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Roastduck

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Everything posted by Roastduck

  1. a post that's not about something being broken, for a change, Getting into orbit in RO is SO rewarding!
  2. Made it to orbit! Tried to angle south to dogleg into an equatorial orbit, but I'm still wrapping my min around just how much delta-v is needed to get into orbit in RO, so doglegs will need to take a back seat for now
  3. Finally got Realism Overhaul running, did some science and designed the lifter and payload for my first orbiter. Been naming rockets in this save after MLS (Major League Soccer) teams Gotta install MechJeb, thoug, cause Kerbal Engineer LIES about TWR.
  4. LiquidHydrogen was a remnant of Near Future Propulsion. Apparently, when you tell Steam to delete local files of a game, it doesn't. Deleted KSPI and the NFP remnant, and it booted up fine. Thanks for the help!
  5. Just realized KSPI was still in there, somehow. I don't remember adding it in, but there it is. Could the problem also be a naming issue? the output log says LiquidHydrogen not found, but that's the only time the term "liquidhydrogen" appears. LiquidH2 appears, but only once when it is loaded in from RealFuels
  6. I alt-tabbed to track RAM in windows task manager. I can try it again without alt-tabbing, though. new output log: https://www.dropbox.com/s/k4t0j1stibpe237/output_log%20%282%29.txt
  7. When it gets to the nuclear engine, it's at 1GB. Across my entire system, I'm using 53% of my maximum 8GB available Yeah, it's Engine Thrust Controller I just let it get all the way to the hang, then exited and found the output log: https://www.dropbox.com/s/511r7mq39lcg7sp/output_log.txt
  8. So I have a clean install of KSP with all the required mods for RO, but my load screen hangs when it tries to load in the stock nuclear engine. The module manager says "566 patches applied, 138 items hidden." I let it sit for a god 30 minutes a couple of times to make sure it was actually a problem. Any ideas what i'm doing wrong? here's a screenshot of my GameData folder:
  9. After trying and failing miserably to launch radiator arrays up to TOKEN, I realized that my RAM stick came in the mail today. So I installed that and I've been wrestling with Realism Overhaul ever since
  10. the way the physics engine works, if the planets weren't on rails the game would be VERY unstable
  11. I'll hold off on suggesting things for .25 until AFTER we see everything that is in .24
  12. good opportunity to brush up on some precision landing techniques lol there are a few tutorials on youtube. I'm glad my alterations got you there, though
  13. What if we had the ability to have a small window that was zoomed in and fixed on a maneuver node, like a pcture-in-picture thing? This way we could be zoomed out to see the full orbit and rendevouz/encounter, but still have the ability to make very fine adjustments to where on the orbital path our node is Edit: did some thinking. Maybe it could be a 4th viewing mode (Staging, Orbital, Docking, Maneuver Editing). You go into a separate map mode, using Tab to go between existing maneuver nodes
  14. I actually didn't do ANY staging when I reworked the lander. That's my fault. If you stage it so that you still have the four tanks on your descent, you should have PLENTY of fuel for both landing and return
  15. Okay, I've modified your original lander a little bit. You should still have plenty of delta-v to get to Duna, land, and return. No crew on the trip there, so you can just load your Kerbals and science into the pod and blast off https://www.dropbox.com/s/b2qqd3bceq3j4vz/Duna%20Rescue%20Lander.craft I just added 4 LT-800s in asparagus staging on the side, added more landing legs to help accommodate the weight, plus a streamlined your electrics. I also added parachutes, because you had forgotten them. Those will be important for reentry on both Kerbin AND Duna. I got rid of the rover and put a stayputnik in its place, since you really don't need two rovers in the same area, do you?
  16. i'll see if i can load it up in a bit. not sure how well it will work, since you seem to be using different mods than me, but i'll give it a shot
  17. I have actually never used the mobile processing lab. Is it possible to pull data from a unit, then scrub it and reuse it?
  18. Did a quick Google search, and every source I'm finding mentions the original planned end of service as being 2016, but it has now been extended to 2020. Russia refused a request to extend it to 2024 in March when the whole Ukraine thing really heated up.
  19. Last night i added a second solar array truss to my station, and ordered another 4GB of RAM for my laptop. Run ALL the mods!
  20. I didn't even think about that. Can a grizzled KSP vet confirm if this is even doable? I don't see why it wouldn't be
  21. You can transfer science between ships easily. That won't be an issue. Can you post .craft files of the relevant ships and a screenshot of your current tech tree?
  22. if your hallway is carpeted, you might be able to take a screw driver and gently tuck the cable under the baseboards. I'll emphasize the word gently again.
  23. Did some work on my sandbox station while I wait for .24 to break my career saves
  24. what kind of radiation would be left behind, if any? Better wording of the question: what types of energy (is that even a thing?) are released during antimatter annihilation?
  25. A lot of the Near Future stuff is good. they add a lot of parts that I feel fills a couple of minor holes in the game
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