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Realism Overhaul Discussion Thread


NathanKell

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If you're falling back down, aim for a higher Apoapsis than your orbit. (BTW, Apollo was ~180x180 km). Once you've passed apoapsis, pitch up, so that your vertical velocity cancels out at the same instant that you reach your target orbit altitude (again). You'll save ∆V because you're not fighting gravity all the way, and it will allow underpowered stages more time to fire.

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On 05/04/2016 at 5:11 PM, Dman979 said:

If you're falling back down, aim for a higher Apoapsis than your orbit. (BTW, Apollo was ~180x180 km). Once you've passed apoapsis, pitch up, so that your vertical velocity cancels out at the same instant that you reach your target orbit altitude (again). You'll save ∆V because you're not fighting gravity all the way, and it will allow underpowered stages more time to fire.

I redesigned in order to reduce weight and get a better TWR. Instead of two manned pods I made a lander that had a single kerbal pod and an unmanned service vehicle to shuttle it about. Cuts down on the weight a great deal allowing weight savings all the way down. Apart from the lack of safety that comes from having more crew it`s a much better design.

This gave me much more time to Ap for stage 2 giving me the performance I was looking for. I was able to reduce the Ap I was aiming for a great deal also. Now my only worry is that I do not know the Dv required to capture at the moon. I guess I`ll have to do the equivalent of Apollo 10 and give it a long hard stare before I try, hehe.

Thanks for the help guys.

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1 hour ago, John FX said:

Now my only worry is that I do not know the Dv required to capture at the moon. I guess I`ll have to do the equivalent of Apollo 10 and give it a long hard stare before I try, hehe.

If you have something in LEO then you should be able to fly it and create maneuver nodes for the transfer to the Moon and the capture burn.  You may need to update your patched conic settings though I think you should be able to do 2 using the defaults.

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Just now, Padishar said:

If you have something in LEO then you should be able to fly it and create maneuver nodes for the transfer to the Moon and the capture burn.  You may need to update your patched conic settings though I think you should be able to do 2 using the defaults.

I know, I would like to do a flyby of the moon first for authenticity anyway. Thanks for posting to let me know though

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I made a clean install of KSP and thought it would be cool to try the prerelease stuff. Nice work so far, but...

.. after realizing that my most beloved mods (RSS & RO) were gone I was wondering:

Do RSS & RO not work at all under 1.1 (pre release) so I should not even think on trying to install them? Ot do they work well or is the fun rather limited?

Edited by Carraux
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1 hour ago, Carraux said:

I made a clean install of KSP and thought it would be cool to try the prerelease stuff. Nice work so far, but...

.. after realizing that my most beloved mods (RSS & RO) were gone I was wondering:

Do RSS & RO not work at all under 1.1 (pre release) so I should not even think on trying to install them? Ot do they work well or is the fun rather limited?

No they don't work, it will take time to fix so you will have to wait a while.

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On 15. huhtikuuta 2016 at 6:24 PM, raidernick said:

No they don't work, it will take time to fix so you will have to wait a while.

Based on the prerelease build and the planned changes, do you have any idea if it will take weeks or months (or even longer(!)) to have RO and/or RSS to work with 1.1?

I'm really looking forward to 1.1 but after playing RO there isn't really going back to vanilla or close to it. Absolutely brilliant mod, great work!

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17 hours ago, JuxuR said:

Based on the prerelease build and the planned changes, do you have any idea if it will take weeks or months (or even longer(!)) to have RO and/or RSS to work with 1.1?

I'm really looking forward to 1.1 but after playing RO there isn't really going back to vanilla or close to it. Absolutely brilliant mod, great work!

The waiting is mostly on the various plugin authors to update their dependencies. I can't give you any kind of estimate on when that will happen and I discourage harassing them about it as that won't make them want to do it. For RO itself, progress is already being made on the updates there. If you check the git we have an entire list of stuff being worked on and checked off as it's done.

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54 minutes ago, raidernick said:

The waiting is mostly on the various plugin authors to update their dependencies. I can't give you any kind of estimate on when that will happen and I discourage harassing them about it as that won't make them want to do it. For RO itself, progress is already being made on the updates there. If you check the git we have an entire list of stuff being worked on and checked off as it's done.

Thank you! I absolutely won't harass people on their work on the mods. I'm eager to get a realistic career going in 1.1 and I was wondering if I could do it with RO within a couple of weeks from the release.  Vanilla just doesn't cut it after getting a taste of that sweet RO :).

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Question about the AJ10 series of engines.  I'm looking at the early version of the AJ10, and right now I have 5 models to choose from: AJ10-37, AJ10-42, AJ10-101A, AJ10-142, and AJ10-118.  They all seem to weigh the same, and none of them have a better ISP than the AJ10-37 (with the exception of the AJ10-118 at sea level).  Also, none of them provide more thrust then the base AJ10-37.  So then, what's the point of upgrading them?

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Slight increase in thrust, better VACISP, less exotic (read: dangerous, though not applicable) fuels, higher reliability, increased burn time, multiple restarts.

If you are designing a custom upper stage then start by picking the "must have" feature(s) that you want to incoporate and work from there.

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2 hours ago, rsparkyc said:

Question about the AJ10 series of engines.  I'm looking at the early version of the AJ10, and right now I have 5 models to choose from: AJ10-37, AJ10-42, AJ10-101A, AJ10-142, and AJ10-118.  They all seem to weigh the same, and none of them have a better ISP than the AJ10-37 (with the exception of the AJ10-118 at sea level).  Also, none of them provide more thrust then the base AJ10-37.  So then, what's the point of upgrading them?

Mainly I noticed they burned for longer allowing you to put more fuel onto a stage powered by them. If you go to the part in the part list and look at the extended right click info and scroll down you should see the variants and the differences between them a bit clearer (including rated burn time) than on the GUI menu (although I heard that was being updated to be clearer)

On 18/04/2016 at 1:49 PM, Maxsimal said:

Anyone know what determines your tech level (for things like engine unlocks and efficiency of the procedural tank)?  Is it how many columns you've fully researched, or progress on a specific track?

 

Engine unlocks happen when you unlock particular nodes in the tech tree. Mature orbital for example. If you put an engine into the VAB and access the GUI menu for the engine the node required is shown when you look at the variants.

 

15 hours ago, NathanKell said:

@Maxsimal it already has such a mode. Mechjeb->settings->RO support.

 

Is that new? I have been requesting that MJ not do this for a while but as there was no reply I thought it was being lost in the thread. I did see the setting in my 1.1.0 game and thought it was added for that update and planned to use it when RO was released for 1.1.0. Didn`t know it did the exact thing I had been wanting...

Edited by John FX
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8 minutes ago, John FX said:

Is that new? I have been requesting that MJ not do this for a while but as there was no reply I thought it was being lost in the thread. I did see the setting in my 1.1.0 game and thought it was added for that update and planned to use it when RO was released for 1.1.0. Didn`t know it did the exact thing I had been wanting...

It's not new it's been there for quite a while.

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2 hours ago, Phineas Freak said:

Slight increase in thrust, better VACISP, less exotic (read: dangerous, though not applicable) fuels, higher reliability, increased burn time, multiple restarts.

If you are designing a custom upper stage then start by picking the "must have" feature(s) that you want to incoporate and work from there.

In this case, thrust and VACISP never went up.  (Correction: thrust on the AJ10-142 did go up)  They also all use the same 40.6% UDMH / 59.4% IWFNA fuel mixture.  They are all still in the "Early" range, so only 1 restart.   Looking in sandbox mode now, I see the later models are a little lighter (0.080t vs. 0.084t).  I could understand reliability/burn time, but I'm just trying to understand the real-world progression of the AJ10.  I guess first they got it a little lighter (with a slight performance hit), then worked on efficiency?

EDIT: looking at this helps http://www.astronautix.com/fam/aj10.htm

Edited by rsparkyc
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