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Xt007

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Everything posted by Xt007

  1. In all due respect, let's not cajole this conversation into a disparaging discussion about what "people should know" about the layout of information and modus operandi regarding a mod authors choices. It's incumbent on the player to experiment and discover a mods information, usefulness and quirks. Beyond bugs, innovative ideas, or game playing borks, the player should sit back and enjoy what has been created and revel in the discovery of what a mod can do and how to make it do that. Did I mention the mod developers do this because they care about the community?
  2. Good point, rule of thumb Is if the mod has been updated for 1.8 it should be fine with the RO config. If you want extra insurance check the RO GitHub and install mods listed in the repository only.
  3. Open the Realism Overhaul folder in Game Data. You'll find the following folders, "Dependent mods", "Recommended mods", and "Suggested mods". Any mods that have config files in these folders are fully supported for RO.
  4. Per Thomas P -- "Every time someone asks when the next release will be ready, the date gets pushed back a week."
  5. Wondering How many of you would pay in the form of a DLC for squad to hire the devs responsible for the wonderous RP-1 series of mods?
  6. Currently taking a break from RP-1, not just because I’ve gotten all the way to an Apollo 11 style mission and realized how hard it actually is, but also waiting for 1.8 in RP-1. In comparison JNSQ is a beautiful, relaxing, and much easier alternative!
  7. In my current save I started with 500,000 funds. Logic being in the 50s and 60s US budget for space exploration was effectively unlimited once the space race gained political momentum. Before first launch purchased kct points to start with 4 in r&d and 4 in Vab. From then on every time I earn a kct point through science I purchase and put an additional point in vab and r&d. Resulting in a progression I find more enjoyable to play.
  8. If you open the Realism Overhaul folder in Game Data, or browse the same in the git repo there is a list of mods which have configs for realism. Their config and balance for RP-1 may be questionable if it isn't in the list on the RP-1 wiki.
  9. The way I install is to just grab and use the master branch from ROKerbalism git and not bother with Kerbalism git
  10. You can also get some interesting results mixing Soviet and US rockets. I've found Soviet sustainers with US booster stages early game nice for lighter payloads to LEO
  11. Not entirely, kerbalism needs to take over a lot of resource related things in order to properly calculate background consumption. Basically any of the electrical resource related stuff from kspie will be questionably supported.
  12. I’ve had the same issue, my specific case turned out to be caused by a tweakscaled part. I’d check if any of your parts have a negative mass.
  13. I believe the issue is that BP9 isn't supported for 1.2.2 unless you've found a working backport version
  14. Anyone else getting a weird game crash? When I click to research the 1956 era solids, ksp outright crashes. Logs below, thank you for any help you can provide! https://drive.google.com/file/d/1MAOzq60Aq73vhWKMpuHXCkgPWWcqgSQT/view?usp=sharing https://drive.google.com/open?id=1CRFmHMclQ9pDKbB7_zkaLzVN7OScGsK6 https://drive.google.com/open?id=1duzq3P3hoAUpRbQZpMkljxKY7ircaIX5 https://drive.google.com/open?id=1M09KVGq2vLbIIAO4KqQiu3n-ba_mn-pn
  15. Maybe look in recycled parts suite?
  16. Try installing roengines and rotanks from GitHub. If you like pretty stuff, try bluedog design bureau or fasa as well.
  17. Patiently looking forward to full NF support for my rp-1 playthrough! Who am I kidding, since more then 75% is fully supported I’ll be adding it anyways, just not using parts I feel are op
  18. Kos plenty of player written scripts, or roll your own
  19. My wife "Why have you been reading about rocket science and the history of Nasa mission?" Me: https://imgur.com/a/V7SL3OO
  20. I can confirm Tidal Stream works for 1.7.3 Except the known bug of attachments nodes disappearing when you revert back to VAB.
  21. I'm hoping/thinking you're waiting to release until Kerbalism 3.1 is ready to release. I know I am
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