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jandcando

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Everything posted by jandcando

  1. Sorry about that delay guys! (it was really, really long). I was in Alabama and I had the opportunity to take pictures of the Space and Rocket Center in Huntsville. I posted pics here. Here's the changelog for Impossible Innovations 0.8.7.1: 0.8.7.1: Recomplie code for KSP version 1.0.4 Latest versions of Module Manager and Tweakscale included The Tweakscale that comes with Impossible Innovations now only has configs for Impossible Innovations. If you want all the stock configs, go install Tweakscale. I have some goals for the future, and I'd like feedback from you guys. 1. I could use some screenshots of the new parts in action, all the current screenshots are outdated right now. I might just get them myself when I have the time. 2. I have been considering making a new mod named "Practical Innovations." Same neat toys to mess with, but just a little more reasonable, so no fusion engines and stuff like that. I mean, I could still have fusion engines but with realistic Isp values and whatnot. Also I was thinking about adding a system for using compressed air for low-tier RCS thrusters, but that sounds like something that deserves its own mod in my opinion. The abbreviated version is PI, so that's a plus 3. I just realized that I could add RealPlume effects rather easily for these engines. I might consider doing that later.
  2. I was visiting Huntsville to visit some family and friends, and I took the opportunity to try out my skills with my Nikon D50 at the Space and Rocket Center. I'm not exactly the best photographer in the world, but I think I got some nice shots of the space center. Here's the link to the Google Photos album: https://goo.gl/photos/z7J5ubqsZJgUcmEv7
  3. Oh it is finally out!? Yay!! *goes to download*
  4. Nothing is every really "announced," but you can go into Github and add it yourself if you want. I can do it, too. It should be pretty easy.
  5. Are your engines limited to 1 ignition? If that is the case, that explains why they break upon quickloading because they are trying to ignite a second time when loaded.
  6. I don't think that RO changes stock fuel tank sizes, but it does change the size of the stock command pods to resemble real life pods. It shouldn't be a problem if you just use procedural tanks, though. With those, you set the dimensions yourself. All the non-RO parts will be isolated into their own category in the next version of Realism Overhaul, so you won't need to worry about them creating clutter.
  7. I noticed that whenever I go to the VAB, there is a non-RO tab. This is useful and works fine, but the parts kept inside this tab are also dumped into the fuel tanks tab, mixed in with all the fuel tanks regardless of the part's function.
  8. I use separation motors for ullage, 1 pair of motors for every main engine ignition I plan on doing. In the atmosphere, you can use control fins or rely on your engine's gimbal capability. Once in space, RCS thrusters or some sort of reaction wheel can be used. Reaction wheels in RO aren't nearly as strong as stock KSP's reaction wheels, though. They are only viable for small probes.
  9. There is a way to reduce the particle count, and that is to open up the SmokeScreen options menu (you need the toolbar mod installed), and set the maximum particle count to something lower.
  10. Try TriggerAu's Transfer Window Planner paired with Kerbal Alarm Clock. It seems to automatically adjust for Realism Overhaul.
  11. If a part is "not supported by RO", then Realism Overhaul has no realism config for that part, meaning it is configured for stock. In the case of engines, non RO engines are under-powered, but things like stock solar panels are over-powered. The parts won't be buggy in flight because they shouldn't be buggy in the stock game. Personally, I don't touch non-RO parts, but I know some people who are fine with using them. So do whatever you want.
  12. Press the smokescreen button on the toolbar (in-game), and lower the max displayed particles until the smoke is down to a reasonable level. That should help your lag problem.
  13. By looking inside the realplume config folder, I see see configs for AIES, AtomicAge, BobCat Soviet Engines, CSS, FASA, KWRocketry, NovaPunch, Procedrual SRBs, RLA Stockalike, Realism Overhaul, RaiderNick, SXT, Stock Engines, StarShineIndustries Merlin Engines, and VenStockRevamp. Plenty of mod support, my friend! What gave you the idea only FASA was supported?
  14. Wow this is really cool, I just got back from controlling KSP with my tablet! I think I want to go ahead with making my own interface for this. ...I have no idea how to do that, but I'll do some research.
  15. What I do in that situation is go through all the mods and pick out parts I don't need. Like you can delete all the KW fairings since you have procedural fairings. The KW fuel tanks and the stock fuel tanks can be deleted because you have procedural fuel tanks. The only thing you really need from KW rocketry is the engines. Another way to shave off some RAM is using lower resolution RSS textures. Just go through and see if you really even need most of the stuff in the mods.
  16. I agree, but we should wait a few months for the detailed pictures of the surface.
  17. I have been playing KSP for a while now (981 hours on Steam), and I just completed my 1.0.4 stock career mode in a way I'm pretty proud of. ...And by stock I mean only stock parts. I still use KER and stuff. Anyway, I just completed a contract where I had to extract 2550 units of ore from Bop and ship it into orbit of Jool. Instead of doing it all at once, I did 4 trips from the surface to the mothership using a small lander that ran on monopropellant and carries a large ore tank. It was refueled by the mothership thanks to the ore it brought up and the mothership's IRSU converter. The lander had enough delta v to land, hop to a new location (empty of ore), and take off while full of ore and rendezvous with the mothership in a 25 km orbit of Bop. I know it might sound lame to call that my greatest accomplishment, but it is the first time I've ever done a mining operation like that in such a remote location as Jool. I've sort of stayed away from Kethane and Karbonite so far. Here's a screenshot! I also learned a valuable tip from all this for getting into equatorial orbit (0 inclination) of any body. Get yourself in a high circular orbit and watch KER's readout for latitude. When it hits 0 degrees, burn normal/anti-normal to get into a really nice equatorial orbit. It works pretty well.
  18. It's coming, but they still have some work to do. You can track the progress on the Github page.
  19. I have had this problem with deployable solar panels and normal fairings. The problem is that the engine won't ignite (or solar panel deploy) if it is considered "stowed" like when it is in a fairing or cargo bay. When you stage them together like that, the instant you stage the engine it is still stowed. So you just need to stage separately.
  20. Oh that does work pretty well... I guess I was using these things wrong. So let me get this straight: The floating node is decoupling node, not the middle node. And the middle node only exists in case you want to do some sort of Apollo-style concealment of something in the faring (like the LEM)? Also, is there any danger if the faring does go into the tank above it slightly?
  21. I can make the width as low as I want, but it will auto-wrap around the tank it needs to.
  22. I like to use faring bases because then I'm sure that I get a complete seal. The interstage method has always been finicky to me because of all the tweaking required to get it aligned with the top tank the way I want. With fairing bases, I can 100% accuracy every time. This is as close as I can get to covering the interstage before this happens: I really don't like having that edge there, it doesn't seem aerodynamic and I'm not sure if the parts inside are even shielded at that point.
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