Kitspace
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[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Kitspace replied to RedAV8R's topic in KSP1 Mod Releases
Also I can post some pictures of my current game data folder and the folder that I was downloading mods into. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Kitspace replied to RedAV8R's topic in KSP1 Mod Releases
What is the unsupported material in my install exactly? Does the docking alignment indicator gauge count? Is it really able to break anything? I already told you that all these mods are from the list in the original post and are obtained by clicking the links there. I am not interested in telling you something that is not true at least to the best of my knowledge and belief and I have no reason to do so. By the way did you first see this post before the log was added on top? -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Kitspace replied to RedAV8R's topic in KSP1 Mod Releases
So here are the details on the problems experienced. I suppose that some mods have updated since the patches were made or there are some mistakes in the configs. All the mods are installed exactly as instructed in the original post in order of appearance there and of course all of them are from the supported list. All the mods installed here have been downloaded today no more than a few hours ago from their respective forum threads. The install includes all of the recomended and required mods and some of the supported part packs. Here is the log that was obtained after starting the game up and getting these pictures. Both links are the same file just a mirror. https://www.sendspace.com/file/jr3fp4 http://www.filedropper.com/outputlog -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Kitspace replied to RedAV8R's topic in KSP1 Mod Releases
Unfortunately it did not help much. I will add details and logs in a few minutes. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Kitspace replied to RedAV8R's topic in KSP1 Mod Releases
Right at the moment of wrighting this I am starting to install right everything again from scratch exactly following your instructions step by step. Let us see if this helps with this in any way. I really hope it helps to sort it out but I can not think of a reason for the previous install to be botched simply because it was done using the same procedure from the original post. -
Optional MechJeb Modules for FAR, NEAR & km_Gimbal 2/3 (July 16)
Kitspace replied to sarbian's topic in KSP1 Mod Releases
Also it does not seem to be caused by the wobbles of the control part itself. -
Optional MechJeb Modules for FAR, NEAR & km_Gimbal 2/3 (July 16)
Kitspace replied to sarbian's topic in KSP1 Mod Releases
Hello. I am using Ferram aerospace research and Realism overhaul and there is a problem of some sort with them. The problem is that at pretty high speeds at some point into the flight Mechjeb is suddenly starting to use extrmely agressive control inputs where no inputs at all would still do good and finally makes a firm and stable rocket wobble like crazy and maybe even fall apart even with the modules from here installed. It will happen to basicly any vehicle no matter how stable it is and how much control authority does it have. Thank you. -
HotRockets! Particle FX Replacement + Tutorial
Kitspace replied to Nazari1382's topic in KSP1 Mod Development
Hello. Does the pack in its current state support the KW? Why are some of the exhaust flames blue? Is it somehow affected by Real fuels? Just it looks like the ones with all kinds of blue exhaust are burning hydrogen so it seems logical. Is there any way to deal with the launch smoke effects? Those huge clouds of thick dark grey smoke that spawn when engines are stationary near the ground. The particles just spawn around the engine omnidirectionally without having any velocity to fly away and distribute sanely around the area like they obviously would in real life because of the thrust of the engines. So in a few mere seconds excessive quantities of huge copies of the same particle obscure the vessel from view and as the trust builds up they just keep spawning instead of being pulled away by the thrust of the engines. Also they do spawn when the vessel is not on a launchpad of any sort and there is just no reason for them to appear in such quantities. Another thing is that some engines do have this effect while most of them do not. Is there a way to make this effect more realistic somehow or at least either assign it to all engines or disable it completely? That would be very nice. Thank you! -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Kitspace replied to RedAV8R's topic in KSP1 Mod Releases
Apollo? Ah you think of the real life historic parts. Sorry. I mean just the big stock three man command capsule as it is usually considered to represent the Apollo capsule. I mean the RocketMan post directly above mine. This engine is nothing more than the most obvious example that I can see around in my game. I just could not remember its name exactly but I know that it is the big grey one that has the deep throttle capacity. If I just go and grab this engine from the part list in my game its rated thrust will be five kilonewtons and that means it can hardly lift itself. I am not suggesting any specific engines to be added but just any engines that could meet the requirements for moderate thrust engines as currently in my opinion there is a too big difference between the engines in the matter of their thrust level. Sorry what do you mean when saying that scaling the engine made that fuel tank huge? Is that correct that this feature was already implemented from the beginning with the scaled engines? That is really weird and that is exactly what made me ask this question originally. It is not supposed to have any effect on the visual appearance of course including mods that change visual appearance but strange enough some engines have blue exhaust flames and these are the ones that burn hydrogen. I did not notice this until now so it made me doubt if Realism overhaul is doing this. The craft probably has a little bit of excessive control authority but the main problem is that something most likely Ferram aerospace research makes mechjeb just use extremely aggressive control inputs with no good reason even with all the anti wobble patches. Thank you. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Kitspace replied to RedAV8R's topic in KSP1 Mod Releases
Posted by mistake. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Kitspace replied to RedAV8R's topic in KSP1 Mod Releases
Hello! First of all I have found two quite strange things yet that are suspected to be either bugs of some sort or just mistakes in the module manager patch adding files. The first thing is that the Apollo capsule is six metres near the bottom instead of four as it is supposed to be. Maybe that is the reason that its top node is not aligned with the actual hatch on top of it. And the second thing is that some engines have strange stats. For example the deep throttle capable engine from the post above with its default fuel mixture has a rated thrust of mere five units. By the way are these kilonewtons? Then do you consider adding more different engines? Some parts from different packs and mods simulate the same engine two or three times while there is a sort of gap between the very very small engines and very big ones especially if you are limited to a certain diameter. Also why is the very nice trick with those huge domes on the engines disappearing inside the tanks gone? Maybe engines with domes should have two attachment nodes to better fit them visually depending on the situation? Do you still have the configs with their coordinates? Does the mod affect the Hot Rockets in any way? I have just suddenly noticed in game that some engines burning hydrolox have realistic blue exhaust flames instead of their native orange ones. And another one question that I would like to ask. I have constructed a launch vehicle tuned for low orbit insertions with a central core of two stages and four side liquid fueled boosters. Its centre of lift point is normally quite far behind its centre of mass during the whole flight and its centre of thrust is aligned and all of its potentially wobbly booster joints are fixed firmly in place with triangle strut constructions. The problem is that in flight under mechjeb control at some point in flight it is becoming progressively wobbly as the control inputs are becoming so aggressive that no obvious deviation exists at all but the controls are just jumping left and right as crazy in a minute the whole rocket is constantly jumping left and right as crazy. What can the reason for this be? Thank you! -
Also I have heard that some of the configs as well as the Visual Enhancements can add proper rings to the outer planets. Is this somehow based on the features of the mod plugin itself or completely third party? Just I have no idea how would one possibly make something orbit a planet without doing this through the Real solar system itself. How do they look like close up and do they actually exist or is it a merely visual feature? Thank you.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Kitspace replied to ferram4's topic in KSP1 Mod Releases
Hello! How is the strength of a joint between two structural parts calculated when it comes to aerodynamic forces that can rip that part of?- 14,073 replies
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- aerodynamics
- ferram aerospace research
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Hello again! The small texture pack does help to fix the problem but unfortunately it does not look nearly as nice and cool. But look at the specifications of my computer described at the beginning of each of my logs. If this one is not enough to run the big one than actually what is? If this is the game limit not the computer limit than what do one need to do to run the complete big one? Stick to all the stock parts and never use any other mods any heavier than the size of a text file? There is no offense on anyone really I am just asking. Thank you!
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Now that I managed to get the logs for both cases here is the full report on the bug. Win 7-64 KSP 24.2-32 RSS 7.3 RO 6.12 MM 2.3.5 MM 2.4.4 B9 All Realism Overhaul mods are from the current supported list and are the most recent versions availible. Tested with both stated versions of module manager with the same result the latter appears not to be released for some reason yet but it was bundled this way with B9. The game runs every second time with the bug from the picture above and crashes claiming to be out of memory every other time. The probability of one of these things happening seems to be close to random for me. One time actually the game started up with both the bug and some weird texture corruptions appearing but I can not reproduce this condition. Previously the game was running good with the same amount of mods it currently has on this computer. All this started with an attempt to reinstall the game. Thank you. This is the log for the crash on startup. http://www.datafilehost.com/d/d4a6f0bc And this is the working but bugged one. http://www.datafilehost.com/d/9caf31d6
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Believe it or not but this time I can not even get the log because it crashes with out of memory again. The very same thing that was happening last time. There was a bug yesterday but at least it worked and today the whole game does not work at all. And honestly to the best of my knowledge I did absolutely nothing to the game between these occasions. It already ran with the amount of mods it currently has so it is capable of running it and that certainly is far less than the amount of mods it used to have. I did not even leave a save game behind since yesterday. I keep posting it here because I believe it is somehow related to the presence of the Real solar system.
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Yes I have definitely installed the texture pack. Wait. Do you mean that I need all of them as some of the planets are only included in some of them? And anyway Nathan says in the first post that of course planets will not change their visual appearance without those texture packs but they definitely will get bigger anyway. As you can see here some of the planets are looking good and some are not enlarged in any way and their orbits are unchanged as well so it could be something different.
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I have just reinstalled the whole thing from scratch this time with the complete pack of Realism Overhaul. Now I have a new big problem this time directly related to the Real solar system mod itself. Some planets including our own are rescaled properly but most of them are not rescaled or replaced at all so it ends up like we are the outermost planet in the solar system while most of the planets are placed between the sun and Venus. I have no idea what logs or configs to post or what could be wrong with it so I can post a few pictures of the tracking station for clarity. Can you help me please? Thank you!
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I have seen this bit but could not believe it. I am running agressive active texture management and did not install anything that could greatly increase the memory usage. What can I do with it?
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I have a big strange problem with my game. Yesterday evening it was all running just fine without a problem and as you guess nothing changed since then. By the way this is a playable version of the two found on my computer and not the realistic one. When I say that nothing was changed I mean neither of them was changed in any way. Now it crashes without any reason on every loading attempt. The game finishes loading files and applying all those module manager patches the black screen with orbiting planets in the corner appears but then instead of the main menu nothing happens at all and somewhere around this point a crash report is created. Here is one of them. What do you think could possibly happen here? http://www.datafilehost.com/d/654402f7 http://www.datafilehost.com/d/cde45f56
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[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Kitspace replied to RedAV8R's topic in KSP1 Mod Releases
Sorry I did not get it but why is it redundant? I do not see the soviet probe pack in the supported list and do not remember if it was ever suggested for support either. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Kitspace replied to RedAV8R's topic in KSP1 Mod Releases
Do you still consider adding the reaction control thrusters to the capsules and command pods that still do not have them? It seems weird that in stock we have all the pods holding the thruster propellant inside but using those magic reaction wheels and a lot of electricity to spin around at huge unwanted rates instead of just using some built in thrusters like a real thing would do... Any ideas why do we actually have that insanely oversized role of the reaction wheels in stock? I did not even know such things existed until I suddenly came across them here. Even then it was quite hard for me to find any kind of a working real life example. And certainly it was not as big as a manned capsule even the smallest one. -
Thank you! I think that I am starting to get it. Also that is not related to the video or the launch techniques but what is that mod appearing here and there that makes the surface of the planet deep blue and blurry because of the atmosphere like it is in real life and does it work with the rescaled things?
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Hattivat I have seen some toolbar icons that are unknown to me in your video so what mods do you use? What did you do near the end when the second booster stage was finally gone? The apoapsis was solid like a rock until that and then suddenly just started to run away like crazy and in a few seconds managed to rise about four kilometres higher then intended. What happened there? Thank you!
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Kitspace replied to bac9's topic in KSP1 Mod Releases
Yes it looks quite right this way. But then what is wrong if I do this? Which side did you attach there first? For me it looks like the collider is different and everything that is on the right side is sitting much deeper into the surface than the same object on the left side. In the same speed brake example it looks like the left side is inline with the wing surface and the right side is deeper inside so the wing mesh is flickering through the speed brake base part or even overlapping it. What am I doing wrong with it?- 4,460 replies