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Posts posted by brooklyn666
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is there a version that works best on OSX?
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Sounds good. I'll be around checking the forums and whatnot, I just need a little break from the clusterf**k of having a major game update, one more on the way, and a busy real life!
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Hey Nathan, Medieval and I have been talking, and it seems like my RT2 cfg would be best to just include with RO at this point, rather than have it in the 2nd post as an extra. Your thoughts?
My only concern is making sure everyone has the right settings, and changing the ground station locations to match with real Earth RSS.
I'm going to be hands-off for a little while, probably until .24 hits, and then I'll see if any changes need to be made vis-a-vis Cilph's major update, and any updates to RSS/RO at that time. To that end, you can make any changes to the cfg if you like.
What do you think?
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Ok here is for anyone who is having trouble with my RT2 cfg.
For anyone who is interested, *** HERE *** is my Realism Overhaul for RemoteTech2. To use, simply put the cfg in your Gamedata folder, and delete the AIES RT2 cfg if you have it.
Make sure you have the following settings in your RemoteTech_Settings.cfg:
ConsumptionMultiplier = 1
RangeMultiplier = 1
RangeModelType = Root
MultipleAntennaMultiplier = somewhere between 0.25 and 1. Experiment to see what works best for you.
I also suggest increasing your ground station omni range, but whether or not, and by how much is up to you.
If you add this to an existing save, you may find that some of your probes/satellites are no longer in range, or don't have enough power, so I recommend only using it on a new save.
You'll also want to change the coordinates of your ground station to match the latest RSS Earth.
Many thanks to NathanKell and RedAV8R for helping me put this together.
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You do realize that this is the *realism* overhaul thread, right?
And once an ablatively cooled engine is used up, it can't be ignited again. Ever. Period. So to answer your question, everything.
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All ascent modules were left in lunar orbit. The one from Apollo 10 was left in a higher orbit than the others and ended up in solar orbit, while the rest all crashed.
Apollo 11's LM was left in lunar orbit, which eventually decayed and impacted the moon. The rest (exluding Apollo 13's LM-7, "Aquarius"), were intentionally deorbited after CSM separation.
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I don't know how TAC handles resources, but I imagine all you'd have to do is make sure they are defined as such for realfuels, and set their usage at the proper levels.
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I would like to support a change from ECLSS to TAC. Until ECLSS is being updated again I think this switch would be best, at the moment ECLSS is acting buggy and makes my FPS sad . The only downside really is that the parts aren't as pretty, but you can use procedural/stretchy tanks for resource storage and then a cfg edit or two to use different parts for the recyclers. Didn't jrandom do some preliminary work on adapting TACLS for RSS a while back?
EDIT: yep found it http://forum.kerbalspaceprogram.com/threads/59207-0-22-Realism-Overhaul-ROv2-Modlist-for-RSS?p=838013&viewfull=1#post838013
I support this, at least until amsi back or hands of the work to someone else. And I believe there are alternate containers for TAC available.
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With science not having exploded in this most recent update. I'm pretty sure I'll have a working RPL update in 2 weeks. Thanks for all the support and patience!
That's music to my ears! Now let's hope that .24 fixes some of these .23.5 bugs and doesn't break anything else!
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on the note of making kerbals into humans that was mentioned
texture replacer seems to be able to "re-skin" a kerbal, fairly easily really, so could we find a simple way to alter the form that is re-skinned into something slightly more human like and then apply them an average mass equal to 70kg, 154lbs in the american system, (the average weight of an average adult human) from the 0.03125 "in-game" mass units applied to them? Seeing the great work done to kerbal suits and heads in many TR packs i'm sure someone could create reasonable looking humans in short order if it was requested. Even if they look "cartoony" they would be a step up from huge headed, long limbed, pot-belly kerbals with green skin. Just a thought, i myself lack the ability to attempt this
Personally, I'd rather have them as weird little green creatures than some sort of half kerbal/half human hybrid. If we really want to make them human, let's do it right, but that means new body meshes, textures, and animations.
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Nathan do you know if this is fully supported by stretchyparts yet? I'm excited to make the change from StretchySRB, but I don't want to commit until it's fully integrated.
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The _R means I modify a copy, not the original, so as not to interfere with FASA realism patches.
The new engines are created in my local cfgs, which I haven't released with RftS because of FASA's licensing. I doubt Frizzank or I want RftS configurations of engines in FASA, but I was planning to ask whether he'd mind if I include the copy cfgs in RftS.
So are you going to no longer support FASA engines with RftSEngines, and rely on Redav8r's patch instead? And do you plan on continuing to work on RftSEngines?
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Mwahahahahahah. Guilty.
Really? And are you talking about just making them human sized, or actually making them human?
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Is there an option to keep the current Kerbin texture (NOT the stock Kerbol system 10x rescale). I'm staunchly in favor of all things realism, up until this point. It just feels too weird to me to launch a bunch of little bug eyed greed dudes from the cape. Unless Redoing kerbals themselves is planned?
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So is kerbin officially Earth now with v6 release?
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I am aware of what a delta-v budget is, yes. I also have a delta-v map for the actual solar system. Are you implying that that map will work for the planets in this bundle?
Yes. They are the same.
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Great work so far! Do you plan on making a realism overhaul version of these? If not. I'm happy to do it, with your permission!
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my problem is unless i timewarp i cannot tell if a moon is orbiting away from me or towards me.
It's very very very simple. If your orbit crosses in front of the planet, you will be in a retrograde orbit (opposite of moons), if your orbit passes behind the planet, you will be in a prograde orbit (same as moons). I can even show you pictures if you like.
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If you set your conics patch mode to 0, you see see which side of the planet your orbit will cross before you enter it's SOI.
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potato chips in space?
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Great work as usual!
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The low-res link doesn't work
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you have to right click on the fuel tank in the actions group tab. Then you can select your fuel.
[WIN] Flyby Finder for Real Solar System Mod V0.85 [RSS12.0 for KSP1.2.2]
in KSP1 Tools and Applications
Posted
Can this work on Mac at all?