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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
phoneix_007 replied to Theysen's topic in KSP1 Mod Releases
I have trouble with my RSS/SRP-0 1.3.1 install. Everytime I try to launch the game, it crashes midway through loading. Any fix? Output log: https://drive.google.com/file/d/1Id2x-GeMqbSVai3uszJjJixmu-7aAnM2/view?usp=sharing My mod list: https://drive.google.com/file/d/1fI-gVv95IvOlSfCHWw9JESvsGJwpldwp/view?usp=sharing- 2,216 replies
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Can I add 67P from RSS Expanded to RSS without any bugs. I've tried adding it by just putting folders of 67P into correct places in the folders of RSS Textures, RSS amd RP-0 and screwed up the whole game. I just want to only add this comet since rest isnt compatible with 1.2.2
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
phoneix_007 replied to Theysen's topic in KSP1 Mod Releases
Engines IRL także time to go to full thrust. It's kind of core-ish part of RO. Moreover, many of them can't be throttled. I'd advise using SMART A.S.S instead of Automated Ascent, as that might be the cause of the problem.- 2,216 replies
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
phoneix_007 replied to Theysen's topic in KSP1 Mod Releases
Ok, so 1.4 was just relesed and Making History is just around the corner and I was wondering if there will be RO/RP-0 for 1.3, or it will go directly to 1.4?- 2,216 replies
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Since there are no comets in RSS, I was wondering if I can make my own comet. I wanted to place an asteroid in a correct orbit (also change its mass do it would match 67P) Is there a possiblity of doing it? Btw. Are there any plans to ad comets to RSS? Thanks in advance
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Realism Overhaul Discussion Thread
phoneix_007 replied to NathanKell's topic in KSP1 Mods Discussions
Well, you're struggling because RO is currently rated for KSP 1.2.2 and most of the mods are too. I'd advise downgrading to 1.2.2 for now and updating later when 1.3.1 version od RO is out -
[1.1.2] Real Solar System Expanded (0.14.0)
phoneix_007 replied to ImkSushi's topic in KSP1 Mod Releases
Does this mod still causes issues with current saves? I've heared that it messes up spacecrafts that are in flight and you have to start a new save. -
Realism Overhaul Discussion Thread
phoneix_007 replied to NathanKell's topic in KSP1 Mods Discussions
Ok I'll check it out. Thanks for the suggestion! -
Realism Overhaul Discussion Thread
phoneix_007 replied to NathanKell's topic in KSP1 Mods Discussions
Is there a mod that allows you to run ion engines in the backround (so I don't have control my probe as it makes maneuver). I know about Orbit Manipulator, but you have to constantly controll your craft during the node, and i don't want to waste 200 in-game days just focusing on that. I'm looking for something like Bon Voyage -
Realism Overhaul Discussion Thread
phoneix_007 replied to NathanKell's topic in KSP1 Mods Discussions
How can I make my own experiment? I want to add my personal one to one part, but I don't know how. -
[1.12] KSP-RO - Realism Overhaul [16 May 2022]
phoneix_007 replied to Theysen's topic in KSP1 Mod Releases
How can I add Tweakscale only to Common Berthing Mechanism?- 2,216 replies
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
phoneix_007 replied to Theysen's topic in KSP1 Mod Releases
Shouldn't my fuel cells use LH2/LOX instead of LF/OX? Is there a separate mod that converts fuel cells fuels for RO?- 2,216 replies
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How can I add Tweakscale to any unsupported mod?
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I guess wallThickness = 10000.0025 wallConduction = 0.0000000000000001 temperature = 90.15 insulationThickness = 10000.11 insulationConduction = 0.0000000000000001 I've tried to mess with these, but I have no idea what to change to lower boiloff nor which of these is the right one @RESOURCE_DEFINITION[LqdOxygen]:FOR[RealFuels] { %vsp = 213000 // heat of vapourization (KJ/tonne as units) %conductivity = 0.152 } @RESOURCE_DEFINITION[LqdHydrogen]:FOR[RealFuels] { %vsp = 448500 // heat of vapourization (KJ/tonne as units) or 8.97 * 10^5 or 8.97E5? %conductivity = 0.072 Will lowering %vps and conductivity reduce boil-off?