Rabada Posted January 5, 2016 Share Posted January 5, 2016 1 hour ago, Dr.LoveJoy said: This works really well for me for booster setups that I have for contract keeping. As long as your first stage still has something like +/- 5% Delta V that you tested, it flies well this way. Then you just disengage and go to manual. Depending on the setup, I hit t he second stage manually with Smart A.S.S. and get it close, then use Man Node planner to get a circularization burn. I have to say, I have learned a lot about TWR and aerodynamic design affecting the flight path of first stages doing this. It's pretty amazing how much of a difference you can get if you vary final angle, shape of curve and end of turn altitude. They all have different effects on flight path and efficiency, depend on TWR and ISP, and those all depend on what altitude orbit you want to reach. I usually start out with the ideal delta V for an orbit (ignoring atmosphere) and go from there. I have intentionally left off fairings and etc to see the difference and its pretty large, on average.. 100's of m/s delta V lost to drag just because of missing fairings if you use a shallow flight path. Im sure all of this is old hat to you veterans... ;-) Yeah, it took a while, but I figured out a quick way to build rockets and get them to fly with Mech Jeb. I've been thinking about writting a guide for quite a while now. Right now I'm thinking I should pick a mission, and show exactly how I go about accomplishing it, step by step. (For example, a Venera style Venus Lander) Would there be much interest in something like this? Link to comment Share on other sites More sharing options...
TrooperCooper Posted January 6, 2016 Share Posted January 6, 2016 Ahoy! Been playing with this and the other realism mods for a while now and I am greatly enjoying it. A big thank you for all the modding work. A few minor issues that I noticed while playing. Not sure whether these are actual bugs of this mod or conflicts with others, since I have quite a lot installed... 1.) The HS-333 Satellite Bus seems unballanced. It does not have an avionics rating of XX tons. One can simply exploit it to control any craft regardless of its mass. The modules mass itself also seems a bit low... 2.) Satellite contracts often require specific parts to be on the object, but they do not list the parts name itself in the contract, making it nearly impossible to complete the objective. See screenshot. If I remember correctly though, I did complete one or two of them... probably randomly had the right parts on my vessel. 3.) Had minor issues with two Lunar contracts. The objective was to stay in a specific orbit with a 1-man ship for a set period of time (20 hours). I entered that orbit and the objectives were complete instantly (minus the return part). Same issue with the following Lunar landing-contract on the same flight. Was asked to stay for two and a half days but as soon as I landed, all objectives turned green except for the return to Earth. Dunno if it was just that one flight that was bugged or if its a general issue. I will do some more Moon flights soon and update this... Link to comment Share on other sites More sharing options...
NathanKell Posted January 6, 2016 Share Posted January 6, 2016 17 hours ago, Rabada said: Yeah, it took a while, but I figured out a quick way to build rockets and get them to fly with Mech Jeb. I've been thinking about writting a guide for quite a while now. Right now I'm thinking I should pick a mission, and show exactly how I go about accomplishing it, step by step. (For example, a Venera style Venus Lander) Would there be much interest in something like this? That would be awesome! @TrooperCooper cool! 1. What mod is it from? 2. Dang, that is bad. I'll check it out. Looks like things changed. 3. @nightingale are we doing it wrong, again, or is this a reversion? I had @Rokker mention a similar issue with X-Plane flights, which I *know* I rewrote to your specification (or, OK, maybe I goofed there too?) Link to comment Share on other sites More sharing options...
nightingale Posted January 6, 2016 Share Posted January 6, 2016 (edited) 1 hour ago, NathanKell said: 3. @nightingale are we doing it wrong, again, or is this a reversion? I had @Rokker mention a similar issue with X-Plane flights, which I *know* I rewrote to your specification (or, OK, maybe I goofed there too?) Contract looks good at a glance (I assume we're talking about this one). Probably a reversion - let me run some tests. EDIT: And yup, I broke it back in 1.8.2. Fixed for 1.9.3. Edited January 6, 2016 by nightingale Link to comment Share on other sites More sharing options...
TrooperCooper Posted January 6, 2016 Share Posted January 6, 2016 1 hour ago, NathanKell said: That would be awesome! @TrooperCooper cool! 1. What mod is it from? I am sorry, I spent nearly an hour now trying to figure that out. I thought those would come with RP-0, but that was a false assumption heh. I have no idea where its coming from and even windows-search in my gamedata folder doesnt return me any results. Really strange. If it helps, here is a pic of it. 36 minutes ago, nightingale said: Contract looks good at a glance (I assume we're talking about this one). Probably a reversion - let me run some tests. Yes, that is one of the two. The other one was the Lunar landing, I guess this one, pic of it from my archives here. No problem with timers at the LEO contracts btw. Link to comment Share on other sites More sharing options...
Phineas Freak Posted January 6, 2016 Share Posted January 6, 2016 That probe core comes from AIES Aerospace. Judging from the mass of the satellites that used this bus i would say that an avionics mass limit of 650 - 700 Kg would be good. Link to comment Share on other sites More sharing options...
TrooperCooper Posted January 6, 2016 Share Posted January 6, 2016 2 hours ago, Phineas Freak said: That probe core comes from AIES Aerospace. Judging from the mass of the satellites that used this bus i would say that an avionics mass limit of 650 - 700 Kg would be good. Bingo! I got AIES installed. But even with that knowledge now I am still unable to find the related file within its folder, heh... Anyway, historically 650 - 700 kg seems appropriate. The satellites were 560 kg or 574 kg back then. In terms of game ballance I would say 10 tons though, considering the stats of the other probe cores at that tech level. Though its own mass should be increased as well,... here the 574 kg would seem reasonable from a game ballance point of view. If that sounds totally unreasonable, then all of the AIES probes should be re-ballanced again I guess... Link to comment Share on other sites More sharing options...
shoe7ess Posted January 7, 2016 Share Posted January 7, 2016 Sorry if this has been brought up, but I tried searching to see if this my issue had been answered yet and couldn't find anything under this forum post. For some reason, certain parts of certain mods (like the Flag Decals mod, all of the RealISRU parts, in 1.0.4 the Explorer Probe Core from FASA I believe did it, as well as a handful of other parts I can't remember at the moment) do not show up under the the normal tabs in the VAB/SPH. Instead I have to filter by module name until I reach the module that every part has (can't remember which one that is at the moment), which shows every part that has been unlocked thus far. I'm 100% positive it's from this mod, just not sure what's causing the problem (possibly the RP-0 custom tech tree). It's a huge pain in the ass because I have to go through every single part and make a new subtype just to be able to access these parts regularly, and what's worse is each time I open a new tech node, I have to search all over for them again. The weird thing is that the parts DO appear under the tech node they become available from, they just don't go into their proper tab. Please halp, this is driving me nuts. Link to comment Share on other sites More sharing options...
Phineas Freak Posted January 7, 2016 Share Posted January 7, 2016 @shoe7essthat's true, RP-0 "hides" all parts that are not compatible with it but it creates a new category for them named "NON-RP0". It only does that if FilterExtensions is also installed, so you could try removing it and see if that returns the parts to the original tabs. Link to comment Share on other sites More sharing options...
shoe7ess Posted January 7, 2016 Share Posted January 7, 2016 (edited) @shoe7essthat's true, RP-0 "hides" all parts that are not compatible with it but it creates a new category for them named "NON-RP0". It only does that if FilterExtensions is also installed, so you could try removing it and see if that returns the parts to the original tabs. Actually, I use Filter Extensions and know of the Non-RP0 Tab, but the pieces still do not show up there. Like I said, the only way to find them to my knowledge is by filtering by module. Also, another mod that doesn't show up are the cameras from HullcamVDS. Edited January 7, 2016 by shoe7ess formatting Link to comment Share on other sites More sharing options...
mcirish3 Posted January 8, 2016 Share Posted January 8, 2016 @pjf or @NathanKell Hi guys I have a small request. I am not sure how to make this work for RP-0 but I would like to share this mod and all the required and supported mods in The Mod Docket. I am not sure how to effectively do this since the list of mods is split between this thread and RSS overhaul thread, nor would I do so without at least one of your blessings. Your thoughts would be appreciated. ~McIrish3 Link to comment Share on other sites More sharing options...
NathanKell Posted January 8, 2016 Share Posted January 8, 2016 @mcirish3 not sure what you mean by share in that context. You mean just list this mod and its dependencies and its highly recommended co-mods, and the mods that work with this? I mean, you're certainly free to do that. Is that the question? Or are you asking for that list? Link to comment Share on other sites More sharing options...
mcirish3 Posted January 8, 2016 Share Posted January 8, 2016 (edited) 34 minutes ago, NathanKell said: @mcirish3 not sure what you mean by share in that context. You mean just list this mod and its dependencies and its highly recommended co-mods, and the mods that work with this? I mean, you're certainly free to do that. Is that the question? Or are you asking for that list? Well yes and no at the same time. I would like to do something like I did for Avera9eJoe. Generally mod lists should be listed in The Mod Docket proper however for well established lists I would like to make an exception. RP-0, seems to me at least, to deserves a spot in the Mod Docket. (though I am sure it will be just fine without a listing there) The challenge is that the list really is two lists maintained on separate threads, and yet the RP-0 Mod list really all the Mods in both lists. SO the crux of it is; how would you and prefer RP-0 be listed, as long as you are ok with it being listed, and who or whom do I credit the list to? Edited January 8, 2016 by mcirish3 Link to comment Share on other sites More sharing options...
Phineas Freak Posted January 8, 2016 Share Posted January 8, 2016 @shoe7essscratch what i said, the non - RP0 category created by RP-0 is for the parts that are compatible with RP-0 but incompatible with RO. All other parts are completely hidden and must be accessed by using the secondary categories like you do. @NathanKellhow we could modify the RP-0 FilterExtensions patch and create categories for the hidden parts? Link to comment Share on other sites More sharing options...
TrooperCooper Posted January 8, 2016 Share Posted January 8, 2016 On 6.1.2016 at 4:36 AM, TrooperCooper said: 3.) Had minor issues with two Lunar contracts. The objective was to stay in a specific orbit with a 1-man ship for a set period of time (20 hours). I entered that orbit and the objectives were complete instantly (minus the return part). Same issue with the following Lunar landing-contract on the same flight. Was asked to stay for two and a half days but as soon as I landed, all objectives turned green except for the return to Earth. Dunno if it was just that one flight that was bugged or if its a general issue. I will do some more Moon flights soon and update this... Okay, I did another moonwalk and the exact same bug occured on both contracts again. Maybe some others can verify that its not my installation / mod conflicts etc. Link to comment Share on other sites More sharing options...
artforz Posted January 8, 2016 Share Posted January 8, 2016 2 hours ago, TrooperCooper said: Okay, I did another moonwalk and the exact same bug occured on both contracts again. Maybe some others can verify that its not my installation / mod conflicts etc. I think that's is running into this, should be fixed in next CC update: https://github.com/jrossignol/ContractConfigurator/commit/0dccf557056699004155256bab237bb838c97cb9 Link to comment Share on other sites More sharing options...
TrooperCooper Posted January 8, 2016 Share Posted January 8, 2016 9 minutes ago, artforz said: I think that's is running into this, should be fixed in next CC update: https://github.com/jrossignol/ContractConfigurator/commit/0dccf557056699004155256bab237bb838c97cb9 Ah, cool thanks. Didnt see that. Link to comment Share on other sites More sharing options...
NathanKell Posted January 8, 2016 Share Posted January 8, 2016 @mcirish3 as I said I'm fine with it being listed. As to how, if it's a mod list for RP-0, then remember that RP-0 is only comaptible with a small subset of the mods that RO is. So it's not really the combination of the two lists, but a combination of the 'requireds' and 'recommendeds' from RO and RP-0, as well as any other things RP-0 is compatible with. Link to comment Share on other sites More sharing options...
mcirish3 Posted January 8, 2016 Share Posted January 8, 2016 (edited) 8 hours ago, NathanKell said: @mcirish3 as I said I'm fine with it being listed. As to how, if it's a mod list for RP-0, then remember that RP-0 is only comaptible with a small subset of the mods that RO is. So it's not really the combination of the two lists, but a combination of the 'requireds' and 'recommendeds' from RO and RP-0, as well as any other things RP-0 is compatible with. So in essence it would actually take two list to do this properly. Hmm Perhaps I should just reference the two threads then, and sight you and pjf as the lists sources. Edited January 9, 2016 by mcirish3 Link to comment Share on other sites More sharing options...
NathanKell Posted January 9, 2016 Share Posted January 9, 2016 Whatever works for you. It's worth noting that pjf is very busy running CKAN and has next to no time to be involved with RP-0 (let alone play it!) sadly... Link to comment Share on other sites More sharing options...
mcirish3 Posted January 9, 2016 Share Posted January 9, 2016 So I have two motivations for doing this. The First, is to is some small way thank the two of you, and others who have helped as well, for the absolutely monumental contributions you have given to the community and this game. Though My PC currently is not capable of running RP-0 or RO, I do hope to be able to run it again in the near future. But whether or not that happens is irrelevant because the work you have done will probably be, even 10 years from now, one of the best working, most interactive, most attention to detail given, and most accessible to the ordinary person, simulation of the real solar system and real space program in existence. As of today it most definitely is, and yet all who are still working on it make it better every day. The Second reason it PR-0 and RO are really two of the first coherent Mod lists created that have stood the test of time. True it was not created by one individual but by a team. But these two mod lists are truly greater than the sum of their parts and as such it is truly an honor to be able to in some small way be part of insuring more people discover them and use them. Link to comment Share on other sites More sharing options...
NathanKell Posted January 9, 2016 Share Posted January 9, 2016 Aw, that's super kind! Thanks! <blush> Link to comment Share on other sites More sharing options...
Djolox Posted January 10, 2016 Share Posted January 10, 2016 On 1/8/2016 at 3:05 PM, TrooperCooper said: Okay, I did another moonwalk and the exact same bug occured on both contracts again. Maybe some others can verify that its not my installation / mod conflicts etc. I get this when I get the X-planes(Low) Contract! It said I have to keep the altitude for 3 mins, but it got checked instantly! I think I saw the same problem in one of Scott Manley's videos. Link to comment Share on other sites More sharing options...
NathanKell Posted January 10, 2016 Share Posted January 10, 2016 As mentioned a few posts up (I think? If not, I'm mentioning it now ) it's a bug in Contract Configurator that is being (is?) fixed. Link to comment Share on other sites More sharing options...
harlikwin Posted January 11, 2016 Share Posted January 11, 2016 Speaking of Contract configuration, I'm having a weird issue where while I do get contracts, they dissappear rather quickly, like they expire in a few days. So I'm often left with no new contracts after warping to a new tech level, but occasionally they reappear after I reload the game or achieve another "goal" in my accepted que. I.e. I had accepted the first object in orbit contract, but a few days afterwards everything else was gone. I finally put up the sat a few months later and I got the lunar contracts as possible to accept. I decided to wait until I got the next probe core level before accepting them, but now they are all gone again. Any thoughts on that? Also, on the tech progression, I've invested "heavily" i.e. 30sci/day into R&D and most 2nd/3rd tier techs (i.e. improved orbital rocketry or basic solids) are like 1-.75-.5 years to complete. Is that about right? Link to comment Share on other sites More sharing options...
Recommended Posts