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KAO

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Everything posted by KAO

  1. @nanomage @PiezPiedPy since all of these are defined in the community resource pack, for hydrazine production why can I not just delete "[email protected]" and then uncomment the annotation with the hydrazine definition? When I tried this, hydrazine production wouldn't even show up in the context menu.
  2. speaking of ISRU, Kerbalism has a chemical plant part with hydrazine production as one of its capabilities but it only produces monoprop for vanilla, has anyone made a patch to rectify?
  3. Hi, so I'm playing Realism Overhaul with Kerbalism and I see that in the chemical plant there is an option for hydrazine production, but it only produces monopropellant in game? I see in the configs for Real Fuels it redefines monoprop to hydrazine, and the default.cfg has "// (Hydrazine..." next to the monoprop stats, but the in-game context tooltip shows oxidizer and monoprop?
  4. This realism overhaul monstrosity can do 88 m/s (197mph, 317 kmh). The drums coming out of the middle are connected to free-moving circular hubs. The vehicle would tip onto its cockpit or sit back up its engines unless I didn't have everything hooked together with struts which act like big ol' springs. F1 race cars need smooth asphalt, this beast can traverse bumpy terrain at those speeds thanks to basically 2 meters of suspension travel. And it works well! ...until
  5. any possibility for concave surface features? caves, rocks, overhangs, arches?
  6. Has anybody here gotten Tweakscale to work in the RO suite? In my previous RO install, Tweakscale worked like a charm, but now I'm getting two scale sliders. One is just allows the integer values 1 & 2 and has no effect on the size of the part, the second slider just says "default" and also does nothing.
  7. When installing mods with KSP, all provided materials are tossed into the cesspit gamedata and it just works. There is no need to overthink this, the process is much easier than you believe it to be. Whenever you install a mod, the folders with the mod's name gets chucked into gamedata. However you may find that despite correct installation, this mod may not work for all provided bombs for reasons outlined above.
  8. I have installed the mod and I am seeing nuclear effects functionality in only a small subset of the provided nuclear weapon parts. The Genie missile and the nuclear Scud missile are functioning nuclear weapons, however other nukes such as the Tsar Bomba and Castle Bravo have no functioning effects. The 3 digit in-game description for blast radius/tnt mass/heat for the non-functioning nukes are 0/0/1, but for functioning nukes it is as specified in the .cfg file. The primary difference I'm seeing is that in the nuclear Scud cfg, for example, the explosive properties are integrated into one module. With the non-functioning nukes, blast properties are provided by a bugged ModuleNuclearExplosive module. Is this a known issue? what is the recommended fix? and before anyone asks, yes I installed the mod correctly. I am not so inept that I cannot put a couple folders into gamedata.
  9. Getting back into KSP after a while. Very lucky to have captured this moment after my ablative microfission propulsion spacecraft, which after a short 80 day trip to Duna, happened to cross the orbit of its sister ship which arrived a 100 days earlier and flew within 1.4 km completely by chance!
  10. High Speed Bus, taking 41 passengers from Northern Iran to the Caspian Sea WOOOO! 400 mph! Murphy's Law
  11. Here is my ghetto, hacked together suspension for my high speed land vehicle. This design concept would not be made possible without the free-moving washers from Infernal Robotics. Mounted centrally under the fuselage is a drum that rotates along the axis of the fuselage, and you can see the two "springs"(struts) coming off the first drum mounted on both sides of it. Then, the two smaller drums on which the the wheel legs are mounted actually allow for each leg to have its own up-down suspension. It can comfortably go 170 m/s (380 mph) over non-flat terrain, and when pressed for performance it can output 158 kN to climb mountains. It was originally designed as a solution to the annoying cracks in the ground caused by RSS not handling terrain well.
  12. it should, sine it's a fairly small increment and nothing radical was changed in the base game. Though don't take my word for it, I play RSS-RO and I don't use this mod at the moment. You should be trying these things out yourself first and foremost.
  13. Off we go to save the cosmonauts aboard a failing Salyut NK-43 engines don't have gimbals (designed for N1 which used thrust differential for steering), so this Zenit first stage vernier block came in handy. Home stretch! Oh my god, I am such an idiot. At least Boboyavich Kermanov can enjoy the view.
  14. I don't know if you would still want this as a feature, but creating reflective surfaces for that polished metal look is feasible in KSP using Texture Replacer. This guy has utilized it to great effect. Also, I could not for the life of me figure out what to do with that large orange-ish metal brace thing. What is its purpose?
  15. Looks good enough to eat. Will all station hulls be getting these new wrappings?
  16. I'm getting odd behavior from this mod with regard to its effects on Real Engines mod. There seems to be some unwanted resizing going on? Here are the engines without SSTU expansion, below we have from left to right: NK9, NK9V, NK33, NK43. (pod is SSTU Orion) And here we have the engines after SSTU expansion, same lineup. the NK9's became huge! What's going on here? I also saw that the NK33's mass was ~0.6 when it should be ~1.4.
  17. Arral-1 Shuttle test flight small cryogenic engine in the middle of the engine cluster purely for circularization burns California looks AWESOME from space! I didn't even know it had all these tiny islands situated off the coast.
  18. Forgive me if this has been addressed previously, but will Principia work out of the box with Real Solar System/Realism Overhaul? or is some tweaking of the configs required?
  19. I'm getting a strange bug trying to land on the moon. The de-orbit and landing process goes almost smoothly, except that when I reach ~3-2 km altitude, it's as if the game disregards my engines and my velocity slowly starts increasing as I'm apparently plummeting down at this point album of the bug
  20. I love the way the clouds and city lights look on Earth from space, but the volumetric clouds on liftoff kill my framerate. What settings do I have to change/what do I need to remove from the configs so that I can disable volumetric clouds on Earth??
  21. Are you still going to do Russian engines or is that chapter closed? If you are, the RD-0410 would be an amazing addition. Probably my favorite engine, though I can see how it might be a bit difficult to model what with all the plumbing. Nevertheless it would be really cool to be able to use a Soviet nuclear engine. The only nuclear engine mods I've seen are either fictional or based on American engines, which leaves the Soviets kinda underrepresented. I'm doing a Soviet themed RSS/RO playthrough and, aside from filling the gap, a nuclear engine would be very useful for interplanetary missions.
  22. YAAASSSSSS!!! I've been looking forward to a conclusion to this project for 3 years. I can't wait to finally see the results.
  23. I have noticed that the engine configs for the FASA pack cause for the exhaust to appear way too high above the engine bell. Changing the z-value for localPosition to 4.2 in FASALM_DescentEngine.cfg seems to work pretty well, unless it's just me who's having this issue. On a side-note, I'm getting some problems with the procedural SRB's. Apparently they cap out at a certain thrust value? I'm trying to lift a Saturn C-8 launch vehicle with 4 of them, but on the pad they are scaled back down to being uselessly small. I haven't been able to find anything in the Procedural Parts RO configs, so is this behavior inherent to Procedural Parts or is there some RO config file that I'm not looking at?
  24. I think you may be launching the game incorrectly. The executable require TWO clicks to run, any other number and the executable will think you're mocking it and it will become upset. On the other hand, it's far more likely that you are just running out of RAM. The 32-bit version of KSP is limited to 4gb(a bit less actually), so I'd recommend you go ahead and download the 64-bit version of KSP from the store.
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