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boosters++

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  1. Terrain bug seen below, shortly after ship explosion. Here are my currently installed mods: All of them are updated to latest via CKAN. Any idea if any of them could cause this? I installed most of these alongside other mods via CKAN, so it's hard to isolate when this started. I've only seen it for this one save - I haven't tried making a new one. Quitting and restarting KSP solves the problem for a while, but then it reappears 30min later on scene switch. Halp - the fate of my USI Duna base lies in your collective hands.
  2. Hi everyone - I was wondering what the relevant differences are between restartable and non-restartable engines. For example, if I wanted to mod an existing engine in-game to make a new restartable version, what else should I change about the engine to make that improvement plausible? For example: increased mass, etc.
  3. But it also gives my pod an unhealthy red glow. And I want all my ships to look ... (•_•) ( •_•)>âŒÂâ– -â– (âŒÂâ– _â– ) cool.
  4. I built a space station in the Realism Overhaul mod...
  5. Speaking of heat ... why is my command module getting a heat bar from apparently just being in the sun? I'm running KSP 1.0.4 and RO 10.2. How do I keep it cool? Just use the stock heat radiators...?
  6. Thanks! My American-themed RO game has suffered from a distinct lack of orbital modules.
  7. So, can anyone tell me the status of Tantares and Realism Overhaul compatibility? I installed Tantares last night to my RO install, and the config seems possibly outdated, since nothing from Tantares was resized or otherwise realism-ized. Has anyone else seen this problem with the latest Tantares and RO versions, and if so, how did you get around it?
  8. I think AntennaRange is a good difficulty level for the base game's target realism, and this system sounds basically like AntennaRange, so it strikes me as appropriate. RemoteTech will be updated, no doubt, to please the realism crowd (of which I am a part). To me, KSP can come in different flavors. I'm currently building my first multi-module space station in Realism Overhaul, and I had to build a RemoteTech network to do it easily. Sometimes that's the game I want to play. Other times I want to play the vanilla game, more or less, for a more casual experience - and AntennaRange is a great fit there. So, thumbs up. This is one less mod to install for me to get one kind of play I want.
  9. Great mod idea! Is this universal enough to work with Realism Overhaul or an alternate Kerbol system, or is it coded specifically for Kerbin/Duna/etc?
  10. Thank you for this helpful explanation. Now I'm wondering: where's the tank that works more like a syringe than an aerosol can? More specifically: is there any way to ensure reliable ignitions without using RCS/ullage motors to "shake the can" in the right direction? I'm doing alright with RCS and a hotkey set to "activate engines" (though I feel like I'm flicking a lighter for a very important cigarette), but with engines with 1-3 ignitions, that seems like a bad (albeit kerbally) solution.
  11. Hello! I'm having some trouble with the RL-60 engines: despite being attached to a pressurized tank and propellant flow being listed as "very stable", they're not igniting without fail on ascent. I'm using a cluster of 8 as a second stage. Sometimes I'm getting the "vapor in the feed lines" error that usually accompanies unsettled fuel - despite having been pushed by the first stage just moments before. Any ideas? Am I missing something about how "fuel settling" works? EDIT: Also, what's the deal with pressurized tanks? Should I need to use RCS to boost forward and settle that fuel? Aren't there supposed to be like ... pumps in there, for that? EDIT #2: I made it to space anyway! Still proud every time I make it in RO
  12. Just installed this, working great (mostly)! Thanks for doing this! Got some "flashing atmosphere" bug when running it with elements from Astronomer's Pack - trying to pin down exactly which part is causing it. Astronomer's clouds seem okay.
  13. curtquarquesso's tweakscale config has me convinced the new docking port size is a great idea (also NavCam makes a mighty fine docking camera, if you offset it just right!)
  14. Hmm, I think you are right - I'm throwing around some fairly advanced terminology, there, I suppose. Not a challenge for anyone still having trouble reaching orbit = not a challenge for newbies.
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