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Doc_Ruby

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    Bottle Rocketeer

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  1. It didn't? I did a fresh steam & CKAN install last night and it was still there. Have you checked to see if its still in your parts list? I was playing around with these last night and experienced the same issue. You can occasionally replicate the effect within the VAB as well, and tweaking the scale of the winglets up and down provides for strange adjustments in ship mass. I've resulted to only using the Pwings for now.
  2. There's still some "Secret Setup" going on here that CKAN doesn't cover. Also, there's some things that are required for a successful experience in RP-0 that are not normally required outside of the RO space. It requires a bit of research in this thread to work out all the kinks. (AKA: Reading this entire thread). I thought I'd collect the issues that have come up and that I verified are still occurring in a fresh CKAN install as of today, April 6th 2015. RP-0 assumes you are playing with all the mods Realism Overhaul recommends. While not strictly required, you may not get the whole experience without them. Many parts added by mods are not supported or priced correctly, and RP-0 will automatically prepend Non-RO or RP-0 nocost to these parts as apropriate. Use them at your own risk, but you might consider it "Cheating". They have not been priced correctly, may appear in the wrong spot of the tech tree, and/or may be significantly overpowered. Parts are constantly being placed and priced with every update, so remove these at your own risk. Check out this mod and this post for information on how to easily get rid of them. Its located in the third rocketry tech node, TL2 (WIP, will add links later) Remote Tech TAC-LS Kerbal Construction Time Custom Biomes (Resource Pack) You're likely running out of memory as the Windows game runs 32bit by default. There are a few ways to address this. A) Run the game in 64bit Linux (64bit Windows is not an option) Use smaller planet textures (CKAN installs the smallest textures by default) C) Run the Mod Active Texture Management D) Reduce your number of parts. Check out this mod and this post for information on how to easily get rid of them. Select the "Community Tech Tree" From the title screen enter the settings and uncheck the Kerbal Time option. This will run the game in 24 hour mode. RP-0 utilizes Remote Tech which requires that your rocket has an antenna and can draw line of sight to a ground station (shown by large red dots). There are a variety of antennas available throughout the tech tree that provide longer range communication, usually at the cost of additional electricity. RP-0 requires a special configuration file for Remote Tech. This should have been downloaded in your original CKAN installation. 1. Open (your KSP folder) / GameData / RemoteTech 2. Delete RemoteTech_settings.cfg 3. Launch CKAN, search for RSS RemoteTech. Install that settings file. Avionics are probably responsible. Your command parts all have an avionics value and your ship mass must be under this for controlled flight. In the very beginning of the game, your rockets are not intended to be controllable beyond simple staging and right clicking of parts. Engines in RP-0 are enhanced by the TestFlight mod which simulates failures of rocket engines based on how much they've been flown in the past and their intended burn time. The mod also simulates momentary failures when you ignite an engine. Momentary failure increase the chance of engine failure during the first few seconds of engine ignition before settling to normal failure rates. Expect to see plenty of engine failures during initial ignition. Its highly recommended you perform a few test flights with early rocket engines before attempting to utilize them. More on Testflight failures here.Further enhancing engine ignitions is the Engine Ignitor mod. Engine Ignitor makes it so every engine can only be ignited a finite number of times. It also requires that fuel is in a settled state before ignition will be realiable. In low gravity liquid fuel will float upwards in the tanks which prevents the engine from utilizing the fuel. Settle the propellants before ignition by thrusting forward using ullage motors or RCS. Alternativly ignite an upper stage before a lower stage has completely burned out. If this is confusing, check out to understand why this is required. RP-0 requires a mod and a resource pack for that mod to correct the games default biomes. This should have been downloaded in your original CKAN installation. Check to verify that Custom Biomes is installed using Real Solar System data (Available in CKAN). Beyond that, the texture resolution of the biomes are 2048x1024 and they may be off by about 20km.
  3. Yup, I actually did exactly that. Then my spaghetti monster wasn't performing very well under time compression so I went back and used the R3 boosters. You can actually complete both of the putnik experiments using nothing but the R3 booster combination, a parachute, and a couple fin's added for good measure. Use the R3 main booster to reach altitude and the upper booster to slow re-entry (It burns off about 1000 m/s of speed). Heat shield isn't even necessary with this configuration. After unlocking a few nodes I was running into an issue with a lack of engine gimbaling. FAR really likes to throw my rockets retrograde during gravity turns. I noticed I forgot to place the ExsurgentEngineering.dll into the game which I've just discovered adds gimbals to a lot of the engines . That should make things a lot easier. You guys have put a lot of work into this so far and I'm loving it. Keep up the awesome work!
  4. Thanks Nathan! Unfortunately, no change. The only liquid tank I start with is still the Oscar-B fuel tank. I gain access to the following stretchy tanks in the "Basic Rocketry" node for 50 science: Conic Conic Balloon Conic Cryogenic Balloon Conic Cryogenic Conic Service Cylindrical Service Here's a couple screenshots that may illustrate this better: Selecting the 'Free' Node I can see named tanks that begin with KI-###: http://imgur.com/C8SuwCZ,9hhEB97,EXOasgJ#0 But they don't appear in the VAB: http://imgur.com/C8SuwCZ,9hhEB97,EXOasgJ#1 Here's my tech.cfg: http://imgur.com/C8SuwCZ,9hhEB97,EXOasgJ#2
  5. I have an issue. When I begin a new career game all I have access to is the Oscar-B fuel tank. After doing some poking around, I think its because the StretchySRB mod's fixed diameter tanks have been removed it has screwed up the TechTree initial progression. You don't get access to the stretchy tanks until achieving 50 science. While its possible to obtain the 50 science needed using nothing but a giant oscar-B chain I don't think that is intended?
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