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DA299

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Everything posted by DA299

  1. Sorry for the late reply, I was driving. Anyways, here's how you do it: GameData >> KSRSS >> Patches >> 2.5xKSRSS.cfg In the config file, in base settings at the very top, set daylengthmultiplier to "2". That's All I did some further testing, and it turns out that setting 1 day = 12 hours also makes the orbital periods of the planets to roughly what they are IRL(in terms of days I mean.): Mercury ~85 days (IRL its 88 I think) Venus ~270 days (IRL its ~270 as well) Earth 1 year = ~350 days Mars ~2 years Jupiter ~11 years Saturn ~29.5 years Uranus ~84 years Neptune ~160 years Pluto ~244 years. All of these values are extremely close to IRL. In fact, I think there's probably some value of Earth day length that could get them exactly the same, though this would require a lot more math. Simply eyeballing it, and setting Earth day length to 12 hours in 2.5X KSRSS is a worthwhile addition to gameplay IMO.
  2. Dude this is so good! Although I'm not sure if my computer will run it lol(I only got 16 gb RAM). But seriously, your Earth looks extremely realistic.
  3. Thanks for the suggestion, although this isn't the way I did it(I just edited the Gamdata SD configs.) On the other hand, here's a suggestion for the devs: Using 12 hours for Earth's(2.5X) day, results in a 350 day year length, and around ~26 days for the lunar month. Wouldn't this be better than the already accepted value of 7.5 hours?
  4. Sorry if I'm quoting your post a bit too late, but I'm playing with sigma dimensions, and have set the daylengthmultiplier to 2.5X, but I'm still getting a day length of 7.5 hours. Any way to edit this? The reason I ask, is because I'm using kerbalism, and in 2.5X scale, the geostationary orbit altitude is within one of Earth's radiation belts(with the 7.5 hour day), this makes it impossible to park any long term satellites there(they start malfunctioning.)
  5. Yes, the duplicate one was in Kronometer, but when I remove it, Kronometer doesn't seem to run?
  6. B9-PW(v0.43.0.11) isn't working on my install 1.12.0. Can't edit wings using J at all(the window doesn't open). Any dependencies I might be missing? I am running a lot of mods, so if there are any major incompatible ones please let me know.
  7. I have an issue, this mod says I have duplicate Kopernicus.Parser dlls when I only have one? Is this a known error or should I be concerned?
  8. Ok, which build do you recommend then? I kind of have a save in 1.8.1, would like to have bdb as well.
  9. Just did it(v1.10.3) from the github repository and its still the same. @CobaltWolf any advice? EDIT: I don't know what I'm doing wrong, installed everything correctly, but still KSP is acting up. I can't launch any craft, if I press the 'launch icon' it'll just revert back to the KSC view.
  10. I'm running just this mod with its dependencies on KSP 1.8.1; and I'm getting the following errors: https://imgur.com/a/P1AhqUQ Tried every compatible version of B9-PS, but still these errors are exactly the same. Any help?
  11. Guys could somebody tell me what is causing these errors? https://imgur.com/a/P1AhqUQ Fresh install, with only BDB 1.10.3 installed along with its dependencies. Playing on KSP 1.8.1, tried all compatible versions of B9PS. still getting the same errors. Any help?
  12. Guys I have another issue, if I set the MLI layers on a fuel tank to something other than 10(like 70 or 80 for example), and then load the craft again, the MLI layers reset to the original value of 10. If you have several fuel tanks it becomes quite tedious to adjust the MLI layers value again to the required. Is it possible I'm missing something, or this is just the way it is?
  13. Possible, I only have kerbalism and interstellar extended as the major ones(which change the gameplay mechanics), so maybe its those two? Oh, and also I'm playing in KSP 1.8.1 too.
  14. Thanks man, appreciate it a lot! EDIT: Its still showing the following errors: https://imgur.com/a/P1AhqUQ
  15. What is required to use this mod with the latest version of BDB(v1.10.3). I tried it and it throws the following errors in the loading screen: 4 errors related to GameData/RealFuels-Stock/BlueDog_DB/RF_BDB_Scout.cfg 10 errors related to GameData/RealFuels-Stock/BlueDog_DB/RF_BDB_Vega.cfg EDIT: Its also showing a lot of errors related to B9 Part Switch.
  16. Is BDB not compatible with RealFuels-Stock? I've tried it and it shows the following errors on the loading screen: 4 errors related to GameData/RealFuels-Stock/BlueDog_DB/RF_BDB_Scout.cfg 10 errors related to GameData/RealFuels-Stock/BlueDog_DB/RF_BDB_Vega.cfg EDIT: Its also showing a lot of errors related to B9 Part Switch.
  17. Has anyone tried this with the "Tilt'em" mod?
  18. @ValiZockt I have one more question; why do some engines have different fuel ratios? For example; the vector-which is made cryogenic by this mod- uses 23% Lqd. Oxygen and 77% Lqd. Hydrogen; while all the engines from BDB and cryogenic engines (the mods) use a ratio of 93% Lqd. Hydrogen and only 7% Lqd. Oxygen. I did some research and it seems like the optimal ratio for hydrolox engines is 5-6 parts hydrogen to 1 part oxygen; which equates to 83-86% Hydrogen and the rest Oxygen- so why these numbers are not used? RF-stock's hydrolox fuel ratios makes rockets which use vector( based on the SSME, which is basically a jack-of-all-trades cryo-engine) engines have better mass-fractions are more deltaV than the rockets(or stages) which use the Vacuum optimized engines from Cryo-engines and BDB; I think this should be the other way around. @ValiZockt could you tell me the reasoning behind these two differing mass ratios?
  19. Hi Everyone, I have a question; does anyone know how to (globally) edit the engine dry mass in this mod? I'm playing with RF-stock in RSS, and I really need to have low engine masses, this mod doesn't touch the engines' masses-because they remain their stock values. So, I downloaded SMURFF to solve this problem, but apparently it doesn't work alongside RealFuels-Stock. How do I edit the engines masses so to make them to closer to reality? I don't want to play with RO (it's great but too hard for me), but to really enjoy a RSS playthrough, I need low part masses.Any help would be appreciated. BTW, I really love the mod, it's the perfect blend of realism and playability.(IMO)
  20. Hi Everyone, I have a question; does anyone know how to (globally) edit the engine dry mass in this mod? I'm playing with RF-stock in RSS, and I really need to have low engine masses, this mod doesn't touch the engines' masses-because they remain their stock values. So, I downloaded SMURFF to solve this problem, but apparently it doesn't work alongside RealFuels-Stock. How do I edit the engines masses so to make them to closer to reality? I don't want to play with RO (it's great but too hard for me), but to really enjoy a RSS playthrough, I need low part masses.Any help would be appreciated. BTW, I really love the mod, it's the perfect blend of realism and playability.(IMO)
  21. I have B9-PS v2.14, so should I update it to v2.16+?I haven't used the VTOL engines yet, but besides that I didn't notice any issues. Also, yes forcing CKAN to install KSP 1.9/1.10 compatible versions is the only way to get the latest version(s) of OPT.
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