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jdub3350

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Everything posted by jdub3350

  1. Sorry I didn't word that very precisely....the SSTU tanks and engines are not showing up. I don't have the optional patch folder installed.
  2. I have a weird issue...I installed a fresh 1.3.1 game, and installed SSTU into it along with all my other usual mods. All the SSTU parts are showing up in the VAB, except for all the engines and tanks. Output log below, I'm stumped on this one. https://drive.google.com/open?id=1y8uXGKSG3KDnoQ44g0n3vHnmm7L1Mcps
  3. It works in 1.3. Just update firespitter and DMagicScienceAnimate.
  4. Thanks! I was expecting the atmosphere to be rescaled too. Interesting.
  5. So I have the Augustus folder, Kopernicus, and Sigma in my Gamedata folder, but when I load the game Kerbin still shows 70km for the atmosphere height in the tracking station, 18km is still the line between upper/lower, and above 70k shows 'in space low'. Am I missing something?
  6. Thank you for the explanation! I used to always play with SMURFF/RSS when not playing RO, but I like your patch set better, I think it just has a different feel I have to get used to.
  7. Just so I am understanding properly...the RSS patch takes the max thrust and multiplies by a factor of 1.8 and the ISP by a factor of 1.8, and the SSRSS takes the max thrust and multiplies by a factor of 1.2, and the ISP by a factor of 0.7. Am I reading the patch code correctly? Wouldn't more thrust + higher ISP make for less fuel needed/higher thrust rockets? Or am I missing something entirely?
  8. Those folders are included due to some forum rule about including source code. The only thing that needs to be installed is what in the gamedata folder.
  9. @Jimbodiah just out of curiosity, how hard would it be to scale up the sizes of the rockets to better correspond to real world rocket sizes? After playing RO for so long it feels weird launching shorter rockets with better dV/ISP. I ask this as a nearly total novice in terms of what goes in to such things, so "it's really effing complicated and beyond the scope of what I want to do" is a perfectly acceptable answer, haha.
  10. It's an issue with Deadly Re-entry. There's an EVA patch from Starwaster floating around somewhere that fixes it. Another option is to pull up the cheat menu (alt-f12) and check "ignore max temp" before you EVA.
  11. @Wolves_Hero If you take the time to follow your favorite mods on GitHub rather than exclusively here on the forums, you'll find it is much more informative and you'll learn more what all goes into updating and changing a mod. Also you'll be far less likely to stick a giant internet foot in your mouth. cc: @blowfish @Bornholio @Starwaster
  12. Posted in old thread before I saw new one was up- Have a weird bug to report, I don't necessarily need a fix for it but wanted to post it to let you all know in case it helps with development. Steps to reproduce- Launched probe (all RP-0 approved parts) to Jupiter flyby. Collected all science in high orbit and low orbit. Once I entered Jupiter SOI, probe behaved oddly, spinning wildly on a random axis. I was able to wrestle control enough to burn radially to lower periapsis into low orbit zone. Once I got with in 2m mi or so, the overheat gauge on the procedural avionics core almost maxed out but didn't burn or explode. Shortly after burning to capture, the probe got to about 1.8m mi and suddenly exploded. Mission recap didn't show anything about overheating or anything else. Came back to KSC, all contracts were reset back to start. Output log- https://drive.google.com/open?id=0B6AubkMOT5rrdWJ5Zk8yVDc4UWs
  13. I need to make more use of Janitor's closet, hunting and deleting .cfgs always ends up with me messing something up, haha.
  14. @Jimbodiah Changed around my install to be more in line with what you have installed, it plays way better. The BDB rockets feel quite a bit overpowered though, I think I'm going to just pare down BDB to get rid of all the tanks and use procedurals/SSTU tanks. I was wondering how hard it would be to throw a patch in your pack to have procedurals/SSTU parts scale in 1m increments instead of the 1.25m. I thought I had found one at one time but could not for the life of me find it again.
  15. Those KK parts that are missing I believe are from Kartoffelkuchen's launchers pack when it had the Atlas family in it. That portion of the mod is no longer available as far as I know.
  16. Thanks for sharing! You play with the stock tech tree then? I almost always have an RSS/RO/RP-0 install as well as another one with RSS but no RO. I love RO/RP-0, but the fun of a realistic simulation is different than the fun of a game simulation, if that makes sense. I've never quite managed to balance the "fun" install for career play, so I'm always curious when I see others using that type of setup. I did download your RSS patch over the weekend and I really like what it does to the game, so thank you for sharing that with the community.
  17. @Jimbodiah Not sure if this is the correct place to inquire, so feel free to direct me elsewhere. But I'd be very interested to hear what your modlist for your 1.2.2 RSS install looks like.
  18. Well the avionics component is specific to RP-0. Unless you put probe cores on stages for use in stage recovery, they are treated as debris in the stock game once decoupled.
  19. As best I can recall, this is not specific to procedural avionics. In RP-0 before PA was a thing, having an Able avionics core on the upper stage and a Saturn instrument unit for the lower stage still resulted in the same effect.
  20. Copy that. Thanks! I've been using the SSTU parts in RO/RP-0 and the looks and functionality just can't be beat. I've managed to make some pretty cool (though entirely overengineered) spacecraft. Great work!
  21. Is there a functional difference for the spherical tanks? Like better insulation/less boil off, weight, etc? Or is it just a cosmetic difference? Edit- they do look damn cool.
  22. Thanks, I don't think I'd have ever figured that one out. Much appreciated!
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