StoryMusgrave
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Everything posted by StoryMusgrave
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Good point. Get it done, when you get it done. To be honest, I use RSS, and have made my own configs for everything so I'll likely be waiting for a while before it and all those types of dependencies (while RSS doesn't have any my configs require several)all done and ready. For the fairings, now of course we have no idea how things go, but I would think that maybe something like FAR would treat things as such much better (IF it's updated), but I'm sure you don't want to add something like FAR to a list of dependencies. Keep up the good work. Looking forward to whenever that is.
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[1.7.2] KK Launchers - Delta, Atlas Pack
StoryMusgrave replied to Kartoffelkuchen's topic in KSP1 Mod Releases
DarthVader. Stock with those 3 parts there is only going to be 120Ec available. The payload adapter, guidance, and the Delta-K, when EC = 0 there is no control. From what I can tell, something may be modifying your install. So a craft file and a proper log file would be appreciated. -
[1.2] Real Solar System v12.0 Dec 8
StoryMusgrave replied to NathanKell's topic in KSP1 Mod Releases
Darth Gerbil: RSS doesn't touch parts. That I know of, no plugin does either. If you want real sized objects, look at Realism Overhaul. -
[1.7.2] KK Launchers - Delta, Atlas Pack
StoryMusgrave replied to Kartoffelkuchen's topic in KSP1 Mod Releases
DarthVader: 1. The Delta-K doesn't have any command function. So if anything else attached to it does, and there is any sort of power, OR if the command function is set to not require any power, the RCS will still function. As a part the Delta-K itself only has engine, rcs, and tanks. If you provided a craft file with your test, I can tell you more why you think there is an error somewhere. 2. Not a bug. Per say, you've just be 'kerbalized' into thinking an engine should perform a certain way. The RD-180 has a minimum thrust of 50%. The only way to shut it down is to actually shut it down, not just zero the thrust. Wow, totally ninjad. Oh, BTW Kartoffelkuchen, raidernick has brought the proton back to life, and has already modeled the Blok DM-03 and the Briz-M, just needs textures. -
[1.7.2] KK Launchers - Delta, Atlas Pack
StoryMusgrave replied to Kartoffelkuchen's topic in KSP1 Mod Releases
I'm SURE you meant CBC (Common Booster Core) and not CCB (Common Core Booster), because you already finished the CCB:P. Why they named those things like that can sure lead to some confusion. Looking a little 'vanilla' but I'm sure the textures will be great as they always have been. Very excited. Not sure if it was in the plans or not to make those few small tweaks to the Centaur for the Atlas (top more of a truncated cone rather than rounded) and also perhaps making a few payload adapters that can be used with both Atlas and Delta. -
That's on the first post. Read it. Learn.
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[1.2] Real Solar System v12.0 Dec 8
StoryMusgrave replied to NathanKell's topic in KSP1 Mod Releases
Because in KSP 0.90 planet names are otherwise hard coded into various other parts of the games, switching them causes problems. I believe NathanKell has stated that this is NOT the case in the upcoming v1.0. So stay tuned. -
[1.7.2] KK Launchers - Delta, Atlas Pack
StoryMusgrave replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Hey no worries, we've gone this long without one. Whether or not it happens doesn't concern me. You do such great work otherwise, whatever you do, we like it. -
[1.7.2] KK Launchers - Delta, Atlas Pack
StoryMusgrave replied to Kartoffelkuchen's topic in KSP1 Mod Releases
A good quality Ares series would be very welcome to replace BobCats old models. A small request. We've got a decent Proton with DennyTX, and with raidernick declaring his Proton to be dead, pending a willing soul that could texture, what we don't have, or at least I'm not aware of, is a good Blok D/DM and Briz-M upper stage. Any chance after Delta and the maybe Ares to take a crack at it? -
Perfect! Yeah RO can get by without configs, will need a minor change, but won't be that bad. Apollo SubSat = Awesome.
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Exactly. Remove the model and textures and configs will be pointless.
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[1.7.2] KK Launchers - Delta, Atlas Pack
StoryMusgrave replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Absolutely we will like it. Delta IV is just fantastic! Will be fun to play with the Delta III once that first stage is done as well. -
Only impossible for the simple minded. So this is a CKAN problem. While I don't use CKAN, what I DO know is that neither ModuleFixer OR Regolith is REQUIRED by RO. Now. ModuleFixer is recommended, kind of a fail safe for an otherwise bad config. Regolith must be required by one of the possible additional mods that RO supports. So...make your decisions based on that. Either remove ModuleFixer, or remove Regolith and/or whatever mod depends upon it.
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No, not everybody uses CKAN. What kind of clash? Log? Anything?
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Frizzank, I please ask that you do not completely remove the fairing walls, etc. Provide them in a separate file, or relinquish your rights to them on them so that they may be included with RealismOverhaul. Those guys spent a lot of time building fairings to correct height and so on. It'd be a shame for that effort to be wasted in an otherwise unproven stock implementation. Of course you can only decide such things and I bow to your wisdom.
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GigaG: Good point! I can't see why that couldn't be done with the MultiModeEngine that is used with Rapier, RealFuels supports it now...now THAT shouldn't be that hard to code.
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GigaG: Not without a new plugin that can do this. RO can simply set min/max, fuel ratio, Isp, etc. Actual engine control is dependent upon stock engine module with the minor tweaks of RealFuels.
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[1.0.4] ModuleRCSFX v4.2 Aug 23 OBSOLETE IN 1.0.5
StoryMusgrave replied to NathanKell's topic in KSP1 Mod Releases
Perhaps it's the stockalike configs. Let's put it this way, with RO, (or at least my own version) I don't have problems with RCS. Do yourself a favor. Fresh install of KSP, MJ, RealFuels, and ModuleRCSFX. ONLY. Test a ship. Also, shut off any reaction wheel. Your craft has too much stuff that I don't have, nor want to install just to help you. If you have something pure stock I'll take a look. What I do know. It's not RF or RCSFX causing your issue. Stock is usually better because of the (over)use of reaction wheels, which do a darn good job of keeping attitude. RCS doesn't work so well. Probably why any real ship out there that DOES need to keep a fixed attitude uses reaction wheels, only using RCS for big manuevers, desaturating the wheels, etc. -
[1.0.4] ModuleRCSFX v4.2 Aug 23 OBSOLETE IN 1.0.5
StoryMusgrave replied to NathanKell's topic in KSP1 Mod Releases
Then you have a problem elsewhere. As I expected. -
[1.0.4] ModuleRCSFX v4.2 Aug 23 OBSOLETE IN 1.0.5
StoryMusgrave replied to NathanKell's topic in KSP1 Mod Releases
MODULE { name = ModuleRCSFX correctThrust = false fullThrust = false yada yada yada } Yes fullThrust is defaulted false, and not many change that, RO might. correctThrust defaults to true, however it only changes the behavior in which fuel flow is calculated in respect to Isp, much the same way RealFuels does for engines. So that behavior isn't causing your problem. Post a *.craft file so that we can potentially see what you are seeing. -
There is no support for Windows 64-bit builds, and squad is discontinuing support until it becomes stable. However Linux 64-bit will still be released. FWIW, 8k textures for the entire RSS isn't going to happen, even says so on the OP that 8K will be too much. Personally I use 2K for everything but Earth/Moon/Mars, maybe I'll get something more later, but otherwise no use loading 8K textures for pluto. Until there is a viable load on demand that also unloads as no longer needed, it's either decrease textures, decrease mods, or don't play.