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lextacy

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Posts posted by lextacy

  1. On 10/15/2017 at 12:59 PM, Max-Q said:

    @Sobol The first release of the improved Realism Overhaul config for SLS Part pack is ready to download.

    Download the latest (1.3.03 at the time of writing) release from https://github.com/Max-Q/Space-Launch-System-Realism-Config/releases.

    To install it, copy the RealsimOverhaul folder from the downloaded zip-file into the GameData folder of your KSP installation.

    Do not use saved vehicles, build them from scratch with fresh parts. Otherwise the parts might keep the characteristics of an older config.

    The release was tested with SLS Part pack version 1.3.01 in KSP v1.2.2 with Realism Overhaul v11.4.1. (RO is, or was till recently, not ready for KSP 1.3.)

    Known Bugs

    Things @Sobol maybe can fix:

    Things @Max-Q should fix:

    • A ton of small inconsistencies and inaccuracies
    • Set all title, description and manufacturer
    • Clean up engine configs (adapt real plume config)
    • Sure more to come

     

    The fairings never got fixed! 

  2. 9 hours ago, darkerdadorito said:

    the only thing you can really do if you just want a dragon v2 capsule in there is simply just take decq's dragon and rescale it. other than that, it's only really scaling other dragons such as from tundra exploration, but the only one with ro configs is laztek.

    NICE! Thanks! Downloading now

  3. Anyone ever try landing the Shuttle by gliding only and actually landing at the official landing strip without ever using the OMS?  I have done this successfully ONCE out of 18 flights so far. There is serious mathematics and algebra involved it seems to land this thing with zero engine use from de-orbit burn. Anyone have any pointers for me to have a more success rate?  Im tired of the "authorized" water landings LOL

  4. This launch had ignited a mass emotional feeling for me. Literally I was screaming and yelling and crying and I never do this with neighbors living in the apartments next door. No matter who you are, your will break down and defy your own rules cause this launch was historic to the max. No sporting event will ever unlock such an emotion. Conrats Space X and god speed!

  5. On 1/10/2018 at 9:23 AM, Kartoffelkuchen said:

    You know, these configs were made *months* ago, and because a relese soon seemed plausible there and the configs were done, they were simply added to RO already. The configs were done by @raidernick btw. However sknce the pack is not really upcoming any more, I‘ll release my work soonish (:P).

    That is some good news then. Cant wait to fly these things :D

  6. where can I find RO configs for the old Delta II-III pack ?  The RO configs for 1.2.2 have "ULA" in the part name and this is wrong. I think these configs are leaked configs for the new upcoming ULA pack you are going to release. Don't know how those future ULA configs got slipped streamed into a 1.2.2 RO release. 

  7. 7 hours ago, Mrcarrot said:

    The easiest solution would be to put a Relay up in Earth orbit, allowing comms signal with the whole planet(may require more than one).

    Ahh yes ! Forgot about the good ole relays 

    6 hours ago, regex said:

    Three in geostationary would cover pretty much everything, and might be the easiest solution. Just orbit edit them up there, call it a day.

    TDRS will show me the way :wink:  

  8. 16 hours ago, regex said:

    I had given some thought to making this work in Switcher a long time ago, when I was still modding it, but the big problem is that you have to reload the PQS when you move KSC. I have no idea what that would do to, say, a plane in flight or whether that would totally disrupt the scene, and never tried 

    Regardless, actually making it happen should be a relatively simple thing in Swtcher's code (if it hasn't changed too much), you'd just have to rig up a flight UI.

    E: Ah, this is about connections with the stock communications model. RP-0 requires RemoteTech2, and has tons of stations for it is there any reason why you're not using that? If not, have you looked into any mods that add additional stations for the stock comms model?

    Good catch. Im trying to go without RT this time around so I can use the new stock comm system. Are you saying I MUST use RT for RO/RP-0? 

    What mods are out there for stock comms?

  9. So I have RSS and all that good stuff and the stock game DSN system keeps disconnecting when my chosen KSC goes occluded. BUT arent there suppose to be "extra ground stations" ?!  I have this toggled on and it doesnt work. I need a mod that will switch KSC to get signal back.....IN FLIGHT!!!   Im so sick of getting out into the tracking station to pick a new KSC location thhen having to constantly load the flight scene again and again. Getting ridiculous. 

     

    mods installed:

    -Kopernicus

    -KSC Switcher

    -RSS

    -RO

    -RP-0

  10. So here is my problem. After launching if im in orbit on other side of the Cape where I launched from, I will lose my signal. The game fails to give me the ground station tracking around the globe. I have to jump out and into the Tracking station and toggle the Australia site for example. then go back in my craft to get the signal. I know this is a conflict with RSS and/or KCS switcher. Is this by design? Whats my workaround here?

  11. 11 hours ago, lordcirth said:

    That's not a bug.  It may result in an incompatibility with RO, but Kerbalism was never designed to work with RO.  The scrubber works by taking WasteAtmosphere, ie air that has been breathed already, and extracting the CO2. The CO2 does not go back into the air, it gets stored in tanks, or if you don't have any room, dumped overboard.  Your "fix" may make it work with RO, but you are granting yourself free oxygen...  RO is designed to use TAC-LS, by the way.

    AHH makes sense now. So this mod is more better out of the box with stock/TAC  . If your running RO then people can just use my fix. 

  12. Any reason my Kerbals died with 3% CO2 level?  Resource panel says there was 0% CO2 , but Kerbalism panel says 3%. Either way the Kerbals should not have died.  I think this mod is incompatible with RO !

    UPDATE : Nevermind. There was an error in the Default.cfg

    Was 

     Process
      {
        name = scrubber
        modifier = _Scrubber
        input = [email protected]
        input = [email protected]
        output = [email protected]     <-------We are creating toxic Co2 ??
      }

    Change to this!

    Process
      {
        name = scrubber
        modifier = _Scrubber
        input = [email protected]
        input = [email protected]
        input = [email protected]
        output = [email protected]    
      }

    So in a nutshell, the Kerbals were exhaling Co2 and then recycling it to get more Co2 ....LMAO! 

  13. Hey, alot of Raidernicks probes , his Vostok and Voskhod pods, and all the FASA pods are not showing due to a bug in this mod. Once I removed RP all parts showed in VAB as required. I think there is a config in the RP blocking command pods. I havn'nt figured out which file was screwing around with the pods. It seems to be some conflict in the tech tree as I had to actually hand-type the pods name in the persistient save file where the tech tree is saved. RP was failing to include the pods to begin with. Placing the pods in the save file still yields no parts in VAB, but Ill leave that part up to you as I dont have time to fiddle around much. Cheers

  14. Its been a long ass while , but I have started playing Kerbal again as its winter now. I noticed that this mod has not been updated for a while so it is still locked at KSP 1.2.2. Im using 1.2.2 as its the only working RO/RSS solution we can have. I have taken the liberty to fix your Statics as most of them have serious errors. 

    Problem : When saving new assets , upon game reload the KSC Terrain mesh takes place for what you originally saved. So if I make a launch complex LC5 and save the Static.....reload the game....the Complex will turn into the huge Terrain filler. 

    Investigation : The reason for this is that most your static files have "name = Spawnmarker" .  When this happens the game will find the earliest instance of name = Spawnmarker and find what mesh was used in A-Z order. The KCS Terrian Filler is the first on the list to make the parse pass. Thus the game loads that mesh instead of the LC5 mesh.

    Solution :  I went and fixed all the name = errors and the game saves assets like a champ! Is there a way to post this fix to you in a fast efficient way? 

    So to make a short story short your Statics all share a common name, but should have had a unique name. LoL might have been a case of the Find and Replace Mondays :P

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