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HiTechObsessed

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    Bottle Rocketeer
  1. No way I'm going through 286 pages here, but I noticed a bug when doing a full RO/RP-0/RSS install. I originally installed what I thought was everything, and got everything except Real Plume. I almost came on here to figure out why my rockets had no plumes lol went and got it downloaded and installed, and now they're all there. Problem is, is right at take-off, and for a little while, I get stuttering galore. This never happened without Real Plume, and I've confirmed it goes away with Real Plume deleted. Is there a fix for Real Plume stuttering? I would really like to see the plumes, but not when it makes my game act like a 3 year old is just mashing a play/pause button repeatedly.
  2. Am I the only one who can't get this loaded correctly? I try to install via CKAN and get an error downloading RealPlume and RealHeat, which makes it install nothing. Then I try to do it individually, and the game is super buggy, icons missing, glitchy, etc. I am only downloading what is required, but nothing is working Had no issues with any of this on 0.90, wish I could go back lol
  3. Emulated works better lol sorry, just a pet peeve of mine. I have the same (more or less) profile for every take-off, regardless of final orbital altitude I'm going for. All that changes is when I'm horizontal, I just stop at 70km, 100km, 150km, etc. There's a reason real rockets use gravity to turn them, any time you're facing away from prograde (when trying to accelerate) you're wasting fuel. I try to get as close to this as possible in KSP, but it's much harder in stock than in, say, RSS, as Kerbin is far smaller and the atmosphere is lower compared to Earth. But I've never liked the 'straight up to 10km then 45 degrees' method, so take my opinion on 'emulated gravity turns' with a grain of salt
  4. Parachutes have NOT always been this way whatsoever, what are you talking about? Before you would open the chute, and it wouldn't be fully deployed, and only very minorly (is that a word?) have an effect on deceleration. Now, when the chute opens at 20km at 1.5km/s, it is still not fully deployed, but you go from 1500m/s to 50m/s in a second flat - STILL not fully deployed. The chute fully deploys at 500m and slows you to about 6m/s as it used to, but in NO way is the predeployment the same, that's absurd.
  5. I completely agree, the parachutes are FAR too OP when released and not fully deployed. I get as much (if not more) G force than the old parachutes use to give at full deployment. Yuck. I also had a weird (glitch?) thing happen on my way to the Mun. I made it all the way to the Mun, orbited, did science, etc., but on my way back to Kerbin, I noticed after staging my heatshield only had about 60% left in it, and was draining at 0.02 - while in space around Mun. Doesn't make much sense to me lol retested and it happened again.
  6. Getting into orbit just fine here, not even changing rocket designs. I don't use fins (almost no real rockets do) and don't tip over. The problem is people still on .90 or earlier thinking and go straight up to 10km then 45 over. That is a horrible profile lol And stop calling it a gravity turn if you're referring to inputting commands lol A gravity turn is what it sounds like; gravity turns you.
  7. Might be worth trying, but why don't you just set 'enableSignalDelay=False' instead? (like RemoteTech says to do)
  8. Thank you! Now to sound completely inept, how do I get this imported into a pruner without having to manually type in all the new names?
  9. Is there a pruner available to prune all non RP-0 parts? It's kind of annoying to have to get through all of them, and they take up memory!
  10. Bevo, love your videos. I've learned more from you about the history of rocketry than anywhere else! I wanted to get this setup going for myself, but cannot get it working right... If you have time, can you put up a general guide on what you installed and in what order? The last couple of times I've tried I've ended up with a non-working game
  11. Wanted to throw my name into the ring, putting ProceduralDynamics into GameData on 0.90 doesn't give the option to use pWings in career mode. I have up to Hypersonic Flight, and no wing options whatsoever.
  12. Can you warp? Try warping at 100,000x for a sec. That always seems to fix my issues like this.
  13. Just use the 32-bit version with OpenGL. I'm running about 30 mods, including Interstellar, B9, KW, Astronomers Pack - High Res with a maximum memory usage of about 2.2GB. Takes a bit of messing around to get AA working, but it runs just as well with less than half the memory use.
  14. All this is is using an antenna that is not activated, and that particular one cannot be activated in atmosphere.
  15. What worked for me to preserve and not delete anything is to warp at 100,000x for a second or two. After that, I could exit out, go back in, and no issues.
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