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AVaughan

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Everything posted by AVaughan

  1. But +1 to a stock solution, that doesn't require adding another part to the rocket.
  2. See https://forum.kerbalspaceprogram.com/index.php?/topic/155700-131-realism-overhaul-v1210-29-apr-2018/&do=findComment&comment=3509891
  3. There have been issues with people using ModuleManager losing right clicks. Since this doesn't seem to affect vanilla installs, I wonder if it is related.
  4. Another strategy is to use the baby sergeants as a kick stage to circularise at AP (you can even use multiple stages of them). If you have plenty of time I recommend Nathan Kell's youtube series as tutorials. Older (1.2.2 and RP-0, but better as a tutorial, it will teach you how to get to orbit, the moon, and interplanetary) https://www.youtube.com/watch?v=FGqPWHCbvdY . Newer, (less tutorial focused covers most of the new stuff in RP-1) https://www.youtube.com/watch?v=lm884sCLRhw .
  5. Some parts should float, some should sink. (And my Earth raised intuition says that many that do float should float much lower in the water than they currently do). There is also the pressure crush limits. Lots of solid structural type parts (no cavities or air pockets) should be immune to crush damage.
  6. Jet fuel has a density of around 840 kg/m3. (Water is 1000 kg/m3). Provided the plane's structure is fairly light-weight, and/or there are some water tight compartments that are full of air, a fully fuelled plane can float. (That said, most things float way too high in KSP).
  7. Rp-1 uses a new tech tree. (It also has quite a few other changes including tooling and crew training).
  8. It should be fine. I play ksp on a 10 year old computer with way worse specs.
  9. @harits : I'm pretty sure there was no 1.4.1 release. There are 1.4.2 and 1.4.5 releases available at https://github.com/Kopernicus/Kopernicus/releases and https://github.com/Kopernicus/Kopernicus-Backport/releases though.
  10. @donoya I've seen issues with tweakscaled parts causing those sorts of issue on other installs (back before I ever tried RO/RP-0). So try removing tweakscale, and just use the procedural tanks/decouplers
  11. Ullage and spool of engines is also part of the RO/RP-0 set of mods. (I'm not sure which mod add engines spool, but Real Fuels adds ullage).
  12. I've never had problems with KCT but I also don't use principia. Is it possible that principia (or something else) is slowing down timewarp, and that is causing your problems? Or are you just not investing enough in KCT's build rates and research rates? To play RP-0/RP-1 as designed, then KCT is pretty much required, otherwise research and rocket would be completed instantly.
  13. RP-1 is the nickname someone gave to the new version of RP-0 that is in the development branch. Hence when I said RP-1, I meant the new version.
  14. @Agustin RP-1 doesn't use the community tech tree. A copy of Bornholios's Golden Spreadsheet (found via a Feb 2018 reddit post, possibly outdated). https://docs.google.com/spreadsheets/d/1A7gQkIiQKi0VtRecE6p86KCKuoawZPdzk7NlaxssRJ4/edit#gid=1353744027 . Also see https://www.youtube.com/watch?v=lm884sCLRhw which shows some of the changes between the 1.2.2 version of RP-0 and RP-1. (Also from the early this year).
  15. Kopernicus will only work with the exact version of KSP it was built for. For KSP 1.3.1 there is a backport (with current features) at https://github.com/Kopernicus/Kopernicus-Backport/releases/tag/backport-1.3.1-15 . There are also older releases for 1.3.1 at https://github.com/Kopernicus/Kopernicus-Backport/releases and https://github.com/Kopernicus/Kopernicus/releases
  16. @Cannon Not sure, but you might need to have advanced tweakables enabled. (It is in settings somewhere. It's defaults to off in new installs, but I always turn it on).
  17. Even with max dampers I still saw more bounces in 1.5 than I remember from 1.4.x at default settings. Eg check the video I posted in https://forum.kerbalspaceprogram.com/index.php?/topic/178890-kerbal-space-program-update-15-grand-discussion-thread/&page=12&tab=comments#comment-3472345
  18. Related threads https://forum.kerbalspaceprogram.com/index.php?/topic/178593-the-landing-legs-gears-is-killing-me/ and some posts in the 1.5 discussion thread eg https://forum.kerbalspaceprogram.com/index.php?/topic/178890-kerbal-space-program-update-15-grand-discussion-thread/&page=12&tab=comments#comment-3472345.
  19. @aluc24 I'm not sure what the current state of RP-0 in github is, but some months ago the developmental branch was working fine. https://github.com/KSP-RO/RP-0/tree/Developmental
  20. I still have multiple 32 bit PCs. At least one of them still boots. But they really aren't useful for anything more than a home file-server/firewall. (And given their power consumption, you are probably better off with something more modern, but with lower power consumption anyway).
  21. When compared to the cold gas thrusters on used with the ISS's EVA suits, then yes. A better comparison is https://en.wikipedia.org/wiki/Bell_Rocket_Belt . It has higher thrust than KSP's jetpack (it can lift a man in earth gravity), but less endurance. You could probably design a version suitable for lunar gravity, that had slightly larger tanks, lower thrust, and hence longer endurance, and end up with something with similar performance to KSP's jetpack.
  22. My opinion is why have shock absorbers on the landing legs, then make the default damper setting being virtually no damping, and the max damper setting being almost no damping. And as I stated up thread, my impression is that this behaviour is worse in 1.5.x, than in 1.4.5. (That is despite us being told that landing legs would be better in 1.5.x). Sure ksp doesn't have to be realistic, but in this case, I can't see a valid reason it should be this unrealistic.
  23. AVaughan

    1.5.1 Hotfix

    @Zosma: Does it freeze if you remove all mods, then start a new save? (For what it's worth I've had no problems, but I've been playing vanilla, and not on a Mac).
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