Calvin_Maclure

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About Calvin_Maclure

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    Kerbonaut in the making

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  • Location Montreal, Canada

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  1. Calvin_Maclure

    [1.5.x] Crew R&R - Crew Rest & Rotation

    What sort of issues have people been experiencing (if any) when using KCT and Crew R&R? Using KSP 1.2.2 for a RO/RP-0 Thanks,
  2. Good day, what version for RO/RP-0 KSP 1.2.2 should I be using for this awesome mod? Sorry if its already been said... its late and I'm tired... Reason I ask is that I know some mods work just fine when they're upgraded to KSP 1.3.0 and may even have further fixes than their KSP 1.2.2 counterparts. Thanks, CM
  3. Calvin_Maclure

    [1.5] Real Fuels v12.7.3

    You're correct, RO doesn't do anything to the tech tree. But, what I am trying to figure out is progression. In RP-0, as you progress you can research better performing parts, right? So a given engine will have multiple variants as you research them improving performance, and what not. Where or what should I be looking for to find this progression? That's where I'm stumped.
  4. Calvin_Maclure

    [1.5] Real Fuels v12.7.3

    Ah, yes, forgot to mention that... I'm using RO. Just not RP-0.
  5. Calvin_Maclure

    [1.3.1 & 1.4.5] Realism Overhaul v12.5.0 [08 Jan 2019]

    Where, in the config files, does one find where the progression value(s) is(are) set, or what to look for? I've got a Science mode game going, and I cant seem to unlock the more advanced engines as I advance through the tech t ree, since, well, no progression... Thanks
  6. Calvin_Maclure

    [1.5] Real Fuels v12.7.3

    Where, in the config files, does one find where the progression value(s) is(are) set, or what to look for? I've got a Science mode game going, and I cant seem to unlock the more advanced engines as I advance through the tech t ree, since, well, no progression... Thanks
  7. It does, I wasn't expecting that! Great work! When using RO/RSS, what values should one use? My rockets always end up flying horizontal when reaching only about 3300m...
  8. @AndyMt, is there anything available for 1.2.2?? Playing with RO-RSS and... well... still on 1.2.2...
  9. Calvin_Maclure

    [1.3.1 & 1.4.5] Realism Overhaul v12.5.0 [08 Jan 2019]

    Well I'll be a floatin' kerbal, AmpYear WAS the cause... huh! Thanks @Phineas Freak
  10. Calvin_Maclure

    [1.3.1 & 1.4.5] Realism Overhaul v12.5.0 [08 Jan 2019]

    AmpYear??? Really?? AmpYear would be causing the Squad stuff not to load? What's the link?
  11. Calvin_Maclure

    [1.3.1 & 1.4.5] Realism Overhaul v12.5.0 [08 Jan 2019]

    So... I followed the instructions for the manual install (fresh KSP 1.2.2 install, all mods up to date) and... I dont have a single command pod available in the VAB/SPH. I've installed dozens upon dozens of mods in the past so I'm not exactly new to the mod scene. EVERYTHING seems to be working fine. RSS is up, Scaterrer and RSSVE, all part mods... just this weird thing with no command pods available at all. Not sure what I've done wrong.. Here's the scene in the VAB: Its a Science mod game. Thanks! EDIT: It seems that what is happening is that the stock parts are not being loaded in. Is this supposed to happen??? Logs: output_log.txt
  12. Also, UDMH is Unsymmetrical-DMH, but...
  13. Calvin_Maclure

    [1.3.0] Kerbalism v1.2.9

    How does Kerbalism handle RT?
  14. Good to know! So, as I understand it, simply downloading RO will configure SSTU (and Kerbal Foundries I suspect?)?
  15. Great stuff! Quick question about RO. It still says in the OP that RO is not compatible with SSTU. 1- is that still the case 2- eta to fix (just wondering) CM