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Phineas Freak

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Everything posted by Phineas Freak

  1. @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 ).
  2. @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.
  3. 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...
  4. @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).
  5. @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.
  6. 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).
  7. but i can expand the size of the wishlist even further by adding Athena and Minotaur-C .
  8. @MainSailoroh, sorry, i should be more specific! I was talking about the PP textures but judging from your reply, it won't be an issue anymore. +1 for more PF textures, we lack in this department (especially if you try to mix and match the various PP textures with the PF ones).
  9. 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.
  10. Now that you mentioned pack rebuilding, is it possible to move the Soyuz textures inside one of the sub-folders? it tickles a bit my OCD...
  11. @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.
  12. @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 } }
  13. @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.
  14. 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
  15. @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 .
  16. 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.
  17. Hmm, weird. The AIES LR91 has exactly the same problem as the FASA 10 ft version. But in my case all hypergolic configurations work as expected .
  18. 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
  19. @Temeterif you follow the steps mentioned in this GitHub issue, can you replicate it?
  20. A simple entry, no fancy stuff. Required tech nodes: Early Orbital Rocketry (RD - 103 engine) Basic Construction ("Default" procedural tank type) Basic Avionics (late Vanguard probe core) 1. Launch Vehicle: 2. Launch: 3. Orbit:
  21. @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.
  22. Some patterns are just too difficult to adapt to a procedural part and have a good result (especially roll type lines). Having said that, do not be discouraged! (and if you decide not to release them, can we fiile a request to get and use them for personal projects?)
  23. @MainSailor awesome! It's true, we have several texture packs that cover STS, Saturn, Soyuz but none for the early rockets. Keep up the good work!
  24. 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 }
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