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MaltYebisu started following Bornholio
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Not yet that i know of, but RP0 is evolving into RP1 and there is no going back :) There is a RP1 section on the RO Discord. There is pretty extensive early game balancing after the most recent RiS game shows how easy it was to abuse SR contracts. NathanKell has been hot on tuning the timings to get first orbit closer to '58 than we have now (mid '51) Use the higher of the nodes to get a decoupler, otherwise put a decoupler on lower node and separate using that. Interstage fairing are not intended to separate, using fairings in their place will allow you to eject them out.
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yes but do you do several hundred sounding rocket missions x-plane flights and other early stuff to fill in the delay for tech? :P that said, i'll start again this weekend a CKAN loaded 1.3.1 and put my 1.4.5 one on back burner (and thus likely to die) for mod/part testing. Just wish i had spare time to do the RiS
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Right now they things on the list would not, mostly, be game breaking. There are some more inovative issues open that could though regardless of upgrading change the game enough. I find that the hard thing is having the mods all be available in both. I'm playing in 1.4.5 right now, not sure i want to restart a career for the 12th time
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Bornholio replied to Theysen's topic in KSP1 Mod Releases
If you want take current master and replace the dlls with these here https://github.com/KSP-RO/RealismOverhaul/pull/1832- 2,215 replies
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- realism overhaul
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For anyone who not watching RP-0 on github is coming perilously close to a release of 1.3.1 RP-1, probably jumping to 1.5.1 after that. All the developmental is rolled to master. Also if you are using a release version of RO there are 160+ commits to master. hopefully a new release soon there too. Test flight is last hook for RP0 and its https://github.com/KSP-RO/TestFlight/releases/tag/1.9.0.0 got a new release
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Actually it goes into the spreadsheet but, it can also go in as a patch (.cfg) if you want to test it immediately. Pap takes the patches out and rolls them into the spreadsheet. Unfortunately the link i made to the pdf instructions for the spreadsheet is broken. i'm going to try and move it all to the wiki this weekend. We really need a lot of work on '80s and later tech. :P
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Thanks for listing that copy. The spreadsheets are mainly to get focus on requirements to run or at least features desired to run. part pack generally don't require updating even if a version of KSP changes. @donoya I'll try and get a comprehensive list on the weekend into each sheet. Also looking into getting a Orphans tech node in Developmental to make testing those unsupported parts easier.
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[ERR 00:16:29.524] Failed to load assembly C:\Kerbal Space Program\GameData\Principia\x64\libglog.dll: ; [ERR 00:16:32.107] AssemblyLoader: Exception loading 'CC_RemoteTech': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. ; ModuleManager.3.0.6.dll Its easier, not easy though, to troubleshoot installs using output_log.txt (from you /KSP_x64_Data/ folder) All that said I'd suggest either installing few mods at a time or using CKAN and doing clusters, only RP-0 will not come up as available for required mods. (RP-0 master is not 1.3.1 compatible, but Developmental branch is. ) You have a lot of function mods that most rp-0 people don't use. but we all use different setups.