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  1. Hey guys, There are already some mods on my list for a new RO-safe. I found some mods that are proved to be RO compatible (FASA, Raidernick's mods). But I wondered whether anybody has more specific information, about RO-compatible mods, because the section in the RO-thread for parts-mods has been removed and I can't find reliable Information in the wiki. Thanks in advance
  2. Whenever I launch KSP with realism overhaul (and all of its dependencies) I always get this crash log. Any help? Here's the end of the log when it starts the stack trace. ========== OUTPUTING STACK TRACE ================== 0x00007FFA29800E6A (mono) mono_reflection_type_from_name 0x00007FFA29801723 (mono) mono_custom_attrs_construct 0x00007FFA2980538A (mono) mono_reflection_get_custom_attrs_by_type 0x00007FFA297B3ECA (mono) mono_domain_finalize 0x0000000005990971 (Mono JIT Code) (wrapper managed-to-native) System.MonoCustomAttrs:GetCustomAttributesInternal (System.Reflection.ICustomAttributeProvider,System.Type,bool) 0x0000000005990821 (Mono JIT Code) System.MonoCustomAttrs:GetCustomAttributesBase (System.Reflection.ICustomAttributeProvider,System.Type) 0x000000000598FEF1 (Mono JIT Code) System.MonoCustomAttrs:GetCustomAttributes (System.Reflection.ICustomAttributeProvider,System.Type,bool) 0x0000000003E962EE (Mono JIT Code) System.Reflection.MonoMethod:GetCustomAttributes (System.Type,bool) 0x0000000003E9606D (Mono JIT Code) BaseEventList/ReflectedData:.ctor (System.Type) 0x0000000003E95E83 (Mono JIT Code) BaseEventList:GetReflectedAttributes (System.Type) 0x0000000003E95B1A (Mono JIT Code) BaseEventList:CreateDelegates (object) 0x0000000003E959FD (Mono JIT Code) BaseEventList:.ctor (Part,PartModule) 0x0000000003EA2B7D (Mono JIT Code) PartModule:ModularSetup () 0x0000000003EA26E2 (Mono JIT Code) PartModule:Awake () 0x00000000058E725B (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr) 0x00007FFA29894FFB (mono) mono_set_defaults 0x00007FFA297E8341 (mono) mono_runtime_invoke 0x00007FF7F240517D (KSP_x64) ScriptingArguments::AddString 0x00007FF7F2405481 (KSP_x64) ScriptingArguments::AddString 0x00007FF7F2359AE1 (KSP_x64) IClusterRenderer::IClusterRenderer 0x00007FF7F235C7D8 (KSP_x64) IClusterRenderer::IClusterRenderer 0x00007FF7F235CB97 (KSP_x64) IClusterRenderer::IClusterRenderer 0x00007FF7F23B8CCB (KSP_x64) DestroyObjectHighLevel 0x00007FF7F23B8F15 (KSP_x64) DestroyObjectHighLevel 0x00007FF7F22C50CD (KSP_x64) CollisionMeshData::~CollisionMeshData 0x00007FF7F24E5FAA (KSP_x64) Mesh::GetRuntimeMemorySize 0x000000000598E6CB (Mono JIT Code) (wrapper managed-to-native) UnityEngine.GameObject:Internal_AddComponentWithType (System.Type) 0x000000000598E615 (Mono JIT Code) UnityEngine.GameObject:AddComponent (System.Type) 0x0000000003EA1CA9 (Mono JIT Code) Part:AddModule (string,bool) 0x0000000003EA1B56 (Mono JIT Code) Part:AddModule (ConfigNode,bool) 0x0000000003E9200B (Mono JIT Code) PartLoader:ParsePart (UrlDir/UrlConfig,ConfigNode) 0x0000000003E8F69B (Mono JIT Code) PartLoader/<CompileParts>c__Iterator62:MoveNext () 0x0000000005992CE9 (Mono JIT Code) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) 0x0000000005992E01 (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_void_object_intptr (object,intptr,intptr,intptr) 0x00007FFA29894FFB (mono) mono_set_defaults 0x00007FFA297E8341 (mono) mono_runtime_invoke 0x00007FF7F240517D (KSP_x64) ScriptingArguments::AddString 0x00007FF7F2356FCA (KSP_x64) mono_array_length_safe_wrapper 0x00007FF7F2357258 (KSP_x64) mono_array_length_safe_wrapper 0x00007FF7F23572B5 (KSP_x64) mono_array_length_safe_wrapper 0x00007FF7F23572B5 (KSP_x64) mono_array_length_safe_wrapper 0x00007FF7F23572B5 (KSP_x64) mono_array_length_safe_wrapper 0x00007FF7F221F199 (KSP_x64) Behaviour::InitializeClass 0x00007FF7F23D673B (KSP_x64) CallbackArray1<bool>::Invoke 0x00007FF7F2493050 (KSP_x64) Object::GetInstanceID 0x00007FF7F249384A (KSP_x64) PlayerMainWndProc 0x00007FF7F2496BEE (KSP_x64) PlayerWinMain 0x00007FF7F294C344 (KSP_x64) RectT<int>::GetYMax 0x00007FFA55AD7974 (KERNEL32) BaseThreadInitThunk ========== END OF STACKTRACE =========== **** Crash! ****
  3. Real Agencies Collection v1.0.4 - for KSP 1.2.2 About: The Real Agencies Collection is not a real mod, it is just a small framework, a collection of real world companies, inlcuding their logos and some basic information, configured into KSP-agencies, so parts from realistic-ish-esque-alike mods, that have a matching manufacturer tag, will show up in their respective manufacturer categories in the VAB, with neat logos. I've selected original, as well as fused companies and consortiums, from the pioneering times to the modern world of rocketry and aeronautics, just to have them all (most of them), and add a teeny tiny bit of immersion. As a nice side effect, all companies can be selected as 'mission flag' and might even appear in mission control, offering explosion. In short: An agency framework for RealismOverhaul. Agencies currently available: Army Ballisic Missile Agency (ABMA) Aerojet Aerojet-Rocketdyne Airbus Airbus Defence & Space Ames Research Center Applied Physics Lab ArianeGroup Arianespace ATK BAE Systems Bell Aircraft Bendix Aviation Bigelow Aerospace Blue Origin Boeing Boeing IDS Bosch Bristol Siddeley California Institute of Technology (CalTech) China Acedemy of Launch Vehicle Technology (CALT) Chrysler Convair Daimler-Benz Delco Electronics Douglas Dynetics EADS EADS Astrium European Space Agency (ESA) General Electric Aviation General Electric Godrej Grumman Hercules Honeywell Hughes HVA Peenemünde IBM IHI Aerospace International Launch Services (ILS) Indian Space Research Organisation (ISRO) Information Satellite Systems Reshetnev (ISSR) Italian Space Agency (ASI) Jet Propulsion Lab (JPL) KB Khimavtomatika KB KhimMash KB Yuzhnoye Khrunichev Krasmash L3 Electron Devices (L3 EDD) Lockheed Lockheed Martin Los Alamos National Laboratory (LANL) Martin USA Martin Marietta Marquardt Corporation Massachusetts Institute of Technology (MIT) Matra Marconi Space (Matra) McDonnell McDonnell Douglas MDA Space Missions Mitsubishi Mittelwerk GmbH Moog MT Aerospace NASA North American Aviation (NAA) North American Rockwell Space Division (NAR) Northrop Grumman NPO Almaz NPO Energomash NPO Lavochkin NPO Mashinostroyeniya OKB-1 Orbital ATK Orbital Sciences PA Polyot PA Yuzhmash Pratt & Whitney Raytheon RKK Energia RocketLab Rocketdyne Rockwell International Rolls-Royce Roscosmos RUAG Space Safran Siemens Snecma SNTK Kuznetsov SpaceX Teledyne Technologies Thales Alenia Space Thiokol TsSKB-Progress United Launch Alliance (ULA) United Technologies U.S. Department Of Energy (DOE) U.S. Naval Research Laboratory (NRL) Voronezh Mechanical Plant Features no "code" so far, only configs and pictures. The indiviual logos were taken from wikipedia entries, I merely resized and cropped them and made them transparent, where applicable. The descriptive texts are just cleaned up versions of the very first few lines from their wikipedia entries. The 'mentalities' are rather arbitrarily chosen, please feel free to point out funky business. Some of the rather intricately detailed logos have pretty washed out downscaled versions, my apologies, I have only paint.net and might have not always chosen the wisest of sources and scalings^^ Media: (North American Rockwell Space division) (NPO Energomash) (Rocketdyne.) WIP: - Localization for KSP 1.3.0... (wip) - Proper configuration of mentalities... (wip) - Addon Version Checker (AVC) support - Module Manager (MM) patch for conformal RealismOverhaul manufacturer entries (obsolete) - Fix file structure in download archive (done) - Very unlikely, but one never knows, a module that, according to the current ingame calender date and pre configured timeline tags in the partconfigs, changes manufacturer tags on individual parts, as well as enabling and disabling certain manufacturers and/or locking/unlocking of individual parts. Some funny simulation of company takeovers, fusion, conglomeration, disbandment, transformation, LosTech, mostly for people that like 'historic' playthroughs. Example: Soviet Union era OKBs get disabled on 26 September 1991, discontinued rocket parts get disabled, continued rocket parts have a new manufacturer. Or Martin Marietta and Lockheed becoming Lockheed Martin, all parts from the former two companies can now be found in the new company. Why? Huh... Sounds funny. But no priority, just a thought. Support: - SpaceDock - CKAN (implemented through SpaceDock, dunno if works properly) - If you find anything suspicious, malicious, devious, obnoxious or insidious, please don't hesitate and post any bugs here. - If you have suggestions regarding more agencies, dosn't hesitate, just tell which one you'd like to have. I'll wait until I have another batch to add (not too long) and make a new release. - If you happen to be the owner of a company in this mod and are very unfond of finding your awesome logo in this awesome game stuffed with awseome mods, please tell, I shalt remove thee^^ - If you want to participate in any way, feel free to participate, just poke me with an ad-equate poking stick. Dependencies: - Probably Module Manager, dunno^^ Intalling instructions: Download the *.zip (or *.rar) file from GitHub or SpaceDock, open it up, and extract the "RealAgenciesCollection" folder it into your "KSP\Gamedata\..." folder. Or use CKAN. RealAgenciesCollection v1.0.4 Download from GitHub Download from SpaceDock License: GPL-3.0 Changelog: v1.0.4 v1.0.3 v1.0.2 Credits: To aaaalll my friends! Wait... wrong movie^^ Credits go to all respective companies and their logo-designers, to all involved contributors on wikipedia, to the entire RealismOverhaul team and to TiktaalikDreaming for providing the 'North Amercan Rockwell Space Division' logo. Detailed credits on the logos can be found inside the credits.txt file in the download.
  4. Heya! I'd like to present my very first puny little mod, although it isn't a real mod, it's just a long list of companies and entities generally involved in rocketry in the real world. Since I'm a newbie in regards to KSP modding and using GitHub, things might be off... Don't hesitate to point out any issues, whatsoever those might be^^ The 'mod' has a GPL v3 license, I hope I applied it correctly and it's the correct one. I need to find out how to 'properly credit' external resources, I want to be thorough with those things. And I'll be of course adding more and more agencies over time, always feel free to suggest missing stuff I gave the mod a dull, but very descriptive name, it is the so called... Real Agencies Collection v0.9.1 - for KSP 1.2.2 The scope is to provide some sort of collection of real world companies, inlcuding logos and what not, so parts from realistic-ish-esque-alike mods, that have a properly set up manufacturer, will show up in their respective categories, with neat logos. I've selected original, as well as fused companies and consortiums, just to have them all. A small agency framework for RealismOverhaul, so to say, and maybe it could 'save' a few minutes of work for anyone making replicas, but being dislikage about making extra logos^^ The indiviual logos were taken from wiki entries, I merely resized and cropped them and made them transparent, where applicable. The descriptive texts are just the very first few lines from the wiki entry. The 'mentalities' are rather arbitrarily chosen, please feel free to point out funky things. Some of the rather intricately detailed logos have pretty washed out downscaled versions, my apologies, I have only paint.net and might have not always chosen the wisest of sources and scalings^^ Here's what's available so far: (More will come, I surely have forgotten the one or other pioneer of rocketry, please forgive me^^) Army Ballisic Missile Agency (ABMA) Aerojet Aerojet-Rocketdyne Airbus Airbus Defence & Space ArianeGroup Arianespace BAE Systems Boeing Convair EADS EADS Astrium GE Aviation International Launch Services (ILS) Khrunichev Lockheed Lockheed Martin NPO Lavochkin Martin USA North American Aviation (NAA) North American Rockwell Space Division (NAR) Northrop Grumman NPO Energomash Orbital ATK PO Polyot Pratt & Whitney Raytheon Rocketdyne Rockwell International Rolls Royce Roscosmos Safran Thiokol United Launch Alliance (ULA) United Technologies A few cropped screenshots: (North American Rockwell Space division) (NPO Energomash) (Rocketdyne.) Intalling instructions: Download the *.zip file from GitHub, open it up, extract the "RealAgencyCollection-0.9" folder into your "KSP\Gamedata\..." folder and REMOVE the versioning suffix from the folder's name, otherwise the paths are all wrong and no logos will show up! This current "RealAgenciesCollection-0.9" needs to look like "RealAgenciesCollection" without any doodads at the end of the folder name! I'll try to fix this after I have found out how to fix this^^ RealAgenciesCollection v0.9.1 GitHub Download Credits: To aaaalll my friends! Wait... wrong movie^^ Credits go to all respective companies and their logo-designers, to all involved contributors on wikipedia, to the entire RealismOverhaul team and to TiktaalikDreaming for providing the 'North Amercan Rockwell Space Division' logo. And to the creator of the SSTU mod, I used one of his tanks as canvas for a screenshot of the Energomash logo.
  5. I am just getting into messing around in RSS with realism overhaul. I'm fairly confident I got it installed correctly and is running fine. However, when it comes to getting anything to orbit, I simply can't. Even using the Atlas rocket I fail. One big issue is that my engines are burning out long before my fuel is used up and I'm not sure why. Any helpful tips or video suggestions to help me out would be greatly appreciated!
  6. Hi there, Ive installed RO with RSS to make RRS more playable. The only thing that dissapoints me is every time i try to install RO it breaks tweakscale for almoast every part. I have seen RO tends to disable tweakscale for parts, is there a way to enable it again? PS: I am using RO 11.5.0 and TweakScale 2.3.3 Thanks in advance!
  7. Hey guys, Since yesterday I have been having issues with my KSP installation. First of all, I play RealismOverhaul, Real Solar System, Realistic Progression Zero, RemoteTech, and some other mods. (about 43 in total) The problem started yesterday, and was caused by, or at least coincided with, me installing the newest RealismOverhaul-Master from Github. When I use Mechjeb's auto-ascent to launch from Kourou (you know, the equatorial South-American base) into the Moon's plane, MJ rolls the rocket (even though 'Force Roll' is disabled) after launch, and then proceeds to launch polar. Mechjeb's Auto-Ascent window shows the Moon's inclination (28.xxx degrees), and the launch is timed perfectly for the lunar plane, however Mechjeb is about 90 degrees off when it comes to the heading, and proceeds to perform a perfectly normal launch - only into a polar orbit, instead of one with the inclination of the Moon. Mechjeb's ascent is configured like this: Orbit: 99999km Turn Start Velocity: 80m/s Turn End Altitude: 140km Ascent profile: 45% Before launch, I go into map-view, select the Moon as target, then select 'Launch into Target plane' in Mechjeb. The weirdest thing? This works perfectly when launching from KSC. It also works fine from Kourou when I am trying in Sandbox mode. Only when I launch in Career mode from Kourou, does this faulty behavior show. This is in Kubuntu 14.04, x64. i7 4790k, 16 GB RAM, starting the 64-bit version via launch script. Here is the link to my player.log: https://www.dropbox.com/s/3akiwqgudbp2eos/Player.log?dl=1 This is the link to the craft I am using: https://www.dropbox.com/s/hqldj3xn38akuxd/LunSat%20I.craft?dl=1 It is a bit overpowered, because it is supposed to do: a) Lunar Flyby b) Lunar Orbit c) specific Lunar polar orbit d) second specific Lunar orbit and e) impact on the surface. I am sure I am doing something wrong somewhere (PEBKAC), and that it's not some bug. I have completely removed the KSP folder, performed a fresh install, made several copies of the folder to try different methods to troubleshoot this, but frankly, I am at a loss.. Thanks all for any help you can provide! sackfalte EDIT: I was informed that it's better to post in the dedicated Mechjeb support thread, so that's what I am going to do.
  8. Hello everyone, I have now Realism Overhaul installed and my RCS don't work. I have filled the Tanks with the right fuel but the engineer report shows me always the consumers are not receiving the right fuel. What should i do?
  9. Found a strange bug in RO today. My rocket slowly ascends at a speed of 0.2m/s surface speed, even with the engines off. With the engines on, the speed does not change, even with launch clamps attached. Would anybody mind helping me fix this? MODS: https://gyazo.com/9a1b529b58b515d8b58fd8c67ee17507 https://gyazo.com/901424f8a47fbcd19baa405c32954b5b PC SPECS: https://gyazo.com/c36c7b196fb9c2addc24a26bd1b6473c Lenovo Z50-75, Windows 10 Home edition, Manufacturer: Lenovo FLIGHT LOG: https://gyazo.com/b6ce9644c0224fc3f9d05679bc5478ea DEBUG LOG: https://gyazo.com/2593934dc2c2f04a52f4be0a27c31878 https://gyazo.com/e76020d04d9e452f1dd91423ba873a02
  10. While waiting around for 1.1, and then probably a while more for RO and all the other mods to be updated for it, I've been mostly messing around in sandbox mode with RO. Lately, though, I've been missing playing in the Kerbol System (especially Minmus), but going back to it, it's just too dang small and easy! Plus, I really enjoy using real fuels and real engines a lot more than stock. So I was just wondering if any of you are playing RO using the Kerbol 6.4 or 10x system. Which scale do you use and why? Do you also use Outer Planets, and how do the textures look? Is it even compatible? The 10x thread says yes, but the 64K thread makes no mention of OP. I know, I could just set it all up and try it out, but an RO install can be time consuming to set up and get working properly, so I'm hoping for a little input before I set it all up. Thanks!
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