siimav
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Everything posted by siimav
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https://github.com/PhineasFreak/RSSVE/wiki/Installation
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
siimav replied to Theysen's topic in KSP1 Mod Releases
@billgarlic How did you check for negative mass? If it's KER then you can't trust it's numbers unless you remove all crewmembers from your capsule. The stock engingeer's report and MJ should still report correct numbers even with assigned crewmembers. This is basically the same old bug where each assigned kerbal changes the mass of all parts on the vessel by 100kg. Whereas in 1.3 and before, the total mass was increased, it now decreases instead and can even go negative. This only affects the VAB though and in-flight the mass figures will be correct.- 2,214 replies
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
siimav replied to Theysen's topic in KSP1 Mod Releases
Did you know that most probe cores have CoM offset sliders inside that PAW that hopefully makes the balancing a lot easier?- 2,214 replies
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Yes, there is. No 1.7.x yet though.
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
siimav replied to Theysen's topic in KSP1 Mod Releases
It's possible that the engines that use stock textures aren't resized correctly. As a solution I would recommend installing a mod called ROEngines which contains most of the engines you'll ever need. All the parts it has look almost identical to real life and their dimensions are also as accurate as possible.- 2,214 replies
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But anyone doing so shouldn't come back complaining about slow timewarp rates or missing ground tiles on re-entry because those are guaranteed to not be working correctly.
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
siimav replied to Theysen's topic in KSP1 Mod Releases
You should start with a fresh KSP install that only have Squad and possibly SquadExpansion inside the GameData. RO is definitely available on CKAN for KSP 1.6.1.- 2,214 replies
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The pull request is now up on your fork. But please also consider making the releases compatible with KSP versions starting from 1.5 up to 1.7. This would be especially important for RP-1 because it will be updated for KSP 1.6.1 soon and my fixes are absolutely mandatory for [x] science to be usable.
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As I said previously, it doesn't matter whether you observe the Goos over different biomes or over the same one. Although you do get diminishing returns with each subsequent result until you reach the science cap. I can't remember how many experiment results it takes to hit it it though. --------------------------- On a different note - @Flupster, do you take pull requests on your fork? On my own fork, I have mostly solved the performance issues that this mod has. Previously when using it on a RSS/RO/RP-1 install, there was a second long freeze each time the experiment results were refreshed. These made using this mod pretty much unusable. My changes have made the freezes unnoticeable and can now only happen when opening up [x] Science for the first time. Among other thing, I have also fixed the integration with DMModuleScienceAnimateGeneric.
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The Goo experiment is not biome-specific for flying and in-space situations. The experiment storage is correct in the sense that your second sample is a duplicate of the first. The reason why [X] Science is offering you to take another sample is because you actually need to return multiple samples to get the full available science value for the Goo experiment. This means you need to either bring multiple science containers or just run multiple missions.
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The Golden Spreadsheet for KSP v1.6.1 can be found here. Most of the dependencies have been updated by now but there are still some that need a bit of work. Overall with a bit of tinkering it's possible to get the RSS/RO/RP-1 suite working on 1.6.1. There's also an install guide on how to get the latest RP-1 master running on KSP 1.3.1. Unfortunately it involves installing quite a lot of backports and unofficial forks to get the most out of it.
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No, KSP-RO fork has neither the KJR-aware additions or the alleged performance improvements because it is based directly on Ferram's work. Meirumeiru did do a PR to Ferram's original KJR repo but unfortunately that PR was a bit of a mess and touched things that it shouldn't have. Ferram did merge it at first but then probably found out that the PR is not clean enough and then reverted the changes. This explains why meirumeiru is listed under the contributors on GitHub.
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I'm probably not the best example for diagnosing this issue because I'm on KSP 1.3.1 and using the RO fork of KCT. Anyway's my specs are [email protected]/16G ram/GTX1660Ti. My guess is that the people who reported that issue, have some kind of mod in their list that periodically marks the vessel as dirty and causes all other mods to recalculate their data.