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Everything posted by JohnMcLane
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
JohnMcLane replied to Theysen's topic in KSP1 Mod Releases
Yes there are configs, if you take a look at for example the "RO_KK_Falcon_Tanks.cfg" in the RO suggested mods folder KK Launchers, youll see that only the LaunchersPack parts are supported. Use the 1.3.0 version 4.1 of the launchers pack. For the new parts, the F9Demo parts, there are no configs.- 2,215 replies
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
JohnMcLane replied to Theysen's topic in KSP1 Mod Releases
This is what your are looking for.- 2,215 replies
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I got RSSVE working in 1.4.5, only one orbit test with "Set Orbit" via alt +F12, but no problems on first glance. Using RSSVE-Master, Scatterer 0.0331b, EVE 1.4.2 and DistantObjectEnhancement 1.9.1.1. Which Version of AJE are you using? 2.11.4? Tried a bunch of different versions, keeps me stuck on loading screen on the squad engine parts/jetEngines ....
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Why should he, its easy to download the correct versions and replace the wrong ones and its also possible to add some lines to a cfg. Lets keep the authors focus on development of the mod
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Sorry my Mistake, the versions of KSPWheel and JSi dont work in 1.3.1, you need to download the version for 1.3.1 https://github.com/JPLRepo/JSIAdvTransparentPods/releases/tag/V0.1.15.0 and https://github.com/shadowmage45/KSPWheel/releases/tag/0.10.5.21 or the sstu version for 1.3.1, there it is also included
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Seems like you didnt install it right, for the wheels to work you need KSPWheel (in the download) and for the cockpit you will need JSI(also in the download). The RSS-configs dont make the parts RO-"confirm", for that you need to add: '%RSSROConfig = True' without the ' to every cfg file.
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Hi Guys, using Ksp 1.3.1 RP-1 install with MJ 2.7.0 and MechjebForEverything. i loaded my careersave today and till today i had all the mechjeb features unlock and available inflight. Now there are only the data windows and settings available. The menu shows "all features can be unlocked with researching the right nodes in R&D or upgrading comm station" (or something like that). I added a lot of MM config to make parts compatible for RO and RP-0, bu nothing to do with Mechjeb. What can i do? Changing enabledFlight to true for the modules i need in the mechjeb_settings_global? Log EDIT: I need to investigate further its only one rocket design that has this problem and the command modules have an mechjeb module. This is weird.
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I like 1.3.1, and dont want to change to 1.4 either, it was just because i downloaded the 0.16.1 version of coatl and till then there was no porblem using part packs from other ksp versions, because the modules didnt change. So now i converted the added parts back to 1.3. and everthing is fine.
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Willing to pay that , i did testing and tried to figure as much out as i can... (and in my head parts packs are compatible for every version, have to change that), didnt test the right versions..... Is there a overview of whats different between 1.3 and 1.4. in the cfg's, so i can try get it working in 1.3.1. They changed RCS and Engine Modules, something else?!
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Its official not your problem anymore.... i tried it in ksp 1.4.5 with the right versions: SSTU 0.8.43.155 and Dep Coatl 0.16.1 and there is no problem Ksp 1.3.1 SSTU 0.7.39.149 coatl 0.16.0 no problem! Using the right versions helps....Sorry for wasting your valuable developer time
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Yeah that could be, i think i updated coatl to the new version for the new parts and its done for 1.4. But they work properly in 1.3.1, i did not have any bugs or problems till now. I will test with an 1.3. version of coatl the problem with sstu is still there. But not before this evening (european time )
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
JohnMcLane replied to Theysen's topic in KSP1 Mod Releases
Contract Configurator 1.23.3 is for KSP 1.3.1 https://github.com/jrossignol/ContractConfigurator/releases/tag/1.23.3 and RemoteTech 1..8.13.131 for 1.3.1 https://github.com/RemoteTechnologiesGroup/RemoteTech/releases/tag/1.8.13.131 no need for dll file change. I dont use RT, but CC works without problems. personal i would use with RO, of course all the dependencies (ok, i dont use FAR, but thats because there where some bugs sometime ago) and than most of the Recommandations: i dont use: Remotetech: because of flightplanning and the flightcomputer that you have to program SemiSaturableReactionWheels: last time i checked its not working in 1.3.1 TextureReplacer: only if you want to replace textures..... Principia: its fun for gravitiy assist, but changes the way you make manouvers(and makes it a little bit harder and cpu intensitive) DeadlyReentry: (i use it in an easier version) Reentries are really something, they have to be done right. Other Mods KerbalConstructionTime: A must in my opinion, adds construction times, roll out times and stuff. No building of 12 rockets on your first day in KSP KRASH: Testflights/Simulations for your rockets, needed for KCT, because you cant launch, test and revert to VAB anymore with KCT ShipManifest: Dump Fuel, change the location where the science data is stored in your ship, so you dont forget it at Mars,... really handy KerbalAlarmClock: Alarm, so you never forget a probe landing at mercury without your supervision Transferwindowplanner: calculates your transfers and needed deltaV to other planets and ats the launch windows to KAC FlightPlan: shows you the flightplan of your craft, more important: You can click any entry to focus on celestial body or maneuver, thats such a live saver! and of course RP-0 Dev version and dependencies, but that is something heavy, brings realistic progression with contracts, courses for astronauts, part tooling, procedural avionics and much more... and so many nice parts packs.....thats the hardest thing to decide which ones to choooooose, or all of them if the pc can handle it- 2,215 replies
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ksp.log: https://drive.google.com/open?id=1dZ8qyWYkDE-N8HVTxU7P3khjo2MKDhTs Hope that helps.
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Hi, i try to figure out what problem SSTU could have with Coatl Aerospace..... I am using a 1.3.1 install, to test i used: MM 3.0.4, SSTU (0.7.39.149), KSPWheel, CRP, 000TexturesUnlimited, PBR SSTU + Coatl Aerospace(0.16.1), Firespitter, DMagicScienceAnimate. What happens is, with the coatl aerospace parts pack installed, the SSTU Station Core parts are stopping from working properly. In the VAB, if you place a station core part, the attachment points/nodes are disappearing and you cant attach another part to them. Also you cant attach the station core parts to other stock parts. If you want them to attach to the already placed parts, Onclick the SC-parts are getting the red shimmer, like when you place a not root part in an empty space of the VAB. (without coatl aerospace folder, but with its dependencies installed, SC-parts working properly) Someone a idea what i have to do to solve this, what the cause could be? That would be great, Thanks in advance! Output.log: https://drive.google.com/open?id=1qL7m_zUHRUABho-wJLhFiHvzWLZAWFl6
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Nice work! You used the Real Fuels with the exception of the rcs fuel? why leave monopropellant in there, they also used MMH and NTO for RCS, or did you not go for RealismOverhaul style configs? Because RSS and RO go often together, you will then also have possibly an LifeSupport mod installed. So some integrated snacks would be useful. Just some things to think about if you want to continue working on your configs. I posted ROConfigs on the page2, they are converted from the old release thread, if you want to take a look at the work of .........try to find the author..........Edit: radio posted them in the other thread
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you will need configs! Realism Overhaul Configs, like these Put them somewhere into your gamedata folder, or into Realism Overhaul->Suggested Mods. It could be that you have to tweak them a little, but with the correct descent approach you should get to the ground in one peace. NOTE: The configs are converted from the old spaceshuttle thread from the 1.3.1 version, for my RO 1.3.1 version with this Shuttle... I didnt wrote the configs, just converted them for my use
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@Bornholio Iam using the developmental branch, i know there is the spreadsheet with all the parts and there data, but if i want to change things in my actual game i need to do a MM-config?! that looks like the tree-parts.cfg. Or am i wrong with that. Because i have no idea how to generate a new cfg-file from the spreadsheet after i put the data for the parts i want, into it.
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
JohnMcLane replied to Theysen's topic in KSP1 Mod Releases
Which engine, did you try other engines, there are engines who dont have gimbel.... hard to help with no information. If you using RP-0 also, you need to have enough avionics control to adjust attitude and co.- 2,215 replies
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Using KSP 1.3.1/RSS/RO with the dev version of rp-0 for 1.3.1 and FilterExtensions: I try to figure out what to do, to get a part RP-0 confirm?! I have for example the voyager 1 & 2 parabolic antenna from Coatl Aerospace: "Part not costed by Rp-0, but in correct Node". From the NonRP0.cfg i take, that the part dont have a RP0-config. Where are these configs? Where do i add them? Or what do i have to do?
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https://github.com/jrossignol/ContractConfigurator/wiki/HasResource-Parameter see there for details, but you could change the ComSatBus resource to another resource, a useless one, so it only adds weight. And you dont need to put it into the probe cores, you can add a fuel tank/service module to your satellite. In every way you will need to change some things...
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You can always put the RP-0->Contracts and RP-0->Agencies into the Gamedata->ContractPacks folder (it comes with ContractConfigurator) and you got the contracts without needing RP-0 For the Contracts: you could change the agency in the contracts that dont have one, to one that allready exist in the RP-0->Agencies folder or add a new one to the agents.cfg in the agencies folder. And also delete the HasComSatPayload Parameter in all the satellite contracts so you dont need the weather/comsat payloads on your craft. KCT is, like you said a seperate mod and the presets you can copy over.