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White Owl

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Everything posted by White Owl

  1. Never tried the hack gravity option on something in orbit, so I don't know what it would do. This looks like it could be a fantastic tool to test fly planes for Duna, Eve, Laythe, and Jool before actually making the trip, or cheating with Hyperedit. Just say it's windtunnel testing, and modeling in dynamic atmo simulators. Have you tried it with FAR? Do the different atmospheres work correctly?
  2. Are vessels on rails in orbit affected when you're changing gravity at KSC?
  3. Yeah. I had several engines on orbiting craft configured to run on LH and LOX. I updated, and now they're set to the default Kerosene and LOX. Don't panic, I tell myself. There's a reason I back up old previous versions of mods and savefiles. So I roll back this mod, roll back ModuleManager, restore my saved persistent file... and the engines are still broken. Help. How can I get my engines back?
  4. I'm looking at cfg files... I see what appears to be a means to change what resources are created on different bodies, and also how much of it is created. And of course the inputs and outputs of all the parts are configurable. So that seems straightforward enough. Will the plugins freak out about this? Somebody else must've already tried this; it just seems too obvious.
  5. How hard would it be to edit this mod so it detects plain ol' water ice, and uses heaps of electricity to crack it into liquid hydrogen and liquid oxygen? For use with Real Fuels.
  6. I'd love to see this integrated with Infernal Robotics.
  7. That looks very cool, and higher quality than any of my attempts at texture art. I'd say rather than giving it straight to me, it needs shared with the Procedural Parts thread. I still haven't decided exactly what to do with the whole color-coding scheme. I'm not satisfied with the current look, but I don't believe less color is the answer. In other news... anybody having install problems with the latest RSS build and the 6.4 scale config, look at this post: http://forum.kerbalspaceprogram.com/threads/55145-0-23-5-Real-Solar-System-v6-4-29-14?p=1128400&viewfull=1#post1128400
  8. This sounds exactly like what I was talking about just a few posts back. For what it's worth, I let the thing run for 20 minutes or so and it did eventually start the game. I didn't see any noticeable difference in terrain, so I used regex's posted fix and that resolved the problem.
  9. Thanks! Now this opens up another question... Is rebuilding the scaled space meshes a desirable thing to do when using your config? Or is that only good for the default version of RSS?
  10. When using v6.1 with regex's 6.4 scale config, the game hangs indefinitely at the loading screen. Is this expected behavior? I know the 6.4 config is listed as outdated on the OP, even though I've been using it for weeks.
  11. Is there a KW Rocketry config available that doesn't rescale the engines? Edit: hang on, I think I got stock engines confused with real engines. Nothing more to see here, just move along.
  12. I don't know why the custom window bugged out and didn't save earlier. Apparently the fix was to come here and talk about it, 'cause now it works just fine.
  13. I remember these! And you're right, they look a lot better than the stock probe cores.
  14. To regex and anybody else using the 6.4 scale config: Try out this slightly adjusted location for KSC. PQSCity { KEYname = KSC latitude = -0.076 longitude = -74.425 repositionToSphereSurface = false repositionRadiusOffset = 101 lodvisibleRangeMult = 6 } I moved KSC closer to the beach, and found a flat enough spot where very little is left hanging in midair. The result is fairly close to looking like the stock game's original position.
  15. Umm... I never hit that particular problem. You're certain it's the most recent version of RSS and Regex's most recent .64 scale config? That config file changed a few days ago. Since RSS has the option to relocate KSC I'm thinking about trying to move mine slightly eastward so it's on the beach again.
  16. My apologies if the answer is somewhere in the preceding six and a half thousand posts. I read the manual page about custom windows, but didn't see the answer there. I want to make a custom window with only the few lines of information I use during a launch. I created a custom window, named it Launch Info, added the few lines, and it worked okay... once. Where's the option to save my custom window for the next flight? Or do I have to set up the custom window every time?
  17. Your Notes and Kalculator are already indispensable to me. Now I can already think of some great applications for this one.
  18. So I understand what's happening... your demonstration there was not just moving KSC to a mountain location, but you actually had two separate KSCs at two different locations, at the same time? Oh, and your terrain edits to the .64 scale config look great, by the way. What few locations I've been to so far.
  19. You know what this mod needs? It should work the other direction too. Mousing over the part on your vehicle should make the icon glow bright green.
  20. Actually, I misread your bug report earlier. Missed seeing that the mod isn't working for you at all. I'd take a look at the mods development thread, find solutions from other people with similar issues. My install was screwed up for awhile, but was resolved simply by removing the outdated ModuleManager plugin. Other people tried that simple fix and reported their mod was still broken. And yes, Realism Overhaul changes the size of many stock parts. I'm a notorious rescaler myself... but I would never completely remove the originally sized part.
  21. I'm not using Realism Overhaul. I strongly dislike many of the rescaling decisions in that mod. Are you maybe playing career mode? I know the Procedural Parts dimensions are limited, depending on what tech you've unlocked.
  22. Ahh, okay, that makes some sense. I just picked up TAC yesterday and first thing I did was delete all the tanks, just like I do for all other mods. I'm using procedural tanks/containers exclusively nowadays.
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