EricSan
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Thanks! I'm actually running 1.3.1 with galileo's planet pack. I'm definitely going to be adding PR and OD tomorrow. I think I will save a back up copy of my game since I'm experimenting with lots of mods and massive stations using part welder, I almost expect something to break at this point.
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Is there a compatible mod that adds orbital decay while in low orbit? Could this be added to this mod maybe?
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
EricSan replied to Theysen's topic in KSP1 Mod Releases
oh nice so a 1.4.5 is coming soon? That is great news. p.s. I wasn't complaining, just looking to make a fresh install and I wanted to try the newest version.- 2,213 replies
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
EricSan replied to Theysen's topic in KSP1 Mod Releases
So it's been almost a year since any update. Is the RO project ended? or is there a secret thread somewhere?- 2,213 replies
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So I'm trying to use this in KSP 1.3 with NFP and when I timewarp the throttle stays at 100% as desired, but my ship stops consuming argon gas and outputs zero thrust. The only requirement it lists is module manager 1.5.6 but I am running 3.0.1, I dont suppose that would be an issue though.
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
EricSan replied to Galileo's topic in KSP1 Mod Releases
Ahh ok I figured it was something like that. I just wanted to make sure there wasnt a glitch.- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
EricSan replied to Galileo's topic in KSP1 Mod Releases
So I have notice a lot of the tech tree nodes are empty in my game, For instance everything from "advanced heat management" and on show no parts to unlock, as well as nodes such as "advanced colonization" "exotic solar technology" "advanced fusion reactions" "anything at all in the "specialized science tech" tree and various other tech nodes. Are all of these there just for the Far Future Technology mod pack? or are there other mod packs I am missing?- 7,371 replies
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totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
EricSan replied to Nertea's topic in KSP1 Mod Releases
This is amazing! ...Any chance I could use this on my RO install? -
I'm currently reading the tutorial on making an asset from start to finish as I'm thinking I will make a modified version of the shielded NASA docking port designed to survive re-entry and use that as the nose. I want to edit the texture so its black/dark grey, make the part slightly heavier, and give it a super high max temp to simulate that the shell is made of some advanced ceramic material.
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I couldn't find anything under suggested mods, but under recommended mods>procedurals there is a RO_ProceduralParts.cfg but the only variables to do with procedural nosecone go as follows: @PART[proceduralNoseCone]:FOR[RealismOverhaul] { %RSSROConfig = True %title = Nose Cone [Procedural] @attachRules = 1,1,1,1,0 // allow surface attachment }
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I'm trying to create a new type of nose cone that can survive re entry in RO and has similar properties to the space shuttle nose. Only thing is I'm not sure how all the config files interact with each other. I tried to modify the max temp of the NoseCone.cfg under the procedural parts > parts > structural folder but it had no effect. Any ideas on how I can go about this?
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
EricSan replied to bac9's topic in KSP1 Mod Development
Ahh I just found out he technical term for this, it's called a ruddervator, or v tail, or butterfly tail. I'm hoping it will be a viable design as I think the X-37 looks really cool, but perhaps it needs computerized stabilization. -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
EricSan replied to bac9's topic in KSP1 Mod Development
I'm currently running ro on ksp 1.2.2 What if my tail fins are set on 45 degree angles? Do I set just two of the sliders to 100%?