SpacedInvader
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Everything posted by SpacedInvader
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[1.2] Real Solar System v12.0 Dec 8
SpacedInvader replied to NathanKell's topic in KSP1 Mod Releases
That definitely got me to the Moon. Getting ready to shoot for Mars and Venus flyby's. TBH, it makes sense not to be running all over the solar system willy nilly, but then again, this is the fun of doing this in a game with time compression... instead of launching a mission and waiting years for it to get there, you can just fast forward to the arrival time and have your fun. -
[1.2] Real Solar System v12.0 Dec 8
SpacedInvader replied to NathanKell's topic in KSP1 Mod Releases
And that math would be...? Right now I can't even hit the moon because I keep launching into the wrong inclination, even when using that second method, resulting in way more delta-v plane change than I brought along with me... -
[1.2] Real Solar System v12.0 Dec 8
SpacedInvader replied to NathanKell's topic in KSP1 Mod Releases
Stupid question: How to convert the KSP date format to work with these? I know that RSS sets the date to 1950 (I'm assuming y1d1 = Jan 1, 1950), but some of these don't allow for dates that early... It also doesn't help that axial tilts are then faked in a way that really skews the orbital inclinations of everything, at least without knowing all of the math behind it. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
SpacedInvader replied to NathanKell's topic in KSP1 Mod Releases
I know monopropellant is all vessel, but none of the RF fuels are the same. That being said, the reason I said to do it that is because all radial RCS tanks match those search terms. They already all contain a reference to "resourceName = monopropellant" in their configs, and I believe that you can also search for attachRule with the new MM release. In this way, any radial tank that is configured for stock monopropellant would have the crossfeedenable module attached to it at loading time without having to define each tank individually. As for the trim weight, I frankensteined one together using one of the weights from LLL and then putting the NRAP adjustable weight module into it. It works splendidly. That being said, I don't actually think you can make a stretchy tank that small, at least not without modding the config. They tend to hit minimum size around .25m I think. -
I also have a wishlist item for this mod which I think would be a great expansion of it: a procedural trim weight. Basically it would be a much smaller version of the NRAP, though maybe rectangular, which would vary between .001 and .1 to allow trimming of non-symmetrical vehicle designs.
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[1.2] Real Solar System v12.0 Dec 8
SpacedInvader replied to NathanKell's topic in KSP1 Mod Releases
@Nathan: You mentioned a few pages ago that there were some NASA mission planners out there that could help in mission planning with RSS because the RSS variant of the KSP one isn't updated to work with the new epoch system and tilt of the planets. The question I have is where can I find these? I've been googling them for a while now and never come up with anything other than that orbit optimizer tool posted earlier then the rest are all for KSP for some reason... EDIT: Nevermind, I finally found it on my own... -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
SpacedInvader replied to NathanKell's topic in KSP1 Mod Releases
The issue was the STACK_PRIORITY_SEARCH flow mode of the fuels as described in the OP of Real Fuels. After reading that, I installed the crossfeedenabler and added a couple of extra tanks for it to work. My question there is wouldn't it be easier to use MM to search for all parts which have the resource "Monopropellant" and the attach rule "srfAttach" and then apply the mod? Also.. how hard would it be to create a procedural trim weight mod? I've been using the RCS aid to help me balance my vehicles so that they don't spin out of control under acceleration, and I've been really finding a need for a smallish part that can have a variable mass to balance everything out. My thinking is it would be about the size of the AIES science experiments or maybe a little smaller and have a variable mass from .0001 - .1 to allow for easy fine tuning of balance. Thoughts? -
[1.2] Real Solar System v12.0 Dec 8
SpacedInvader replied to NathanKell's topic in KSP1 Mod Releases
A quick search of the thread for the terms "time warp mars" returned this post... We don't expect you to read 277 pages to find the answers, but that search took me literally 30 seconds... As for the chutes, just use Real Chutes. It's a fantastic mod and you won't regret the switch, though you might regret his occasional pranks.... just remember always to save after he updates things... -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
SpacedInvader replied to NathanKell's topic in KSP1 Mod Releases
So I'm having an issue with my RCS. I've got a probe and a delivery upper stage, both with different RCS thrusters (probe size on the probe, vehicle size on the upper stage), but all powered by hydrazine. In between the two is a decoupler and a procedural fairing base ring. Both sides of the break have their own hydrazine supply, but for some really weird reason, I can't get the bottom thrusters to fire.... ever. I've tried to replicate the issue through testing by building a simple vehicle with similar characteristics, but the thrusters on the test vehicle always fire without a problem. I've also tried deleting and re-attaching all of the various parts of the probe and upper stage, but its still not working. What could be going on here? PS: Yes I am 100% sure that all of the thrusters and tanks are configured for hydrazine. EDIT: NM... figured it out by reading RF OP like I should have in the first place... -
[1.2] Real Solar System v12.0 Dec 8
SpacedInvader replied to NathanKell's topic in KSP1 Mod Releases
Try turning off ground scatter, for some reason it's really cranked up in the new version and can really cause huge memory spikes. -
[1.2] Real Solar System v12.0 Dec 8
SpacedInvader replied to NathanKell's topic in KSP1 Mod Releases
To be a little fair, I think we need to be a little better about putting critical information like this into the OP (it still says v6, not even v6.1 in the title and that's an easy fix), but that being said, it's not unreasonable to expect users to search for the answers they are looking for (hint, you can search within threads)... -
[1.2] Real Solar System v12.0 Dec 8
SpacedInvader replied to NathanKell's topic in KSP1 Mod Releases
TBH, I didn't even think about the possibility of releasing alternate configs for the planet pack. If no one has gotten around to it after all of those alternate configs have been updated (I think some already are including metaphor's), I'll spend a little time to make them work. -
[1.2] Real Solar System v12.0 Dec 8
SpacedInvader replied to NathanKell's topic in KSP1 Mod Releases
Must be using "organic" methane fuel... -
[1.2] Real Solar System v12.0 Dec 8
SpacedInvader replied to NathanKell's topic in KSP1 Mod Releases
Charlton Kermin? -
[1.2] Real Solar System v12.0 Dec 8
SpacedInvader replied to NathanKell's topic in KSP1 Mod Releases
True, and yet we're still launching 3ft tall green aliens... Maybe something mostly realistic, but with a slight KSP tone... -
[1.2] Real Solar System v12.0 Dec 8
SpacedInvader replied to NathanKell's topic in KSP1 Mod Releases
So I've started working on custom biomes for the Moon, Mars, and Venus. Making the maps will be pretty easy, the question I have is, if I end up making custom science reports as well, should they be realistic, or should they be KSP-ish (i.e. The yellow atmosphere of Venus reminds you of Lemon Meringue... You wonder if it would taste good on a pie)? -
[WIP] Loading textures only as required
SpacedInvader replied to Faark's topic in KSP1 Mod Development
I find myself recommending this a lot these days. It's really hard to argue with a 5GB GamaData folder and almost no crashes... -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
SpacedInvader replied to NathanKell's topic in KSP1 Mod Releases
Not sure if this has been brought up or not, but I found some syntax errors in brooklyn666's RT2 config file that prevented either of the Giga-Dishes or any of the probe cores from being correctly configured for the add-on. I've corrected those and thought I'd share it back up here. All credit for the original file goes to brooklyn666, I just added a couple of brackets and filled in one missing part name. Here's the file EDIT: Be warned... apparently fixing those omissions also fixed a whole lot of parts in RO. I had to add about 50 parts individually in my research screen after this change. My thinking is that when MM hit the incorrect lines, it just skipped the whole rest of the folder for some reason. -
[1.2] Real Solar System v12.0 Dec 8
SpacedInvader replied to NathanKell's topic in KSP1 Mod Releases
@NathanKell: One of the datasets I have for the Moon has all of the "water features" laid out in proper shape and name. The are actually something like 95 of them, but I'm currently pairing it down to a few of the most prominent for biomes. I will also add a few of the largest non-mare craters to round out the list. It will have close to 20 biomes, but I think it will work. EDIT: I am pretty sure I have something similar for Venus and Mars at least. EDIT2: BTW, I like the idea of limiting the amount of weight certain sites can handle along with a cool down timer. It would effectively limit the total tonnage placed in orbit without placing a hard cap on launches. -
[WIP] Loading textures only as required
SpacedInvader replied to Faark's topic in KSP1 Mod Development
I don't actually think this would help all that much... I always run KSP with my system memory monitor open to keep an eye on use as I play and have noticed that memory does not increase while loading a page of textures while browsing the VAB. I think that that window may be describing the page full of placeholder textures rather than the full sized examples.On the other hand, the issue for me always seems to be reentering the VAB after a failed launch. Each time I return to the VAB, KSP holds onto between 100MB-250MB more than when I left it in the first place and that memory isn't released at all. That being said, I really think the best possible place for additional overhead is still planetary textures because they are always loaded, no matter whether or not you're looking at them. If we could have a way that would only load placeholder textures while not looking directly at them, or even when looking from a distance, and then load higher resolution textures as you close in, I feel like it would save a good chunk of wasted memory. -
[1.2] Real Solar System v12.0 Dec 8
SpacedInvader replied to NathanKell's topic in KSP1 Mod Releases
So I'm working through the early RPL missions looking forward to making my first Moon landing and it just occurred to me, we really need to go through and completely revamp the biomes for all of the rest of the planets in the way it was done for Earth. This is especially true for the Moon because of the fact that none of its old biomes are going to work for the new surface we just gave it. -
[1.2] Real Solar System v12.0 Dec 8
SpacedInvader replied to NathanKell's topic in KSP1 Mod Releases
It's really not... I haven't had a crash for anything other than being over memory limit since version 2. If you're a little careful about how fast you browse in the VAB, you'll probably do fine. Again... I really load my install up with parts, so even with all of the memory management in place, I sometimes go over memory, but if I were to cut down on some parts packs, I'd probably never have an issue and still be able to keep 3-4 GB of mods in my GameData folder. -
[1.2] Real Solar System v12.0 Dec 8
SpacedInvader replied to NathanKell's topic in KSP1 Mod Releases
I run with both, plus FASA, Laztek, KOSMOS, B9, and quite a few others. I tend to run with as many part options as I can fit before I get unstable though... If you haven't tried it yet, I would highly recommend Faark's load-on-demand mod as it really frees you up to have a lot more parts without risking crashing the game before you even get to the main menu. Also, the newest version of active texture management works hand in hand with it so you can really load yourself up if you want to (My GameData folder is ~5GB). -
[1.2] Real Solar System v12.0 Dec 8
SpacedInvader replied to NathanKell's topic in KSP1 Mod Releases
I got the impression that this person didn't even install RSS and only just had a look at the OP... -
[1.2] Real Solar System v12.0 Dec 8
SpacedInvader replied to NathanKell's topic in KSP1 Mod Releases
AIES Aerospace is a big part of it, with many satellite bodies and new solar panels.