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darshiki

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Everything posted by darshiki

  1. Thanks for keeping this mod mod updated guys. Once you get started with RO you never go back!!
  2. Hey I am having a problem with DRE in RSS with the recommended mods and I think it might have been happening in a heavily modded stock Kerbin install too. During reentry the heat on the shield increases to around 651 C then does not increase further. Anyone seen this problem or know of a quick fix? I looked back through the last few pages of posts and couldn't see anything about it. Appreciate any help given. Thanks dars
  3. Hey I am having an issue and I can't seem to find mention of it elsewhere on the last few pages or in the FAQ. I installed RO using ckan via the command line, adding KW, RLA stock, soviet, Rocketdyne, Near Future and I put AIES and KER in manually. Took out a lot of the fuel tank and aerodynamic part files but other than that it's the same as ckan made it. I have made sure that everything is up to date with the update and list commands in ckan. I am using the default engine configs (not RFTS). The problem is some of my engines (specifically the Aerojet AJ10-118K, EADS Astrium Vulcain, and Rocketdyne RS-68A) are working fine when first launched but when they are reloaded, by going to the space center and then back to the rocket or loading it in space, the delta V is much lower and in a few cases the weight of the craft is much much higher. I don't know if they are the only engines doing this but I have different engines on my heavier rocket and I can reload them without change. I post this without a log or craft files because I am just asking to see if anyone else is aware or is having this problem. I will also say that I had to install KER to get the delta V to show correctly (in mech jeb) for the engines I was using so maybe this has something to do with the issue. I am going to try a few more things that come to mind. If the problem ends up being unknown I will go though the process of doing an error report. Thanks for any feedback given. Dars Edit: seemed to have found the problem, I used a scaled up decoupler from the DRE pack which changed it's weight after reloading.
  4. Hey RedAV8R and Nathankell. Thanks for the amazing awesome work you do with RO. Been a user since around April and it's awesome. I have some pics of my manned moon missions up on imgur http://darshiki.imgur.com/all/ Anyways I am now in the process of designing a manned Mars mission. I have kinda hit a road block though because one of the mod packs I really like to use, the Porkworks inflatable hab pack http://forum.kerbalspaceprogram.com/threads/64442-0-23-5-Habitat-Pack-v0-4 doesn't seem to be working in RSS any longer. Prior to 0.24 It was working for me and even with the first update of RO after 0.24 it was working. I am not asking you guys to fix it, I was just wondering what you guys think about this mod pack and how you feel about adding it too your WIP list as I think at least it's a cool and worth while mod pack. Also I am looking to get into the mod game myself as far as making my own or possibly one day helping others. I have some experience with C++ but that's about it. I have googled the subject myself and have done a little reading already which is sort of making sense. Makes me appreciate what you guys do that much more. Again thanks for the time you guys spend on this. I really enjoy the problem solving building these missions involves. Can't hardly go back to the Kerbol system without feeling this is too easy so I really like RSS.
  5. First off let me just say that I am a big fan of your work NathanKell. As I install the RO, RSS mod I can't help but notice that you authored the majority of the dependencies required to make it work and when the 0.24 ksp patch came out it only took a few days for you to iron out those dependencies and get RSS back up and running again. Need to get you some money soon. I am sure it's a labor of love but it's a lot of work I imagine. Really, really grateful for the time you put in helping the community and fixing people problems. I fixed the problem in a way so I need no help. My solution is at the bottom if anyone is interested. Thought I would still throw up the post in case anyone else was having the same issue. After looking through the last few pages of forum posts (as I usually do before posting myself) I noticed that someone (Peregrinuus) already has had this issue with bleed through of old cloud colors on several planets. Here is the imgur page he linked to refresh your memory. http://imgur.com/a/Q1kBt I know you said in the response to his post that it's an issue with EVE 7-3 which is not supported. Well let me just copy what you said. NathanKell "Peregrinuus: Those screenshots look EVE issues, not RSS issues. If you haven't changed EVE's settings (which are set up for the default Kerbol system, so Eve gets purple clouds, and Jool gets green ones) then...you'll still get those clouds. I thought you were talking about *surface* textures. When I said EVE Overhaul works with RSS, I meant the clouds are at the appropriate height more or less, etc; not that the mod will somehow detect that RSS is installed and change what clouds it applies." What I am wanting to know is if there is a way for me to modify the settings in the EVE config. files so that this effect goes away? The only reason I ask is that I used EVE 7-3 with the very first RSS, RO version posted after 0.24 and this effect wasn't present so I figured there might be a way to make it work. I actually Figured out how to fix this more or less. Go to KSP\GameData\BoulderCo\Clouds and find the cloudLayers.cfg file then edit out all the configs for Jool, Laythe, and Eve which will unfortunately get rid of clouds on those bodies but it does look better in my opinion. You can also change the colors of the clouds to white, or other things but don't ask me how, by changing what the r, g, and b equals to. 1 makes it white just like Kerbin. Just thought I would throw this out there if anyone else has this problem and wants to fix it.
  6. Yeah I have a previous install which I deleted, I also tried to install universe re placer and that didn't seem to work either. I am using your texture compressor as well. Thanks for the help RBRAY89
  7. Just downloaded and installed the file off the first page of this thread and still not seeing clouds ...
  8. Actually I thought your mod was working and clouds appear in the start up screen but in the actual game the clouds are not present. The city lights are there just no clouds. Any Ideas?
  9. Yes that is exactly where it's hanging, Ill give it more time and see what happens, thanks. Edit: Yeah I tried it one more time and it actually loaded really quickly lol, Very very very nice mod, The clouds OMG wow!
  10. Hey when added this mod to my RSS, realism overhaul install I cant load past one of your files, any ideas on what it could be? Anyway we could troubleshoot? It didn't make an error log file or whatever... I'm Using pretty much all the mods on the Realism overhaul page.
  11. Thanks abes, still working on my first mars orbiter and manned Moon mission, so exciting. Planning on doing a moon base like the one planned in the constellation missions I was just reading about. With the addition of kethane I may work towards a refueling station in LEO like I have done in the stock game. Believe it's a good proof of concept for a setup which could be used in real life provided we can actually make rocket fuel on the moon and also probably the easiest way to achieve interplanetary travel without rockets that will break my rig . Love the new lvl of challenge with using all the rss mods and medieval nerd's tech tree, very very fun!
  12. How are people figuring out interplanetary transfers with RSS?
  13. Is there a way to edit the inclination by changing some config file? Thanks for the info!
  14. I am sure this has been answered before here, thanks for the mod, I was looking to use it as a way to modify the moon's orbit in the Real Solar System mod but it seems every time I modify the orbit of the moon it just goes back next time I load the game up. Is there a way to permanently modify the orbit?
  15. Yeah I am cheating it a bit right now using multiple engines for one stage. This is because I am using medieval nerd's tech progression and I am still In the first few nodes trying to get to more science, very challenging, especially with RT2 and engine ignition. I have my sat systems up. Finding it very very hard to get anywhere though. I do like the feel of RSS however. Perhaps I would be better off in sandbox, hmm. Current moon relay and probe rocket is like 250 300 parts and I'm down to 3 to 4 fps. I have built 1400 part ships in the first days of my ksp experience that gave me just as much trouble. Did already take my Delta time per frame all the way to the right as well.
  16. So I have been playing the realism overhaul with the RFTS engines and pretty much everything on the list. It's all working out pretty well as long as the rockets are just big enough to orbit but then with my first high orbit and moon ventures I am noticing the rockets getting big enough to be causing issues with my fps. Anyone got ideas about how to clean this up while using these mods?
  17. Yeah I think it can only do 1 ignition even though it the description it says that with hypergolic fuels the number of lights is infinite. Ill make it work, thanks for the help!
  18. In the Parts mode it give the ignition type which is electric, the next line states that .5 EC is required to ignite and last line says need setting down fuel before ignition. (which is in blue and has been done, the rest of the text is red) In the Action groups mode it says the same when moused over and and when clicked on it gives you the real fuels menu with all the different fuel types, I've been using the UDMH and N2O4.
  19. Ok I read up on the problem and I used 2 seperatrons as ullage motors and got a very stable flow to no avail, thinking about taking out the engine ignition mod but I cant remember what I changed when I added it, Maybe ill keep messing with it.
  20. Actually its now showing as very unstable... Guess i need to read about these mods more...
  21. Shows it as very stable, I try to push activate engine and nothing happens, is there something else I need to do? what does a ullage motor do? act as a fuel pump?
  22. Is there a reason my hypergolics fuels with a capable engine (A9R from rfts pack) wont relight? The engine says specifically that it has infinite relights with this type of fuel. Any ideas what the issue could be? I am using the ignition mod obviously, didn't know under which to post...
  23. Yeah but I have tanks with a larger width that im using, do you know what node gives you the ability to make it wider? I looked through the cfg file for the ki 7000 and there didnt seem to be any other tech requirements but basic rockets....
  24. Having an issue while using all the mods in the Realism Overhaul and reaching for the stars engines. My engines seem too be too powerful, some of the early engines like the B7 have no throttle adjustments, while I realize is probably due to them being primitive, my twr in mj and engineer shows 4.44 and it shows cause when you try to launch with far and deadly reentry parts of your craft will burn off. With all the mods in the list its hard to say where the problem lies. Any ideas? I do realize since I haven't played this much in this config, it could be normal but that doesn't seem right. I'm using kerosene and oxide btw. Thanks, dars
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