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stratochief66

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Everything posted by stratochief66

  1. Anybody with any questions make sure to ping @Rhavoreth with them
  2. Nope. RVE isn't updated for 1.1.2 yet. Best to wait. You can try to get it working yourself, but I wouldn't be able to help you with that. I'm patiently waiting for RVE to update And don't expect help from pingopete. Would we rather have him help people one at a time install an old, not supported for 1.1.2 version, or would we rather give him his space and time to update RVE itself for all of us?
  3. and it is here: you need a working version of MM for it to work, of course: https://github.com/KSP-RO/RealismOverhaul/blob/master/ROMini.cfg
  4. There are instructions, albeit a little difficult to find sometimes. https://github.com/Pingopete/RVE-KSP-1.0.4/tree/Linux64 https://github.com/Pingopete/RVE-KSP-1.0.4/blob/Linux64/Readme.txt If you're not playing in Linux, I would recommend you wait for a 1.1.2 compatible RVE release, as an aspiring RVE user.
  5. Next RO release will be targeted at 1.1.2, I believe. Unless KSP itself has moved onto 1.1.3 or something by that point. In broad strokes, RO is really a lot of configs for dependencies like RealFuels, so potentially those RO configs would work, if the user has 1.1.0 and all the dependencies with their 1.1.0 versions. But that is all in theory, in practice RO is developed with whatever the most recent version of KSP is.
  6. You've provided no info about your setup, no info about your system. Not even which KSP or mod version your using, or OS. Without fundamental info, our blind guesses wouldn't help.
  7. Provide some useful duplication steps, and an issue because far easier to address. I had a couple of inconsistent 'crash in the VAB' instances in 1.1, roughly 1 in 10 times i was actively building something in the VAB, mostly while dragging stages around. I wasn't able to reproduce the issue consistently, and I haven't seen it yet in 1.1.1 or 1.1.2. This kind of thing makes a bug hard to track down and even harder to fix. If anyone can provide some useful duplication steps, and the issue because far easier to address, and the Dev's will appreciate the assistance.
  8. To clarify, do you mean just that the configs are WIP and not ready to release or that those features haven't been implemented yet for 1.1? I was doing a bit of fiddling with the RVE configs while working on and testing the RSS pre-release a few days ago. I figure I will wait a week or two to see if @pingopete comes out with a new RVE for 1.1, if not I will look at the source for EVE to see if I can figure out why I can't get EVE_TERRAIN to work for Earth (if it is even enabled currently for EVE under 1.1) https://github.com/Pingopete/RVE-KSP-1.0.4/blob/Linux64/RVE/EVE/Terrain/terrain.cfg
  9. Agreed. Usually memory issues just go straight to crash. Thanks for trying the idea even when it didn't seem to be a likely solution.
  10. (tm) doesn't mean any specific time in this context, as has been said it is a running joke. RSS might be out in a couple of days, time permitting for a release to be assembled. RealFuels is being tested, so it could be ready in something like a week or two. Estimates aren't really possible since they entirely depend on what else is going on in the modders lives, and some mods depend on other mods to update in tandem. An unexpected bug find and fix in one could set back another by days or weeks.
  11. I intend to run within 16 GB of RAM myself. In my experience so far I haven't exceeded ~8GB of ram usage, but I could see getting a bit over that once RVE updates and I'm running raidernick parts + FASA + other parts packs.
  12. @jstnj The answer to your question is in the FAQ in the OP, as it is a frequently asked question.
  13. RIght, sorry, I was tired at the time of my previous comment. What I mean is that you didn't tell us which version of KSP you had, whether you're doing x32 or x64, -force-d3d11 or -force-opengl, and what memory range you were running in (which you've done now) Yeah, I would thing it is either mods updating themselves and breaking things (I can't confirm that with any strength, I never use AVC of any kind) or high memory usage on scene change (PQS/SS changeover here). I would suggest pruning or entirely removing a few parts heavy mods like US Rockets, US Probes, KW, or FASA to test. Finding a change that makes it stop breaking is what is important, than you can regroup to figure out why X Y or Z started causing issues.
  14. I can't read output_log-ese, so @Maxsimal would have to describe the install more for me to know what s/he has. The log shows AVC data for a bunch of mods reporting KSP_VERSION: 1.1 , possibly something got updated using AVC that caused some borking. I know that altitude is the default RSS PQS/SS altitude, as I was just changing that down to my tight transition for my 1.1 work. https://github.com/KSP-RO/RealSolarSystem/blob/master/GameData/RealSolarSystem/RSSKopernicus/Earth/Earth.cfg#L270 Could be memory limitations, or an error with how something works/displays once SS is in effect?
  15. Every time I see you say 'nope' with that Kerbal waggling a no head, you get a Like Berlin
  16. They are being worked on. Time permitting, they will be released as they are completed and found free of bugs. Friendly reminder to all, the question has now been asked once, no need to ask the same question again:
  17. With the new version of Unity underneath, I think x64 windows will be considered innocent until proven unstable. So far I haven't had any bad luck or unusual crashing running the windows 64 bit version of the 1.1 builds, including the build that was released outside of beta yesterday.
  18. @PTNLemay The LR87 designation (this works for thinking about many other engines as well) covers many different actual engines used in many vehicles as the design was improved upon or entirely changed. The very first, which is what you have available in your game was used as the first stage of the Titan I. https://en.wikipedia.org/wiki/LR-87 If you look in the 'Vehicle Design' tab here, you will see that the Titan II used a later version of the LR87: http://www.b14643.de/Spacerockets_2/United_States_6/Titan_II/Description/Frame.htm When you have unlocked the later variants of the LR87 and selected that variant for your craft in the VAB then the tank will have an auto-fill option for the fuel appropriate to that variant. If you hover over one of the variants that reports 'lack tech for' (and you have a recent enough version of RealFuels) it should tell you which technology you will need to unlock to be able to access that variant. The Titan I was never used to place an orbital payload, but it had similar capabilities to the Atlas D. If you design a vehicle after the Titan I specs you should be able to place roughly the mass of the Mercury capsule into orbit, but that would leave you no dV for extra margin. If you build something with more dV than minimally necessary to reach orbit, expect to be able to carry a smaller payload. That is entirely normal in my experience. My solution is simply to restart once in a while. My install is so shake-y and bulky that I can only make 2-4 flights before I restart.
  19. Leaving a comment to remind myself to come back and read through the past posts. I am also interested in using this in RSS/RO, as it would definitely add even more realism to Realism Overhaul. I know I'm guilty of parking things juuust 'above' the atmosphere at 150km for eternity.
  20. I look forward to configuring this for Realism Overhaul I've tried making something vaguely similar with procparts with little luck. Offsetting the CoM is also key for generating lift which is absolutely necessary on Mars, less so on Duna.
  21. I'm glad you're still working on this! Sadly, I haven't had time to keep working on my Mars ISRU project recently. I may be dipping my toes in kOS shortly, for ascents at first. That definitely seems like a useful tool for us to use for programmatic descents. In Mars related news, Stock 1.1 appears to include an unfolding heatshield I can use to fit my Mars ISRU lander in a reasonably sized fairing! I look forward to using that one we have RSS/RO/Everything updated for 1.1 Also, someone appears to be working on a MEM (Mars Excursion Module) which I'm quite excited to configure for RO.
  22. HLR-E1 is the Explorer 1 payload, launched by a Juno I https://en.wikipedia.org/wiki/Explorer_1 HLR-P1 is the Pioneer 1 & 2 payload, launched by a Thor-Able https://en.wikipedia.org/wiki/Pioneer_2 HLR-P4 is the Pioneer 3 & 4 payload, launched by Juno II https://en.wikipedia.org/wiki/Pioneer_4
  23. Glad to see this mod is still under (very) active development! And the Saturn work looks quite ambitious, I with you luck! I was trying to build a Juno II - Pioneer 3 to no avail. I can't seem to get the 1/3/11 engines to go together, specifically the 3/11 to nest and decouple properly. Are there any more recent craft files where some some of these things are assembled? I figured out the Explorer\Pioneer SRB cluster, feel free to use and modify this. https://www.dropbox.com/s/cu459o8vybxbaj0/Juno%20II%20-%20Pioneer%202.craft?dl=0 The real one (Thor-Able) Pioneer II would have been overpowered, I believe. I make a video of my flight, which will be uploaded and processed shortly:
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