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Everything posted by Calvin_Maclure
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Calvin_Maclure replied to Nereid's topic in KSP1 Mod Releases
Ok, sounds good. One last question, if I may. Where do I find this ROSTER node? The persistent file? (Really appreciate your help, btw). -
AJE Extended Configs v2.0.4 - KSP version 1.8+
Calvin_Maclure replied to Citizen247's topic in KSP1 Mod Releases
Well, I looked at the actual engines on the AN-124 and -225 along with the C-5, used a procedural tank set to the diameter values and overlaid them on the engines. So the scale does seem right after all. But for some reason, the real world counterparts actually seem better sized. The values I got when I used Proc Parts seem to be off by just about 0.1m. So all in all, yeah I think it's all good. -
AJE Extended Configs v2.0.4 - KSP version 1.8+
Calvin_Maclure replied to Citizen247's topic in KSP1 Mod Releases
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AJE Extended Configs v2.0.4 - KSP version 1.8+
Calvin_Maclure replied to Citizen247's topic in KSP1 Mod Releases
So... in terms of functionality in RO, all is well. Engines to run on Kerosene and produce thrust, alright, and there are even upgrades available. Honestly, everything works except... the scale/size. The engines are tiny (sized for stock). Should they not resize?? -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Calvin_Maclure replied to Nereid's topic in KSP1 Mod Releases
Great! Do I somehow have to re-hire and re-name the crew first? Or will copying over the roster node take care of all of this at once? -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Calvin_Maclure replied to Nereid's topic in KSP1 Mod Releases
Quick question, is it somehow possible to port or copy/paste the roster history in a 1.6.1 career save to a 1.8.1 career save? If so, how? Much appreciated! CM -
AJE Extended Configs v2.0.4 - KSP version 1.8+
Calvin_Maclure replied to Citizen247's topic in KSP1 Mod Releases
Well, it does in fact work! That they're not integrated with RP-1 doesn't bother me so much. Regarding that patch that removes (soft remove) the engines configured by AJE, where... are they? -
AJE Extended Configs v2.0.4 - KSP version 1.8+
Calvin_Maclure replied to Citizen247's topic in KSP1 Mod Releases
Hello, Since AJE works in RO/RP-1, is this one good to go for this as well? Thanks, CM -
[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Calvin_Maclure replied to Theysen's topic in KSP1 Mod Releases
Sweet! Thank you all for your work! Question: when a new version comes out like this, is it better to update via CKAN or manually, or does it not really matter? Thanks, CM- 2,207 replies
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I'm actually sort of struggling with proper installation of this mod. Though I've installed hundreds of mods over the years, I'm not completely sure what the folder structure for this one should be. I'd appreciate some help in clarifying what goes where (think the issue is with the following instructions: Craft files go into your saves/xxxx/Ships/VAB Subassemblies go into your saves/xxxx/Subassemblies folder. ) . Thanks.
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US & Soviet Solar Panels Pack - MERGED INTO ROSolar
Calvin_Maclure replied to raidernick's topic in KSP1 Mod Releases
Hope you're doing well. But... was that previous comment for real? Just wondering if there's a compatible version of this mod for 1.8.1. Best regards, and thanks. CM -
[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Calvin_Maclure replied to Theysen's topic in KSP1 Mod Releases
Though I had... my mistake. Thanks!- 2,207 replies
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Ok, this is odd cause I looked again and again through those nodes and could not find anything... I must have done something wrong in the install, but I really don't know what. Here's the link to my logs, if this helps at all: https://www.dropbox.com/sh/fkrbiavx1c3g8u0/AABvgUGRlOCNWEzt5vZUNJ_4a?dl=0
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Calvin_Maclure replied to Theysen's topic in KSP1 Mod Releases
Thanks for the work on the new release and the hard work. I've been experienced an annoying issue, though (not sure if it's RO related, but I think it is). Fuel value in tanks upon craft loading in the VAB do not hold their values. E.g.: if a tank has a starting value of 86% use and I move it up to 97% (so full capacity depending on tank type), loading the craft file back again will cause it to go back to its default value of 86%. Similarly, if I drop a tank's value down from 86 to 50%, again, it will default back to its 86% value. Logs: https://www.dropbox.com/sh/fkrbiavx1c3g8u0/AABvgUGRlOCNWEzt5vZUNJ_4a?dl=0 KSP 1.6.1, RP-1... Thanks,- 2,207 replies
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Ah ok. So does that have anything to do with my not seeing any of the later launch pads at all?? Would you need any logs to help? Thanks, CM
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Hey, I think I've done something wrong in the installation (and I suspect it may have to do with this). I can't seem to find any of the Saturn towers anywhere... I'm not sure I understand what is meant by these two installation steps. KSP 1.6.1, RP-1 and all that.
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I seem to be getting quite a lot stutter in the VAB and it seems to be a PP issue from what I can ascertain. My crafts can have quite a lot of components made from PP as I like to model external pluming and the like for aesthetics. I'm not sure if the level of stuttering I'm getting is normal or if anything can be done. KSP 1.6.1 If needed, can supply logs and MM configs. Thanks,
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I'm assuming this DRE is to go with RF v. 12.8.1?
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[WIP] Infernal Robotics - Next
Calvin_Maclure replied to Rudolf Meier's topic in KSP1 Mod Development
Ok, well this is good to know! I'm on KSP 1.6.1, I'll download and use KJRN and will do my best to provide logs, feedback and whatever to help fix this (if anything needs fixing... ). Thanks, -
Kerbal Joint Reinforcement - Next
Calvin_Maclure replied to Rudolf Meier's topic in KSP1 Mod Releases
This is what I'm thinking as well. -
Kerbal Joint Reinforcement - Next
Calvin_Maclure replied to Rudolf Meier's topic in KSP1 Mod Releases
Cool. Good to know! What version of KJR Next to use (just to be sure)? I'm assuming v.4.0.15? Also, what's the difference between ''KerbalJointReinforcement_dbg_v4.0.15.zip'' and ''KerbalJointReinforcement_v4.0.15.zip''? -
[WIP] Infernal Robotics - Next
Calvin_Maclure replied to Rudolf Meier's topic in KSP1 Mod Development
Thanks so much for this! Yeah... the thing about KJR Next is... I play RP-1 and apparently it doesn't play nice with RO (at the very least it is not supported)? -
Kerbal Joint Reinforcement - Next
Calvin_Maclure replied to Rudolf Meier's topic in KSP1 Mod Releases
I'm struggling to determine which KJR I should use for my RP-1 game (the IR thread led me to this version of KJR). Should I be using KJR - Next or KJR Continued? -
[WIP] Infernal Robotics - Next
Calvin_Maclure replied to Rudolf Meier's topic in KSP1 Mod Development
Cool to see you working on this! That having been said, what version then should I be using for KSP v. 1.6.1? Although, from what I can read on the post, the latest version seems to be good for 1.6.1 and later?? Also, regarding KJR, which should I use (playing RP-1 if this helps at all...) KJR - Next or KJR Continued?