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[1.2] Real Solar System v12.0 Dec 8


NathanKell

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HoneyFox: IIRC (ask asmi, he knows about this more than I) they loft the thing super high and circularize well after apogee.

Ha ha, I thought it was only me that did that with my struggling early rockets, I feel a bit better now.

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Ha ha, I thought it was only me that did that with my struggling early rockets, I feel a bit better now.

Actually that kind of experience of struggling is also fun at some point if you finally make it. You can feel that, oh, I've just pushed this rocket to its limit this time. YES! :D

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Razorcane: just lots of pretty pictures to show off the mod, basically. And get a sense of the size rocket you need to push a (part-fueled like real life, presumably) CSM stack into LEO.

HoneyFox: IIRC (ask asmi, he knows about this more than I) they loft the thing super high and circularize well after apogee.

Well FYI, I don't use Realism Overhaul because I always had trouble with the sizes, so my parts are just regular stock size, if that's ok.

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Actually that kind of experience of struggling is also fun at some point if you finally make it. You can feel that, oh, I've just pushed this rocket to its limit this time. YES! :D

Yeah, in my previous RSS career my standard "mercury era" missions used a rocket that regularly dipped back into the atmosphere after launch, I simply didn't have enough twr. I would push apoapsis up to 130km or so, and it would dip down to 90-100 before it finally became light enough to accelerate out and get a "new" apoapsis. It seemed rather amateurish at the time.

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Check out Realism Overhaul in my sig. The second post is a modlist for RSS.

Note that Realism Overhaul itself is only .22, but there's a prerelease of it in the second post of the Real Fuels thread (apologies for disorganization; I hope to release .23 Realism Overhaul in the next few days)

dlrk: sarbian is working on FAR compatibility for MJ. For now the approved method is quicksave, try, quickload, repeat.

Razorcane: yeah, that's fine. In some ways, better shows the size of the rocket, if the pod isn't rescaled. :)

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Sorry if I'm being irritating here, but I do have one more question. Is there a way to calculate a targeted landing? I can get the drag info, etc from FAR

Technically you could calculate it. Practically, don't bother. Aerodymanics is a notoriously difficult thing to model. That's why we need those giant wind tunnels at universities and labs: We don't trust our simulations all that well. It is simpler to just figure out a proper landing angle via trail and error. If you need to land at the same spot multiple times you could try the "Persistent trails" mod, it allows you to keep track of your previous tries, so you can use it as a guide of sorts. Note that with FAR you can use the aerodynamics to steer your craft, so if you notice you're going off course you can correct it by pointing slightly off the retrograde marker.

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My Atlas will only dip down when the payload mass goes over 5000kg. Can still get it into orbit, just dips down again. I've also made a Black Arrow replica, which launched my Prospero into a 1314 x 528km, just like the real thing. So much power in the first stage.

Edited by Captain_Party
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Hey my post was skipped. What about improving the textures, does nobody but me want that? There has to be a way to get around the 8K limit and have big beautiful high def earth scale kerbin.

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Hey my post was skipped. What about improving the textures, does nobody but me want that? There has to be a way to get around the 8K limit and have big beautiful high def earth scale kerbin.

With 8k+ planet texture and some necessary mods, you will meet 'OutOfMemory' error. Unless KSP become 64bit-friendly.

Edited by lmw5201
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With 8k+ planet texture and some necessary mods, you will meet 'OutOfMemory' error. Unless KSP become 64bit-friendly.

I don't think so, especially since the last .23 update which has reduced crashes enormously. I have over 1GB of mods many of which im not even using and i almost never get crashes. An 8K texture is around 50MB, a 12 K one may be 100MB at the most. half the size of a large parts mod like KW of B9

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What I measure is the difference in longitude, first measurement is done when I make my deorbit burn, second measurement done when I land. Then I use that as a reference to land where I want (pretty close at least)

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Are there any dedicated mod packs for RSS that make 1:1 scale parts to real rockets? Just because I at-least want some real size and power engines before starting up again in RSS.

I added my own engine configs for my realistic rockets. My centaur upper stage uses the Vesta engine from KW Rocketry, only I edited the engine configs and added my own, with different thrust/Isp values.

Nathan: Ok, well I'll probably be playing KSP today, so I'll try and snag some screenshots.

Captain_Party: Mine usually reaches apigee with around a -3,000 km perigee, so it dips back down a bit before I get into orbit, but not terribly so. Maybe 10-15km tops.

Edited by Razorcane
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Here you go, Nathan. There are quite a lot of pictures. I did the majority of the mission from inside the capsule, but I got bird's eye views for screenshots and reference.

Javascript is disabled. View full album

The launcher literally barely gets into orbit. It has anywhere between 14-20m/s left over after the insertion. The capsule itself still has about 2km/s delta V though, so I used that to rendezvous.

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Hey my post was skipped. What about improving the textures, does nobody but me want that? There has to be a way to get around the 8K limit and have big beautiful high def earth scale kerbin.

I'd certainly be interested, if it could be done. Stably.

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I don't know where you heard about this 8K limit, but I think you might be wrong. I remember seeing someone do a 9K texture, but that's not really a compatible format for mipmapping, so the overall quality was squashed to allow for that. I think that the game supports higher texture resolution than 8k.

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7 of the biggest launches I've ever pulled in this game combined with some bootstrapping and I finally have a working munbase in my 10x scale system with KAS, Kethane and Extraplanetary Launchpads (Changed models, the drill here mines ore and the refinery produces rocket parts f.ex):

FatKtkM.png

So long Kerbin with your 9.3 km/s to orbit and 3.2 km/s to get anywhere useful!

Plan is to first expand and optimize this base and then completely switch to a mun based production system. As much as I love RSS, the 10 minute navball struggle during every launch was starting to get tedious. 2km/s to orbit without aerodynamics sounds like heaven to me. Aerobraking will make it extremely cheap to get anywhere in the kerbin system and there is plenty of kethane to keep me going for a loooong time (And then I can always resort to mining Minmus).

I just need to develop some vehicle to get kerbals, life support goods and the occasional load of enriched uranium (Near Future Propulsion) to orbit. I wonder if an SSTO is possible...

For all the quicksand terrain issues RSS has I was surprised how stable this base has been so far. I lost the launchpad once because it randomly decided that it was on a suborbital trip instead of landed, but other than that everything has been working great.

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Nope, unity does max out at 8192x8192. There was a long discussion of that in the Universe Replacer thread.

That said, paging texture support is planned, just won't be able to get to it for a while.

Ralathon: Impressive!

dlrk: you did check its stats in the VAB, right? .14EC/s is what it should be providing. That's 140 watts, which is pretty darn good for a ~1m^2 panel.

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I don't know if I'm doing something wrong here, but it looks like a pretty big dish(50.0Mm) is needed to communicate with KSC from GSO.

EDIT: Fusebox is giving me accurate info in VAB. Are the RT antennas supposed to draw so much?

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dlrk: 6.9 *per minute* ;)

Flow for the panel (in flight) is reported per second.

You need to change the range multiplier and the consumption multiplier in the Remotetech settings cfg file. Suggested values for RSS+RO are 10 and 0.05, respectively.

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