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Razgriz1

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Everything posted by Razgriz1

  1. This guy has made a pretty good start with a kOS script that can control the reentry portion. I have the beginnings of a kOS script to actually perform the deorbit burn, though it is far from complete and currently built to more of 2.5x scale than RSS, but all it should need is tweaking of the reentry parameters to tune it to RSS scale. Sadly I have not been able to work on it much. Real life, and all that... I'm more than happy to accept suggestions/criticisms though! There are actually decent SOCK RSS configs included in the newest version of Realism Overhaul now. The only thing that isn't handled well is the split-rudder airbrake. FAR is not able to handle multiple aero surfaces as a single part, but it is good enough for reentry now. I would actually like to adapt these to stock-scale configs, but again, I've been too busy to tackle it yet.
  2. I would strongly recommend creating a new folder to add mods to, instead of the normal Steam installation location. RO in particular must be played on 1.10.1 and is not tolerant of newer versions at all. You can literally just copy/paste your game files to another folder and it will still work. I'm not really sure what you mean when you say Steam isn't changing the game files, but if you copy them over manually it will work fine.
  3. You need to build a new launch pad from the Kerbal Construction Time menu. At the bottom of the KCT menu where it shows your build queue, it should have a button that lets you build a new pad.
  4. Yep that seems to have done it! Thanks for your quick turnaround with these fixes. I absolutely love this tool and am glad to see that you're still improving it!
  5. Another couple of bugs Attempting to add a new sequential event while having anything but the first event selected deletes all events and adds the new event in place of the first event None of the events can be edited. The UI opens up, but the changes are not saved. The error thrown in the log looks to be pretty much the same as the one from the engines issue I posted about Events cannot be deleted, and the 'Delete Events' button is greyed out. Saving and reopening the mission file allows events to be deleted, but only until one of the above actions is attempted Editing an engine that already has a tank connection defined causes extra <that engine to tank> connections to appear in the connections list. Once this happens, the connections can't be deleted. Deleting the engine does remove the connections. Looks to be a similar issue to the engine thing I saw earlier.
  6. Try this config insead: I suspect that KeaKaka's config needs the Stock Waterfall Effects templates, whereas this one uses the ones already included in the normal Waterfall install. FWIW, this is the config I use.
  7. When the game is loading the ModuleManager patches, does it show any warnings or errors? If so, looking at the module manager log could help. If not, then I'm not sure where your problem is.
  8. Do you have ReStock as well? If you do, remove the &!ReStock from the first line of the config, as that causes it to be disabled if it detects ReStock. Since Benjee copies the engine before ReStock changes it, this part is actually unnecessary, and is just a holdover from the config KeaKaka used to create this one.
  9. I mean sure, if you want to put in the time to do it. It's not just the physical size of the part though, you'd also have to alter the mass, the fuel types and amount, the engine thrust levels, pretty much everything. You can take a look at the patches that do exist in Realism Overhaul and try your hand at it yourself.
  10. Realism Overhaul contains some compatibility patches for Bluedog Design Bureau, but they aren't updated for some of the newer parts that exist here. They're maintained on that end, not by the BDB developers. Edit: If you're JUST using RSS, then this should still work but the rockets are still sized for smaller planets so the parts will be underpowered.
  11. The new Graphical Analysis task system is so nice! Also App Designer FTW! I've been migrating some of my tools at work to the App framework and its very nice. I am seeing a strange bug with adding engines to the LVD though. I haven't tried the last few release candidates so I'm not quite sure quite when it started. I've raised the issue on GitHub.
  12. Module manager patches can go anywhere inside GameData, as long as they have .cfg extensions. I personally keep all of my patches in my own folder so that they aren't deleted when updating mods.
  13. I have my own Kerbalism config that I've been playing with. I basically took a look at the supported stock parts done by the Kerbalism team, looked at part mass, tech tier, and tried top come up with a rough analog for what it might represent. Then I SWAG'd it and gave each BD command part what looked to be a reasonable amount of storage space given the stock part values. It's by no means well balanced, but it gets the job done as a rough first pass. I can't remember how long ago I did this so it may be missing a few of the newer probes. Link to the spreadsheet where I collected the data: https://docs.google.com/spreadsheets/d/1U2n69EpNO9iY7HHjsI_wsiSxg14V7FS8lFabzrnEt8A/copy And here's the config:
  14. That is actually THE thing that makes it unusable. You can deal with node attachment by manually offsetting the mean aerodynamic chord, but with the mesh switch, it just picks the first node in the list and always uses that one as it's calculation point, even if the node is switched off in the part switch. So when you do the manual offset, on one wing it's fine, and on the other it's inside the fuselage. I have a version where I moved it around to where it is in roughly the same point on both wings, but it is in no way near correct. I took a stab at creating my own parts that had the default mesh opposite the originals, but I'm not familiar enough with how mesh-switching works in order to be able to do it. I just ended up with a part where both meshes were present simultaneously and haven't had time to sit down and work out exactly how I could make it work.
  15. Allow me to introduce you to the wonderful KSP Trajectory Optimization Tool. Not only is it capable of calculating multiple flybys (in literally any planet pack, as it can import whatever planets you have loaded) but you can do entire mission planning/optimization and launch vehicle design/optimization. It can work with N-body gravity as well, if you use Principia. Huge shoutout to @Arrowstar for this amazing tool.
  16. @KeaKaka your config includes !ReStock presumably because you copied it from Stock Waterfall Effects? Since @MikeD has ReStock installed this causes this specific cfg to not run. As Benjee copies the Vector model before it is modified by ReStock, this is unnecessary in this particular case. MikeD, you can just remove &!ReStock from the first line of the config inside the brackets so it's just NEEDS[Waterfall] and that shouldTM help.
  17. Just create a text file using something like Notepad on PC or TextEdit on Mac, paste the contents of the config KeaKaka posted, and then save it literally anywhere in your GameData folder or any folder inside there. You can name the file whatever you want, but make sure that it has an extension of .cfg as that is how Module Manager recognizes it as a valid file. So for example, the file could be saved as SOCK_Waterfall.cfg Be careful, as some text editors will still try and append the .txt extension after anything you type for a file name. If that happens, you can just manually go in and rename to file to remove the .txt extension.
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