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KSP2 Release Notes
Everything posted by mateusviccari
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That's odd, I suggest that you manually download kopernicus from the RTB thread, and RSS + RSS textures. You also need ksp community fixes now. See if that helps, if it does maybe it's a CKAN issue.
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I'm playing the last version of KSP using the most updated RSS and Kopernicus. Can you show what's in your GameData?
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Add more radiators in 8x symmetry
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You must get the specific versions of EVE and scatterer as listed here, or else you will find weird bugs. I'm running it on KSP 1.12.3 and it works just fine.
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Awesome mod! Bump so more people know about this. Comparing to textures unlimited m TURD, there are some disadvantages, like no material customization (reflection/metal) but with more advantages, like two-button color switching (huge time saver) and the possibility to paint unconfigured parts for textures unlimited, like wings, or even science parts. Nice mod.
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Damn. Sorry, I should have paid more attention before posting.
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I'm having a weird bug where the part menu while in VAB opens without any content upon right clicking on the procedural engine plate, there's a lot of errors on ksp.log related to Procedural parts: Here's a screenshot, and a link to the full log file. And of course, I have the last version of KSP Community fixes.
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Yes, it means you have to activate windows. Just kidding. What craft is it? Do you have solar panels deployed? What process is it running? My bet is that you're running some process which consumes electric charge and the solar panels are not providing enough electricity for it to run.
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Has the possibility of making the position of a celestial body and the vessel at a specific time visible in the current frame of reference been discussed? I was thinking of something like this: I was thinking about this when planning an insert into the jool system, trying to find the best moon to use for a capture.
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That was it, got it working. I also had to install two additional libraries: lib32-gtk2 and libxcrypt-compat Also I had to delete the file libfreetype.so.6 from /usr/local/MATLAB/v912/bin/glnxa64/ because of an error while starting some MATLAB components (I googled it and found the solution on a reddit post). Thanks guys. Now I just have to learn how to use the tool. I'll check out the kerbin > duna tutorial later and I'll try to apply it to RSS. Are there more advanced tutorials for the good stuff, like multiple flybys?
- 4,948 replies
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- ksptot
- mission planning
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Does anybody know a good mod for huge engines? And I mean huge like in sea dragon huge, or bigger. I'm playing RSS with stock parts and smurff and even so I still have to make colossal ships, and my CPU doesn't really like clusters of 40 mainsails
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I am trying to run this on linux (manjaro) and I'm getting an error: error while loading shared libraries: libmwlaunchermain.so: cannot open shared object file: No such file or directory I changed the default MATLAB directory to /usr/local/MATLAB/R2022a/ so now I have bin, appdata, runtime, etc inside /usr/local/MATLAB/R2022a/v912/. Is this correct?
- 4,948 replies
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- ksptot
- mission planning
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Oh that was it, I always launch my rockets with a sideways camera, I tried looking from the bottom now and experienced the smooth transition I was expecting. Is it possible to disable the cone muffling effect and keep the atmosphere > vacuum muffling on? I never watch my launches looking towards the rocket's bottom, I am a man of respect after all
- 777 replies
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- sound replacement
- plugin
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I took a look at the config file and it seems you should add the config for custom parts before the line where it says "All other generic ModuleScienceExperiments get caught here" almost at the end of the file. So it runs before the generic science parts patch.
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I have a question about rocket sound muffling. For me, the sound starts muffling at about 7 km and is almost silent at 11 km, but always at approximately 50km the sound is back again (but muffled) with a kind of sonic boom sound effect. Is this the expected behavior? Does this have anything to do with me playing in RSS?
- 777 replies
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- sound replacement
- plugin
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Great mod. I noticed some (maybe) unexpected behavior related to the delayBeforeAbort. It doesn't really abort when we change situation. I tried to start a pressure scan while in high atmosphere (60km) going towards space. 15 seconds after I reached the 70 km mark, the experiment didn't automatically reset. Same thing when going from space low to space high. The only time I noticed an automatic reset, was when running a Magnetometer Boom while in space 70(ish) km and entering the atmosphere, where the experiment was abruptly interrupted. Another thing I noticed is that we should always have the vessel loaded when the countdown timer ends. If it does while we are e.g. in the tracking station, the science dialog doesn't pop up, and when loading the vessel we do not have a "view stored data" option, the only thing we can do is resetting the experiment and running it again. Other than that, everything worked as expected. This is a great mod for users who do not want to install kerbalism. I have a suggestion to make, more or less in line with one of the points @kfsone made. If there is a way to manipulate the science generated upon running the experiment, we could have the option to instead of resetting the experiment, to actually completing it, but with the science gained being proportional to the time spent running. E.g. when activating an experiment which takes 30 minutes to complete, while in low orbit, and after 5 minutes running we exit to high orbit, we would gain the "experiment X while in low orbit of body Y" which would normally give 100 science points, now will give 100 * 5 / 30 = 16. That would give us a reason to build an orbiter instead of just flybies to get science from other bodies. That, of course, assuming we can manipulate the output of the science completion dialog.
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Are all engines from this mod supposed to be under "very heavy rocketry" tech level?
- 156 replies
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- stockalike?
- mod
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It is liquidEngineMainsail_v2 indeed because it has been updated by squad a while ago, I think the older version was liquidEngine1-2, but if you look a little below ou can see it is also being patched. They patched both versions for compatibility reasons. So, it should work. Are you sure you got the last version of the mod into your GameData?
- 232 replies
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- real fuels
- configs
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Is this mod compatible with smurff, to play in RSS?
- 156 replies
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- stockalike?
- mod
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This is really odd. Which mods are you using?
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Use RealChutes mod to play RSS. But anyway, if you have a heavy lander, there's no way to decelerate only with atmosphere, since Mars' atmosphere is only 1% of Earth's, so the solution is, add more fuel and start retro burning when you reach a safe distance to open the parachutes, then descent using parachutes only until you reach the point of landing burn. You can calculate transfer windows with the mod transfer window planner, works fine with RSS.
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Wait, is parallax compatible with RSS?
- 42 replies
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- realismoverhaul
- realsolarsy
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