Kitspace
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Everything posted by Kitspace
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Is there a way to fix that? Are not there quite common weird occasions where the rocket just can not stop wobbling simply because joints bend and wobble and certainly so does the guidance part near the top. I think in real life it would be quite impractical to increase the weight of an interstate beyond what is required for its structural integrity to stabilize the joint. Can we for example significantly increase the strength of certain joints via the configs so they can simulate a realistic big holding strength while keeping the real life size and mass? Also is the current latest release supposed to make the tweak scale default size grid decimal with a fixed big step of half a metre and fine adjustments available instead of the stock size like it was done in the previous versions? Currently in my game installation the tweak scale uses the stock size and scale system up to five metres and then allows me to go up to no more than seven metres and not all parts work. Looks like it was not affected by the Realism overhaul config or for some reason was affected just partially. That is not quite convenient while currently most engines models do have that thrust plate thing and their sizes are decimal and most of the other untweakable components have decimal sizes.
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Hello I suddenly got that strange crash issue again. I was again sitting in the editor thinking on a rocket design and then after taking away a part that did not fit well the whole game window just disappeared instanly. A crash log folder is created but there is no log in there for some reason just the error file and an empty report. The current game log was to big for me to understand anything in particular in it and it also did not contain any crash descriptions or anything it just stops. I thought at first it was an out of memory thing but it happened not even in flight and the error file shows that there was a lot of memory availible. What can I do and what to post for information? Help please! Thank you!
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What engines do you use as vernier thrusters? What mods do they come with? Or what other means of gaining full adequate three axis control can be used if it is impossible or impractical with the main engines? Also the verniers in the pack are severely limited with the type of fuel they use as there are just three or four options even with mods and the choice of thrust categories is also quite limited. It would be very nice to find out where to get more or maybe some generic ones. Also I have noticed that many engines are modeled a few times with different part packs while the general selection of propulsion engines is kind of limiting especially if one sticks to one nation or space program parts only with a vessel. Do you think that more variety should be added? I am sorry for not doing anything serious yet as I am quite busy currently but hope to get more time to really start modding or at least supplying information around the Christmas holydays.
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In the automatic installs questions I meant different things like optional configs that come with the mods that will be installed by default probably but can and will interfere with the global overhaul configs. Like shroud and power responce tweaks or fuel resource names and properties or the consumption rates for life support systems. Also I have experienced a few weird random crashes while just sitting in the vehicle assembley building editor. Unfortunately it happened quite suddenly so I did not think that keeping the logs would be a good idea. Should this happen again I will post them here. I suppose it is a bug of some sort but it was very weird because I was just looking through the part list.
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A couple of questions regarding the automated install. Does it ensure that the mods will have the latest patches? Are those exactly the same versions and builds of all the mods that one would get from their respective threads manually? Some mods have optional things that are in many cases not supposed to be installed with the pack but otherwise would be installed commonly. What does it do with these sorts of things? So generally is there any difference to the experience at all between a manual and an automatic copy? Regarding the engine domes why not just enable part clipping and add a procedural cap that would fit to the tank an cover what we do not want to the same attachment node the engine sits on or the tank central node in case of a cluster? That is just exactly what I usually do if possible. If it adds to the fuel capacity that is good and if it is impossible for balance reasons I make it a structural part that is both light and does not affect the fuel flow. Also is it technically possible to edit the visual models already compiled for the game? I have a little experience with objects modelling in general and if the authors of the packs let us I could cut the offending parts of the engines as a temporary workaround. Thank you!
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I am Russian in case anybody is still interested. And the guide is quite brief but really nice!
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Hello. I do not know for sure currently as I am just going to install the current version but in the previous releases there used to be the real life choice for the engine you are looking for. It is named Vulcain and it says in the description that it is for the first stage of the Ariane. Also I have a question about why does the original post say that the Hot Rockets effects will not match? Its own original post says that it has some experimental configs for the real life scale and it used to work. At least something makes me think so. Thank you
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[1.0.4] ModuleRCSFX v4.2 Aug 23 OBSOLETE IN 1.0.5
Kitspace replied to NathanKell's topic in KSP1 Mod Releases
Any progress on this one yet? -
Hello. Sorry if I actually did not understand this bit correctly but does the original post say that reaction wheels do not consume electricity? I always thought that it is one of the big features of the mod that it solves the reaction wheel cheat problem? If that is the case currently I would like to know where to fix it and most likely do it. Thank you!
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[1.0.4] ModuleRCSFX v4.2 Aug 23 OBSOLETE IN 1.0.5
Kitspace replied to NathanKell's topic in KSP1 Mod Releases
Nathan, are you still in here? -
[1.0.4] ModuleRCSFX v4.2 Aug 23 OBSOLETE IN 1.0.5
Kitspace replied to NathanKell's topic in KSP1 Mod Releases
Nathan are you still going to investigate the bug with exhausts? Sorry if I missed something here. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Kitspace replied to RedAV8R's topic in KSP1 Mod Releases
Descent mode option? What version do you mean? In my case there is no such thing. The centre of mass is just slightly offset. At least that is how it appears to me. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Kitspace replied to RedAV8R's topic in KSP1 Mod Releases
I would like to ask as I have just noticed that. What is the centre of mass shifter thing stated in one of the old change logs that is supposed to make it easier? What is it supposed to do for that? Can the thing be tuned back for maximum realism? Sorry if I am missing something but that description just says that it makes things simpler and I have never seen any information anywhere. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Kitspace replied to stupid_chris's topic in KSP1 Mod Releases
Hello It is very nice to see all these fixes but it would be nice to know one more thing. There were three more little issues some time ago. One of them was the double cone chute configured to a main and a drogue did not drop its fairing if the main was deployed without the drogue due to low speed or altitude. And the other one is that just a couple of versions ago the choice between the triple dome and the large single dome disappeared for some of the parts where it was previously. And the third one was that all the parachutes set to deploy while going down or deploy after a delay did not follow these rules if activated at a very low altitude like during a pad abort. Are these still there now? Thank you! -
Why is it called the Cold War nightmare? What do you mean under scary resources? I am currently not at home to actually see it for myself but it sounds just too interesting not to ask.
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[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Kitspace replied to RedAV8R's topic in KSP1 Mod Releases
Does anybody actually use vernier thrusters and what engines do you use for that purpose? It is useful if you need roll control with only one engine or when you have too much control authoritiy with main gimbal. What part pack from the ones supported has something for that? Are there any other sane realistic means of effectively and reliably controlling a thrusting rocket during ascent on all three axes? Many rockets have no vernier nozzles and one nozzle on a stage or more than one nozzle but one axis gimbal only or something how are they controlled? I will not believe that they have no authority on both roll and yaw but how do you control a rocket with two axes? -
[1.0.4] ModuleRCSFX v4.2 Aug 23 OBSOLETE IN 1.0.5
Kitspace replied to NathanKell's topic in KSP1 Mod Releases
Here is the complete list of the mods installed. My actions filmed live from the game are in the video on the link below and it is clearly visible that sometimes the effects fail to appear when expected and sometimes fail to stop when expected. The small pod behaves in a similar fashion. https://www.sendspace.com/file/jmit7i -
Hello. How can I possibly use the built in attitude computer interface and the task planner on a manned vessel with local control? Just I usually think of it as a convenient autopilot thing. Can I make a vessel that would be able of both local and remote control depending on whether it is manned currently? Thank you!
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[1.0.4] ModuleRCSFX v4.2 Aug 23 OBSOLETE IN 1.0.5
Kitspace replied to NathanKell's topic in KSP1 Mod Releases
Thank you Nathan! I do not think that it is a thrust related thing because there are thrusters that do not fire at full power with some of the control inputs and they produce effects that are hardly visible because they are very weak but in this case the thrusters are supposed to fire at their full power or close to that but they produce no effects at all unless some conditions are met for them to produce their full power completely normal effects. I will get more details when I get to the game. Please tell me if any logs or settings or any other stuff of that sort will help. -
[1.0.4] ModuleRCSFX v4.2 Aug 23 OBSOLETE IN 1.0.5
Kitspace replied to NathanKell's topic in KSP1 Mod Releases
Hello! I am running into a problem that I believe to be related to this mod. As you know Realism overhaul uses this plugin extensively and one of the most recent changes to it is the attitude control thrusters built into the command pods by default. The problem with this design is that for some reason thrusters do not produce any audible and visual effects in some cases however they seem to produce thrust. For example visually one thruster will respond to its respective controls but the other one will only respond to controls on the other axis of the pod or only respond to control inputs on a few axes at the same time or to a specific combination of keys however physically they seem to work as expected. I am not sure whether all of them work with autopilot plugins that apply inputs to all the three axes. Sometimes it seems that I did not see some of the thrusters working at all as they require some sort of a strange combination. Any ideas what can the reason for this be? It looks very very weird. Can this be fixed somehow? It would be very nice to see them working properly. Thank you. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Kitspace replied to RedAV8R's topic in KSP1 Mod Releases
Ok let us really just get over the thrusters positions as I have said it is not that important to me either. I understand when you do not care about enhancing the effects and making things look nice but I do not quite understand when you do not care about a complete lack of effect which does break some function. I have described a couple of examples of the practical functional usefulness of these effects by the way. Maybe it is not of a thing of great importance but it is a function that does affect flying to some extent. And also it is the first time I see anything like this in the game so it is interesting for me. So do you know the cause of the problem at least approximately so I can find out more or ask the author of one of the other mods involved if it is related to him or her? Broke the capability of both local and remote control? Weird. I always try to place an unmanned guidance probe core on top of my launch vehicles no matter if the payload vessel is manned or not and never had a single problem. Maybe I should test it further in some situations. I mean the LazTek pack and the fixes you said you are now working on. Also do you know that about a month ago Nathan Kell released a new version of RCSFX? He says that some weird stuff was fixed actually. I have just ran across it suddenly. It is located in a new thread of its own. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Kitspace replied to RedAV8R's topic in KSP1 Mod Releases
I suppose the textures on the pods look like a good place for roll thrusters which are anyway already placed with the very same kind of idea and close to these points just not quite aligned. I am not saying that it is important for the matter just for complete visual pleasure. So if the thrusters do fire as expected physically then does anybody have any ideas why could such a weird thing happen? Is it a problem with module RCSFX? I always thought that the association between the thruster and the audible and visual effects it produces is hard coded in to the game? Right? I think this should be considered a bug worth fixing because apart from breaking the general immersion it makes it hard to tell right away whether they are on or off when you control thrusters on individual parts via action groups and have the global system enabled as well as making it quite impossible to watch out not to hit something or someone with your exhaust which is important in reality. As far as I remember they have Remote tech modules that say something like local control which enables us to use the attitude computer and the task planner with them as well as all the pods whether manned or not do have an antenna. Anyway this is still required for sending any data via the visibility and connection conditions instead of the plane stock algorithm and can be quite useful for some other mods. And by the way there are lots of stock things that you have turned upside down completely for the only purpose of hardcore realism. Is not that the main idea of this mod? Why should this bit be consistent with stock? I think it was good in the previous release. Also there were suggestions to write a config that would automatically add the module to any active command parts. Hope you will get it to work. Any ideas how much is left to do with it? All in all this is a very awesome mod and I like to think that it is getting better and better. Thank you. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Kitspace replied to RedAV8R's topic in KSP1 Mod Releases
Why not? Is there a place or a way to get it as it was when active if it was released? Also the new release looks cool but there is still a couple of questions on it. This time I did not yet install anything but the required and the recommended mods so no part packs and stuff at the moment. The built in thrusters on the stock pods are quite misaligned with at least the approximate spots where they are on the capsules visually. But much more important they behave weirdly and I am in doubt if this is a purely visual effect or there is something wrong with the actual thrusters. In particular some thrusters do not respond to their respective control inputs but sometimes do respond to inputs on the other axis or when more than one button at a time is pressed. However I am not sure if those thrusters that are not firing still provide torque and some times it seems like they do. What can be wrong with them? How many thrusters are the stock capsules supposed to have and where are they supposed to be located? All of the manned pods and cockpits I have tested yet do not have the Remote Tech modules and do not have any antennae at all for some reason. I will try to test it again but the unmanned cores have that stuff and there are just not as much mods to mess it up this time. How do I decrease the power of the Deadly Reentry decoupler? With the new Tweak scale system it is very small by default while it still has all its regular power so when it is upscaled to four metres it becomes so powerful that the capsule is shot away at a huge speed instead of a clean gentle separation like it was when the forces were tweaked manually for each size. I will get the logs list of mods and examples tomorrow if you need them. Thank you. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Kitspace replied to RedAV8R's topic in KSP1 Mod Releases
If the KerbX was never released why is it placed clearly in the supported list? Or am I just missing something here? -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Kitspace replied to RedAV8R's topic in KSP1 Mod Releases
When you say the list do you mean the supported list or just the essentially required mods list? If you mean that I should remove everything but the essential ones even if it is in the supported packs list then no problem. Of course I will do it just it was not yet clear for me that you want me to remove the supported ones also. Sorry. It seems to work with the absolutely required and highly recomended mods but one of the supported mods brakes the stock capsule and some of the supported ones work weirdly themselves.