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woahprettyricky

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    Bottle Rocketeer
  1. I will say, on the subject of ascent pitch program, I launch most of my rockets with Mechjeb and have no problems at all, as long as I design them carefully, and am conservative enough with my numbers. With a TWR of approximately 1.35 on the pad, I'll happily launch with these mechjeb settings: pitchover starting at 1.5km, turn end altitude of about 150, and a turn profile of about 46%. If my second stage TWR is <1 then I raise the turn end pitch from 0 to increase time to apoapsis, and drop it to 0 manually, or I pitch above the horizon once I reach apoapsis as it says in the RO wiki. If the first stage TWR is lower (1.2 or so) I'll start the turn at 2km, and use a less aggressive profile, something like 50-55%. I find Mechjeb incredibly helpful in RSS/RO, except of course, pinpoint landings on Kerbin, due to the G's and re-entry heat. But that's just cause I don't have the skills to do choose a landing point manually with a correct re-entry.
  2. Looking at the configs, there are infact Engine Ignitor parts for each solid in the cfg file.
  3. I am using the latest, to my knowledge. Last night I deleted RF and EngineIgnitor, got them fresh from their respective threads, and same problem right after. I did however, on a whim, try the Procedural Parts SRB and it worked out okay, so maybe it's just the KW solids that are affected?
  4. I believed the problem I have was to do with Engine Ignitor, but another mention of a similar problem led me here so I figured I'd cross-post just incase. I'm having an issue with all my solid boosters showing up with "Engine State: Invalid" when they fire. They are either producing no thrust at all, or not as much as they're supposed to be. This stage was supposed to have 1.2 SLT, but as you can see it shows .90 when fired, as if it was just firing my liquid fueled engines. I'm using all of RO/RSS recommended (not RftS), and a couple additional, and this is the only problem I've noticed apart from intermittent crashes that I can't reproduce, which figure are just due to x64 being a bit unstable still. PICS:http://imgur.com/a/Q2yZ8 LOG:https://www.dropbox.com/s/hkcdu0ldf2...output_log.txt
  5. I'm having an issue with all my solid boosters showing up with "Engine State: Invalid" when they fire. They are either producing no thrust at all, or not as much as they're supposed to be. This stage was supposed to have 1.2 SLT, but as you can see it shows .90 when fired, as if it was just firing my liquid fueled engines. I'm using all of RO/RSS recommended (not RftS), and a couple additional, and this is the only problem I've noticed apart from intermittent crashes that I can't reproduce, which figure are just due to x64 being a bit unstable still. PICS:http://imgur.com/a/Q2yZ8 LOG: https://www.dropbox.com/s/hkcdu0ldf29cidb/output_log.txt
  6. I had no idea. It was the only download of it I could find since spaceport went down. They all work great now, the reinstall solved it.
  7. It won't let me post a link, but it was from kerbal space-parts. I'm going through a fresh install now, along with the brand new RO. I imagine they'll work fine this time, but if not I'll return with logs and such.
  8. Red: I'm unsure what file it is you want me to post a link to? I have the most recent RO, and the file in my REWORK folder is the same as the one you linked. The Soviet Engines, however, do not appear to be using EngineIgnitor. EDIT: Found the problem. In my RealFuels folder, I had a file named Bobcat_RealEngines_kerofix". I'm waiting for the game to load to test it now, but I'll be stunned if that isn't what's causing it. EDIT AGAIN: Nope, definitely not what was causing it. I'm still perplexed.
  9. That's exactly the one I meant. How do you mean it should still work with the old download? Do I have to move it out of the REWORK folder to use it until the new version?
  10. Hey RedAV8R, I suspect this one's for you: has the Bobcat Soviet Engines support been removed? They have their same old stats but no longer seem to have any EngineIgnitor support, and when I looked for the file for it in the RO folder, I didn't see it.
  11. Ah yeah, I'm sorry, I know EVE doesn't actually have anything to do with RO. My question could have been phrased better: If I'm running all the recommended mods here (except AJE) under 24.2 Windows x64, is there any known problems with running EVE Overhaul with the full "Realism Overhaul suite" as it were, since the 24.2 update. If this still isn't the place for it, I can either post in the RSS thread, or a mod can move it or whatever.
  12. Real Engines, to my knowledge, is included in Realism Overhaul. As an aside: is EVE and one of the packs for it usable with the new RO?
  13. Seconded whole-heartedly. Both pods in the HGR pack are great, could easily see the 1 man pod resized to 2 meters (or something, just speculating) and just named as a homebuilt experimental command pod. It may also be similar to a real pod, but I wouldn't know.
  14. Tweakscale getting installed was when I first noticed it, come to think of it. RealFuels was deleted and reinstalled when I first noticed the problem with it, so it must be the issue you're talking about. How would I go about removing Tweakscale from modules that also have realfuel modules?
  15. I did not realize you needed to sign in. My bad. https://www.dropbox.com/s/hkcdu0ldf29cidb/output_log.txt <-- Here ya go.
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