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rsparkyc

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Everything posted by rsparkyc

  1. yeah, but I think the other boxes should be checked (just like "Destination Earth" is checked)
  2. pretty sure you need to stay focused on the rover, though you can use physics timewarp. that way you only need to have it running for 2 days IRL
  3. What mod shows the alternate engine configurations?
  4. Probably because my spreadsheet is getting to the point where it's outdated Time to update it EDIT: Actually, that's weird, because 3.20 has been out since I made that spreadsheet. Either way, I was using the 3.20b2 dll, but I've updated the spreadsheet accordingly
  5. Up until I try to use RSS Visual Enhancements, it runs smooth enough.
  6. To answer the question, I think you need to be in control of the vessel for the nodes to execute.
  7. The spreadsheet has an RP-0 tab, and things are working pretty well for me. I'm working on my first manned orbital flight in my RP-0 campaign on 1.2.2 (currently trying to work out how I want my fairings on my Launch Escape System)
  8. EDIT: How did the forum let me post twice in a row? I thought it merged posts.
  9. Honestly, I'm not sure. I just used the list of mods that's in one of the files in the repo: https://github.com/KSP-RO/RealismOverhaul/blob/master/RO_OP.txt EDIT: of course, now I don't see it here, or in the RO thread that didn't get deleted EDIT 2: I'm guessing it's because I saw it in my 1.1.3 install, but it's just the dll and a cfg file
  10. I'm having a similar issue with maneuver nodes getting executed immediately in RO, and I'm wondering if it has to do with more that one part having a mechjeb module. EDIT: that doesn't seem to be the problem
  11. Open up an issue in the RO github page: https://github.com/KSP-RO/RealismOverhaul/issues/new
  12. done. Also, feel free to comment on that spreadsheet
  13. I think a new one will be created when RO is ready for 1.2.2
  14. Ok, weird issue i'm having, but for some reason, when I tell mechjeb to activate the next maneuver node, it does it immediately. I'm playing on an RSS install (https://docs.google.com/spreadsheets/d/19_dhwSioZODCCtMFD0kZOtbmbg--ryoE0nzoWJL2cRc/edit#gid=523836116), and have checked the RO/RSS special handling checkbox. EDIT: Nothing in the logs, but if I tell the scripting module to execute the node, it works just fine.
  15. Here's a link: http://imgur.com/O9N54Fh This time when I opened up the window the logs weren't being spammed, so I don't know what's up with that. I've used this on my 1.1.3 RO/RP-0 install, so I'm familiar with what it should look like. Edit: I'm using KCT, and I just updated the mission control building, and now the mod is somewhat working. Could it be related to that? It's showing some of my active contracts, but not all the ones I accepted (http://imgur.com/mqs8iSy).
  16. Ok, so I'm trying to do this on a RSS install (closer to an RP-0 install with all the mods I have, see this: https://docs.google.com/spreadsheets/d/19_dhwSioZODCCtMFD0kZOtbmbg--ryoE0nzoWJL2cRc/edit#gid=523836116). This is spamming the logs when I try to pull up the CapCom window: NullReferenceException: Object reference not set to an instance of an object at CapCom.CapComWindow.currentContractHeader (Int32 id) [0x00000] in <filename unknown>:0 at CapCom.CapComWindow.DrawWindow (Int32 id) [0x00000] in <filename unknown>:0 at CapCom.Framework.CC_MBW.DrawWindowInternal (Int32 id) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 Also, I'm not seeing any contracts in that window.
  17. Ahh, I was looking at Ven's network (https://github.com/VenVen/Stock-Revamp/network), and it took me to @IronCretin's repo, though it looks like they're both up to date on that branch (https://github.com/IronCretin/Stock-Revamp/commit/e9e8ee6b17eba11350a5cc594534e2fda14d5e2b), however, I'll update it to use @Kerbas_ad_astra's repo
  18. I'll update it to this, thanks! https://github.com/IronCretin/Stock-Revamp/tree/KSP_1.2
  19. Oh wow, in my prime i was around 40-50 seconds. Very nice
  20. I haven't seen @NathanKell on in a while, but I can say that work on RO is still continuing: https://github.com/KSP-RO/RealismOverhaul/issues/1436. My guess is he'll probably wait till there's a new release before opening up a new thread.
  21. https://www.youtube.com/playlist?list=PLQYHXr4-UcwsKBnWGJBtRGD1CingmtzSZ That's my RO playlist. Honestly, when you think about engine ignitions, how many times do you really need to ignite your main stage. Once! If you needed to do it more than that in real life, then we would have put that design feature in. Also, there are plenty of upper stage engines that DO have multiple ignitions, and other engine configurations that don't have ullage. You can do it, and there's plenty of people who would help you with the technical aspects if you get stuck.
  22. That might be a mod that adds cryogenic effects
  23. Honestly, I find that I have a hard time playing WITHOUT RSS. However, RO/RP-0 is what really makes it. By going through the "campaign" mode with RP-0, you get slowly introduced to the parts that are available and how to use them. I'm really looking forward to when we'll have RO and RP-0 out for 1.2.2, I'll probably start a new youtube series for that (check out my signature for my 1.1.3 Realism Overhaul campaign)
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