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Theysen

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Everything posted by Theysen

  1. ScienceAlert causes those issues, it had those strange fps drops since it was rereleased. Get rid of it and it should be fine - my wild guess out of the blue. And no, I actually don't think anyone will install all those mods just to find an issue like this, you could try yourself to partially delete mods and see if it persists for starters
  2. And yet it works fine, iirc the version compatibility was aimed to be mostly preserved. I got no issues with the latest ModuleManager in 1.3.1 and RO.
  3. Thank you two, fixed. I will update the whole OP soon to make it look a little more appealing and getting rid of cluttering and old, or outdated links / mods etc.
  4. [snip] No not yet and the compatibility update is undetermined. Also please consider reading the last few posts as well next time, we already covered the question. For a general statement, as long this thread title does not cover [1.4.X] in it, it won't work with those versions.
  5. Tbh don't even bother trying. I run a GTX960M and an i5HQ on my mobile setup and EVE + scatterer bring you down crawling. With no dedicated GPU you have to make some cuts, unfortunately. But you can always give it a go, of course, to check for youself!
  6. [1.3.1] Realism Overhaul v12.0.0 [03 Apr 2018] Update available to make Realism Overhaul compatible to Kerbal Space Program version 1.3.1. Do note that also Real Solar System is now compatible to 1.3.1. Changelog Tweak WAC/Aerobee, RL10 config costs Add the LR87/91 configs as sepculative Update X-405 config to match specs in Vanguard Engineering Summary Tweak Russian Engine reliability and config costs Various craft fixes for Raidernick model changes Update Raidernick configs for proton changes Move entryCost from S-3 to S-3D Global engine config changes Fix testflight configs of various engines Added RealEngines support Fix mass of several avionics packages Fixed some part tags Fixed various BDB and FASA configs Added missing brackets to resource configs Added new part module AdjustableCoMShifter Fixed trailing whitespace/newlines in many files Turn off relaying for all SPUs Fix X-405 verniers using the wrong HTP mixture Updated CMES for KSP 1.3.1 Added new Bluedog parts Add generic engine config for BDB X-405H Fix generic RCS thruster mass and scale Various SSTU config fixes SXT updates including mass fix for sputnik Update netkan to remove dead mods and add a few new ones Thanks to NathanKell, Raidernick, eggrobin, pap1723, PhineasFreak, ctiberious, blowfishpro, AnticlockwisePropeller, Bornholio, smartdummies, aw1621107, AlphaMike741, Ash19256, ahmedcharles, MikeOnTea, m4gus88, DocRockwell, Schnobs and glilienthal for their contributions to this release! Special thanks to Eggrobin, Ferram and blowfishpro for getting all the dependencies updated.
  7. R E A L S O L A R S Y S T E M 1.12 License: CC-BY-NC-SA __________________________________________________________________________________________________________________________________________________________________________________________ COMPANION MOD SUGGESTIONS RealSolarSystemVisualEnhancements by the RO team for visual enhancements as seen in the screenshots in this post. Refer to his Wiki for installation guide and information. RealismOverhaul for the real deal in Kerbal Space Program and especially tailored for RealSolarSystem. This mod changes almost everything in the game to real life counterparts and mechanics. Principia - get real n-body physics fully configured for RealSolarSystem and take your experience one step further. EarlyBird by taniwha fixes the 'WarpToNextMorning' in tilted planetary systems so you always end up 5 minutes before sunrise. __________________________________________________________________________________________________________________________________________________________________________________________ FOR ISSUES AND ERROR REPORTING READ THIS FIRST AND ACT ACCORDINGLY - THIS ACCELERATES THE SUPPORT PROCESS! Screenshots __________________________________________________________________________________________________________________________________________________________________________________________ Disclaimer: Some planetary imagery is derived from work by Steve Albers and NASA / Jet Propulsion Laboratory, and some from the Celestia Motherlode (itself in the main sourced from JPL). Used by permission of the licenses for non-commercial release.
  8. Simply put - the mariner probe is not configured for RP-0 mechanics which involve avionics. Think of avionics as mass limit a probe core can deal with. As soon as it gets above the mass limit you can’t control your rocket / craft at all until you add a sufficient probe core to it (most preferably to the next stage). Think of it like the real life equivalent in a Atlas V for example, the probe itself won’t steer the whole booster but rely on the rockets internal guidance computers until separation. That’s what avionics try to incorporate. If a probe core isn’t configured for the avionics this mechanic is neglected and you mariner could steer the whole launcher on its own.
  9. Sigma Replacements Skybox as mod which enables other textures then for the skybox itself everything by Poodmund
  10. What does that mean? at least America still uses a lot of those identifiers when pilots call the controller. You don’t want to be cleared for approach behind a 380 when you’re in a little Cessna and the controller - for what ever reason didn’t double check on his strip - , and America has a lot of the latter (Cessna, general aviation) in busy airspaces. agreed to the „more than just“ lifting vehicle like saturn, but differing by payload mass to wherever worked before, too.
  11. ICAO introduced „super“ when the A380 hit the market as identifier for ATC where a B747 or 777 was „heavy“ until then. Let’s just use super heavy lift vehicle and were done.
  12. This mod here itself only offers a framework for other people's parts and / or configs to use the functions TexturesUnlimited offers. You need to install those parts or configs, examples are given in the forum op, the documentation about how to add them to models yourself is also given in the op.
  13. Does glcore overwrite AA like OpenGL does and needs manual overwrite in NVIDIA settings? Had not have a chance to try it out.
  14. From what I’ve seen they finally switched the 32bit option as Alternative and the “normal” (64Bit) exe is auto selected
  15. At this point I’m pretty sure if you had access alone to the games code directly wonderful things would happen in in all seriousness though from the past we learned that it takes 3 iterations usually until the major version of KSP is „stable“
  16. Editor icons are all blue/white, part itself is painted. I hope they hotfix that.
  17. Its now under User/AppData/LocalLow iirc. I will give you the complete direction later if you can’t find it, not on my pc right now.
  18. This. It is quite funny when you are told to seek further information and read them carefully but a hyperlink directs you to the same page again because that content is on a forum page itself. And no, saying you could have logged out or tried a private window shouldn't be the correct way of 'handling' that issue. Just a heads up to the design scheme if you update the terms in the future again.
  19. Already fixed in this: https://github.com/KSP-RO/RealismOverhaul/pull/1809 and it is actually in the "dev" branch of RO. So make sure to redownload the branch and replace it with your current RealismOverhaul in your GameData.
  20. It isn't unfortunately. Use two radial engines
  21. You’re a hero, thanks for these top notch and realistic engines. I love every single bit in this pack for quite some time now! Keep it up!
  22. Yes exactly what my thought is that something happens on load / SOI change. Does it regenerate a list everytime? It lasts ~15-20 seconds as reported by @eberkain and then works as expected. I personally don't care about stock career and restrictions, just asking for people who might want to ask in the future.
  23. First of all, thanks for this awesome but small tool to come back! Two small issues I found: - the FlightScene lags for a good couple of seconds after starting the flight, then it reverts to normal performance. I still need to verify it's ScienceAlert but it was indeed the only mod I have isntalled for sole purpose of testing. I'll get to you back about this - is it correct it doesn't restrict the career mode to building levels? I can immediately collect Surface Samples and EVA without having the according levels on the Spaceport upgrades. Cheers!
  24. If you read the part description of the verniers it says: Attach in 2x symmetry. So the way they are set up is as in real life: The Verniers don't allow for 360° gimballing, they are set up for their respective position at the booster. I know that two sides of the core need to have the vernier "flipped" by Q or E in the VAB prior to attaching. The easiest way to determine which one to attach in what way (if you don't use the craft files) is to build a Soyuz, attach your engines and verniers and put them on clamps. Stage your engine but don't throttle up and don't release the clamps, zoom in on under your rocket and check their gimballing directions, take note of that and revert to the VAB and correct the wrong ones.
  25. You're using a SSTU version in 1.3.1 RealismOverhaul it looks like which is still under development, the latest working SSTU configs are for the officially released 1.2.2 SSTU with the corresponding SSTU version marked in the RO OP. There is no issue with SSTU itself, it's just that the Fuel Tank for example had some severe changes since RO configured it, it will be fixed soon.
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