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woahprettyricky

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Everything posted by woahprettyricky

  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.
  16. I think it's almost always been AIES parts, as I really don't use anything else besides Soviet Engines, Procedural Tanks, and the like. The only parts mod I'm using that isn't gutted down to the engines/structural bits is AIES. Real Fuels (I think?) is also giving me some issues with using non-Procedural Tanks, but that's easily enough circumvented with procedurals. I think AIES RCS are the only ones I end up using, and this problem almost always seems to happen when I build satellites or other RCS heavy vessels. Nathan: Where would I go to find a log if the game didn't actually crash? I'll make sure to grab it next time and you can see if it's relevant to your development/bugfixing.
  17. Hey Nathan, I've got one for you: Using pretty much exclusively recommended mods, I occasionally run into a problem where I'll go to launch a vessel and it'll bug out (displaying the earth from far above, hard to explain. I'll snap a screenshot when it happens next.), and when I revert to the VAB the name of the ship changes to "Vessel Name" and I have to create a new ship. I have yet to find a common thread in all of these ships except either: RCS pods, or AIES fuel tanks, but those are purely speculation. There's just too many factors. Is this one you've seen before? I only ask here because I never once saw it before using RO/RSS, and I'm wondering if I've done something wrong.
  18. Because the earth has an axial tilt of approximately 23 degrees and we apparently can't simulate that in KSP, so we instead make the relative inclination the same by increasing the moon's. Such is my understanding. SpacedInvader: I built that with the intent of using it with a non-gimballing main engine (though the one it has in my sandbox playthrough gimbals, I turn it off for stability - the extra strake starts the gravity turn automatically by unbalancing the weight). It flies like a champ. 2.5m, ~5 tons to GTO.
  19. Success! Apparently Final Frontier had an incompatibility. Here's a shot of my newly designed satellite launch vehicle over Cape Canaveral. Getting a weird problem where at ground level the grass at the space center is a different color than the ground around it, but otherwise, gorgeous!
  20. Well, I installed it and it broke my game If I hit resume saved, nothing happens. If I hit start new, I can name my game, pick my flag, and then it just goes back to the Resume Saved/Start New screen with all the buttons unresponsive. Bummer.
  21. Thanks! That does look amazing. Here's hoping I can get it to work right! I know it involves using a pre-release RSS and whatnot, but I haven't seen mention of this anywhere, it may be worth noting that this exists in the main RO post for those of us brave enough to mess with pre-release mods? The EVE thread only mentions 3, none of which play nice with RSS in my attempts so far, and I don't recall but I don't think either this thread, or the RSS thread point to a pack for EVE that works, but rather suggest just downloading EVE. If this sucker works, I'll be super happy.
  22. I've got a strange issue. I've been happily using RO/RSS and various other mods for a few weeks. I then installed Better Atmospheres, and immediately lost ability to switch KSC's location to the other launch sites (the KSC Switcher buttons in the Tracking Station have completely disappeared, as have the icons superimposed over Earth), and when I go to launch, I get the awesome "No Connection" from RT2. While it's beautiful, as you can see from the screenshot, my launch site is apparently just off the equator on the eastern coast of South Africa. This is the only change I made from what was an otherwise working game, and I'm wondering if anybody may know why Better Atmospheres could have caused this? All of its dependencies were installed prior, with EVE, and the game was working fine. EDIT: I did some further searching and apparently Better Atmospheres simply doesn't work with RSS. Has anybody been able to hack together a way to get something a bit better looking and more dynamic than the default RSS Earth and clouds? DOUBLE EDIT: That also isn't Africa. I'm a dummy.
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