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WildDoktor

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  1. Oh my, oh my, oh my!! I *really* hope this is going to support external control (or at least external display) from an android tablet!! I really, really want to control my staging and my views from a remote touch screen tablet, just because. Multi-monitor support is a must! And of course it must be multi-threaded. Super pumped for this new version!
  2. Thanks again everybody! I'm particularly beginning to like the "tilt to 80 degrees then SAS to prograde", but it took me working through the other options to become comfortable with this. I'm lothe to leave space junk, especially in early career, so I'm now beginning to learn to optimize my stages so that I drop the stage that gets me close to circular (so it falls to Kerbin), then use the next stage to burn to orbit and to Mun. Then I drop that stage so it hits the Mun, and use the "lander" stage to land on the Mun and return to Kerbin. It's a work in progress. :-) I just can't seem to get enough DV in that last stage to take a ton of science *and* return to Kerbin. I'm soooo close, though; within about 150dv. So I've been playing with all the things @Tyko mentioned: higher vs lower TWR, earlier vs later initial tip-over, throttling vs letting engines run full out, etc. I'll get there! Oh...and back. Can't forget that part. :-)
  3. Thanks all! I'm currently trying all these options with the stock AeroEquus model that I've attached KER and MJ2 modules to. As I'm only at the "45 science points" tier of the tech tree, I still only have basic functionallity from those mods. That's fine, it's fun to start simple!
  4. Hey all; I'm back after a long time. Last time I was here I had loaded 1.3.1 and Real this / Real that (can't even remember now!), worked through many many install issues, got it all running, then life happened. Now, I'm kind of back to square one, and not sure yet that life won't "happen" again, so I decided to just update to vanilla 1.6 and start a career mode from scratch...and just have a little fun rather than stress. Actually, I'm not entirely sure if this install is really "vanilla"; I somehow have mechjeb 2.6.1 and kerbal engineer redux 1.1.3.0 installed and running...though they both say they're not compatible with 1.6 on the load screen. Yet they seem to work fine in game with the right parts installed on the craft. So, my question is: What's the "best" (most automated) way to get to orbit these days? This is the "guide" that I either wrote to myself or found somewhere around here a long time ago, and have been using the last few days. It's very manual and tedious: By 100m/s: pitch to 85 (95 if you need to orbit the other way 'round) By 10k: be pitched to 75 (105) 20k: 65 (115) 30k: 55 (125) 40k: 45 (135) 50k: 40 (145) By this time AP should be 70k or higher. Cut engine, coast to within 25 seconds of AP (more or less depending on engine efficiency) Pitch prograde Throttle up to circularize orbit If I use MJ Smart A.S. and the above guide, I go to the launchpad, open Smart A.S., click SURF, then SURF; I launch the rocket, and at 50m/s I click the minus sign for PIT once...putting my pitch at 89. At 60m/s, click down once. 88. Rinse, repeat. So by 100m/s I'm at 85. Then every 1000m (altitude), I click the minus sign once, and do that until I get to 50k (altitude). I know later in the career I can unlock the ascent autopilot thingy in MJ, but I'm not there yet. So. Is this a viable way to get to orbit? Is there (hopefully) an "easier" way? A way with less clicking, and more enjoying the scenery? The novelty of launch to orbit is already wearing off; in real life they don't manually fly to orbit...I'd rather have it automated, too. :-) Any help is appreciated. Thanks!
  5. So, I may possibly feel a little dumb after asking this. As I'm very new to modding KSP (a couple weeks ago was my first try), I've been downloading the .zip files suggested in the spreadsheet, then extracting the .zip, clicking thru to the gamedata folder, and manually copying what's in there to my KSP gamedata folder. I just looked into the realismoverhaul-dev.zip file that I downloaded (dev branch recommended by the spreadsheet), and realized that I see 17 items...one is the gamedata folder. So, here's the dumb question part: am I supposed to copy all 17 of those items into my main KSP folder, overwriting files? Because if so, then I need to start completely over and do that for all the mods I installed. :-) UPDATE: Looks like the answer to this is "Yes...except where the answer is no." :-) Meaning, I copied all 17 items from the realismoverhaul-dev.zip file to my ksp folder, and now I have some RO FASA rockets to choose from (including the Saturn V, which is what I'm wanting to mess around with and what led me back to the zip file!). As I checked thru the zip files of the other mods suggested in the spreadsheet, I only found a couple others that needed more than just the contents of the gamedata folder copied. As with most things of this nature, mod creators have chosen to package their mods differently than others, so some *only* have a gamedata folder inside the zip, some don't, and some have a strange file structure that you have to dig deep into in order to find the gamedata folder...and sometimes it isn't even called gamedata. Anyway, answered my own question, and now am getting back to figuring out how to get Jeb, Bill, and Bob to the Moon and back in the Saturn V. :-)
  6. I'm basically just learning KSP 1.3.1 with RO RSS. Meaning, I had some issues getting it all to work together (a couple posts here), but with help from here I finally got the game to work. :-) I've been fiddling around in sandbox mode and decided I wanted to go to the moon. So by now I've followed Mark Tuggle's "Building and Landing a Rocket on the Moon in KSP RO/RSS" video at youtube.com/watch?v=3UfKbaoPUvA (put a www. in front of it if you want to see it...I didn't want to clog up the post with large videos!) and have been able to land a couple of his landers on the moon, within 20km of each other actually. That accomplished, I felt like experimenting with getting Jeb to the moon and back, and stumbled upon Kyle Laskowski's "FASA Saturn V Assembly 1.0.5" video at youtube.com/watch?v=bkMcQ9ugELo. I've finally managed to pause the video about 1000 times to figure out what part he's grabbing, and have built the rocket. Now the questions begin! Staging and LEM: I did the best I could with pausing and rewinding and replaying the sometimes 1 second clips of the staging, and I can burn all the way through the 3rd stage. But from there, I'm confused. Can somebody help me understand how to stage the ascent and descent parts of the LEM, the service module, and the Spacecraft Module Lunar Adapter - long base? Also, how (and where) to put the service module stage so I can undock it, flip it around and dock with the LEM ascent? There's probably a file I can upload that somebody could look at and tell me how to re-arrange stuff, but I don't know what that file is...so if you want to look at it, please tell me what to upload. :-) Anyway, I know this is probably old hat for most here, but it's new to me and I'm enjoying it a lot. Thanks in advance for your help!
  7. Thanks @Chippy the Space Dog; I had the master build of Test Flight installed, but as soon as I removed it KSP-RO started right up! I'm working on my first rocket now in sandbox, so I've yet to see if I run across the same type of error as you.
  8. I just read Phineas Freak's "How to get support for modded KSP installations", so I thought I'd edit this post to conform to that template. Here goes: KSP: 1.3.1 (Win64) - Unity: 5.4.0p4 - OS: Windows 10 (10.0.0) 64bit Problem: Latest (dev) RO causes KSP to error out and crash before it fully loads Mods installed: Reproduction steps: Fresh install of KSP 1.3.1 into new folder, follow the spreadsheet to install everything but RO, test KSP…works fine. Now install KO (latest dev). Game crashes Log: Output_log.txt
  9. Thanks a ton Bornholio! The explanation of the Real Fuels install makes sense now. Unfortunately, I now have an even worse problem. Before I read your reply I decided to start KSP again. I didn't make any changes; simply started the "shortcut" that I've been using. Now it gets to a certain point and just hangs. I even left it there for 4 hours accidentally, and when I came back it hadn't moved. :-( https://drive.google.com/open?id=1Lox4WkUjdc7BTtvox9Bvw5dbxB60kpd6 In case the image doesn't come thru, I get a garbled messege that says "4 errors" at the end. Then it says "4 errors related to GameData/RealismOverhaul/RO_SuggestedMods/RO_RCS_Config.cfg". And it hangs at the following: FASA/Gemini2/FASA_Gemini_Centaur/LFE_Gemini_Transtage_Twin/FASAGeminiLFECentarTwin I literally did nothing to this install between 3 days ago and yesterday, but now it just hangs. *********************************** However: Before I started the above, since I was having the issue with no delta-v for any rocket, I decided to create a brand new folder, put a fresh copy of the steam ksp folder in it, and went thru the instructions again. Everything worked until I got to line 82 and install RO. Then I get the same exact error as above. I figured I somehow messed up the install, so I went back to the original folder and started the game, and got the above error. I'm thoroughly confused now. :-)
  10. I'm struggling getting RO working with 1.3.1; is this the place to ask my question? I asked in this thread but haven't gotten a reply...
  11. I'm having a few issues running RO with KSP 1.3.1 64bit. (I'm following the spreadsheet https://docs.google.com/spreadsheets/d/1A7gQkIiQKi0VtRecE6p86KCKuoawZPdzk7NlaxssRJ4/edit#gid=417044107) 1. I followed it exactly, and periodic checks (starting / runnning KSP and starting new sandbox and new career games) work just fine until I get somewhere around line 68 "Add Optional Mods". From that point on, no engine I add to a rocket or space plane will show any delta-v. 2. The ProceeduralParts mod fails and I have to remove it to even get KSP running. 3. I don't understand line 70 on the spreadsheet. This is my first time modding KSP, so maybe I don't understand the "shortcut" terminology. For instance: I don't know where to get "rp1.dll", and I don't know where to get a plugin folder "from a release". "Modular Fuel system has several folders that will not be used and a plugins folder is not included. Get aplugin folder from a release then replace the .dll with the one in the link" Notes: Here is what the version checker says at startup: The currently installed version of B9 Aerospace Procedural Parts was built to run on KSP 1.3 The currently installed version of Kerbal Construction Time was built to run on KSP 1.2.2 The currently installed version of StageRecovery was built to run on KSP 1.3 The currently installed version of VenStockRevamp was built to run on KSP 1.3 And finally, a list of the addons: Help? Thanks!
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