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Hermocrates

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  1. I just wanted to confirm the bug with the Tracking Station and R&D Centre being cut off by terrain, specifically at Wallops. I can get into R&D if I'm lucky, but getting into the Tracking Station is pretty much impossible from this screen: I have all of my graphics settings on the highest (except for anti-aliasing). I should also note that I'm running Aggressive Texture Management (necessary if I want to run even pruned FASA and US Probes), but I don't see how that would affect terrain detailing.
  2. I have a quick question about pruning: is it safe to prune all the SRBs except for the Tiny Tim, Baby Sergeant and various small booster separators (i.e., all SRBs at or after proc-SRBs), or will I be missing out on unique SRB configurations not reproducible with proc-SRBs? I'm just running the standard RP-0 install, for context. Also, two things about CKAN. First, the front page mentions SCANSat as a recommended mod, but it's not included on RP-0's list on CKAN; which one is correct? And also, despite TestFlight being listed on CKAN as a recommended mod, when I actually re-installed RP-0 last night it didn't get pulled into the Recommended install list. Just thought I'd let you know. PS: I'd just like to thank everyone who's worked on the Realism set of mods! They give KSP a feeling of gravity (no pun intended) I've been wanting in the game for a while, and have rekindled my love of KSP's more simulationist aspects. EDIT: Nevermind, I think I'll just leave all the SRBs unpruned. Their configs seem unique enough to have use despite procedural SRBs. And it seems like my second point fixed itself.
  3. Oh okay, that makes sense. Thank you very much! (And yes, I do have RealHeat v3.) EDIT: And it works! This also explains why the tutorial says to set the mass/strength of the fins to 0.3 to save mass, even though the early wings have a mass/strength of only 0.25 (vs 0.7 of the supersonic wings).
  4. I've just started having a problem with my fins (care of B9 Procedural Wings) suddenly overheating and exploding on ascent. I've tried using both the sounding rockets and the orbiter in the RP-0 tutorial, near as I can emulate them, and it happens on all of them (or would, if the initial sounding rocket cut out 5-10 s later). With the WAC Corporal-style rocket, it's happening right around 55 s into flight, in the 40 km range; with the orbiter, it happens more around the 60 km range. It's not such a big deal with the sounding rockets since they're nearly finished their burn by that point, but it's making it quite difficult to keep my orbiter doing its gravity turn, and quite often results in my second stage colliding with the first on separation. I'm working on a clean install, just RO, RP-0 and RSS with all three's recommended mods only, plus Active Texture Management - Basic and a set of flags (all via CKAN). I've also pruned off all the parts replaceable with procedural parts, for what it's worth. I've run RP-0 previously, which was in early January of this year, but I never had any parts overheating on ascent despite constructing the exact same rockets. (I stopped playing that time due to my game constantly crashing, but that doesn't seem to be a problem anymore. Running a minimal install of RP-0 is definitely helping ) Is this expected behaviour, and perhaps should the wiki tutorial be updated and/or I learn to make better fins for some apparent change in heat mechanics? Or am I just bugging out? Thanks.
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