 Share Posted October 25, 2013 The game certainly can't handle the sheer size rockets need to be with this. That said, it's extremely satisfying when it even launches at this point.Actually it can. My rocket on screenshot contains around 70 parts, and most of them are struts :-) Link to comment Share on other sites More sharing options...
AndreyATGB Posted October 25, 2013 Share Posted October 25, 2013 Actually it can. My rocket on screenshot contains around 70 parts, and most of them are struts :-)Yeah I just managed orbit as well. Not many parts but that wobbling on the pad makes it hard. I guess the easiest way is to spam space and hope it goes up fast enough. Link to comment Share on other sites More sharing options...
Visari Posted October 25, 2013 Share Posted October 25, 2013 (edited) surprisingly, the increased distance from Kerbol without the rescale of Kerbol makes sunrise and -set look way more awesome, not to mention the increased time it takes to set/rise.and these aren't even the prettiest screenshots.the re-entry effects are WAY cooler aswell, makes DRE more fun to play with too.Stockish Koyuz lifter used to get a payload of 3.4t into orbit, starting at 243t launchpad weight, using up 9.4km/s Dv to orbit, keeping 550m/s for orbital maneuvres + more than enough RCS to dock.Loving this mod (also laughing at KLF people orbiting stock kerbin deep within Kearth).Additionally, I believe a DREC heat multiplier of 20 instead of 25 will work, maybe 15.. 10 seems to make this too easy.no idea how to embed an album, so : http://imgur.com/a/KR55S/embed Edited October 25, 2013 by Visari adding stuff Link to comment Share on other sites More sharing options...
AndreyATGB Posted October 25, 2013 Share Posted October 25, 2013 Holy Moon! Mun flyby and I almost escaped the system.Javascript is disabled. View full albumFor Nathan, 3rd picture shows some weird stuff happening from around 50km. I'm guessing the Mun's surface is flat now. Link to comment Share on other sites More sharing options...
AbeS Posted October 25, 2013 Share Posted October 25, 2013 Kerbol definitely needs to get bigger next Link to comment Share on other sites More sharing options...
StainX Posted October 25, 2013 Share Posted October 25, 2013 (edited) https://www.dropbox.com/s/hnk1sehwgpldbqe/screenshot13.pnghttps://www.dropbox.com/s/e5i7lvtrv8sa96q/screenshot11.pnghttps://www.dropbox.com/s/guxfjnwppt1vh1i/screenshot12.pngDamn that was hard and wobbly as hell edit: hmm no dropbox pics directly on forum? Edited October 25, 2013 by StainX Link to comment Share on other sites More sharing options...
asmi Posted October 25, 2013 Share Posted October 25, 2013 Yeah I just managed orbit as well. Not many parts but that wobbling on the pad makes it hard. I guess the easiest way is to spam space and hope it goes up fast enough.Use heavy struts from KW Rocketry pack - they seem to work perfectly to combat wobble if applied to right places. Link to comment Share on other sites More sharing options...
Exposure Posted October 25, 2013 Share Posted October 25, 2013 Am I crazy for thinking the first thing I should build with this being "A Space Shuttle of course!"?Current issue impeding progress on getting an orbiter that can orbit: Figuring out how to keep the stack stable after LRBs are jettisoned, forgot to take a screenshot of the whole thing pointing in the wrong direction after the jettison. Link to comment Share on other sites More sharing options...
deadshot462 Posted October 25, 2013 Share Posted October 25, 2013 Does this put the Moon at the real Earth-Moon distance? Link to comment Share on other sites More sharing options...
skykooler Posted October 25, 2013 Share Posted October 25, 2013 Wow, this looks like a really cool project! Would it also be possible to rescale Duna to Mars size? Link to comment Share on other sites More sharing options...
JackGruff Posted October 25, 2013 Share Posted October 25, 2013 Taking this, with FAR, DRE, TAC LS, RT, MFS RF, hopefully soon to come proper tech tree to actually make a challenging career mode out of this..Yeah, just like a quality production from Bethesda. Link to comment Share on other sites More sharing options...
Visari Posted October 25, 2013 Share Posted October 25, 2013 Yeah, just like a quality production from Bethesda.As in mod it to oblivion to make fun to play? Link to comment Share on other sites More sharing options...
amo28 Posted October 25, 2013 Share Posted October 25, 2013 Current issue impeding progress on getting an orbiter that can orbit: Figuring out how to keep the stack stable after LRBs are jettisoned, forgot to take a screenshot of the whole thing pointing in the wrong direction after the jettison. When I built my shuttle in 0.21, the biggest issue I had in balancing after SRB staging was keeping the external fuel tank balanced using TAC balancer. Dont know if that would help you since you're using stretchy tanks, but fuel imbalance in that tank is usually what causes the the SRB-less design to get bottom-flippy.Great looking shuttle! Link to comment Share on other sites More sharing options...
Exposure Posted October 25, 2013 Share Posted October 25, 2013 When I built my shuttle in 0.21, the biggest issue I had in balancing after SRB staging was keeping the external fuel tank balanced using TAC balancer. Dont know if that would help you since you're using stretchy tanks, but fuel imbalance in that tank is usually what causes the the SRB-less design to get bottom-flippy.Well it's less flipping and more it starts spinning in such a way that it ends up pointing down.I think I may or may not have a design that's close to avoiding the issue but I'm going need to add some more separators to the LRBs since one of them ended up destroying one of the three control surfaces when I was testing the addition of SAS wheels to the external tanks, and the bump it gave the shuttle just caused things to spiral out of control...Or maybe I can put the separators at an angle so it both moves away from the external tank and the shuttle's wings...(And I may or may not end up having to do a OMS redesign since their current positions + little gimballing range means I can't use much thrust from them without unintended downward force...) Link to comment Share on other sites More sharing options...
betaking Posted October 25, 2013 Share Posted October 25, 2013 what would you say about just like 60% scale or something? I mean that's a somewhat accepted standard for real-world to KSP scale. Sombody in the development thread made a good point that 12m diameter rockets (which have been made) crash the game. Thus a 1:1 scale is a bit of a crapshoot in regard to it. IDK though its cool that you made this. Link to comment Share on other sites More sharing options...
MedievalNerd Posted October 25, 2013 Share Posted October 25, 2013 Nathan's also helping me out with a realism overhaul of the tech tree! I started a thread about it here:http://forum.kerbalspaceprogram.com/threads/55253-WIP-Full-Realistic-Tech-Tree-OverhaulDifferent types of tech nodes, with 'upgrades' to existing parts as you research. Going to be crazy! Link to comment Share on other sites More sharing options...
m4ti140 Posted October 25, 2013 Share Posted October 25, 2013 Guys, GUYS!!! SLOW DOWN!!!Could you at least consider just scaling Kerbolar system to reasonable sizes (aka everything x10) instead of turning it into Solar sytstem? I've seen voices about not only adjusting all parameters so each planet has exactly the same radius etc. as their RL Sol counterparts but also moving planets arround. But it is NOT Solar system, it's the Kerbolar system, the home of Kerbals. Unless someone develops "human mod" for KSP, I think scaling everthing up times ten, randomizing a tiny bit (bc perfect 6000km diameter is not believable but e.g 6129 is), tilting rotational axes randomly and adjusting orbital speeds/periods, rotational speeds and gravitational accelerations of planets so that they make sense for realistic densities is enough. When I saw the realitic kerbol system in add on development forum what I thought of was making Kerbol system reasonable not turning it into Sol. The problem with this game never was with Kerbals being in it but with ridicoulus body parameters, with e.g Kerbin having 600km diameter and at the same time having atmosphere and 1g on surface suggesting that it is made of dark mater or something. Link to comment Share on other sites More sharing options...
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