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Theysen

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Everything posted by Theysen

  1. Of course this might be exaggerated too but sharp terminator is kind of realistic in comparison to what yours looks now. Of course, each to their own
  2. @etheoma did you orient the craft so the sun's heat hits only the smallest area possible of the tank? Orientation and exposed area plays a factor with boiloff. Also you could Starwaster's HeatPump mod which aids with conserving the fuels. Otherwise a complete mod list and logs would help as usual, too.
  3. @cgwhite4 no worries, as of right now the RO suite and its collaborators all brought up their community effort and helped out where they could when things needed little fixes, a recompile (for example - PhineasFreak also provided a Realheat.dll last time which then was just taken by Stratochief and got released officially. This will most likely be the case again). With the big RO environment you don't need to take the names behind every mod release for the owner, it often appears that a collaborator who has a free minute and release rights on GitHub takes care of such a thing when no objections or reported bugs remain. During those times NathanKell took his well deserved time out from KSP and stratochief was very involved with others and maintained lots of the Pull Reauests and dependency releases. Now he is taking some time off and others take over again some of the work it's really like a big family you have to think off. And as much as I also submitted things to RO i am also "only" the OP maintainer when there was need for a new one during the forum crash - I don't collect the official release myself but wait on the "big bosses" to pull everything together and make a new release
  4. Hey @NecroBones, is there any chance you might give the RS-68 / Delta CBC the needed turbopumps exhausts to have roll control any time in the future? Right now the exit ports of that are modeled onto the first stage's rear end where the RS-68 nozzle is applied under. (Modwise I would think it would be easier to make the rear end part of the engine model and have the thrust transforms all set up on the single engine part?). In the meantime I try to add dummy engines under the model {} node to fight the issue. If you will ever come back to this and implement one way or the other I'd be more than happy - if not at least I wanted to notify you
  5. Simple scene change from VAB to KSC or the other way round fixes it.
  6. I know all that. It would essentially need a rewrite of any planetoid rendering features or the entire game maybe? Or a mod which somehow manages to fake it. But one can dream
  7. I'd love a mod which allows terraforming (on the grand scope) starting with base modules you can dig into the ground (moon village by ESA) or use the terrain as part of the base itself, building a real infrastructure (e.g ground rail tracks to a landing pad which then gets picked up by a little train or something like this :p) To the specific question: the above posters really got it down in detail.
  8. RSSVE is a no-no via CKAN and I have no clue how it is on CKAN in the first place. Anyways, this is not scatterer's "fault" or anything but making sure your dependancies work with the correct version. Install RSSVE manually from here: https://github.com/PhineasFreak/RSSVE/releases/tag/v1.2.2.1622-RC4 (drop RSSVE folder in gamedata after unzipping) Install correct scatterer version for 1.2.2 from here: https://spacedock.info/mod/141/scatterer/download/0.0320 (drop scatterer in gamedata folder after unzipping) it then is assured to work correctly. Also please provide logs and mod details next time you report some issues you have as this would help mod devs and other people looking to help you as well as show your general interest in receiving efficient support
  9. @Motokid600 Respecting the wish of Shadowmage to not discuss RO in here as he clearly states he does not support it - you can't compare the latest SSTU version which is made for 1.3 with the last working version for 1.2.2 which is this one - for the reasons @Shadowmage mentioned above: many things got rearranged and updated: https://github.com/shadowmage45/SSTULabs/releases/tag/0.5.34.134 Not surely following the reasoning behind why you mention RSS/RO in combination with this but RO changes quite a few things via the configs and absolutely need the version mentioned above. ** I am just dropping this here quickly to make sure other users get this correct, too. ** For all other things you reported, FAR works with SSTU flawlessly in the newest 1.3 installment on my end (fresh install, no other stuff installed) and the diameter changeable.
  10. I - just - clicked the sole bare minimum for RO in CKAN and it ran forever in loading screen. I shall retest it. Anyways I think the direct linking to a confirmed working mod is a little QoL improvement and doesn't hurt anyways
  11. PSA: Links to the dependancies and recommended / suggested mods in the OP now reference their correct destination on either github or spacedock to install into 1.2.2. This is handy for manual installs to get RealismOverhaul working as of right now unfortunately - CKAN is again installing an incorrect mod into 1.2.2 which makes the game load forever and thus renders incompatible. If you now follow those links in the OP while installing manually you can be assured that this makes the "minimum" requirements for RealismOverhaul to be correct and working as intended. I won't do this for part mods since those usually don't break the entire game and most likely will work with the version you will install. This was just a step necessary to ensure 1.2.2 compatability and will most likely be updated once 1.3 drops so people have a place to go to for quick manual install without needing to google / github search every mod for themselves. (if you encounter any wrong link, let me know - I edited them while I was installing yesterday and the RO install works so far like it should) If you also encounter the mod which breaks CKAN installs at the moment I'd be happy to be notified about it so we can look for a fix. So long - happy playing!
  12. Yes caused by the ocean shaders. In previous versions it could be fixed by rebuilding the ocean via the scatterer menu, this time this doesn't work. I don't know what triggers the behavior but I would say it's again due to scaling. It doesn't happen everytime and for me it disappeared completely in the release version. Try turning off ocean refraction in the main menu of KSP via the ALT-F11 scatterer menu and see if that helps things (beside the slight fps boost).
  13. The orange tank now is called Cryogenic Tank. The Rockomax 2.5m got repainted to the greyish look. The orange tanks are kind of a bonus part series
  14. I "launch-escaped" the poor astronaut during first suborbital in RP-0 career into the launch tower and the whole capsule exploded. I rotated the sidewards thrusters next launch Mispushed the 5 button (the LES) instead of Z (german keyboard)
  15. Me too with a heavily modded install, i will post some logs and mod list later - thanks @John007qwe for posting this and reminding me. Although I suspect it's just the condition checking besides all the other background processes and nothing much you can do about / xscience causes.
  16. Bluedog Design Bureau (Apollo, Gemini, Mercury) / FASA Tantares Suite (Soviet spacecraft) / Raidernick's Suite Corvus Community Continued - iirc (Gemini Alike) ALCOR SSTU (Orion, Apollo, Soyuz, Shuttle, TKS, DOS - one of the best allround mods out there by the way ) Ven Stock Revamp (TKS) MOLE Lonesome Robots (Altair, Orion-esque, Gemini) Near Future Spacecraft (very nice as it adds very cool tanks and engines for service module building useful for other things) MKS/OKS to an extent? Mechjeb drone RIP. to be continued and 100% sure I forgot something obvious but it should get you started I think. I don't think Kerbal-Konstructs has command pods or any other parts in it
  17. - IF - you have the ability to throttle in the first place it is like @DDE already pointed out to keep G-Load for crew or payload in the launcher's determined limits and prevent structural load exceeding those of the specifications. Liquid fueled rocket engines these days mostly have the ability to throttle (e.g. RD-180, RS-68A, RS-25/SSME, Merlin, etc.). SRB's have the possibility to have varying thrust by adjusting the pre-fabricated area of how much fuel is being burnt at what point of time. There are no ends to possibilites in shape, area, direction
  18. I think @Avera9eJoe was talking about the settings in the game menu. I might be wrong though.
  19. I can't remember the rocket for the life of mine but iirc there is a solid which used thrust ports / thrust deflection to nullify the force applied to the rocket.
  20. are those the SSTU solar panels? @Shadowmage I dropped the latest release in 1.3 and I wonder what happened to the nice node on top of the modular upper stages that made them snap perfectly into the fairing ring. Am I missing something or mixing things up? I am pretty sure they did that before.
  21. Yeah we had that with many mods where the minimum version defined in the version file was corrupted and let CKAN think it's ok to install it into a 1.2.2 install. Congrats @ferram4, appreciate all the work.
  22. Bad things, at least for scatterer. You have to bring them inline with changed syntax
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