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Xt007

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Everything posted by Xt007

  1. @Steetwind Antenna behavior depends if you've got Real Antennas installed. If you do, kerbalism follows that mod for transmission. With stock your transmission rate drops from the base rate depending on range of the antenna and how far out the vessel is, regardless of relays. They help a bit, but mainly exist as a way to maintain signal and control of a vessel that may not otherwise have the range on antennas it has.
  2. Playing through with bdb 1.14 and the main branch of skyhawk, I can say the balance is fairly close. I do feel the unlock of the mercury era stuff could be earlier as I had to orbit and land on the moon and orbit venus to unlock mercury. And that's without unlocking any plane related nodes.
  3. I use the science core probe. Not the procedural avionics core. If you want both so you have control of the probe that works as well.
  4. @ColdJ Thank you! I knew it was a noob question lol I've cloned the latest .mu plugin and am running bfa 4.1.1 Very glad you recommended it because I love what blender can do but WOW is the interface intimidating.
  5. Just dipping into bforartists. Noob question, when I render an mu I imported it's shaded but in the editor it is not. Any way to change that?
  6. Enjoying an RP1 playthrough with this mod!
  7. Only thing with the available info I can think of is, do you have a probe as the root part for your isru? Typically background isru type stuff will only function in the background with some sort of "command" pod/probe
  8. No methalox configs, but https://github.com/tinygrox/RealFuels-Stock.git if you haven't already checked it out. You could write your own config doing the math to approximate them.
  9. Thank you for teaching me something! @Charle_Roger
  10. Seems reasonable to me. Not going with LOX does fit more in line with stock gameplay of a simple overarching oxidizer. For realism then NT0 makes sense since both Soviet and American hypergolic rockets used NTO. Although if you're doing this it makes sense to me to change liquid fuel (one for planes and another for rockets) since there never was a rocket that used kerosene and NTO that left the launch pad.
  11. @linuxgurugamer Playing with this plus probe control room and ksa iva. The external view from the camera I'm using had a black dot in the middle, did some digging and found the camera translations from the part configs to the rpm patch in the MM scripts folder don't match. Matching them solved the issue. RPM.cfg @PART[hc_kazzelblad]:NEEDS[RasterPropMonitor]:AFTER[RasterPropMonitor] { %MODULE[JSIExternalCameraSelector] { %name = JSIExternalCameraSelector %cameraContainer = Cylinder %rotateCamera = 0,0,0 %translateCamera = 0,0,0 %cameraIDPrefix = ExtCam } } hc_Kazzelblad part config // MODULE // { // name = HullCamera // //cameraName = SciCam // cameraName = KazzelBlad // cameraForward = 0, 1, 0 // cameraUp = 0, 0, -1 // cameraPosition = 0.0, 0.25, 0.0 // cameraFoVMax = 20 // cameraFoVMin = 4
  12. None that have been configured for RO. If you want a challenge like this, try using the RO configured ISRU parts to extend your landing missions on other bodies.
  13. Best option is Kerbalism with the realism overhaul config. Also Test Flight. You get part failures and kerbal stress with Kerbalism and engine failures with Test Flight.
  14. If you only have waterfall installed, that would explain it. Taerobee only supports Real Plume plumes, so you'll need that on top of waterfall for newer engine configs.
  15. The look is definitely in style with the the rest of the tree. What I appreciate about it is the ease of seeing what "era" of spaceflight the parts you'll have access to are from.
  16. The radiation detox is meant to use a lot of electricity. It's only used for a short time, plus it encourages being smart about protecting your crew against radiation.
  17. A wip interface for KoS in the style of the LCARS computer. Only basic info about your craft is currently implemented. Posting this for anyone that wants to grab it and add to it. Future plans are a launch and landing script and anything else I end up using in my game play. *Note* I play at 4k so the window scaling is set to my liking, feel free to adjust values in the code and basically do anything you want with it. https://github.com/dgxt002/KOS-LCARS.git
  18. If you don't mind using a legacy version of RP1/RO pevbot's LRTR (less real then real) might peak your interest.
  19. Looks good! Seems to follow the logic skyhawk used. Going to probably say a safe bet would be to use the AFTER to avoid any shenanigans procedural parts might be playing. //Tier 1 kerolox1 @PART[proceduralTankLiquid]:AFTER[ProceduralParts] { @TechRequired = kerolox1 } //Tier 2 tanks2 @PARTUPGRADE[ProceduralPartsTank1500L]:AFTER[ProceduralParts] { @techRequired = tanks2 } @PARTUPGRADE[ProceduralPartsTank2500L]:AFTER[ProceduralParts] { @techRequired = tanks2 } @PARTUPGRADE[ProceduralPartsTankMiniaturization]:AFTER[ProceduralParts] { @techRequired = tanks2 }
  20. @theJesuit the only tech tree I've used that handles procedural part upgrades remotely as well as RO is skyhawk science / kerbalism. Maybe take a gander at how those mm patches were structured?
  21. I admit this issue is my own doing for having a mish mash of mods installed. When I launch a craft, on load I will randomly get the green bounding box drawn. I've confirmed FAR is the cause as the check box in the FAR debug menu to draw the bounding box is set to true. This randomly happens, I can simply disable the drawing of the bounding box in the debug menu when it decides to load a craft in flight with the bounding box drawn. Wondering if anyone is having a similar issue or has any suggestions as to an alternate solution to stop whatever it is that's randomly enabling the bounding box to be set to draw in the debug menu. Edit: It seems logical to me that if Ferram is detecting a certain error it would set the debug bounding box to true. I looked through the dlls and couldn't find any logic suggesting this though.
  22. I've linked a full MM config to make JNSQ compatible with Real Antennas. It's still a bit buggy as you do have to go into the antenna debug menu in the PAW and find a site that works. If anyone knows more about why this is, please share! https://github.com/dgxt002/JNSQ_RealAntennas.git [Moderator edit] Licence: CC0-1.0
  23. Can confirm with Deferred and jnsq parallax that this looks amazing, no bugs I've detected and now I'm getting 60fps at 4k!
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