DocRockwell

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About DocRockwell

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    Rocketry Enthusiast
  1. What are the differences between the various solid rocket booster options?
  2. I'm running ksp 1.2.2 with RSS, RO and RP-0. Just added RSSVE (latest RC4 build) and scatterer 0.0320 and often times when I launch and cross into space half the screen starts flashing wildly in a seizure inducing manner. From the screen grab, the light blue portion is what flashes. I've attached a log file. https://www.dropbox.com/s/hhouaw9gx44z6bw/output_log.txt?dl=0
  3. Will this work with 1.2.2 (playing RP0)?
  4. I'm playing with the current master branch version on GitHub. What should I set my the science and fund rewards to in the difficulty settings? *edit* Never mind, I found all the difficulty configs https://github.com/KSP-RO/RP-0/blob/master/GameData/RP-0/GameParameters.cfg
  5. Yeah, I couldn't get that contract sorted. Accepted another 3-sat contract after it failed and thought I had everything down, except this new one requires "Resources: CommSatBus: 500 units". No bloody clue how to satisfy that. The satellite already had a stage to deploy it to GTO with over 500 fuel units remaining. Tried a weather satellite contract with a resource requirement, used nitrogen for the RCS so it would have a lot of units, still nothing. Think I'll use the cheat menu fix. Thanks!
  6. [1.3.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]

    I'm playing with RP-0 and the contracts have a condition like "Resource: WeatherSatBus: At least 88 units". How do you satisfy this requirement?
  7. I have a question about Remote Tech communication network contracts. I'm doing a contract to set up a 3 satellite network, but I can't complete it. I've got the satellites in the correct orbit, each one has two omni directional antennae and two dishes, one pointed at earth, the other at 'active vessel', but the contract says 'Earth Communication coverage 0%/60%'. Any idea what I'm doing wrong?
  8. [1.2.2] Realism Overhaul v11.5.1 - 06/12/2017

    Turns out there are some save game implications. The RP-0 master branch under development uses an new tech tree, and the RO master branch utilizes it. Still going to try to make the switch, just gotta re-research everything.
  9. [1.2.2] Realism Overhaul v11.5.1 - 06/12/2017

    Weird. I installed via CKAN and the version file and zip archive both say v.11.5.1, but it's different from the latest release on GITHUB. Thanks! *Edit* my mistake, it's the same as the latest official release. Are the files listed in the link you provided for the next release? Should I go "clone or download>download as zip" and install these files?
  10. [1.2.2] Realism Overhaul v11.5.1 - 06/12/2017

    I got a question regarding SSTU and RO. Why are some of the SSTU engines, like the LMAE, LMDE, Solid Rocket Boosters, and NERVA engines, disabled? I noticed the Agena engine has several variants disabled that are available for the default and FASA versions of the same engine. I've gone and added the LMAE and LMDE back in, using the stats from the FASA version of these engines, and enabled the Agena variants. I'm curious as to why they've been removed in the first place though.
  11. [1.2.2] RSSVE-Lite: Visual Enhancements for Potatoes v0.1.0

    Thanks! Even though my computer is fast enough for scatterer, for some reason it causes a lot of coil whine, presumably from my graphics card (gtx1080), which is really annoying and somewhat concerning. Cheers.
  12. [1.2.2] Realism Overhaul v11.5.1 - 06/12/2017

    I'm trying to setup Realism Overhaul, but it's causing my game to crash. I started with a clean 1.2.2 install Installed CKAN Added Realism Overhaul + dependencies + recommended mods via CKAN Game crashes on load. I've tried it with RSS installed (and tested) before trying on a clean vanilla install, same problem. Help would be most appreciated! Link for output logs. https://www.dropbox.com/sh/0xlf5529f58g682/AAD48x0Ok2sXFArzlaCpin6ma?dl=0 *EDIT* got it working! Downgraded Custom Barn Kit and MagiCore to versions recommended by Phineas Freak in this thread.
  13. [1.3.1] ResearchBodies V1.9.6 (8th Oct 2017)

    I'm using the the patch linked here, on page 14. It doesn't adjust any of the maxtrackdistance or observatory range parameters found in the ResearchBodiesMMKopernicus.cfg though. If i just increase the values in ResearchBodiesMMKopernicus.cfg would that do the trick? I've increased them all by a factor of 10 for now. Cheers!
  14. [1.3.1] ResearchBodies V1.9.6 (8th Oct 2017)

    Should be just RSS, what other planet mods are showing up in my log? Had RSS Constellations before, but it was causing the game to crash when entering the tracking station with Research Bodies, so I uninstalled it and was pretty sure I started a new career game. I seemed to have lost the RSS Research Bodies patch (posted a few pages back) when I updated. After adding that back in and downgrading the RSS textures from 8k to 4k, the Earth and Moon are discovered and fully researched again, and the tracking station isn't taking as long to load. I do have another problem, perhaps I'm just not doing this right, as its my first time using Research Bodies. I have a fully upgraded observatory and finished two search the skies contract (almost 2 years) and didn't discover any bodies. Got the telescope in orbit, pointed it around, used the track feature, and discovered Mars and Venus. The new planets gave me the science bonus and showed up in the telescopes tracking window, but when I go to the observatory no new planets are listed. How do I progress from here?