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Posts posted by brooklyn666
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All attitude and steering control during ascent was with the SSMEs and SRBs. The flight control surfaces were only used during reentry and landing.
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And for the third question, make sure you have ONE AND ONLY ONE of the following engines cfgs. Either SFJBRealEngines, RftSEngines, or StockEngines.
Check your RO folder to make sure you have only one of them.
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that file is no longer relevant. You have to go into the clouds folder.
Ok, but then what do I have to change?
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basicly go to your folder and open the common.cfg in it mutiple the values by 10. in it say duna is 200 defualt using rss u want it to be 2000.
I already did that. I said it right in my post "The only change I made to play with RSS is to multiply the camera swap distances by 10"
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Is there something in the cfgs or the GUI that allows you to adjust the cloud layer altitude? I'm playing with RSS, and my cloud layer is at ~70km, which is way too high.
The only change I made to play with RSS is to multiply the camera swap distances by 10. Is there something else I need to change?
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Hey SpaceInvader, can you post the cfg edits you made?
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I know it's a well known bug, it wasn't an accusation. I didn't know what caused it nor that there was a fix, so thanks for that.
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Hey Red, there seems to be a bug with your FASA cfg that causes the LM descent stage icon to enlarge when you click on it until it takes up the whole screen. It's not a major issue, I just wanted to let ya know.
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When my rockets launch from Kennedy Space Center (KSC), and begin the gravity turn on heading 090, they end up more or less heading 120 instead of 090. I think this maybe because of the KSC being north of the equator so 090 is more or less putting them in a orbital path of 100-120deg depending on when I launch.
The KSC is at a latitude of 28.45 degrees north. This means that you can never launch into an inclination below 28.45 degrees. If your launch azimuth is 90 degrees, then as you head towards your descending node, your heading will drift towards 118.45 (90 + 28.45).
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The problem is my compass is off. It says I am headed 090, but I am actually headed more 120-130deg. How do I correct that issue?
Next problem, how do I set unique GUIDs?
Not sure about your compass problems, but just open up your RemoteTech_Settings.cfg and change the guid manually. For example if it's 5105f5a9-d628-41c6-ad4b-21154e8fc488, all you need to do is change one digit, so you could make it 5105f5a9-d628-41c6-ad4b-21154e8fc489. As long as no to guids are the same.
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That's correct. In real life, hardly any engines are actually throttleable, they're either ignited, or not.
And you don't need to write up your own engine cgfs unless you want to. Just use ONE and ONLY ONE of the following: SFJBRealEngines, RftSEngines, or StockEngines.
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Rendezvous and docking will now take place on Thursday the 27th
Docking scheduled at 7:58 pm EDT
Hatch Opening scheduled at approximately 9:45 pm EDT
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So that will give me a second ground station with RT2? Now the next question how do I move KSC2 and the island airfield?
And how do I find the lat/long of the other station to convert it so it will read it? I mean Google Earth doesn't give me lat long in a way that KSP can read it.
Yep! You can make as many as you want. If you want to move an existing ground station, just change the coordinates to wherever you want.
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I kept all the folders, it's just that only one part appears, the "WAC corporal experiments"
Are you sure you didn't over-write anything? Is the squad folder still there? And are you on career mode or sandbox?
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Is there a way to add a second ground station for KSC2 (inland) or use the island base for the RSS real earth version? Because I would love to put KSC2 in Europe somewhere and the island base in Australia.
Yep. Just open up your RT2 RemoteTech_Settings.cfg and copy the following
STATION
{
Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc488
Name = Mission Control
Latitude = -0.131331503391266
Longitude = -74.594841003418
Height = 75
Body = 1
Antennas
{
ANTENNA
{
Omni = 7.5E+7
}
}Then just paste it below the first ground station, and change the name, guid, and set the coordinates.
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Hmm. When I open KSP, there are no parts...?
Can you be more specific about your problem? Does the game load normally otherwise? Did you delete anything from your GameData folder? (Especially the squad folder).
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you can *try* to use whack-a-kerbal in the debug menu to smash whatever is blocking the hatch, but you're gonna quicksave beforehand, in case you smash you craft to bits.
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Quick question: If I am using this with Real Solar System, do I need to adjust the signal range for the antennae at all, or are they already set to real values?
Just to follow up on what Starstrider said, my cfg changes not just the range values, but almost everything else to reflect the size of the real solar system, and to be somewhat more accurate to real life. You can use my config or you can set RangeMultiplier = 10 AND ConsumptionMultiplier = 0.1.
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Is that a typo? as Medieval Nerd's tweak settings have:
ConsumptionMultiplier = 0.1
RangeMultiplier = 10
RangeModelType = Additive
NathanKell_MultipleAntennaSupport = True
Wouldnt this break all the non-AIES dish/antennas ranges/power rates?
Nope, my values are correct. The consumption multiplier and range multiplier settings were like that because RT2 is based off of the stock game. Since everything in RSS is 10x bigger and farther apart, you need the 10x range multiplier. What I've done is edited each antennas stats individually (Stock, RT2, and AIES) to reflect RSS values, so you no longer need those multipliers.
Also, the NathanKell_MultipleAntennaSupport is from an older cfg. It's now called MultipleAntennaMultiplier. Setting it to 0 just means that there is no multiple antenna support.
Again, these are recommended values, not mandatory. This cfg is also not mandatory, it's just based more on real-live numbers.
And like I said above, it doesn't break anything, because I've edited all of the antennas individually except for the FASA ones. For those, check out RedAV8R's FASA cfg.
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For anyone who is interested, here is cfg I made for RemoteTech2 to be used with RSS and RO. To use, simply put both cfgs 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.
Many thanks to NathanKell and RedAV8R for helping me put this together.
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Because in my estimation, the probe cores were fine as-is. Their built in omnis are essentially useless anyway. If you don't like it, change it, or don't use it.
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the link is the word 'here'
The point isn't to make everything the same just 10x, it's to make everything more realistic. That means some values increased, some decreased. It's balance, not simply rescale.
And the AIES is fine, but it conflicts with my cfg, so don't use both. One or the other.
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No, check the cfg. I changed all of the antenna stats. The current way people use RT2 with RSS is exactly what you said, but that's not realistic. I made all of the values more realistic, including "electric charge" which RO coverts to watts. And no, the distances aren't insane, they're just scaled to real life.
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For anyone who is interested, here is cfg I made for RemoteTech2 to be used with RSS and RO. To use, simply put both cfgs 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.
Many thanks to NathanKell and RedAV8R for helping me put this together.
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
in KSP1 Mod Releases
Posted
Hey amo28, check your PMs