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Rothank

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Everything posted by Rothank

  1. That's a well known and pretty common bug. For now you just have to deal with it and avoid using this engine. The other jets work just fine.
  2. Do you mean THIS? If so, as you can see, you can prune parts by name, you just go into GameData folder and search the part name (cfg file). I have no idea what triggers the display tho, it's not in vanilla and not all of my RO installs have it... IF you don't have it, here's my modlist, compare it with your's and check what's lacking. https://www.dropbox.com/s/182278uagxshy6i/Rothank%201.04%20RO%20modlist.txt?dl=0 1) My RO is a CKAN install, so if you used CKAN your modlist should be almost the same 2) Note that despite a relativelly big list, part pack mods are highly pruned (example: only Apollo and launch clamps from FASA, only selected engines from SXT etc...) 3) When pruning, run a new SANDBOX game with all parts unlocked and double check each part before you delete it. IF the part is cloned (the same model used for another part, done by some CFG file in RO or RP-0 folder), then deleting the original part file will prune both parts, while getting rid of the cloned part will delete only the latter. Also, in case Nathan reads my post, please add the Editor Extensions to the recommended mods, the thing allows 5/7/9/[more] times symmetry, perfect vertical part alignment and a bit more. Really, really usefull mod that I can't imagine a RO install without!
  3. Fundraising is indeed a bit OP, one shouldn't go above 25% at any times if u want to keep things realistic-ish. As for mechjeb... I consider it normal to use it, after all real rocket's weren't steered by hand like in stock KSP. There's an alternative called kOS, but ain't it too complicated?
  4. Technically yes, but would it still be a realistic approach in a Realism Overhaul?
  5. I think that would require a ton of work...
  6. Look up here: http://forum.kerbalspaceprogram.com/threads/66462-Realistic-Solar-System-Spaceplanes-MEGATHREAD Most of this stuff (if not all) is outdated tho. The problem with spaceplanes in RP-0 is that it doesn't allow us to build big planes capable of air launching smaller ones, B-52 style. I made some custom configs in 0.90 for that and created a replica (almost) Boeing 707 that i used for survey contracts with either bomblike drop pods (groud level scans) or air launching stuff (high altitude scans). U can look it up in the thread i pasted above. The thing was even capable of air-launching X type plane.
  7. For RP-0 use only the RO essentials + RP-0 supported mods (listed in RP-0 thread) . U might add some FASA stuff, maybe Bobcat Soviet Engines if u really want them ingame. You really want to prune your parts and use only the ones that are supported by RP-0 and/or essential for you. Also, i highly suggest using Editor Extensions, that's not listed in compatibilities! As for KCT- works flawless for me.
  8. Has anyone encountered a problem with planes sinking into the runway and exploding? Is there any known workaround for this?
  9. I was thinking... Would ot be possible to add contracts with part request? I'm thinking about military contracts, requiring you to launch a speciffic sat. Requested part might be a probe core made specifically for this, that's way too heavy / expensive / useless (for a space agency / even telemetry not available) to use it over other cores...
  10. Launch pack has RSS configs if you use RO. EDIT: Also, BUMP, anyone has a solution for my SuperDraco problem few posts earlier? ^
  11. Is it the first time you're running this install? If so, just give it some time. A LOT of time, actually, it will look like KSP stopped working, but in reality it's just processing all the files.
  12. Holy damn, haven't heard about the Falcon crash! Not the best year for the company, propulsive landing crash, now a launch failure. Btw, 2014/2015 are the worst years for rocket science i can think of, so many failures! Now, I've got a question. Are you guys sure the mod is working fine in 1.0.2? Cause THIS happens when I try to place them. If I place single engine the thrust vector is sideways (ofc, the nozzle is angled). Sooo... Symmetry should fix it? Nope, it makes it even worse! (4x symmetry on picture). EDIT DOWN: Yeah, I'm actually like 30 years too young for that. But you're right, lemme correct myself: 2014/2015 are the worst years for rocket science in the recent history, as far as my youngster memory goes.
  13. Hi. The mod you asked about in RO thread is the Taurus HCV, look it up on google. Also, if you download it, please let me know if it works for you, 'cause for me it bugs out (invisible pod in 1.0.2 RO).

  14. Try looking up the ksp rss craft megathread (most of the stuff will be outdated or lost with old saves, but give it a try). There was also a dedicated thread for rss craft files somewhere on the forum, but the stuff was for 0.25 if I recall correctly.
  15. For some weird reason the Taurus command pod (other Taurus parts are visible) is invisible in my game. I know it's not fully supported, but it's a WIP I intend to.. redesign by myself anyway (tiny RCS that are added but RO are visible, only the pod itself isn't). Anyone got a solution for this thingy? EDIT: To be exatcly clear, the menu icon of the command pod is missing too.
  16. For some weird reason the command pod is invisible in my game. It might be conflicting with other mods tho (RO user here). If anyone encountered and fixed the problem- please share the solution with me.
  17. EVE is broken for now, no clouds for us, sir!
  18. Hi. I haven't even tried the 1.0x yet (can't stand vanilla, was waiting for RSS RO), but i heard that the new KSP version has mining in it. Is it implented in RO too? Is refueling from soil/atmosphere possible now? EDIT: wow, Nathan, that's an ultra fast answer!
  19. I hate to rush anyone, but is there any ETA for 1.0 RO? Like "maybe this month" or rather "you'll get it - someday"?
  20. Not a spaceplane, but hey, it's made in RO, it flies and looks awesome. So, take a look folks, a Boeing!
  21. An issue: Squad RCS 4-way thrusters have the same amount of thrust on all versions (full, 1/2, 1/4) even though i have (double checked) RO_RCS_config and moduleRCSFX. I just did a fresh, RSS+RO+RP-0 (+essentials) with no additional mods. Same thing happened on my old install. One more thing. Are twekscale parts supposed to jump directly from 100% size to 5000% size? Again, happening to me on both installs. Oh, and one more. My prop engines are... well, broken. they all have flat, stock thrust. No thrust curves, no realism. Basically, it looks like MM doesn't "read" some of .cfgs. Has anyone encountered this before?
  22. Encountered a strange problem with KAX prop engines. I recently updated my mods and now said engines have no thrust curve, they just throttle like if they weren't modded. I tried reverting back to older version of AJE, but it didn't work. Other mods that I updated are RO, RP-0, FAR. Could one of them be causing this? This engine really shouldn't have that much power, should it? It used to go to <30kN max... EDIT: Jet engines work fine, it's only prop engine issue. Downloading additional prop engine pack (Real Airplanes) to check if it's global or KAX related. EDIT2: All Real Airplanes engines produce fixed 5kN of thrust, so it's not only KAX propellers, all my prop engines are bugged and behave like stock rocket engines. Any ideas what's causing this?
  23. Got a small problem with % scaling. I'm playing heavilly modded Realism Overhaul + RSS + RP-0. Everytime I try to upscale a part it instantly jumps from 100% size to 5000% size with no "nodes" between. I can, of course, use the slider, but in the range of 100%-5000% it's terribly innacurate and the smallest upscale i can do is ~450% from the stock part size. HAs anybody else encountered this problem? Has it been solved?
  24. Well, that's what I'd like to avoid- using unsupported parts without prpee costs or with too early unlock. We lack lower stage soviet engines anyway, so for now the ONLY viable option is going for Atlas boosters and then H-1.
  25. Are Bobcats Soviet Engines going to be supported? They're not for now, if I'm not mistaken? Also I got a question about the "NathanKell's very realistic career" screenshots. What mod are the awesome interstages on Prometheus/Centaur C from?
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