Jump to content

mateusviccari

Members
  • Posts

    203
  • Joined

  • Last visited

Everything posted by mateusviccari

  1. Once for every type of surface feature, and you can use better arms as you unlock them on the tech tree on surface features which you already analyzed with the basic aras, to get the remaining science. As for mods implementing new surface features, I don't think we have them, sadly.
  2. Any of these will run KSP just fine. AFAIK, sadly, KSP is not really optimized for multi-threading so you won't get any real benefit with the I7 (comparing with the I5). Keep in mind that, when launching really big ships (which you'll eventually do if you want to play RSS seriously), you will have lag no matter how good your computer is, take a look at this video from Raiz Space where he tested a couple huge ship in a computer that seems to have even better specs than those you posted: De nada.
  3. Been a while off the game, warming up for KSP 2. What am I doing wrong here? For some reason, the near future ion engines are not cooling off, no matter how many radiators I add. It says "Engine system maximum temperature of 500 k was exceeded on FI-2154 'Jewel-4' gridded ion thruster! Engine shutdown!" even though I have more than 10 times heat rejection capacity. Here's an image to illustrate: ------------------- EDIT ------------------ Turns out I just had to separate the engine in one loop and the fission reactor in another. I swear I spent a long time fiddling around. Well, I'll just leave it here for posterity.
  4. Parallax works with RSS by default with basic support. Just have to install last version prior to 2.0
  5. Waterfall is a plume mod, not a fuels mod. RealFuels Stocks Real Fuels config (this mod) just makes the stock engines compatible with real fuels mod (it adds other fuel resources like kerosone, Lqd. Oxygen, Lqd. Hydrogen, etc to stock engines, and removes default LqdFuel). RealFuels has a dependency on RealPlumes, which is another plume mod, so if you want to use RealFuels + Stock RF configs you should not install Waterfall. Another option, if you want to use Waterfall (which looks way better than RealPlumes), is to stick with stock fuel resources and use mods that add waterfall support for stock engines, and a mod that add cryogenic engines which will use different types of fuels,.
  6. I agree with @Gordon Dry, you've done a good job writing these configs and it would be a good idea to post them on github. I could do it if it's ok for you (I would properly acknowledge you if that is to be done)
  7. Read the guides in the github page. There are some basic tutorials to teach you the basics, like reference frames, trans-lunar injection maneuvers and even some interplanetary transfers.
  8. You might want to check this out: It says compatible with 1.7.2 but I'm using it with 1.12.3 just fine, it does wonders with RAM usage. I have 16 gb of RAM, with my current modded game (which I would say is quite modest) the game takes pretty much all my RAM and still stores a few GB in swap. With this little app it uses "only" about 4 gb.
  9. That's how you do it: @PART[*]:HAS[@MODULE[ModuleEngines*]:HAS[@PROPELLANT[LiquidFuel],@PROPELLANT[Oxidizer]]] I did the same thing a while ago, allowing the stock engines to use different fuel variants using B9PartSwitch, you can take a look here: https://github.com/mateusviccari/SimpleFuelsForRss/blob/main/Engines/EngineSwitchesLfOx.cfg
  10. I don't know if it's related to your problem, but you're using the incorrect version of EVE and Scatterer. The rssve github page explicity tells us to use EVE Redux 1.11.2.1 and Scatterer v0.0770. If that doesn't work, I would suggest you to reinstall Kopernicus manually from the stable branch (link here)
  11. Damn. I have no words to say. Make your logs available here, we might be able to help
  12. Of course but the rockets will be extremely underpowered if you use stock parts, so you'll need to install smurff alongside it to make the rockets viable.
  13. I wouldn't advise you to deactivate heat from FFT parts as heat is basically the core of the mod. But, as I've committed such sins myself in the past, I might be able to give you a hand. As far as I know, there's no default way to remove the heat generation from far future engines. But you can try to make your own patch to achieve what you want. If you open the cfg files from the engines, i.e. the fft-antimatter-beam-1.cfg (I guess this is the frisbee engine) from parts/engines/antimatter you will see two modules: ModuleSystemHeat and ModuleSystemHeatEngine. I am not in my computer to test it, but my guess is if you just remove these modules it will work. Of course, changing config files directly from mods is not advised, I recommend you to make your own patch and remove the modules dynamically. If you don't know how to write module manager configs let me know and I might be able to do it and test when I get back to my computer the next few days.
  14. Still working fine on 1.12.3, looks beautiful when properly configured (I love the neutral tone mapping)
  15. I definitely had some dirt in my install. Did a clean reinstall and left only AFBW and its dependencies and its working now. Thanks.
  16. Pretty sure I got the last version, tried with both spacedock and github. Double-checked in the ksp-advanced-flybywire.version and it says: "VERSION": { "MAJOR": 1, "MINOR": 8, "PATCH": 3, "BUILD": 7 }, Not sure why it would print 1.8.3 though
  17. I installed it manually, extracting everything into KSP root directory. Here's the player.log file: https://www.dropbox.com/s/muqzcgccs0j26i6/Player.log?dl=0 But here's the last bit that might indicate the error: ========== OUTPUTTING STACK TRACE ==================
  18. It is capped. You have to unlock the miniaturization node (or is it precision propulsion?), just as you would have to in the stock game to get the smaller parts like the oscar-b
  19. When I try to click on the mod icon, I get a unity crash (small window with a Kerbal and red exclamation mark) There's something in the logs that might indicate the problem (maybe): [ERR 11:25:07.872] ADDON BINDER: Cannot resolve assembly: AdvancedFlyByWire.XmlSerializers, Culture=neutral, PublicKeyToken=null [ERR 11:25:07.873] ADDON BINDER: Cannot resolve assembly: AdvancedFlyByWire.XmlSerializers, Culture=neutral, PublicKeyToken=null [ERR 11:25:07.874] ADDON BINDER: Cannot resolve assembly: AdvancedFlyByWire.XmlSerializers Here's the full log if it might help find the issue: https://drive.google.com/file/d/17NWgwzAt-ueyfCvinN-qOaE9qhZa60T6/view?usp=sharing (I installed the dlls in the root ksp folder, and the mod contents in GameData, as instructed)
  20. Thank you, Haystack recontinued does exactly what I need (and more) In both flight map and tracking station - the scenes where we can focus on other bodies. As @zer0Kerbal mentioned, Haystack does exactly what I need. So thanks @zer0Kerbal for the suggestions and @linuxgurugamer for adopting all these very useful mods that I use.
  21. I'm currently playing with RSS and now I'm planning to start going interstellar with the real exoplanets mod. Since RSS by itself already has quite a lot of planets, it's really hard to select a specific planet by cycling through them with the tab key / shift + tab to cycle backwards, and it will be even harder if I add other star systems. Is there a mod to allow me to select a specific planet / star from a list?
  22. Good thing that it works now, enjoy RSS. Changing the subject, did anyone find a way to make the water in RSS less "bumpy"? A splashed down capsule behaves like it's in the middle of a class 5 hurricane haha
  23. I think Kerbal Attachment System + Kerbal Inventory System are still working. Though they don't improve the game's construction mode, they introduce a new system, as they were around way before we got EVA construction mode.
×
×
  • Create New...