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Everything posted by harrisjosh2711
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
harrisjosh2711 replied to Theysen's topic in KSP1 Mod Releases
Are you insinuating that I re-compile RO, who is maintained by an entire group of people? Or are you saying I should recompile mods that have already been re-compiled to 1.3? Both would be entirely pointless, considering the RO guys will definitely finish before I could even touch the surface of said recompile.- 2,215 replies
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No auto strut, I use KJR. I always use KJR with this though. Honestly, I really think something else is messing with it. As, I told you before, I used this mod successfully last week, I know it works right. I just need to find the culprit. I will get a flight log up at some point. What I can tell you is the physics kicks in before the decoupler engines. When I revert my rockets noses will dive in, hit the main rocket and destroy it. Then the decoupler engines cut on. If I revert enough times sometimes the damage isn't catastrophic and I can still land the boosters. Its a hit or miss kinda thing though. (if you look at the picture a few post up you will see the rocket has already collided but the decopler engines aren't firing yet.)
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so you wanna land at the space center like a boss?
harrisjosh2711 replied to invision's topic in KSP1 Tutorials
The trajectories mod is a god send when it comes to this. -
[1.12] KSP-RO - Realism Overhaul [16 May 2022]
harrisjosh2711 replied to Theysen's topic in KSP1 Mod Releases
I never play from the actual steam folder. I have tried likely five times to no avail. Around a month ago I gave it one last try. I reverted to 1.2.2, copied the files into a designated folder, downloaded the legacy 1.2.2 mods, was hit with mono.dll crash. As I said my 1.2.2 install never worked after the 1.3 update. I was actually ticked. I was playing a save game, came home one day and found KSP had updated. I reverted to 1.2.2 so I didn't have to re-download my mods, crash due to mono error. The game worked the day before?.?.?.? I asked about it on the forums, to no avail. I still see people posting about mono crashes to this date. I never experienced a mono crash before the update to 1.3. This is likely my favorite game ever, but squad really dropped the ball on the 1.3 update. Its kinda understandable why RO didn't want to mess around with it. I still have 1.2.2 mod folders from before 1.3 was released. I have put those mods into 1.2.2- hit with mono.dll- 2,215 replies
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No, the J-505 V2 will be keeping its nose cone. I would be willing to do it to the other version. That actually sounds like a good idea. The only issue is I'm planning on moving the older V2 to a 2.5m command pod. That will leave everyone with a 3.75m and 2.5m Dragon1 & Dragon2 command pods. Also, I'm not actually going to remove the nosecone, There just wont be anything under it so you an put what you would like.
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
harrisjosh2711 replied to Theysen's topic in KSP1 Mod Releases
Steam- 2,215 replies
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How to recreate Big Freaking Rocket in KSP with RSS?
harrisjosh2711 replied to raxo2222's topic in KSP1 Mods Discussions
Why don't you just make it methalox by yourself since you classify a methalox engine as a proper BFR? Its only a simple CFG. edit. -
I'm confused. The Dragon doesn't have an integrated nosecone. Which pod are you talking about, the V2? Also, I'm sure you seen, but the mod should now be available via CKAN.
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
harrisjosh2711 replied to Theysen's topic in KSP1 Mod Releases
I really hope this gets updated for 1.3.1 since, lets face it, 1.3.1 will likely drop before RO 1.3. I have never had to the chance to play realism overhaul, because since I have been playing KSP its always been for the old version. I cant wait to bring a real size "BFR" rocket into realism overhaul, but refuse to do so if I cant play with it. As I play the most updated version of games, under most circumstances, just like 98% of the people in this world. I'm just sayin, but if this mod was up to date my SpaceX mod would be made for this, not stock. You guys are missing out on all the new stuff playing with the old stuff. And reverting back to 1.2.2 is nothing but a pain in the butt since 1.3. I keep all my 1.2.2 mods stored in separate folders, and I still always get a mono crash. I have tried re-downloading the mods using the legacy 1.2.2 files. Still received a mono crash. In fact, I reverted the day it came out on 1.3 and it crashed due to a mono issue. Some how it worked the day before the update while it was still 1.2.2 though?- 2,215 replies
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Maybe, but I doubt it. I kinda like the clamping cargo bay. I think it will be unique to KSP, never seen anything like it really. I love suggestions! I will think on it. The mod needs a few more service modules, perhaps I could make something like it in the future. I'm just not really sure how I can incorporate it with the "BFR" considering the one ship design. Not without making some sort of an extension, which doesn't really make sense in my mind. I have an idea, while I want this BFR to follow that design. I am very much leaning towards a 3.75 version of the BFR. Perhaps this could be the cargo bay for it.
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Why would you need two different versions? If there is a cargo bay, and you want extra fuel, you can put it in there. If you don't want extra fuel and would like to carry cargo, fill it with cargo. The whole idea behind SpaceX making this version is to act as a "one size fits all". Now, if you are talking about breaking the ship into pieces, that is likely off the table. I like how I currently have the aerodynamics model set up, which wasn't to difficult considering it is all just one ship. To make the ship function correctly, being in several different pieces, would be a nightmare as the physics would be spread over multiple parts, instead of just one. But as I said, It does contain a huge amount of KIS space. Could be way to much, or way to little. I will have to run some test to figure all of that out in the near future. Honestly, I only remembered to add the configs right before release, so I just took an educated guess on a big number.
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Cool. Thanks. Ill give you a shout out on the first page for getting it on there. Thanks Again. No, but it has a crap load of KIS space, if you use that mod. Or it should atleast. I intend on building a cargo version. I was debating checking out the plugin from the hangars mod for that (not sure of its licensing). Not sure if I should go that direction or just more KIS space. Generally, you would make a second part for the cargo. to my knowledge there is no part in KSP that is a command pod, probe core, cargo bay, fuel tank, and lander. That's not saying It couldn't be done.
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The trunk is something I have been meaning to re-texture for awhile, so, yes, I can cut the blue slightly on it. One of the trunks are already textured with the stock solar panels. I have an animated trunk that is meant to remove the dependency on nearfuture solar, that is currently not released. With that said, I doubt I will be going as far back to change the textures on all the windows. That would require a significant amount of time. If you have any suggestions for some of the things that I will be working on soon, I am open ears.
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totm nov 2023 SpaceX Discussion Thread
harrisjosh2711 replied to Skylon's topic in Science & Spaceflight
@cubinator It was only the angle of attack that the flip so strong. Under normal conditions the G's don't exceed more than 5. -
totm nov 2023 SpaceX Discussion Thread
harrisjosh2711 replied to Skylon's topic in Science & Spaceflight
Ill have to test it, but I took a very steep angle of descent. As who wants to watch a 3:30 second landing video? I meant slow down fast. I had extra fuel so I could have slowed ever further with the engines before entrance or took a much less steep angle and used a lot more atmosphere to slow me down. I really didn't do this because the lift on the ship would make it very difficult to land anywhere near kerbin, as you can see I missed it even with a steep angle of attack. The purpose of this test was to kill 98% of velocity with nothing but aerodynamics in a 55 ton (dry mass) vehicle. I did that. I do completely understand your concern though. And it is your choice if you would like to fly on my rocket to ............... -
As soon as I can. The BFR lower stage will be coming first. I also want to re-do the engines. I quickly made those to work as a temporary standin until I decide the final configuration for the BFR. The IVA's for all the pods will come next. Then I will do the rest of the boosters. I am making the boosters last because there are already a lot of great mods out there that you can use to make them, Or what ever else you want for that matter. I personally use SpaceY/SpaceY expanded, Fuel Tanks Plus, Kerbal reusability expanded, and tweakscale. Space X launchers pack for replicas. @HebaruSan Thanks! Ill check it out.
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Sure, that would awesome. You have my permission.
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totm nov 2023 SpaceX Discussion Thread
harrisjosh2711 replied to Skylon's topic in Science & Spaceflight
That statement was meant to be read as sarcastic. It did get me interested though. It turns out while 10G is a lot. Its no where near the human limit. Especially, since that amount of force is exerted for less than a second. There are accounts of humans surviving over 100g's in accidents. The best reference I could find was, experiencing 16g's for over a minute could potentially be deadly for humans; especially if vibration is present. Special seats and suits are, and could be further developed to combat the effects. I'm not sure how G's relate in KSP to real the world though. I will make it real size likely when and if Realism-overhaul ever catches up to the fold. -
totm nov 2023 SpaceX Discussion Thread
harrisjosh2711 replied to Skylon's topic in Science & Spaceflight
In kerbal terms it really doesn't seem that bad. From a real world perspective, I can say I didn't account for the extra 6000 ms (give or take) I would be traveling during return. Oh, come on- everyone would like to get hit with a sudden impact of 10G's every once in awhile. Don't be such a wuss. -
totm nov 2023 SpaceX Discussion Thread
harrisjosh2711 replied to Skylon's topic in Science & Spaceflight
Has SpaceX discussed exactly how the BFR is going to slow down? Elon said he was confident they could kill 98% of momentum with solely aerodynamics, I believe. I have accomplished it by having my BFR flip during descent straight into its landing position, where it actually flies backwards.- Check it out- -
How to land the BFR
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I wont say I'm not, but I doubt it will be coming out on CKAN any time soon. Mainly because I really don't even know what CKAN is. I have a basic idea, but I have never used it. Maybe sometime around Christmas. after this school semester ends, I will have the free time to look into what it would take to get it on CKAN. If it is something easy I wouldn't have a problem doing it now. The problem is I will need to go learn how it works, and right now I would prefer to spend my free time learning how to improve the content of this mod. If all else fails, when I finish this mod, I will definitely make a effort to put it on CKAN. Which, honestly I don't think is to far off at this point. Once the IVA's and boosters are complete that will be about it. Plus, I'm ready to start working on some of my own ideas, if the "spacebug" doesn't make that readily apparent.
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How to change the size of a mod part?
harrisjosh2711 replied to Xene1042's topic in KSP1 Gameplay Questions and Tutorials
you can change the re-scale=X value in CFG. to re-size parts.