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Phineas Freak
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Everything posted by Phineas Freak
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[1.2] Real Solar System v12.0 Dec 8
Phineas Freak replied to NathanKell's topic in KSP1 Mod Releases
@Cottoncandymanyes, with the new 64 bit version of KSP 1.1, the theoretical limit of RAM usage will be 16 × 10246 (approximately 16000000000000000000 bits, practically as much RAM as you can cram in a computer ). -
[1.2] Real Solar System v12.0 Dec 8
Phineas Freak replied to NathanKell's topic in KSP1 Mod Releases
@Cottoncandymanthe "RSS" and the "RSS-Textures" folders should be inside your "GameData" folder (example: GameData\RSS). But, if you have other mods installed, make sure that you do not hit the KSP memory limit. Better yet, grab CKAN and let it do the installation for you: https://github.com/KSP-CKAN/CKAN/releases @G3n3r4lthis issue has been fixed for the next version of RSS. -
[1.1.3] Orbital Decay v1.5.2 (17/07/2016) - Total Overhaul
Phineas Freak replied to Whitecat106's topic in KSP1 Mod Releases
Nice work! Question: how difficult would be to calculate the drag factor via the mass & area that a craft presents? As i understand, the current model only takes into account a hard-coded decay factor. Or maybe i am a bit ignorant and that the better model that you mentioned is exactly what i was asking... -
[1.1.3] Orbital Decay v1.5.2 (17/07/2016) - Total Overhaul
Phineas Freak replied to Whitecat106's topic in KSP1 Mod Releases
@Whitecat106it is pretty easy to reproduce the KSPAPI error. I have captured a log for it <LINK REMOVED>. Mods used: Community Resource Pack [0.4.9] Module Manager [2.6.20] Real Fuels [10.8.4] Realism Overhaul [10.9.6] Orbital Decay [1.0.7] Reproduction steps: Launch KSP with the above mods installed. Enter either the SPH or the VAB Select a Pod part Right - click the part. The RF options for opening it's GUI and/or removing the tank contents will be broken. Tested on a Windows OS environment with a clean installation of KSP (version 1.0.5.1028). Also, from a preliminary test while using RSS, Orbital Decay tends to simply erase any craft from orbit (test launch on a 750 km polar orbit, both the satellite and the upper stage were deleted upon returning to the Space Center). -
Realism Overhaul Discussion Thread
Phineas Freak replied to NathanKell's topic in KSP1 Mods Discussions
@Qwerzardo not worry, it is completely normal. Unfortunately, RP-0 is not as fleshed out as RO is (partially because costing the hardware - especially space hardware - is difficult). Nodes below Tier 5 (1970 - 1980) are OK, it's the newer ones that are not yet set correctly. Also, more mods may not always translate to more nodes filled, they have to be explicitly supported by RP-0. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Phineas Freak replied to cybutek's topic in KSP1 Mod Releases
Yep, the KER versions 1.0.19.2/ 1.0.19.3 work perfectly. You can downgrade the RF version but then RO will not be the "Mr Nice Guy" anymore (if you are playing with RO of course). -
[1.2 - 1.4] Real Scale Boosters, 0.16 (2018-03-12)
Phineas Freak replied to NecroBones's topic in KSP1 Mod Releases
but i can expand the size of the wishlist even further by adding Athena and Minotaur-C .- 966 replies
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Realism Overhaul
Phineas Freak replied to agent241's topic in KSP1 Technical Support (PC, modded installs)
Well, there's your problem. No free memory remaining. As @YTNewneomentioned, you start by forcing the OpenGL mode. If that fails then remove optional part mods. If problems continue, select a lower resolution RSS texture pack and/or lower the in-game texture quality. -
[1.1] RemoteTech v1.6.10 [2016-04-12]
Phineas Freak replied to Peppie23's topic in KSP1 Mod Releases
@Stone Bluei tried both patches and they work exactly the same. Next stop: check the output of the ModuleManager.ConfigCache file. Also, if you have placed this patch inside a file with other MM patches, make sure that the patches above it are correct. MM will stop applying the rest of the available patches inside a configuration file if it finds a typo/error in one of them. -
[1.1] RemoteTech v1.6.10 [2016-04-12]
Phineas Freak replied to Peppie23's topic in KSP1 Mod Releases
@Stone Bluedoes the part already have a "ModuleRTAntenna" module? Because otherwise %MODULE[ModuleRTAntenna] will try to force a patch on a module that does not exist. Probably changing it to the following will do the job: %MODULE { %name = ModuleRTAntenna %IsRTActive = true %Mode0OmniRange = 0 %Mode1OmniRange = 5000000 %EnergyCost = 0.05 %TRANSMITTER { %PacketInterval = 0.5 %PacketSize = 1 %PacketResourceCost = 10.0 } } -
@cytosinegood job findind that! It makes sense now, you have to treat internals like if they were parts. You can simplify the patching by specifing the " * " wildcard like: @MODULE[InternalSeat],* { %kerbalScale = 1.6, 1.6, 1.6 } And it will apply to all seats.
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This is not the fairing, it is a protective soft cover for the actual fairing. It is used only for the rollout. Before launch After launch
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@NecroBonesthat...would be my fault! I am developing the RO configs in a non-CKAN installation, meaning that when i installed RSB, the crafts were installed anyway. Then i rebuilt them to be compatible with RO and, apparently, i accidentally replaced them (but still using the same names...) I will have it fixed soon, along with the new parts that you released .
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[1.2 - 1.4] Real Scale Boosters, 0.16 (2018-03-12)
Phineas Freak replied to NecroBones's topic in KSP1 Mod Releases
Some small issues that i discovered: The GEM-40 has probably a bugged collider. It is possible to pick it from the parts list but upon attaching it you can no longer remove it. Also, a mesh(?) is visible on the exit nozzle. The Carrack procedural fairing base model is missing from the pack. Also, how difficult would be to model an additional vernier engine (LR101) for the Delta series? It would be handy to have it as a separate part.- 966 replies
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[1.2 - 1.4] Real Scale Boosters, 0.16 (2018-03-12)
Phineas Freak replied to NecroBones's topic in KSP1 Mod Releases
Pick the Nova design that you like, now only 9.99! http://www.pdf-archive.com/2013/04/27/ae61-0967-saturn-c-3-c-4-nova/ae61-0967-saturn-c-3-c-4-nova.pdf- 966 replies
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@John FX i think that 40 tonnes are a lot for early orbital. Juno I had a GLOW of approximately 30 tonnes for orbiting Explorer 1 and Vanguard was 1/3 of that. With only the minimum mods required for RO/RP-0, you need to unlock at least 3 nodes (Early Orbital Rocketry for the engines, Basic Construction for the "Default" procedural tanks and Basic Avionics for the Vanguard probe core). The tank upgrade could be considered as optional if you are willing to accept the increased inert mass of the "Fuselage/ServiceModule" type tanks.
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OK, so i started rescaling the internals but i have a small issue: rescaling the model works but patching the Kerbal position does not. Except if i am missing something... Cupola internal nodes: INTERNAL { name = cupolaInternal MODULE { name = InternalSeat seatTransformName = pilot_seat portraitCameraName = pilot_camera } . . . } Scale patcher (WIP values): @INTERNAL[cupolaInternal] { %scaleAll = 1.6, 1.6, 1.6 @MODULE[InternalSeat] { %kerbalScale = 1.6, 1.6, 1.6 %kerbalOffset = 0.0, 0.0, 0.0 %kerbalEyeOffset = 0.0, 0.0, 0.0 } } MM cache result: INTERNAL { name = cupolaInternal scaleAll = 1.6, 1.6, 1.6 }