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Sol Invictus

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About Sol Invictus

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  1. Will there still be an official release of RP-0 for KSP 1.2.2, or will it just go straight for 1.3.0, leaving RO 11.5.0 without it's stable RP-0 counterpart?
  2. @Bornholio I could just upload it here, but it would become obsolete in the day or two as RP-0 master gets updated. Considering how simple it is to generate it by yourself, it makes much more sense for me to just tell you how to do it. By the way, I highly doubt whether someone who didn't even once use command line in their life could be of any use for developers when it comes to testing. For such person I would just advice to wait for a stable release, or return to KSP 1.1.3.
  3. Don't use tree.cfg from a previous release. It's really simple to generate an updated tree.cfg from master - just install Strawberry Perl and then run command "perl bin/yml2mm" from within RP-0-master folder using Windows command line.
  4. I don't think it's any particular mods fault, it's more likely for me that you messed something up during installation, as all of the mods on the spreadsheet work fine if installed/compiled correctly. I would suggest to do a fresh install, carefully with only the required set of mods, as Phineas Freak said. By the way, those are called filter categories no matter if you're using Filter Extensions mod or not. Uninstalling Filter Extensions may currently break your game, as you may be unable to access antennas using stock filter categories alone.
  5. By "stuck" you mean that you can't change the filter category? Do you have Filter Extensions installed?
  6. @JeeF No need rolling back. RO for KSP 1.2.2 is in it's pre-release stage, and it's working perfectly for me. Just download the latest master from github repository, then go after dependencies. Just don't use scatterer v0.0300 with it, as it will obliterate the framerate. Scatterer 0.0256 + RSSVE is fine however.
  7. https://github.com/KSP-RO/RealismOverhaul/releases there's also this spreadsheet with links to all dependencies of both RO and RP-0: https://docs.google.com/spreadsheets/d/19_dhwSioZODCCtMFD0kZOtbmbg--ryoE0nzoWJL2cRc/
  8. @demonloadz I am flying in Realism Overhaul on KSP 1.2.2 right now. You can have it as well if you know where to look for updated dependencies. Start with this spreadsheet by @rsparkyc,
  9. It is if you know how to find it. There's a pre-release available; I have a perfectly working complete install of RO and RP-0 right now on my KSP 1.2.2.
  10. I already provided several ways of performing EVA without stock jetpacks. Let me list them for you: building real Manned Maneuvering Unit out of parts: external command set, structural elements, two nitrogen tanks with 5,9 kg of nitrogen each and 24 miniature nozzle thrusters; building robotic arm similar to Canadarm on ISS out of Infernal Robotics parts, then using it to move Kerbals around; creating pathways on the external surfaces of your ship/station out of handrail parts, just as it is done in real life on ISS; You see, that's the thing. Real EVA is NOT safe. Cos
  11. Apart from MMU made of parts, it's possible to construct robotic arm with Infernal Robotics, somewhat like the Canadarm on ISS, and maneuver Kerbals with it. Oh, and there's also this mod - https://spacedock.info/mod/49/EVA Handrails Continued
  12. I wonder if Kerbals in Realism Overhaul should have EVA thrusters enabled at all. Couple of reasons against them off the top of my head: In the entire history of space walks, Manned Maneuvering Units were used only three times, and were retired in late 80's after being deemed too risky. Real life Manned Maneuvering Unit is not so much a light jet pack as depicted in KSP, but more of a personal spaceship that you sit into. As such, it's impossible to walk on planetary (or lunar) surface while wearing it. If one wanted to simulate actual Manned Maneuvering Unit in KSP, it would
  13. From what I just read it's not an overkill after all. Supposedly NASA's Manned Maneuvering Unit had two tanks with 5,9 kg of nitrogen each, which makes it 11,8 kg of nitrogen in total.
  14. My guess is that I should also change "maximum amount of fuel that will be transfered between ship and EVA" in EvaFuel from 5 to 5000. I just realized that while you changed amount of EVA propellant to 5000, at the same time you multiplied fuel consumption by 10, so effectively there should still be 100x more fuel in EVA pack than originally. Is this based on real life Extravehicular Mobility Units specifications?
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