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01010101lzy

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Everything posted by 01010101lzy

  1. Great mod! can't wait to try it out!(but the truth is I have to finish my homework first) It should be VERY helpful for those who use HooliganLabs to make floating bases to colonize Jool or Venus(in RSS)!
  2. Wait a minute... Is RF configs included in the next BIG update?
  3. But after all, 1.0.5 release time is still a mystery(but it's close! lol)
  4. Having my first part-making attempt of making a little engine, and found weird aero forces adding on to it.(see pic) The buggy part here: https://mega.nz/#!v9NlSb4Q
  5. Hacking that DLL simply means deleting or disabling this feature from the code, as easy(easy?) at the x64 unfix. this is the way to fix the root problem. The dll-hacker said it IS possible for him to write a plugin to disable the feature ingame, but it's more difficult than hacking the dll, and needs to write functions that get active before and after stowing check, as well as percisly install modules in front of and at the back of ModuleEngines. I have no idea what code he is writing, but hacking seems to be the simplest way to do that. One more thing, one of my friends has downloaded the hacked dll, and it worked great. (sorry for my poor english...)
  6. Actually I tried extracting it from there, but it's not black and white height map... Maps exported from Scansat have a poor resolution... not fitting my needs. --- Anyway I will continue trying to find heightmaps...
  7. I want to make a map of Old KSC in Cities: Skylines, and I am looking for a high resolution Kerbin heightmap...
  8. Poor Italy XD Now I am going to download it to test my heavy-lifting rockets!(that's not the point huh? Well, are there anyone playing Kancolle here? (Of course no one does lol) (Acea: wait!)
  9. It says there are 3 unrecognized parts in my craft, which are: proceduralTankRealFuels (from ProceduralParts) srbNosecone and libertySrb (From Liquidhype's random Parts)
  10. Yes... Even the post sender himself didn't see it twice. - - - Updated - - - Well... That is a possibility... I am waiting for the post sender's future details and maybe other people's reply.
  11. Playing 1.0.4 with my custom Fake Realistic KSP modpack... and going to Mars.
  12. In Ussari Space Program, payloads strong like bool! Rockets, not so much... Wait a minute, is RSS installed?
  13. What I meant is that if it is a texture problem instead of an easter egg, the edge of the wierd mountains (both height and texture) couldn't be so smooth.
  14. At first I thought it was a texture problem too, but how can you explain the mountain textures perfectly fading into the grass texture?
  15. (pic from our own chinese forum) One of our local forum users reported seeing these large unusual landscape when flying in career mode, and after quickload, they aren't there anymore. (after quickload: ) New easter egg, or just a texture disorder? (sorry for my poor english) (original post: here)
  16. Nice mod! For alcohol fuels you can have a look at CRP's Ethanol75 fuel, which is supported by Realfuels(so you can make a RF config out of this... whatvam i saying now...)
  17. I've also experienced this issue. With rotors in Firespitter in open space, I cannot let them spin. The same rocket engine issue as well. Once ever 5 times I want to fire a ullage motor inside a tank/booster, it doesn't start and tells me about the stowed-thing. the only way to deal with it is to separate the farings first, then fire the engines. It is so inconvinent.
  18. Thanks. It's just a little bit difficult to calculate what the target orbit's inclination and Argument of Periapsis is when I want to launch into the right ejection orbit in RSS... What I need to calculate: (Bad drawing skills...) And the ejection stats... -update- And, well, I found that the forth 'maybe' feature you have written down in the early posts haven't been created yet... Which is, creating manuver nodes automatically...
  19. Does this use the ecliptic plane or the equator plane to calculate the transfers? (from a user in RSS)
  20. Log spam when using SolverEngines 1.9 and RF 10.6.1. fixed by using newer versions
  21. Maybe it's that you use different engines for orbital maneuvers... Actually, pressurized hypergolic-fueled engines could have infinite ignitions(according to RO Wiki). I found that orbital maneuver engines, especially AIES ones, have unexpected low ignition numbers(1 or 2), which made me willing to change this.
  22. Actrually RFStockalike has finite ignitions, but that is too strict and many engines doesn't have the proper ignition numbers. Throttling limitations will not be added in the first few releases, probably after all configs are modified once.
  23. Thanks for the explanation. The only thing I mean is that RO is not so Kerbal and RFS is not so realistic... Anyway, I will continue working on this!
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