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delta wee

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Everything posted by delta wee

  1. I removed lines 1-23 from my "Jet_modularEngines.cfg" file and now all the RSB engines say they need "liquid fuel" and "oxidizer" as propellants. Is that expected since the Realism Overhaul configs for Real Fuels hasn't been released yet for KSP 1.2?
  2. I've attached a link to the KSP.log file I get after I launch KSP and it fully loads. https://www.dropbox.com/s/hqxalw10x0ht29j/KSP log RSB bug.log?dl=0
  3. I do have RFStockalike installed. Here is my mod list:
  4. Where can I find the source for the stock-alike configs? I'm trying to use the Real Scale Boosters mod but it looks like the configs for that mod are missing in the latest RF-stock-alike configs. I want to get an older version of the RF-stock-alike configs and copy the configs for RSB.
  5. I'm using KSP 1.2 with Real Solar System and Real Fuels, and all the engines in RSB are saying that they need liquid oxygen and kerosene as propellants, even the engines that are supposed to use liquid hydrogen such as the J2.
  6. The strut I was using was called "EAS-4 Strut Connector Heavy". I was able to get the SRBs to remain stable by turning on autostruts. The rocket still sometimes explodes right after getting on the launchpad because the SRBs bounce into the main rocket when the physics turn on, but retrying the launch several times usually results in getting a rocket that doesn't instantly explode.
  7. I turned Rigid Attachment on for the struts, and it seemed to make things slightly better because the SRBs don't just fly off anymore, but the struts still stretch like rubber bands and the SRBs point towards the center of the rocket at an angle.
  8. Where can I find the "auto struts and rigid attachements options" in the main menu settings?
  9. How can I space the boosters further away from the main stack if the decouplers are so thin?
  10. Struts aren't working for me. Even though I use the Heavy struts the SRBs break away from the rocket as soon as they ignite. Here is a picture of my rocket to see how I'm using the struts:
  11. Thanks. I guess they changed the collision box of the decoupler, because before 1.2 using multiple decouplers made the SRBs attach better to the rocket, probably because the other decouplers were slightly clipping the SRB.
  12. I'm trying to attach some SRBs to the side of my rocket as the first stage. When the SRBs expend their fuel I want to then jettison them and start the next stage. I can't figure out how to attach the SRBs to the side of the rocket with multiple decouplers. Right now I'm putting multiple decouplers on the side and then attaching the SRB, but it only attaches to one of the decouplers. I never had this problem before so maybe something changed in KSP 1.2. Here is a picture of how I'm attaching the decouplers to the main rocket.
  13. Thanks, the changes for the new data sources work fine. Some other things I think would make using the Graphotron better: A scrollable plot window, so data isn't lost once it reaches the left side. Not requiring the Graphotron part to be attached to the vehicle for graphs to work. Right now it is awkward to use if you have fairings on the payload because if you want to use the graphs on the last stage you need to put the part inside the fairing, which makes it so you can't activate it at the start of the launch. An "Advanced Data Sources" section that contains all meaningful data sources. The ability to minimize all Graphotron windows, maybe by having a button on the top-right for Graphotron similar to what Kerbal Engineer has. Have the time data be based off the actual time in the game. Right now if you do a time warp while plotting data it will get compressed and make the graphs look bad.
  14. If you really want to play RSS with KSP 1.2 and can't wait for the official update you can compile RSS yourself while using the DLLs from KSP 1.2. I did that and got it to work, but only for RSS, not RealFuels or other Realism mods.
  15. Thanks, I got RealFuels to compile with a SolverEngines.dll built from before the refactor, although I had to do some small tweaking for the boiloff rate and a small method change.
  16. Thanks. I looked at the past commits to SolverEngines and I found when the "FomAmbientConditions" method was refactored. I'm going to try building SolverEngines from before the refactor to see if that works with RealFuels.
  17. I'm trying to compile RealFuels, and I'm getting an error that's saying the "FromAmbientConditions" method can't be found in the "EngineThermodynamics" class. I can't find a method called "FromAmbientConditions" anywhere in the Git repo for SolverEngines. I'm thinking that there is a SolverEngines.dll somewhere that has that method since RealFuels references it. Any idea if there is source code for SolverEngines that has the "FromAmbientConditions" method?
  18. Ah, thanks. I guess dll changes like that between KSP versions would explain why so many mods break when a new version comes out.
  19. I'm having trouble finding the KSPCore.dll file so I can use it as a reference in my Visual Studio project. I think it's supposed to be at this location: "Kerbal Space Program\KSP_x64_Data\Managed\KSPCore.dll" but I can't find it there. My KSP runs fine though. Where could the KSPCore.dll be?
  20. Yeah sorry, I got confused because I read the first post first and thought that KER didn't work with KSP 1.2, but then I read some more recent posts and it seemed that some people had KER working in 1.2. Thanks for the link to the dev version.
  21. Sorry if this is a dumb question, but is KER supposed to work with KSP 1.2? I tried installing it from the link in the first post but it doesn't seem to work for me.
  22. I'm trying to test out different airplane designs and it would make things easier if there was a setting that prevented the airplane from disintegrating due to high aerodynamic forces. I tried pressing ALT-F12 and selecting "Unbreakable Joints" and "No Crash Damage" but my plane still breaks up if the aero forces are great enough.
  23. I got the shuttle to look and behave properly by rebuilding it from scratch in the VAB. Maybe the craft file was using non-RO attachment points.
  24. Never mind I got it to work by installing the latest version of the Space shuttle [SSP] mod.
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