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jrodriguez

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Posts posted by jrodriguez

  1. 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

    PmSs1Bx.png?1

  2. Title says it all. Do you play RSS? Do you play 2x, 3.2x, or 6.4x? If so, why? Do you think stock planets are the right size?

    SmallFatFetus

    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...

  3. Dude, not cool. Not cool at all.

    Despite anecdotal reports by some users that KSP x64 "works fine for them", the fact of the matter is, KSP x64 is very unstable compared to the main 32-bit x86 build of the game, to the point that SQUAD will not ship a x64 build of 1.0. The unstable nature of x64 is such that it is almost impossible to determine whether an in-game bug is due to the stock game itself or from interactions with add-on plugins.

    Given this ambiguity, many add-on authors have wisely announced that would not provide support for their plugins in x64, and locked out their plugins as a protective measure. Circumvention methods that you and Cerebrate espouse are extremely disrepectful to modders, who develop and support plugins on a volunteer basis. They certainly don't need the added complication of x64 builds, much less "unfixer" plugins such as these.

    Plugin modders have politely asked users to understand this limitation, but in light of this, I have no choice but to make the following statement:

    I, sumghai, hereby state that until SQUAD officially clears KSP x64 as stable, any users using KSP x64 versions prior to said official announcement is ineligible to receive support for any of my add-ons.

    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.

  4. 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

  5. Sure it is, that's what all the config stuff is good for. Which version did you use? In the pre-release, all the default types are freescale=true, which means they listen to minScale and maxScale (provided those are present in the config).

    Alternatively, post the TweakScalee patch for the part that is not working, and the config of the scaletype it references.

    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!

  6. 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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