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mateusviccari

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Everything posted by mateusviccari

  1. Can I bundle RealFuels with some edits together with my set of configs if I want to release them here?
  2. I'm using your configs as a basis for my own configs, to make stock parts playable in RSS with Real Fuels without resizing them. Is there a problem if I decide do release them here and mention your settings?
  3. Is there a way to edit config files and reapply them on the fly, without closing the game and reopening every time I want to change some patches?
  4. Do the navball textures get rendered at lower resolutions when game texture settings are set to medium or low? Is there a way to keep them at 100% resolution, even with lower graphic settings?
  5. How do I patch the ISPs from the RFSettings.cfg? I want to make my own patches increasing the ISPs by some factor without changing the original file Forget it, I changed the ISP directly on the engine configs
  6. From what I remember, the stock parts don't have "realistic" part pressure limits as they used the same values for a lot of parts (I guess only a few people play with part limits turned on). So, AFAIK not really possible to go into deep sea or Venus' surface. I don't know any mod that changes this. It would be great if we could increase some part's pressure tolerance at the cost of maybe increased mass and funds. I'm sorry I don't have an answer, but I'll stick around in case someone from Soviet Union happens to come by and share some old secrets.
  7. It's compatible. Anyone managed to put a space shuttle into orbit (RSS)? I've been trying to put one into orbit using the default mk3 parts and using LH2 cryo engines from nerthea, but I can't get the necessary delta-v to get into orbit. Doesn't smurff patch the MK3 parts? maybe they are too heavy?
  8. To the moon, from Cape? Just head straight 90 degrees west when the launch site intersects the moon's orbital plane (eyeball or use mechjeb). Cape Canaveral is basically on the same inclination as the moon. That's one of the reasons it was chosen for the Apollo program. Edit. Razgriz1 has beaten me now.
  9. You can achieve polar orbits at any launch site you want, it's just gonna cost you more delta-v the closer you are from the equator. You can use mechjeb Prime Vector Guidance (PVG) to automate launches to a specific orbit inclination. But remember that the minimum inclination you can achieve for efficient use of fuel is always your launch site inclination.
  10. Let's say I launched only one vessel and landed it on Mars in 1952. If I time warp to 2020 and save the game, is this lander included in the definition "absence of vessels" since it is landed, or will it have its trajectory recomputed all the way back to 1952 every time I load the game or switch scenes, despite being landed?
  11. You need the kopernicus bleeding edge instead: https://forum.kerbalspaceprogram.com/index.php?/topic/195699-181-111r-t-bs-kopernicus-unified-bleeding-edge-branch/
  12. If the craft has a low rotational momentum, when time warping it remains perfectly static (relative to the stars/skybox). It seems to only preserves momentum beyond a certain threshold. Is there a way to remove this threshold and make it so that no craft is 100% stable, even with a very low rotational momentum? Also, is there a way to make the mod always active? I have to activate the "Rotation" option every time I launch a new craft.
  13. I've been playing with this mod after your tips, and everything works nice. I've encountered some issues though, where when you have the NearFuture Launch Vehicles it removes some of the DLC tanks to use the respective tanks from NearFuture. That by itself is not a problem, the thing is that the NearFuture tanks' dry masses are almost 3 times higher than their relative stock/dlc counterparts, let me give you an example: I don't know if LRTR makes changes to the dry masses. If it doesn't the "problem" is with NearFuture mod, but even so, is there a way to not remove the default part from the tech tree?
  14. Amen to that! Please share the code on GitHub so others can continue your amazing work
  15. Dude, how many science points should I transmit for the first scientific satellite contract to complete? I have achieved all the required orbital parameters, and transmitted about 0.3 points (because it takes 90 days to run and I don't have enough electric power to last this long). Could this be an issue with kerbalism?
  16. You are totally right. I don't know why I didn't look at the engine specs, I thought the mod would change them to their real life counterparts... Thinking about it now it doesn't even makes sense since it runs on generic fuel types. Anyway, changing to the wolfhound did the trick, but I ended up installing cryo engines and now I'm using a very similar Saturn V (quite better actually hahaha). I didn't know you could use fuels like methane and liquid hydrogen without the real fuels mod, this is even better integrated into the game. Speaking of which, I could never get the RO suite of mods 100% right, there was always something missing or broken. With LRTR with very few dependencies, everything works, and I can launch KSP in way less than 20 minutes now, thank you so much for this mod dude.
  17. I have making history, my Saturn V looks pretty much just like yours, but no matter what I can never put it to orbit. It gets just too heavy for the first stage. Would you please share your craft?
  18. Did anyone manage to make a Saturn V or Space Shuttle using this mod and stock parts, or maybe some of the supported parts mods?
  19. I want to thank whoever did the stock (not restock) configs. This is all I've been waiting for to start a new game
  20. I think this is a RSSVE problem, at least it disappeared for me when I removed RSSVE.
  21. This doesn't seem to be working in 1.11. Every time I try to load a vessel on the launchpad the game crashes. Removing the mod and it works again. Is it just me?
  22. I tried to use principia with the version 1.11 and the game close itself when it gets to the main menu, so I think it's still not compatible, right?
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