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blub01

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Everything posted by blub01

  1. he says "hardly". that indicates that he says he can get to LEO, but not much more. also, 20km/s² gets you to the moon and back(with landing), too.
  2. okay, my CKAN does not find them. might be that you have to select a 0.90 install to see them or something?
  3. RSS isn't on CKAN anyway as far as i know. just install it manually, there's a link to the probably last dev version one or two pages back.
  4. BUG REPORT: (don't know if this is RSS or RO, I'm running both) Infernal robotics is all kinds of wonky, I've got 4 telescopic pistons attached to each other, and when i push them out, they drift apart and turn weirdly. can't show it right now as for some reason i can't take a screenshot, but I'm going to get one later. EDIT: log
  5. BUG REPORT: (don't know if this is RSS or RO, I'm running both) Infernal robotics is all kinds of wonky, I've got 4 telescopic pistons attached to each other, and when i push them out, they drift apart and turn weirdly. can't show it right now as for some reason i can't take a screenshot, but I'm going to get one later. EDIT: log
  6. I stated it a few days ago, and apparently it was fixed in the recent update.
  7. 1.0.x just change engine and fuel tank mass(in the RO thread there's the correct ratios from the current weight), and you might want to install realfuels, i find it easier to build rockets with it. also, you can get older CKAN versions, too, from their github page. EDIT: i think the fuel tanks and engines should be around 4 times lighter, but for the nuclear engine, which weighs around 9 tons in RO.
  8. I found a thread about using DX11 to reduce ram usage, and that it is better than opengl, but causes some stability issues. anyway, i finally managed to finish my design for a manned blimp on Venus, only issue right now is that Venus atmosphere starts at 50km currently, so i can't really use it(it's a KSP version of the HAVOC design of NASA).
  9. okay, so I've heard that you can make the game use less ram by doing something with opengl commands, but i have no idea how. can anybody explain that to me?
  10. looks like a support thingy to me. you should probably post in the non-discussion thread.
  11. I don't think this has already been reported, Venus' atmosphere ends at 50km for me. I looked into the kopernicus config, i don't really understand it, but it says " max altitude = 130000". anybody know what's causing this/how to fix it?
  12. thing is, i've got active texture managemant(the agressive version) already installed. maybe it would help if i had less than 50 mods installed? anyway, i heard of the opengl thingy, ut i neither know what opengl is(like seriously, i don't), nor how to use that parameter. EDIT: it's definitely the ram. took another 6 mods out, now it almost gets to the starting screen. EDIT: removed fasa and a few other mods, now it makes my fans spin quite a lot, but at least it doesn't crash instantly. EDIT: RO apparently breaks KSPIE's thermal turbojets. they are dislpayed running in the SPH, and the attatchment nodes vanish if i attempt attaching them. I've hade that issue before with tweakscale and parts for some reason existing twice, so I'm going to check that now. EDIT: checked it, couldn't find it twice. EDIT: OK, apparently i can attach the trubojet, i just can't attach it to reactors and generators. EDIT: i have no idea how to find out about the tonnage limit of avionics units. the tooltip doesn't tell.
  13. I've got an issue: everytime i start the game, when it gets to the modulemanager part, it tells me it found 4 errors in relation to RealismOverhaul/RO_SuggestedMods/Tantares, then closes. anybody knows what it is? output_log EDIT: I tried streamlining the modlist(which is quite long) for quite a few times now, and i get this error message right at the end every time: Crash!!! ERROR: Error while initializing dbghelp.dll, GetLastError: 'Der Vorgang wurde erfolgreich beendet.' (Address: 00000000) ========== OUTPUTING STACK TRACE ================== ERROR: Error while initializing dbghelp.dll, GetLastError: 'Der Vorgang wurde erfolgreich beendet.' (Address: 00000000) ========== END OF STACKTRACE =========== **** Crash! **** no idea what it is.
  14. installation of the 1.0 dev version is like usual? just merge the gamedata and ships folder witht the ones in the KSP folder? I'm not quite sure and ifgured I'd better ask.
  15. whoa.. installed RSS, send a capsule to orbit, reentered. nothing unusual. but for the fact I LITERALLY HAD 0.01 UNITS OF ABLATOR LEFT.
  16. I'm having issues with mirror symmetry with some IR parts - the hinges, for example, just won't properly mirro, but always attach like in radial symmetry mode, aka one is the wrong way around.
  17. So, i kinda like the idea of being able to attach parts in-flight, the only downside is: you have to bring the parts with you. what I'd like would be something like space engineer's system where you can out a frame down and build apart on it from different components. It would allow for orbital assamebly, without the hassle of getting an extraplanetary launchpaf going, simply by bringing up resources and putting them together via kerbals.
  18. what i've been wondering.. why does havin IR parts and Docking ports on the same craft cause issues?
  19. I second that idea. maybe even something complex, like some kind of coolant routing system where you have to tell the coolant how to flow through parts? a bit like doinga bus line in cities:skylines?
  20. well, i fly a fly a 70 ton shuttle on 2 1.25m antimatter reactors. "only" has a TWR of about 5 at surface. or about 200+ at kerbinsynchronous orbit altitudes. and it overheats and explodes within seconds. might be because i have just as much radiation capacity as i need? or should i put solar panels(aka "heat radiators" from stock) on the reactors/engines? also, maybe you could do some more integration into the stock heat system? like, the reactor heats the engine up when it is activated, and exhaust cools it down?
  21. do they work in space? because i have no issues keeping the jets cool in atmosphere(until iget to like 15 km altitude, at which point i switch to hydrazine), but in space, i can't throttle to more than 2/3 throttle(with fusion) or 1/2 throttle(with antimatter).
  22. i just noticed that the OPT Mk3 cockpit has a crash tolerance of 6m/s(or at least the tooltip says so), and the stock mk3 cockpit has acrash tolerance of 60m/s.
  23. is there realfuels/modular fuel tanks compatibility? would be nice, so i don't have to rely on the interstellar tanks, which are somewhat inconveniently shaped at times(i would like a tank inbetween the medium and the ultra-short tank, for example) also, i noticed a bug where i can't attach struts to the shortest interstellar fuel tank(like, i can attach the part, but it won't form a strut if i click on a tank afterwards) oh, and do your radiators work for the stock heat system, too? because my thermal turbojets keep overheating at really low thottle when i use antimatter reactors(like, i can't go over 1/3 throttle).
  24. these are dependencies. toolbar is for the thermal helper in the VAB, which tells you how many readiators you need to keep your reactors form overheating, and for the magajoule power manager in flight, which lets you keep track of power usage/production on your craft. toolbar is needed(and a really nice mod all by itself, it implements a SO MUCH BETTER toolbar than what stock has), as the buttons for these don't show up in the stock toolbar. interstellar fuel switch is used to change contents of most of the tanks implemented by ksp interstellar extended. tweakscale is needed as the author decided to instead of implementing on part for each required size, he made the parts tweakscaleable(within reason, you can't make a small fusion reactor 5m in diameter, for example).
  25. Is there some kindof documentation on KSPIE? I can't find any, and I find it annoying to have to do things without really knowing how.
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