Cronus425
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Bottle Rocketeer
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[1.11] RemoteTech v1.9.9 [2020-12-19]
Cronus425 replied to tomek.piotrowski's topic in KSP1 Mod Releases
So I'm trying to use Remote Tech with RSS. In the past I would change the range multiplier to 10 in Default_Settings.cfg to deal with the increased scale. In the current version there is the in game slider that only goes to 2, and changing the config files does not appear to do anything. Is there some new way to change the default range of the antennas without modifying each and every value? -
@NathanKell Haha yeah I asked in their thread as well. They know about it, just hasn't gotten fixed yet. Probably that pesky 'life' thing getting in the way again. Thanks!
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Cronus425 replied to cybutek's topic in KSP1 Mod Releases
@Padishar Ah ok, that would make sense. Glad it's at least a known issue and not some hard to reproduce thing. Thanks! -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Cronus425 replied to cybutek's topic in KSP1 Mod Releases
Is there any way to get Kerbal Engineer working with RO? The pack recommends MechJeb but I prefer the KER UI. Currently KER works fine in the VAB, but in flight it does not show the deltaV left in the current stage. Later stages are shown fine, but as soon a staging event happens the deltaV in the next stage reads as 0. I have not tried it in RSS only to see if the problem lies there or with something else in RO yet. -
Is there any way to get Kerbal Engineer working with RO? I generally prefer it's UI to MechJeb. Currently KER works fine in the VAB, but in flight it does not show the deltaV left in the current stage. Later stages are shown fine, but as soon a staging event happens the deltaV in the next stage reads as 0. I have not tried it in RSS only to see if the problem lies there or with something else in RO yet.
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Ahhhh, thanks a lot! Also, congrats on getting added to the dev team. With as much work as you've done on the realism mods I would say it's well deserved.
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Is there any way to turn off the ullage and ignition limits or do I just have to use an old version of the mod forever?
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Cronus425 replied to Starwaster's topic in KSP1 Mod Releases
Is there some trick to getting DRE to work with RSS and FAR? I can't get a pod through the atmosphere at all. I've run with as many as 3 shields and they still all blow up. The first one is almost spent by the time I get through the first 10km of atmosphere.- 5,919 replies
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- reentry
- omgitsonfire
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Ok, on a relaunch of the game Uranus is properly named again. I know that's gonna make it even harder to track down, who knows. Anyway, here's what you asked for, hope it helps! Download for the log flies and such: https://www.dropbox.com/s/79xe23qztweqhwa/Files.rar?dl=0 Mod list: KSP: 1.0.4 (Win32) - Unity: 4.6.4f1 - OS: Windows 7 Service Pack 1 (6.1.7601) 64bit Filter Extensions - 2.3.1 USI Tools - 0.4.1 B9 Aerospace Procedural Parts - 0.40 Community Resource Pack - 0.4.2 Connected Living Space - 1.1.3.1 DMagic Orbital Science - 1.0.7 Ferram Aerospace Research - 0.15.4 Firespitter - 7.1.4 Interstellar Fuel Switch - 1.15 Kerbal Attachment System - 0.5.3 Kerbal Engineer Redux - 1.0.18 Kerbal Joint Reinforcement - 3.1.4 Kerbal Inventory System - 1.2 KSP-AVC Plugin - 1.1.5 ModularFlightIntegrator - 1.1.1 NavHud - 1.2.1 Near Future Electrical - 0.5.1 Procedural Parts - 1.1.7 RCS Build Aid - 0.7.2 RealChute - 1.3.2.3 RealSolarSystem - 10.1 RemoteTech - 1.6.7 SCANsat - 1.1.4 SolverEngines - 1.6 TextureReplacer - 2.4.7 TAC Life Support - 0.11.1.20 Kerbal Alarm Clock - 3.4 Transfer Window Planner - 1.3.0.1 USI Survivability Pack - 0.3 Universal Storage - 1.1.0.6 VenStockRevamp - 1.8
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Minor but kind of strange bug I've encountered. Uranus was not properly given it's name and is still Eelloo. The texture and the physical characteristics are correct, just the name is messed up. This is using a CKAN install of RSS. Any idea what cfg file I should look to edit to fix the name? I'ts bugging me something fierce.
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Hey Nathan, I'm having the same issue with heat shields exploding on reentry without using ablator. 200km apogee, 50km perigee. Peak ablator usage is only about .5kg/s and then the heat shield goes. Haven't had a shield survive reentry yet.
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Cronus425 replied to Starwaster's topic in KSP1 Mod Releases
I'm having a problem while playing on RSS, heat shields seem to be exploding before using all of their ablator. Even coming in from a suborbital hop I can't survive reentry. Any help?- 5,919 replies
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- reentry
- omgitsonfire
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Well in addition to my issues with maneuver holds, deadly reentry seems to be misbehaving. I am seeing heat shields explode coming from LEO after using less than 10 of their ablator. Their temperature continues to increase and the ablator just doesn't get used. Am I missing something here? Also is there any way to get Kerbal Engineer working with RSS/RO? It works fine in the VAB, but in flight it doesnt know when I have my engines running.
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After installing RO and RSS the game's built in maneuver hold (prograde, normal, all of it) seems to do nothing anymore. Is this intended and I'm just missing the notation for that or is there some kind of workaround? Not having the maneuver hold for long burns is going to be frustrating.