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olegst90

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Everything posted by olegst90

  1. So I was able to make it work by changing Scatterer config in RSSVE, windspeed and mysterious m_omega, m_windSpeed = 4 and m_omega = 0.6 gave me smaller and slower waves and now I can take off and land
  2. Currently it's disabled: https://github.com/KSP-RO/RP-1/commit/50ac1ecca5d3fad784879ef5d08b5cdd0bbb6577
  3. I have an RSS/RO/RP installation with Scatterer, and recently I decided to build a flying boat. However, the way it bounces on waves, taking off is nearly impossible. Has anyone ever succeeded in building a viable flying boat or plane on floats with this mod setup? Is it possible to tweak Scatterer somehow (besides simply turning off wave collisions)?
  4. Are there any cockpit interiors for RP-1 cockpits, specifically X-1 and X-15? I've seen X-1 cockpit in Warbird Cockpits, but it looks like it's not configured for RealismOverhaul cockpits that come with RP-1
  5. When I edit a vessel which is being built or already built, adding a new procedural avionics module or procedural probe core resets build progress to zero, while, say, adding a Sputnik sphere or airplane cockpit doesn't and just reduces it to a lower value as expected. Is it supposed to work this way? Rp-1 2.6.4.0, KSP 1.12.5
  6. I'm trying to play with RSS/RO/RP1, RealHeat and DeadlyReentry. So far, my chutes are always burn up even with a moderate reentry like 60km Pe from 200 LEO. Everything is set to default parameters. Has anybody succeeded in configuring these mods together so that it works more or less realistically? Should I tweak some settings? Or does the order of mod installation matter?
  7. I'm using RSS + RO + RP1 and all default settings, my chutes always burn up even when returning from a LEO like 200 km with 0 km periapsis facing perfectly retrograde, I'm afraid it wasn't properly handled, do I need to reinstall it or maybe delete some configs? I installed DeadlyReentry after RSS/RO/RP ps I've tried higher periapsis around 60km, but it didn't help
  8. It turned out some chute models don't have resize control in the Real Chute menu, it was one of the radials. Normal Mk1 worked fine, though, and I managed to resize it. Thank you!
  9. Recently I've started playing RSS+RO+RP-1, however I noticed that chute parts all are quite big for a tiny rocket like Aerobee. Are there any compatible small chutes? I know there is TweakScale mod, but is it compatible with RP-1/0?
  10. What are the most realistic settings for RSS+RO+RP1? Should I tweak it manually or does it recognize these mods and fix values accordingly?
  11. Turned out Cache option was the culprit. With the cache off and max frames and integration step sliders to the rightmost position I managed to obtain very good precision without too much of performance penalty (around 20% of the calculation time on average). Sorry for flooding.
  12. Tried without warp whatsoever, steep descent from 100km Kerbin circular orbit, dv -400m/s, sas on retrograde(just as plugin settings), landed 82km short of the predicted spot.
  13. I have the same problem with the original-scale system on Kerbin. Trajectories 2.4.0, KSP 1.11.2, stock aerodynamic model. Sometimes when I adjust impact position with RCS above or in the upper layers of the atmosphere I can land within 500 meters of the predicted point, but more often I end up undershooting a few dozens km, the shallower the descent, the bigger the error. At about 45000-50000 m the impact position indicator starts crawling backwards. Sometimes I'm able to check it by adjusting attitude, sometimes not. I've noticed that when I press "Update" button in the settings during the descend the impact position changes and appears to be closer to where I really land (in fact, it just immediately jumps short of the previous position instead of gradually crawling from it). Can I adjust settings somehow to fix this? Also, can I rely on the updates of the impact position indicator when I perform active maneuvering in the upper atmosphere?
  14. Hi everybody. I'm new to KSP plugin development, currently I'm trying to figure out how I should organize my develop/test/fix cycle. More specifically, I've just created a hello world dll, KSP loaded it, now I'm going to extend it. Should I relaunch the game each time to test the plugin?
  15. Are there any up-to-date mods around that have something like inflatable airbags used on some Mars rover missions to absorb the shock when the payload is dropped from the sky crane? I've seen Inflatable airbags mod, but it seems to have been abandoned long ago.
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