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Hades

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Everything posted by Hades

  1. It does that, but instead of a single entry, lets say with x4 next to it, I get four entries that each say x4. At least that's what I see on my install. May be some kind of a conflict. Anyways, again, awesome work.
  2. Great mod! Some features that I missed while using larger crafts: -An option to consolidate parts within a symmetry group to a single entry; -Make it remember the scroll position you entered from when you return from a part entry to the main list. I guess you can resize the menu so this would essentialy become useless, but with crafts that have a lot of parts you can interact with, this still is an issue when collecting science for example, going back and forth a lot, which brings me to the next one: -Add a filter option based on part modules or actions, like ability to collect science.
  3. A minor feature request: Could you add the ability to disable StageRecovery in the stock toolbar completely, or at least during flight? The stock toolbar can get quite cluttered if you install a lot of mods, and the StageRecovery menu isn't really required during flight.
  4. My rig is quite dated. Q6600 @ 3GHz, 4GB of ram, running 32bit KSP on Windows 7.
  5. Can confirm the FPS issues, mine halved from 60 to about 25-30. Spent a good hour isolating the issue, and it came down to this mod.
  6. I tried out your mod and made some pictures. I liked the general appearance of landscape, the "rivers" or "cracks", and the fact that the atmosphere is only dense low makes you fly around in them, which I found enjoyable. It's like flying around in that only river on Kerbin, only there's more.
  7. Seconding the lower delta-v readouts. Got very confused while I struggled to make a rocket capable of making a mun return mission.
  8. Same issue over here with the non steam version. Haven't found any way around this, though new saves created on 1.0.1 work fine. The tech tree menu is empty as well. Edit: scratch the tech tree thing, I forgot that module manager changes the tech tree link in the sfs file to its own file.
  9. Well the version in OP is not updated yet. But the config is fine. So what you need to do is: 1)Download newest RSS and install it to your GameData. 2)Open the RSS folder and remove everything other than "Plugins" folder. 3)Delete everything from RealSolarSystem/Plugins/PluginData 4)Download this 6.4x package and copy over the RealSolarSystem.cfg and RealSolarSystemSettings.cfg to RSS folder. Done. It will take some time to load, but after the first load up it will be faster.
  10. Is anyone else having issues during reentry with the SDHI heatshield? The compatibility patch seems to adjust the values of it, but I end up running out of ablative shielding at about ~3500 m/s.
  11. Made a couple of config files: -Patch to make the solar panel-antenna and the SoyLima pod Remote Tech 2 compatible http://www./view/pygmip222e2eak3/HGR-RT2_patch.cfg -Switches the internal of Onion pod with that of OrbitalOrb from Porkworks HabitatPack. It fits rather well. http://www./view/8648hn6pk7a8yp6/OnionRepod.cfg
  12. There's a bug that happens when an ExWorkshop module gets added to a pod with ModuleEngines.. It causes it to fire upon launch. Can be avoided by editing the first line of conditions in EL_MM.cfg file, for example: Personally experienced it with HGR SoyJuice pod, which also uses a Landertron module. That may or may not have an effect, though I recall the same thing happening with the Taurus pod, which doesn't use Landertron. Took me a while to figure out the cause
  13. Alright, encountered another issue. This is probably on my side again, but I'm getting negative amounts of resources on Apollo CM and LEM ascent stage as well as descent stage. What could be going wrong this time?
  14. Aha, realised what my issue was. Didn't read into your instructions enough, I guess. I would copy the forders from zips to GameData as they were, Fasa and OLDD. Forgot that I had to put them inside RealismOverhaul forder.. Which already had some of your configs by default. I ended up with everything getting patched twice. My bad.
  15. I have an issue with OLDD apollo cm.. Can't attach the heatshield properly because the node is inside the capsule. Just thought I'd report that. Otherwise good job. EDIT: in the FASA pack the heatshield nodes are messed up.. The pod is fine though.
  16. Your mod gave me an idea about how the science mechanics could be realised in a completely different fashion than it is done currently in the stock game. Instead of collecting points that we can spend on whatever, we could complete experiments to unlock specific technologies, tech tree nodes. By experimenting with various fuel types for example, you would unlock new engines and tanks. That would make it more realistic than a generic magic "science" resource that equals all knowledge, even if your experiment had nothing to do with what you unlocked or discovered. But hey, I can't code or have the time to learn currently.. Nice mod. Will use in my next career playthrough. May even roleplay/fool around with the tech tree nodes to simulate mechanics I described
  17. I'm having problems with my engines overheating at full thrust. It's most prominent on the 3 and 5m engines(bearcat from nova and griffon from kw). Is that supposed to happen?
  18. That happens to me too. Even without any textures installed my fps drops down from 40 to about 20 fps.
  19. I found some interesting floating cables while driving around with my rover.. They are an exact copy of a setup I have back at my mun base and seem to reappear every few kilometres: I'm using KAS 0.3.1 on KSP 0.21.1
  20. Here's my attempt at building a mun station Thanks for making such an amazing mod!
  21. Don't know whether it's something on my side, but insurance costs don't get subtracted from my budget when I launch(I do however get the insurance money I set in the settings "back" when I recover the capsule with kerbals in it). I'm using the .18 release. Apart from that, sometimes when a rocket is not supported by a clamp and is not stable on the ground when loaded to launch, Mission Controller doesn't charge me the cost of the rocket. I experienced it when I put procedural wings on the base of my rocket with the wings extending below the engine(so it basically stood on the wings). Anyways, thanks for the mod. While the costs can be a bit wonky(especially with mod parts, for example the B9 sabre engines), it made me design my rockets more carefully. I'm having quite a lot of fun.
  22. Something is wrong with the configurable ASAS modules part of the plugin. Having MFS installed makes my default probe cores completely uncontrollable. Does anyone else experience this? Deleting ASAS_Pods.cfg seems to fix it.
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