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jrodriguez

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Everything posted by jrodriguez

  1. I had a dream...Kerbal using the Frostbite engine! Or Cryengine! Can you imagine landing on the Crysis jungle? OMG that will be awesome!
  2. In this case is just payload for testing a procedural fuel cone with 1500 tons of propellant. But the main goal is to have a huge spaceship to do a proper mission to Mars and to return home - - - Updated - - - haha Yes, it doesn't look very aerodynamic. But because with RO there is no way to change the scale of the engines, I had to do something wide enough to fit the number of 10m F1 needed. - - - Updated - - - lol. Or maybe 4.5 Earthquake on Cape Canaveral.
  3. Yes,you are right. Maybe a moderator can change it to the proper section. I'm not sure if there is a way to move my own thread?
  4. Hi all, I'm glad to present this crazy rocket. It is much more massive than efficient, but if you want to conquer the Solar System with a 1500 tons spacecraft, then this your rocket Some figures: - More than 600.000kN of Thrust - Close to 50.000 tons at Lift Off - Size: 164m Height x 65m Width (bottom) / 17m Width (Top) Stages - First Stage + Boosters: 15xF1A(10m-46.000kN). Delta-v: 2023 m/s - First Stage: 7xF1A(10m-46.000kN). Delta-v: 4118 m/s - Second Stage: 7 x RocketDyne F1A/B(5.5M 9400kN). Delta-v: 3589 m/s Total Delta-V = 9731 m/s LEO at 220km*220km
  5. I disagree here, I have some problems with RSS and ATM (aggressive mode) well, not only RSS but RO+15 recommended mods for RO.
  6. I have been playing RSS+FAR for a while now. And recently I added RO too. I have too say, that playing on Kerbol is like to play a game, but RSS x10 +RO is like to play a simulator haha (and it is awesome!) BTW you might be struggling to keep your memory usage below the 3.5Gb with these mods...
  7. Honestly...I hope that everybody is aware of the unstability of the x64 version. But the x86 version has its limitations as well! I'm the first one here that doesn't want to waste his time living with the "unstable" versions. But the fact is that at least for me, the x86 version can't cope with my number of mods (i.e Ro with RSS at max resolution will be enough to blow up the x86) extremely disrepectful to modder. This is quite exaggerated, I would say, that not offering the opportunity of try an unstable version but that at least will allow you to "load" KSP is limit my freedom. Plugin modders have politely asked users to understand this limitation. It is completely clear for me that you don't need to support the x64 version and no one should ask for it.
  8. My apologise if that is the case, I don't want to make your life harder at all.
  9. Yeah, me too. But in the meantime I'm trying to make my life easier
  10. Hi all, I have developed a tool (based on Cerebrate/x64-unfixer) to remove all the x64 compatibility checks of your GameData folder in one click. I decided to do this app because I'm using more than 17 mods like Realism Overhaul, RSS, Real Fuels,... and it is a bit painful to go one by one removing the compatibility checks in order to play x64. This tool is not going to make you x64 more stable, but at least it will allow you to try all your mods without the x86 memory limitations. Last Release here: https://github.com/jrodrigv/KSPx64TotalUnfixer/releases Changelog v2.2 Module Manager added to the White List v2.1 Contract Configurator mod added to the white list because it has specific support for x64. v2.0 White List support for mods like GCMonitor Backup and Restore functionality (new extension *.unfixerbk) Better UI to show the results of the unfixing process. New method to unfix "tough" code. KSPx64TotalUnfixer is in the public domain. License: https://github.com/jrodrigv/KSPx64TotalUnfixer/blob/master/LICENSE.txt Kind Regards, Jesus
  11. Hi Pellinor, I have been trying the pre-release version but I still having problems to scale more than 5m. My DefaultScales file is looking like this, as you can see I set the maxScale to 50 expecting to be able to scale much more the part that you can see below SCALETYPE. But is not working and the limit still 5m. I'm wondering if I'm missing something? Thanks. [I]DefaultScales.cfg[/I] SCALETYPE { name = stack freeScale = true minScale = 0.1 [B] maxScale = 50[/B] defaultScale = 1.25 incrementLarge = 1.25 incrementSmall = 0.625 incrementSlide = 0.025 suffix = m // scaleFactors = 0.625, 1.25, 2.5, 3.75, 5.0, 6.25, 7.5 // scaleNames = 62.5cm, 1.25m, 2.5m, 3.75m, 5m, 6.25m, 7.5m // ATTACHNODES // { // base = 1 // top = Stack:1 // top01 = Stack:1 // top02 = Stack:1 // top03 = Stack:1 // bottom = Stack:1 // bottom01 = Stack:1 // bottom02 = Stack:1 // bottom03 = Stack:1 // bottom04 = Stack:1 // } } [I]NFT_TweakScale.cfg[/I] @PART[adapter-25-0625-7] // SE-6B Stack Hexa-Adapter { MODULE { name = TweakScale type = stack defaultScale = 2.5 } } EDIT Sorry. I just found the reason! I need to add the maxscale to the part. It is working perfect know! Thanks Pellinor!
  12. Hi all, I would like to know if it is possible to scale beyond the 5m parts like adapters 21 or 41, etc.. I have tried to add more scale factors up to 50 m on the defaultScale file, to change the freeScale to true,etc... But I haven't been able to achieve this. Thanks. Jesus
  13. Hi all! I'm from Spain (currently living in the UK). I'm a .NET software engineer very passionate about astronomy, astrophysics and aeronautics. I have been playing Kerbal very intensively during the last two months (sometimes I think I need to stop this addiction haha) And I'm proud to present my project during the last 10 days. An almost full replica of the DELTA IV Orion with LAS. In this first video I'm testing the LAS system. Kind Regards, Jesus
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