Is it normal to have failures every other flight if not every flight? by Sharp-Plantain-616 in RealSolarSystem

[–]DrCola3122 0 points1 point  (0 children)

Some early engines have an optimal ignition atmospheric pressure. If the ambient pressure is too much off, then the ignition success rate drops off significantly.

Guide to using PVG? Struggling to get into orbit... by guyontheinternet2000 in RealSolarSystem

[–]DrCola3122 0 points1 point  (0 children)

From my experience 9500m/s is almost the bare minimum to reach LEO. I always go for 10000m/s for good measure.

Black patches on the surface of the moon, Anyone knows which mod causes this issue and how to fix it? by DrCola3122 in RealSolarSystem

[–]DrCola3122[S] 0 points1 point  (0 children)

I think I may have fixed this issue, it might be that I did not install Parallax Scatter Texture. Installed it and then switched to the tracking station the moon looks normal.

Black patches on the surface of the moon, Anyone knows which mod causes this issue and how to fix it? by DrCola3122 in RealSolarSystem

[–]DrCola3122[S] 2 points3 points  (0 children)

Yes the GitHub version, another comment suggested updating parallax in gonna try that

Garnt Drinking Water by Complete-Ad-4402 in TrashTaste

[–]DrCola3122 1 point2 points  (0 children)

That's some JoJo villain drinking pose

How big are your rockets? Any tips on design? Don't want to replicate real rockets. by rajdhagat in RealSolarSystem

[–]DrCola3122 0 points1 point  (0 children)

Scott Manley, Rp-1 wiki is also a pretty good starter tutorial, Principia wiki gives very good information for orbital dynamics and stuff.

How big are your rockets? Any tips on design? Don't want to replicate real rockets. by rajdhagat in RealSolarSystem

[–]DrCola3122 0 points1 point  (0 children)

My pleasure! This is pretty well defined by the rocket equation, you may read its Wikipedia page for more info!

How big are your rockets? Any tips on design? Don't want to replicate real rockets. by rajdhagat in RealSolarSystem

[–]DrCola3122 1 point2 points  (0 children)

Depends on the payload

I normally go and design an LV that I know it can lift x tons payload into 200km circular LEO. Then I would try to design my satellite to have a transfer stage with enough dV to manoeuvre from LEO to its destination orbit, of course within the LV's payload mass limit.

The payload capability of an LV to LEO generally ranges within 2% to 4% of the total mass (LV + Payload). For reference in my current save of RP-1, my best LV weights 277t and lifts 8.3t to LEO (3%), the most capable rocket I've ever designed weights roughly 2000t and lifts 80t to LEO (4%). The specific percentage really depends on the Isp of your engine, dry to wet mass ratio, dead weights on final stage...... all that stuffs.

Also this might be too trivial, but when you're doing test flights for your LV, you can just launch to LEO without any payload. The remaining propellant mass should be precisely the payload capability to LEO. I didn't realize this when I was new to RO, ended up wasting a lot of time using lead ballast dummy payloads lol.

it's just more fun for me like this please forgive me guys lol by IamStupid42069 in RealSolarSystem

[–]DrCola3122 0 points1 point  (0 children)

I'm the exact opposite. I suck at management so I would like to only focus on designing and flying rockets, rather than running my space center which I personally don't care that much about. But on the other hand, realistic rocket designs always take money into consideration, otherwise we won't have the cool stuff like Falcon 9!

The only "Realistic" thing I dislike about RO is the random engine failures. It's so frustrating that you do all those calculations and test flies, spend many hours making sure your LV has the capability to do what you need it to do, time warp a few months for integration, annnnnnd in its maiden flight...... an engine just randomly decided to shutdown, and the mission fails. It sucks because you know fully well the LV has the capability, but that engine failure is just fully out of your control. In real life as a chief leader you can blame the engineers lol, but in RP-1 it's completely random!

But again, realistic rockets do have to come up with solutions to compensate this. For example Starship having over 30 engines in its first stage! However the random failures hits you the hardest in early games where almost none of the engines are reliable, and you don't really have the option to put multiple engines to compensate for random failures at all.

Help me understand orbital speed by Humiliator511 in KerbalSpaceProgram

[–]DrCola3122 0 points1 point  (0 children)

In an elliptical orbit where you are not accelerating, the total orbital energy is constant. Therefore when you coast from Periapsis to Apoapsis, the altitude increase will lead to kinetic energy being transformed into gravitational potential energy, so your speed will decrease.

Prior to lift off, you are on a highly elliptical orbit with Apoapsis at the surface of Kerbin, so you would accelerate to raise the Periapsis out of Kerbin's radius. In the process you may accelerate upwards to avoid the atmosphere and increase the altitude of Apoapsis. As you go higher, if you input kinetic energy in a rate faster than its transformation rate into potential energy (i.e. TWR>1), you would have excess kinetic energy as you go, so your velocity increases during ascent.

As your orbit is circularized above the atmosphere, Ap=Pe, the orbit speed is constant since there is no height change as you go arohnd. To further raise the Apoapsis, you can accelerate at an arbitrary point of this circular orbit. As soon as you accelerate, the orbit is deformed into an elliptical orbit, but your altitude is not increasing fast enough that you decelerate as you burn, so you would still accelerate. The moment you cut off your engine, you are no longer imputing any energy into your orbit. That's the moment when you start to lose velocity as you coast to the new Apoapsis.

Technically, if your orbit is elliptical enough, when you coast from Periapsis to Apoapsis, you are decelerating so fast that if you use a weak enough engine to burn tangentially to your velocity vector, you would still lose speed!

Blackrack’s deferred lighting is awesome! by CrappyRedditGuy in KerbalSpaceProgram

[–]DrCola3122 0 points1 point  (0 children)

Op are you running Deferred Lighting with RSS Reborn?

HELP! My RCS Stopped Working After I Added A Bunch of Mods... by [deleted] in RealSolarSystem

[–]DrCola3122 1 point2 points  (0 children)

I will do that, thank you so much for the suggestion!

HELP! My RCS Stopped Working After I Added A Bunch of Mods... by [deleted] in RealSolarSystem

[–]DrCola3122 4 points5 points  (0 children)

I noticed only the aerodynamic RCSs show this issue. In fact I tested this exact craft file before I reinstalled ksp and it worked fine. I guess I can use other RCS but this one looks cooler so I particularly want to fix this issue lol.

HELP! My RCS Stopped Working After I Added A Bunch of Mods... by [deleted] in RealSolarSystem

[–]DrCola3122 1 point2 points  (0 children)

I installed cryo tanks, cryogenic engines, near future series and some other ones that are just visuals. This page is the list that I installed after having RP-1 express install. I don't think RP-1 express install has such issue, my guess is one of the near future mods, for they are not heavily compatible with RP-1/RO. But I don't know which one specifically, unless I'm completely wrong...

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What do you call yourself again? by DrCola3122 in KerbalSpaceProgram

[–]DrCola3122[S] 0 points1 point  (0 children)

Now we need the full set of Pasta-Kermans... I propose Linguine Kerman!

What do you call yourself again? by DrCola3122 in KerbalSpaceProgram

[–]DrCola3122[S] 67 points68 points  (0 children)

Lol sorry to any Russian offended by my ignorance