Phineas Freak

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About Phineas Freak

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    RSS/RO/RP-0 Collaborator

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  1. [1.3] [1.2.2] Procedural Fairings 3.21/4.0 (2017/6/7)

    @rsparkyc At first, i was hoping that i could just push the changes to your branch but then: I repackaged the PF content, so many phantom changes will appear in the git diff I came across some problems with the fairing decoupler toggling feature not wanting to set the staging icons correctly (still unresolved) Everything else works (texture switching, fairing side density and shape changes) but it is still a WIP.
  2. [1.3.1] Real Solar System v13.0 [02 Apr 2018]

    RSS was literally just released for KSP 1.3.1. Be patient!
  3. [1.2.2] E.T. - Extreme Textures (RSS)

    And that currently violates the license of RSSVE, since no formal attribution has been given. In fact, you have not included/linked a license file and that is against the Add-on posting rules:
  4. Besides that, the Mission Builder: Does not directly provide anything useful for the RO/RP-0 suite of mods. Cannot be integrated with the Sandbox/Career modes. (I guess that someone could create sample missions that feature specific parts/launch configurations as a means to allow a new RSS/RO/RP-0 player understand what is different from stock, since it is easier to make than a scenario)
  5. [1.3.1] Realism Overhaul v12.0.0 [03 Apr 2018]

    @Ticquin Make sure that you don't have both RO and RF Stockalike installed at the same time.
  6. [1.3] Procedural Wings

    Exactly! While the underlying code is perfectly fine (did a quick recompile to confirm) the world breaks loose upon selecting and placing a wing part in the editor and it's because of the incompatible shaders. Now the question is: who has the original .shader files so that a re-export of the asset bundle is possible?
  7. Why are R-7 boosters inset?

    No. The picture you quoted is the equivalent of the Saturn/Shuttle/SLS MLP. This train is only used to transport the assembled Soyuz rocket from the assembly hall to the launch pad, nothing more, nothing less. The Soyuz rocket stages are also transported by train but it is done via the usual railroad network (like the Shuttle RSRMs): http://www.amur.info/res/news/101193/7a524b49fe8c94e9290963ceb9247fd6.jpg (In the above picture the 4 slim containers are for the boosters and the single container in the front is for the upper stage. The core stage probably lies in a container behind the upper stage). Edit: also, by barges in the case of Kourou: https://1.bp.blogspot.com/-tNYoQ3QVQ7Y/TgD13ChhxQI/AAAAAAAABlM/bKmfBpOTutI/s1600/Soyuz+rockets+being+unloaded.JPG
  8. EVE not working

    Due to the UnityEngine update, every mod that includes custom shaders most probably will not work. These shaders will probably have to be re-exported using the newer version.
  9. Why are R-7 boosters inset?

    Because of the A-4 (V-2) heritage. TL;DR version: http://astronautix.com/r/russia-earlisticmissiles.html The idea was to strap multiple A-4-like booster cores around a single sustainer core (air igniting a rocket engine was a big no-no back then): http://www.russianspaceweb.com/r3.html This just got bigger as time passed (and nuclear warheads grew in mass): http://www.russianspaceweb.com/r6.html But the engines were not up to task. So, they were upgraded, increasing the diameter of the stages, leading to the R-7 design (and from there to Molniya, Vostok, Soyuz etc).
  10. Adding parts to RP-0/1?

    Sample MM config: @PART[PartName]:FOR[MyMod]:NEEDS[RP-0] { %TechRequired = <The requested tech node> @description ^=:$: <color=green>From MyMod mod.</color> %cost = <part cost> %entryCost = <entry unlock cost> %RP0conf = True } If a part is not showing then check if: The config format is correct. The tech node actually exists. The tech node is correct.
  11. ULA launch thread

    Yep! Only a single one in this flight, since it is a GTO flight. @GoSlash27 IIRC that's normal for the RL10, it is a secondary vent but i do not remember it's purpose. It is more pronounced this time because of the relative sun position. Edit: found the document where i first read about it. It is probably some kind of fuel valve for pressure relief.
  12. [1.3.1] Realism Overhaul v12.0.0 [03 Apr 2018]

    @jstnj Well, it seems that my statements may be a bit...wrong. They are broken but in another way. I assume that you are using the dev version of RO? I did some quick tests but i could not get the errors appear with the newer dev versions.
  13. Realism Overhaul Discussion Thread

    @MIUPC Because it is only supposed to be ignited on the ground via the launch clamps. There are only a handful of engines that can be air-lit and 1950s engines are not part of that category. Edit: wrong, this can be considered a bug regarding the ignition count display. I have made the neccessary corrections to fix it.
  14. Realism Overhaul Discussion Thread

    The regular RCS thruster configs (for some reason) are placed under the RO_Squad_Utility file.
  15. [1.3.1] Realism Overhaul v12.0.0 [03 Apr 2018]

    @jstnj Things that i noticed: There a ton of NullRefs because of TweakScale. TS is not suported by RO anyway so you are going to have bad luck with it's functionality. Have you installed any "stock" contract packs? Because there are also some errors because of the missing stock celestial bodies. Now on the actual error: the 1 and 2 kN Generic Thrusters are a bit broken right now and that's where these two errors come from. You can ignore them for now. I'll see if i can fix it and make a PR.