DrLicor

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About DrLicor

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  1. Nope, not really. But there are some great mods out there that make setting up nodes a lot less painfull.
  2. You can also run it in dx11 mode. Instead of -force-opengl type -force-d3d11 But is the issue only on the main screen or also ingame?
  3. 9 out of 10 it has to do with mods that are outdated. Please check for every mod you have the right version of the mod for the right version of KSP
  4. Here, try this one. Seems like opengl is causing it:
  5. @Sorabh, which one is worse?
  6. Are you sure you have the dependencies for that function of TJC?
  7. Yep, exactly. RO has a patch that replaces the stock model with a new one, that looks more like the real deal. Yep, me too. That thing is just the 'nasa docking port' that comes with RO. With IL dockingport folder installed, it is showed with those 3 rings. Than is has like three models in it. A small one (that's the one you want) and 2 bigger versions overlapping it, all in one part. There's a option with the part which says 'extend bumper', that the ring of the inner port will extend. The other 2 will just be fixed there. This is the config it think: ...\RealismOverhaul\RO_SuggestedMods\Squad\RO_Squad_DockingPorts. However, you can't see anything changing the model of it. It could be another mod, like SXT...
  8. @Snark, I'm sorry, don't get me wrong. The dockingport in the attached image is a model you get when you install RO. This is how it's supposed to look: Notice this model has only one. If we look back at this: You can see 3 models, cliping inside. while only using two parts (the cockpit and the dockingport) With 'Ofcourse' I didn't meant any offence, I meant that the inner port, (green one), is the size it is supposed to be. The 2 outer ports, are the resized models. The inner port is the one the parameters of the config go to, so when you want to dock, it only docks with the inner port. I deleted the folder of the dockingports and somehow it solved the problems, so I can live on. I think I'll adress this to the RO-community so they can look what causes this 'bug', since it didn't appear on the 1.1.3 version. Anyway, thanks for responding and for making this mod. (upper image comes from a youtuber called Cosmonaut Crash, this video)
  9. @The_Joe, I was about to publish the same problem. I've had this problem with a KSP 1.2.2. install with RSS/RO/RP-0 etc. Where I had this problem: You can clearly see that instead of one dockingport, there are 3 of them. With, ofcourse, only the inner one working. After breaking down my install, splitting mods in half over and over again. I managed to find out it is indeed IndicatorLights who causes this and your post confirms this pretty much. I don't exacly know if this happens to more mods how it's happening here, but this is quite easy to detect since docking ports are quite essential. I have some knowledge in MM-patching, made and maintaining a RO-patch for cormorant Aeronology, but I have no idea how to get a workaround for this. @Snark, any suggestions from your side? I don't use the indicator light that much, it's more that I really like to use the feature of 'indicatorLightSmall'-part. Since the dockingports of RO aren't compatible with IndicatorLight, I can imaginen deleting the ...\IndicatorLights\Parts\dockingPorts won't do any bad? UPDATE: deleting the folder solved the problem for me.
  10. Hello, how to check, if Im running the game in Dx11?

    1. Show previous comments  4 more
    2. DrLicor

      DrLicor

      This is mine:
      "C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program 1.2.2. modded\KSP_x64.exe" -force-d3d11

      Just make sure you have a 'dash/space' between KSP_64.exe and -force-d3d11

      Also make sure you run de x64 version of KSP

    3. HunHarcos

      HunHarcos

      -force-d3d11 doesnt this have to be like this? ''-force-d3d11'' 

    4. DrLicor

      DrLicor

      Nope, the dash/space is essential.

      It really is ...\KSP_64.exe" -force-d3d11

      Nothing more, nothing less haha. 

  11. I've been tweaking and polishing the RO-patch a bit. #Changelog V1.2 (Beta) - Fixed OMS RCS. - Fixed SRB ISP bug. - Tweaked the scale of the ET and SRB to the real dimensions. - Upgraded the part to withstand a bit more heat during re-entry. - Gave the RCS on the shuttle a bit more power. - Added Electric Charge to the nose. - Added extra life support in the nose, life support is up to 14 days now. - Balanced the CoM a bit more. - Some more typos. It is now fully functional and and all the dimension are the same as IRL. Reentry is also possible as long as you keep the real life shuttle's reentry path. (AoA of 40 degree, untill Mach 10, from there slowly lower the AoA) Keep in mind to save some RCS fuel for the reentry, I managed to get a full reentry without problems with around 3minutes and 40 seconds of fuel. Download is available in the OP which links to my github or just click here.
  12. It's an known bug, a least I've seen it more than once here. But you could always check tracker.
  13. The best you can do for a good RO install is go to this github: https://github.com/KSP-RO It contains the RO mod itself up to date and the other downloads. For install you can watch videos of Tyler Raiz, he did a good job in explaining. It's a playlist which also contains the very basics to very usefull information. I really recommend watching it, if you have no experience with the whole RO thing. For now, this is my modlist: NearFutureProps NearFuturePropulsion NearFutureSolar NearFutureSpacecraft NEBULA NodeSplitter PlanetShine PreciseManeuver RecoveryController ReentryParticleEffect SovietEngines SSTU Trajectories TriggerTech TweakScale UbioWeldingLtd VesselView WaypointManager toolbar-settings.dat [x] Science! AnimatedDecouplers B9AnimationModules BahaSP blackheart CameraFocusChanger CommunityCategoryKit CrewManifest DistantObject EasyBoard FMRS IndicatorLights KerbalHacks KerbalInventorySystemNoFun KIS Launchers Pack MagicSmokeIndustries MainSailor NavyFish NearFutureConstruction Launchers Pack MagicSmokeIndustries MainSailor NavyFish NearFutureConstruction NearFutureProps NearFuturePropulsion NearFutureSolar NearFutureSpacecraft NEBULA NodeSplitter PlanetShine PreciseManeuver RecoveryController ReentryParticleEffect SovietEngines SSTU Trajectories TriggerTech TweakScale UbioWeldingLtd VesselView WaypointManager toolbar-settings.dat [x] Science! AnimatedDecouplers B9AnimationModules BahaSP blackheart CameraFocusChanger CommunityCategoryKit CrewManifest DistantObject EasyBoard FMRS IndicatorLights KerbalHacks KerbalInventorySystemNoFun KIS Keep in mind, that maybe not every mod you have now, is compatible with RO
  14. Did you downgrade to 1.2.2 before or after installing CKAN. Make sure you firstly downgrade, after that instal CKAN. Also make sure that you have no remains left of the CKAN and KSP of 1.3