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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Sardaukar replied to Theysen's topic in KSP1 Mod Releases
I´ve got a working RP0, KCT, RO, RSS, Testflight, Fasa and so on Version in KSP 1.22 (not kidding) and i am absolutely happy with it... some smaller bugs ... but no crashes or so. Btw. thank you for your fast reply... Finally i found the solution...- 2,207 replies
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Sardaukar replied to Theysen's topic in KSP1 Mod Releases
Lunar heatshield parts missing Hello everyone! I need a little help please. I´ve got an awesome RO install incl. RP-0, Testflight, RSSVE, KCT and so on... everything is running real fine. I am so happy and thankfull to all the modders and the community itself which provided so much fun in space... And as i am building my first lunar rated rockets i recognized that no lunar rated heatshields are available anymore... just nowhere in the tech tree (community tech tree). I opened a sandbox game - same problem... everything i remember from earlier games (concerning parts) is available except for those lunar heatshields ... any idea ??? Stats... RO v11.5.0 Venstockparts revamp v1.9.6 deadly reentry v7.5.0 community tech tree v3.0.3 Thank you.... Solution was to delete all modulemanager temp files (cache, techtree...)- 2,207 replies
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Issue with upgrading runway
Sardaukar replied to JeeF's topic in KSP1 Technical Support (PC, modded installs)
Members 1 10 posts Location: Germany Posted just now · Report post Happened to me too, after an Update of RP0 (Nathan?). Solution for me was: edit CustomBarnkit.cfg There u ll find craftSizeLimitSPH Rest is up to u ;-) -
Multiple set max temp for the same part... problem
Sardaukar replied to Sardaukar's topic in KSP1 Mods Discussions
Thank you. That's the answer i was looking for...- 3 replies
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Multiple set max temp for the same part... problem
Sardaukar posted a topic in KSP1 Mods Discussions
Hello Everybody and thanx for your help... I play a heavy modded RO version of KSP and had problems returning my beloved Spaceshuttle to Earth concerning heat. So i decided to tweak just a lttle the max temp of my cockpit and some other parts inside the mk3.cfg of deadly reentry. And so i stumbled over a few questions which occured... It seems that several *.cfg files want to set certain values for the same part... For Example: A stock Part has a given max temp. of 850 (defined iinside squad/part...folder *.cfg) RO set this temp to higher value Deadly Reentry to an even higher Value Perhaps tweakscale or other mods changes the values too... Now the questions... ;-) Is there a way to see which mod changes the value and which one gave the part its actual (in game) value? Is there a chance to set a non overrideable value? In terms of coding (memory use and so on) isn´t it bad to have several codelines loaded from different mods concerning the same part....? Again, thnx for your help and please excuse my bad english. See u in Space- 3 replies
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Sardaukar changed their profile photo
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the icedrill and the liquefier works with a little editing... read my post ;-) I am refueling on moon now... (takes a lot of time so ;-)
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I have the same issues with OOM after a few times switching to VAB or SPH on a win10 16G RAM PC. I play Realism overhaul with 70mods installed My playable solution: - Clean Install - install the mods u (really) need via ckan, i focused on functionality not pimping graphics and so on - install (via ckan) mem monitor or sth like that to watch your mem usage during game -give active texture management (ckan) a try -start Ksp.exe with -force-opengl -popupwindow So, when i start the game my mem usage is at approx 2,7G Every now and then it increases (VAB, Planet switching...) When i reach the 3,4G... i restart the game for security reasons... And yes i am serious, i did not found any other solution until now (without changing my OS). I tried a lot and played several hundreds of hours... trying to colonize Mars ;-) - I wish there could be sth. like mem cleaner to empty the unused/misfunctioning mem cache P.S. The Graphic settings in Game (resolution, shader and so on) did not have any significant impact on mem usage, only on FPS...
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Sardaukar replied to TaranisElsu's topic in KSP1 Mod Releases
Great mod, i play Realism overhaul and all the stuff that makes it harder ;-) So, i stumbled over a "bug" when i finally achieved Mars crewed flyby... I had 2 Water purifiers (TACLS) on my spacecraft and my water never decreased during the 2year trip, only waste Water increased. Food and Oxygen worked quite as they should ... On another station it happened too. Sorry for my bad english. Anyone had the same issue with Water purifiers ? Btw. The CO2 recycler with Potassium Superoxid worked amazing :-D Great mod indeed, thnx for your attention. -
Still testing (playing around) with this awesome mod... Can u please tell me were to find the resource definitions for phobos and deimos... cause i can´t find water there.... thnx a lot.
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Hello Everybody and a big thnx to all modders... Last Night i figured out how to get the ice drill and liquefaction process working... So this is my solution: \Kerbal\GameData\RealISRU\Parts\scienceDrill\part.cfg ---> change Ore to Water (case sensitive) \Kerbal\GameData\RealISRU\Parts\MMparts\Refrigerator.cfg ---> change lqdHydrogen to LqdHydrogen (and all the other resources... needed just Hydrogen for my Nerva ;-) (case sensitive) Have a nice day everyone cu in Space
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It took me quite a long time to figure out how to get my RO install working, after ckan did several updates... Here is my solution worked on my Install and so on.. use at own risk ;-) The loading screen freezed on loading procedural parts\zothermods\RFSRB.cfg.... Solution: download solverengine ver.1.14 and overwrite existing files in your gamedata folder This worked for me today... Good luck !!!