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alaxandir

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Everything posted by alaxandir

  1. Hi, I'm trying to play RP-1 and having some troubles! I'm a little confused in regards to the installation process and what version of KSP I'm supposed to be playing! I have RSO installed on KSP 1.3.1 and I installed RP-1 following the instructions on the GitHub Wiki. The mods run without issue but I'm missing some things it seems like I should have! My procedural parts can only be cylinders, I have no fairings, no decouplers other than the stock ones. It seems impossible to get a reasonable altitude (i've managed 180 km with what I have) but I'm clearly missing some parts! My question is this, are the backports mandatory? I don't understand what exactly the term backport means, and the wiki doesn't specify if they need to be done or not. I installed all the mods I have from CKAN with the exception of Principa and RSSVE. Thanks!
  2. The right way to figure it out is to remove your mods one at a time until it's working. Sorry to say thats very tedious though.
  3. Makes sense, I'm pretty ignorant of the antenna technology myself so I just went with what I thought was right. I'm sure that the maintainer for Kerbalism will change it if he wants it to also be an antenna based on what you've shared here. Not to say that I don't like your stuff DMagic, it's great! Thanks for what you do!
  4. This might have something to do with the time-delta calculations. Maybe tweaking the values would help? I'm not 100% certain where you'd find those files but increasing the amount of time the game gets to do calculations might help. I'm sure it's a variable in there somewhere.
  5. EUREKA! I did it! https://github.com/ShotgunNinja/Kerbalism/pull/62 ^ My proposed changes to DMagic Orbital Science antenna, thanks again for your help I never would have figured this out without you. This changes the DMagic antennae from the ridiculous 10 T to 280 Gm, and I changed the data Tx rate to 0.032 to bring it more in line with other antenna you'll have around this tech level. These give the player a real choice if they want to go really far away but only have limited Data throughput; they can now make that choice. They don't work in Atmosphere and can't relay since they are high-gain so they should be pretty balanced and provide a meaningful experience for people who want to send early probes to very distant bodies with the understanding they won't be able to transmit a lot of data quickly. Though now that I'm looking at it in game it appears my changes haven't worked. Anyone who knows more able to take a look at my patch and see why it's not working? Fixed it. What do you guys think? I also just realized the soil moisture sensor is also an antenna in DMagic but I think I'll remove it as an antenna, doesn't make sense to me.
  6. Thank you very much for taking the time to teach me how to do this. Amazing!
  7. Thank you this is perfect. How difficult is it to write Module Manager patches? I've never tried.
  8. Anyone know if this works with Kerbalism? I tried to combine them but I'm unable to do scene changes within the Space Center. (Get stuck in VAB etc)
  9. Sorry, I ended up switching to a different fuel swapper. But; the issue I was having is that it was adding TWO fuel tanks for every tank. (I could store double the amount of fuel and the GUI options were available twice). Not sure I can reproduce now that I've swapped some mods around.
  10. Is there a way to get the same type of data transferring utilizing some of the DMagic Orbital Science pack? It has some ridiculous OP antennae and I want to either nerf them or make them work with this mod.
  11. Is this compatible with CRP? I'm using TAC Life Support which has the CRP as a dependency and having issues getting this to work properly on the stock tanks. But it works fine on the tanks it adds.
  12. I've tried installing just this mod and module manager on a fresh stock game and I cant get it to work, any idea why this might be happening?
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