Einkleinermensch
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[1.2] Real Solar System v12.0 Dec 8
Einkleinermensch replied to NathanKell's topic in KSP1 Mod Releases
No, there are several answers about this from developers. The only problem is that some ingame things are hardcoded to Kerbin's 0 axial tilt so they need to change more code than they want. -
[1.1.2] Real Solar System Expanded (0.14.0)
Einkleinermensch replied to ImkSushi's topic in KSP1 Mod Releases
So, what are you going to do in a next update? Would you handle inclinations of planets relative to Sun's equator or like @NathanKell said relative to Earth using JPL data? -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
Einkleinermensch replied to pingopete's topic in KSP1 Mod Development
Oh, I don't use Linux at the moment, but it seems that this glitch appears in both OpenGL and DX11 mode, you can try to look at scatterer main thread. -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
Einkleinermensch replied to pingopete's topic in KSP1 Mod Development
It seems you are launching game in DX11 mode, which causes this glitch in scatterer. Using DX9 fixed this for me. -
[1.1.2] Real Solar System Expanded (0.14.0)
Einkleinermensch replied to ImkSushi's topic in KSP1 Mod Releases
Oh, have you changed Moon's orbit? But 5 degrees is an inclination relative to ecliptics, not to Earth' equator. Relative to equator it's around 26 degrees, which makes missions from Cape Canaveral easy to get there. -
[1.1.2] Real Solar System Expanded (0.14.0)
Einkleinermensch replied to ImkSushi's topic in KSP1 Mod Releases
But how strong it affects real-life things like, umm, dV maps? Does your approximation allow mission planning using real data? -
[1.2] Real Solar System v12.0 Dec 8
Einkleinermensch replied to NathanKell's topic in KSP1 Mod Releases
I'm pretty sure that it's a platinum question, but anyway, is there any chance to have normal axial tilts support for celestial bodies in KSP in the near future? Or this changes Squad don't want to implement at all? I see already two opinions about simulating tilts in RSS between modmakers and that is a bit confusing. -
[1.1.2] Real Solar System Expanded (0.14.0)
Einkleinermensch replied to ImkSushi's topic in KSP1 Mod Releases
Hmmmm, asteroids in rings maybe? I've found that you have changed inclination of Enceladus' orbit. Are you going to make moons of Saturn inclined relatively to Earth' simulated "axial tilt"? -
[1.1.2] Realism Overhaul v11.0.0 May 8
Einkleinermensch replied to Felger's topic in KSP1 Mod Releases
Oh, maybe someday Squad will implement axial tilts, so education would be really educating and RO with Principia and tilts can be a competitor to Orbiter. -
I've found a bit strange bug on Linux RSS-RO install. This mod conflicts with something (KSPAPIExtensions?) with the next string in KSP.log: [LOG 13:56:18.217] System.NullReferenceException: Object reference not set to an instance of an object at KSPAPIExtensions.UIPartActionChooseOption.UpdateItem () [0x00000] in <filename unknown>:0 [EXC 13:56:25.195] NullReferenceException: Object reference not set to an instance of an object System.Guid.BaseToString (Boolean h, Boolean p, Boolean b) System.Guid.ToString () WhitecatIndustries.VesselData.FetchStationKeeping (.Vessel vessel) WhitecatIndustries.StationKeepingModule.OnStart (StartState state) Part.ModulesOnStart () Part+.MoveNext () This appears, when I take some command modules in VAB and try to put some fuel in their internal tank: GUI of RealFuels is not working and Tweakscale-like field appears in right-click menu of this module, but this field is empty so I can't do anything. Filling an external tank works fine.
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[WIP][1.0.5]* RSS Visual Enhancements (RVE)
Einkleinermensch replied to pingopete's topic in KSP1 Mod Development
Is there a way to disable scatterer for scaled space? Because it really drops framerate too hard on a laptop -
Realism Overhaul Discussion Thread
Einkleinermensch replied to NathanKell's topic in KSP1 Mods Discussions
Where can I get this background processing mod? Didn't hear about it before... -
Realism Overhaul Discussion Thread
Einkleinermensch replied to NathanKell's topic in KSP1 Mods Discussions
It's may be a strange question, but is there a way to allow all my crafts consuming electric charge while on-rails in RO? I just realised, that if I leave my crafts on rails, they don't use EC at all, which is quiet unrealistic.