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brooklyn666

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Everything posted by brooklyn666

  1. I didn't mean literally 5. Basically I just needed an example which is exactly what you gave me me, so thank you.
  2. Let's pretend I have no idea how to do that. Where might I find a step-by-step guide explained like I'm five?
  3. How does RO deal with part volumes for KIS? I've found they're absurdly large. The FASA ALSEP parts can't fit in a 400L KIS container because it says they are something like 10,000 liters which is obviously absurd. Even the wrench is something like 3L. Is there a way to change this?
  4. How does KIS determine the volume of a part? I play with Realism Overhaul and a lot of part sizes are super unreasonable. A scewdriver is 3 liters, and the FASA ALSEP packages are like 10,000 liters, which is obviously absurd. Is there a way to change it?
  5. Is this still a known bug? I had the same problem with the 4-satellite GEO comms network. I had all 4 birds up in their specified orbits phased 90 degrees apart and all connected to each other but only 40% coverage.
  6. I have the same problem using RSS but I didn't connect it to Kopernicus which RSS uses. Could it be fixed with an overwrite config for module manager?
  7. I'm having a problem with ampyear not recognizing power generating parts in realism overhaul, specifically it doesn't recognized solar panels or RTGs. The parts are properly generating power, but the it doesn't show any power producing parts either in the VAB or in flight. It also replaces the built-in electric charge on probe cores and command pods with "reserve power" as a separate resource that can't be used. I'm using 1.2.2 on Macos High Sierra. Log Here.
  8. Does anyone here use ampyear or fusebox? I can't get either to recognize solar panels. Fusesbox recognizes some RTGs but not all and no fuel cells, and ampyear recognizes fuel cells but not RTGs. The parts are properly generating power, but the mods don't show any power producing parts either in the VAB or in flight. Ampyear also replaces probe cores, avionics, and command pods built-in electric charge with "reserve power" as a separate resource that can't be used. I'm using 1.2.2 on Macos High Sierra. Log Here.
  9. Nope. Playing around with the game resolution/other graphic settings don't do anything either. I changed some non-visual mods but that's it. Could it be a problem with Kopernicus, or maybe RSS itself?
  10. Anyone know why my Saturn looks like this? It has a moire pattern and no shadow on the rings. I'm using 1.2.2 on Mac High Sierra, using the backported version of Kopernicus for 1.2.2. It was working fine and then all of a sudden started doing this. Log here.
  11. Anyone know why my Saturn looks like this in RSS? It has a moire pattern and no shadow on the rings. I'm using 1.2.2 on Macos High Sierra, using the backported version of Kopernicus for 1.2.2. It was working fine and then all of a sudden started doing this. Log here.
  12. Is there another mod you use/know of for power management?
  13. Thanks for the tip. It didn't end up working so I guess I'll try RSSVE-Lite and hope that works. Any ideas about the fusebox or ampyear problem?
  14. Hi all. I finally got my 1.2.2 setup (almost) up and running but I'm having 2 problems. The first is with RSSVE. It has these forcefield/halo looking things that I can't figure out how to fix. I'm pretty certain it's RSSVE because when I take it out and leave just EVE and scatterer, it doesn't happen. The second is with ampyear and fusebox (I don't have both installed at the same time). I can't get either to recognize power generation except from 2 of the RTGs, the "SNAP 19 RTG" and the "Multi-Hundred Watt RTG". None of the solar panels, fuel cells, or the other RTGs are recognized. They all generate power, but the mods don't recognize it. Both work fine in a non-RO test install. I'm using Mac High Sierra 10.13.2 and here are logs
  15. I have the same problem. I'm running 1.2.2 with the correct version of Ampyear. Any update on this bug?
  16. Does anyone know why Saturn is doing this? There's a moire pattern and no shadow on the rings. This is on a clean install with just RSS/RO and their dependencies. I've tried changed the anti-aliasing and resolution but it doesn't do anything. NVM figured it out
  17. It should work if you follow the directions here. It's sometimes a little buggy for me but if you force quit and reopen it usually works
  18. What version of macos are you using? I have Sierra and ckan works for me if you use mono or wine to open it.
  19. They should be. It checks off each requirement as you meet it. Also for the timed ones, once you've met all the other requirements, it starts a countdown. I was in orbit for 8 days with that one btw, and that doesn't explain the other issues like simple "transmit science from space around earth" not working.
  20. I'm having a bunch of issues with contracts not being completed because the game doesn't recognize I've met the requirements, as well as science not being transmitted. It's a new issue that just cropped up after 17 years in my current career save. I'm posting here because I'm assuming it's an RSS/RO specific problem. The only change I made to the game was installing hyperedit to test probes and whatnot, but I removed it. Here;s an example: http://i.imgur.com/NLHq6Gu.jpg I clearly meet all the requirements but it's not recognizing it. It happens on other (but not all) contracts as well. I did a lunar lander + science from the surface of the moon. I landed successfully and transmitted the science but got no science and no notification that the contract was complete. I'm using 1.1.3 with all the correct versions of the mods, and this hasn't been a problem until now. I started a new career save and did a few sounding rockets and everything seems to be working ok so far Here's a link to the log. If anyone can offer some help or insight I'd be grateful.
  21. I downloaded Wine (or at least I think I did. this is the link I used) but I don't know how to use it. I would appreciate an eli5 step-by-step
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