samroberts
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Everything posted by samroberts
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WIP - Environmental Visual Enhancements Development
samroberts replied to rbray89's topic in KSP1 Mod Development
I have encountered a problem where the seas on Kerbin (and maybe Laythe and Eve) are a bright pink. I am on Windows 8 and am using d3d11. However, in map view, the problem is not there at all. PS: this mod is beautiful -
How do you suggest doing a VEEGA (Venus, Earth, Earth Gravity Assist) trajectory? I have attempted to just launch Galileo into a 2:1 resonance orbit with Earth, which effectively just uses a final Earth fly-by. However, I was unable to get enough ÃŽâ€V to propel it to Jupiter. Given that a single fly-by trajectory seems a little complex, how should I do a VEEGA?
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Has anyone figured out how to do the Galileo mission from RN US Pack? I have been using a Titan IVA/Centuar, which is comparable to a shuttle and provides an easier launch with the Centaur. But either way the ÃŽâ€V on Galileo is insufficient to inject into Jupiter. Any suggestions?
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Is there a launch window planner for RSS beyond MechJeb? Or a way to make MechJeb go further out?
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Just Curious, what approx. year is the solar system set to? If it was set to any contemporary time that would make my interplanetary flights much easier. If it isn't set to a particular date, would it be possible to make, say, January 1, 1950? Just to add the realistic time frame which space exploration has taken place.
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Friedrich Nietzsche, the Titan III's that used solid rocket boosters ignited their boosters on the ground and their LR-87 before burnout. This makes them less "boosters" and more a first stage. I think using the 3.05m boosters from FASA is the best option. The Porcedural ones usually don't gimbal enough to control the craft. Here are the specs of almost all of the Titan family: http://www.braeunig.us/space/specs/titan.htm
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
samroberts replied to ferram4's topic in KSP1 Mod Releases
Is there a way to enable this to run on x64 for windows? I will sign a waiver if needed saying that I know it will probably cause crashes and such.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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I found a problem on the latest version. It is not a RAM issue, but there is a strange flickering in the editor and then it will crash. It will last about a minute if I'm lucky. The only time I have found a similar problem is when I am using out of date mods. All of the mods are updated and the only parts are FASA. Also would someone help me with Auto-pruner? I can't seem to understand how it works. Thanks! Log: https://www.dropbox.com/s/i4fmxop10sbfcys/log.zip?dl=0 Edit: I am using "testing" version of TAC and non-updated RT2
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[WIP][1.0.5]* RSS Visual Enhancements (RVE)
samroberts replied to pingopete's topic in KSP1 Mod Development
I am on a Mac so at this point I am just either deleting more parts or finding just a little more RAM from somewhere. One day I can run this -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
samroberts replied to pingopete's topic in KSP1 Mod Development
*Thinks how to squeeze more RAM from my computer while dreaming of 64 bit KSP* It looks beautiful and would really like to use it. I just need a bit more RAM. -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
samroberts replied to pingopete's topic in KSP1 Mod Development
I am unsure where the ksp_data folder is. Would someone tell me where it is? I am on OS X so it might not be on that version. -
OSX compatible?
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[WIP]United Launch Alliance Pack *V1.0RC1 Released*
samroberts replied to Chimer4's topic in KSP1 Mod Development
I wasn't able to find the release thread, would someone direct me to it -A lost soul -
Realism Overhaul Discussion Thread
samroberts replied to NathanKell's topic in KSP1 Mods Discussions
I am wondering how to use a low TWR second stage to orbit. I'm using a Atlas V replica and going for a 160km parking orbit. The first stage takes the payload to about 5km/s. The Centaur upper stage has a TWR of about .43. Usually by the time the payload reaches orbital velocity it has fallen back into the atmosphere. Is there any way to do this better? -
I was working on the Salyut pack today and I think I got in way over my head. I have no idea really how to do this. I tried using another .cfg as a template and it didn't work. Would someone give me an overview of how to do this?
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[WIN] KSP to DDS texture converter
samroberts replied to Lilleman's topic in KSP1 Tools and Applications
Will this work on OSX? -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
samroberts replied to pingopete's topic in KSP1 Mod Development
Ok great! Thank you -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
samroberts replied to pingopete's topic in KSP1 Mod Development
Where can I find the EVE Overhaul files? I can't find them in his Github. -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
samroberts replied to pingopete's topic in KSP1 Mod Development
I am a little unclear on how to install the clouds and city lights. Should I put the folders into the EVE folder or just leave them be? -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
samroberts replied to pingopete's topic in KSP1 Mod Development
I've been having trouble getting clouds or atmosphere haze to appear at all. I am on a Mac so I don't know if the 8k textures won't load or what. The land texture loads fine but is reduced to 4096 -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
samroberts replied to pingopete's topic in KSP1 Mod Development
Ok, thank you. Also beautiful, albeit RAM melter of a mod. Lovely though! -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
samroberts replied to pingopete's topic in KSP1 Mod Development
Will this pack work with OSX because of 8k textures? If not, is there a way I can make it work? -
Having trouble with my RO install. It crashes towards the end of loading. This only began happening after installing Real Effects and Real Visual Enhancements. It could be RAM crash though. Log: https://www.dropbox.com/s/c2jjshw1tkuuzni/Player2.log?dl=0
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So I want to work on the Klockheed SSME's but I looked through the .cfg's and am totally lost. Where should I start? The engines work but are quite unstable.
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Realism Overhaul Discussion Thread
samroberts replied to NathanKell's topic in KSP1 Mods Discussions
I would like to help in anyway possible, I can't program but the way Felger makes it sound I don't really need to. If there is anyway I can help with looking things up or changing configs left me know. Also what is the future of getting help with bugs and such for this mod? I am aware for mods like RSS to go to that thread but what about here?