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Everything posted by Theysen
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[1.1.3] NicheParts v1.4.2 - Real Engine Pack
Theysen replied to MockingBird's topic in KSP1 Mod Releases
Hey MockingBird, awesome work I have to say. Really like the little Bipropellant engines! Are you and/or (?) @Zarbizaure actually taking requests? I'd think the Fregat Upper Stage Engine might be a nice little addition to either one of your mods and I don't know any other mod which adds this engine specifically. -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
Theysen replied to pingopete's topic in KSP1 Mod Development
Don't copy the GitHub scatterer settings over, they're outdated. Just drop a manual scatterer install into GameData, change folder 'Kerbin' to 'Earth' and change the names in the planetslist.cfg both to Earth. Ingame open the scatterer GUI and set the 'ExperimentalAtmoScale' to 0.8 or less to have a somewhat reasonable atmosphere height. It should work out of the box. -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
Theysen replied to pingopete's topic in KSP1 Mod Development
Look inside the download folder, alternate planet colors -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
Theysen replied to pingopete's topic in KSP1 Mod Development
I'd guess he has Distant Object Enhancement installed -
[1.2 - 1.4] Real Scale Boosters, 0.16 (2018-03-12)
Theysen replied to NecroBones's topic in KSP1 Mod Releases
@NecroBones Little request and absolutly low priority I think but would you consider the ES version of Ariane 5? It adds a different upper stage engine and tank to burn storable propellant. The engine used is the Aestus.- 966 replies
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Uhm, just download and install RO, there are configs supplied and it works out of the box then. If you have issues and can isolate them to be caused by RO seek for support in the Realism Overhaul thread as Shadowmage does not actively support those configs. - given you're using the latest GitHub version.
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You have two options here. Either you use EVE's celestial body shadow function OR scatterer's, you can disable the other. You can also delete the city lights folder from BoulderCo and not need to worry about it anymore. This will not break your game. So as no one has issues in particular magnitude with EVE's clouds we should probably stick to scatterer's original meaning and look for EVE support in the correct thread if you're still not content / having issues. But I'd guess scatterer won't implement clouds in the near future given EVE / scatterer is fine for almost everyone
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Fuel Cells in RO/RF
Theysen replied to Wallygator's topic in KSP1 Technical Support (PC, modded installs)
So I just built a simple craft with the Mk1-2 pod, heatshield, decoupler and put a single oscar-c under it. I then attached 3 fuel cells and filled it with the LiquidOxygen and LiquidHydrogen and it worked for the time expected, producing the set amount of Watts. Issue I see with your install: You can't change the Tanktype on your Right Click Menu for the Oscar-C. You should be able to set it to Service Module / Cryogenic / Default / Structural etc. Also please try getting rid of TweakScale as it caused issues in the past with RO. You can use procedural parts instead. Try it and see if this brings back the 'change fuel tank type'.- 22 replies
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Fuel Cells in RO/RF
Theysen replied to Wallygator's topic in KSP1 Technical Support (PC, modded installs)
I'll see and test it in my install now, are you on the latest RO for 1.1.3?- 22 replies
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Fuel Cells in RO/RF
Theysen replied to Wallygator's topic in KSP1 Technical Support (PC, modded installs)
You're absolutely right about fuel flow and electricity flow. When you hover over the part description it should tell you how much power it gives for what amount of liters of lo2/lh2. Build a service module tank accordingly and Fill it up via right click menu. If it e.g. says 7 liters for a week you might go with 10 just to be safe from boiloff and have a margin. The mk1-2 pod needs 3 fuel cells as its drain is quite high.- 22 replies
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By default no probe core or command pod has a Reaction Wheel by default, the ones under Command & Control are configured accordingly to realistic'ish' levels. No need for your patch I'd say.
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this is a truly beautiful mod. Keep up the good work DECQ!
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Is rss greedy on a computer?
Theysen replied to Madscientist16180's topic in KSP1 Technical Support (PC, modded installs)
In general it's even faster than stock system since there is less to render. At least on my notebook RSS is more stable than Stock. -
TWR with Earth gravity as reference is TWR = Thrust / ( mass of the ship at given time * go) with go ~ 9.81 m/s². So when you know the fuel drain rate and the wet mass m0 of your rocket you can integrate the mass from start to end or by adding a time based expression like this: TWR(t) = Thrust / [(mass0 - fuelflow * t) * go)].
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Fusebox I assume.
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[WIP][1.0.5]* RSS Visual Enhancements (RVE)
Theysen replied to pingopete's topic in KSP1 Mod Development
Right now Scatterer sunflare is not working in 1.1.3 so use 1.1.2 for full immersion -
Getting frequent crashes RO/RP-0
Theysen replied to CitizenVeen's topic in KSP1 Technical Support (PC, modded installs)
This sounds like the 'old' pre 1.1 behaviour when you run out of RAM and crash upon scene change, but since you're on 8GB of RAM and 1.1.2 this should not be the case. Please correct me if I'm wrong but wasn't there an issue with forcing OpenGL mode for 1.1? Try using the default dx9 and see if the crashes go away? -
Musings about Realism Overhaul
Theysen replied to quasarrgames's topic in KSP1 Gameplay Questions and Tutorials
1. If you install the whole Realism Overhaul Suite (CKAN recommended) you will install Kerbal Joint Reinforcement. This makes your rockets stable and sturdy. They can still flip if they're badly designed though. 2. NERVA's are in there by default, for SABRE's there are configs for B9 mod engines. Not sure if there are configs for VASMIR's as of Nertea Near Future propulsion mod. 3. Making the right decisions about stage designs and stage number in general, having to think about what exactly the stage or rocket has to achieve in the best and most efficient way. Like say, does my upper stage work as transfer stage again so it does need a relightable engine + ullage functions? Can't I optimize the ascent trajectory by stretching Booster stages and reducing upper stage burn times or vice versa. But the good thing is, reading on real designs helps you understand the RO gameplay better and gives you a good perception of what to do and how. Since playing RO I basically learn new things everyday as I try to find some information on how this was done or that was achieved. - For a nice and somewhat easier start try to install RP-0 aswell and the maker himself NathanKell currently has an extended tutorials series / playthrough up on youtube. RP-0 starts you at easy Sounding Rockets - go up and go down - over to earliest designs and orbial vehicles. Coming from Stock this might help get an easier transition and make you feel better at the achievements you pass through while playing RO/RP-0. 4. It's currently fully compatible with 1.1.2 though the recent update of KSP and thus the updates on mods for 1.1.3 MIGHT break the install via CKAN at the moment. If there are no gamebreaking changes the dependancies might be updated soon so RO can make a transition to 1.1.3 too. But you know the drill, it's ready when it's ready. -
It's already been updated and released for 1.1.3. In just 9 hours after an official KSP update. Official post (I'd rather leave the origin of this topic without comment.)