Jump to content

DocRockwell

Members
  • Posts

    108
  • Joined

  • Last visited

Everything posted by DocRockwell

  1. 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.
  2. 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?
  3. 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.
  4. 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.
  5. 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.
  6. 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!
  7. 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?
  8. https://www.dropbox.com/s/nw5uwcvpro1p01f/output_log.txt?dl=0
  9. This updated version causes the tracking station to take a very long time to load.
  10. Has the DateTime Formatter been recompiled to work in 1.3? *EDIT* Never mind, the 1.2.2 version looks like its working. Couldn't get it functioning last time I tried, thought it was a 1.3 issue. Here's the link https://github.com/KSP-RO/RSSTimeFormatter
  11. I installed KSP on my mac laptop through steam, but it installed an old beta version (0.90.0.705) and isn't updating to the latest version. Anyone have an idea of how to fix this? *update* disregard. Eventually the steam client updated itself, then it updated KSP.
  12. I'm looking to colonize the Moon in a RSS game with Interstellar extended and USI Kolonization (among other mods). USI Kolonization uses gypsum to produce fertilizer for growing supplies, and Interstellar uses hydrates to produce rocket fuel. In my game, the distribution of these resources is mutually exclusive, where there is gypsum there are no hydrates and vice versa. This is rather silly seeing as gypsum is a hydrate (CaSO4-2H2O). How can I edit my game so that these resources will be together?
  13. So after installing some upgrade Windows 10 had been pestering me about, KSP now crashes while the game is starting (see attached error logs). I managed to get the game to run by forcing d3d11, but I was advised before by some prominent modders (Galileo perhaps?) that the game should be run in dx9, and dx11 will cause issues with some visual mods. Right now I don't have any of those visual mods (eve, scatterer) installed because I'm running KSP1.3, but I would like to get things back on an even keel so I can use those when they're updated. Cheers https://www.dropbox.com/sh/1589hrp7bytk63l/AAAMfts5TSESPUXQLsRSdnqla?dl=0
  14. Cheers! I've been looking for some additional landing legs, but I haven't found any mods that exclusively add them, and they're not prominently advertised in bigger part packs.
  15. I really enjoy this mod, wonderful work! Looking forward to an update for 1.3. Cheers!
  16. @Gordon Dry What does !cbNameLater = Earth do?
  17. I think it's hard coded. The config files just indicate a min, max and ideal altitude, which seem to apply equally to all bodies, and RSS comes with a SCANSat patch to increase these values.
  18. I was planning on using a molten salt reactor if U or Th was available, or a magnetic confinement reactor using He3. MKS is the USI Modular Kolonization System? While I was thinking of adding this mod, is it not possible to do ISRU with the myriad of parts introduced by Interstellar?
  19. After you launch the vehicle, you can click on the engine/reactor, select "reactor control window" and it will show you the fuel life expectancy. Is there a guide on ISRU or some example craft files? Last play through I tried to get some ISRU going, but couldn't get the combination of harvesters, converters, containers, power, etc. right, and pretty much gave up on it. I'm running RSS this time, and I'd like to start ISRU by getting a self sustaining nuclear reactor on the moon. Could someone give me a quick rundown on how to set that up?
  20. Could I make a request? Would it be possible to add support for Real Solar System + SCANSat so that the scanning altitudes are increased? Love your work by the way! Cheers
  21. Great patches man! Really enjoying the game play. Last career I went through the trouble of rescaling the whole solar system (HSRSS + sigma dimensions to shrink it to ~78%) so historical craft built with SSTU had reasonable performance. I like your solution of just increasing the thrust more, much simpler. How did you arrive at 1.8x thrust?
  22. Yeah, there's two separate upgrades required: Fairing base diameter upgrades in Specialized Construction (2.5 m), Composites (3.75 m), Meta Materials, etc.; and Procedural Fairing upgrades in Advanced Aerodynamics (4 m) and Heavy Aerodyanmics (12 m). Not sure if this is intended. On the one hand it does keep you from skipping out on aerodynamic tech, but on the other hand it can be kind of confusing as to why the tech isn't being unlocked.
×
×
  • Create New...