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Bothersome

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Everything posted by Bothersome

  1. seanth, I think so. A tank has so much volumn of space inside it. You can put whatever combination of fuels in that tank until the volumn is full. Nathan, I think this mod is breaking career mode because even at tech level 4 there are no engines that will throttle back to 0%. The LV-909 will go back to 10% but that's not gonna enough. You have to have engines that can shut off with throttle.
  2. I took me a nap after I posted what I thought was a bug and just come back and read all the replies. Thanks all for the replies and much appreciated.... OH MY GOD, now I gotta go back to the drawing board to redesign all my rockets!!??!! This getting to the moon thing is starting to get difficult. I'm playing career mode here ya know. OK, never let it be said I don't like a challenge.
  3. I found another bug, throttled engines now cannot be throttled back. Their minimum thrust is set to 100%. They only quit when they run out of fuel. Is is RealFuels, or Realism Overhaul that has the bug?
  4. Excellent work Nathan, We hard core gamers REALLY appreciate your work and dedication in this project. You deserve a very well earned break. Tomorrow is Christmas, you should take that day off.
  5. I've played around with changing some of the values in the .cfg file. But it didn't seem to have an effect. I think it's a problem in KSP itself. Hopefully Nathan can get at the change in a DLL somehow.
  6. I don't know if it's already been reported but the Rockomax X-200 tank has one too many zeros on its capacity. It should be 8000 units, not 80000. The Orange tank has 32000 the full silver 16000, the half-silver (with the ridges) has 80000. It should be 8000. I fixed it on my end, but it should be fixed in the mod. Just saying.
  7. It is, I just didn't know if a negative value would work. I had already looked at them but decided not to change them because until I got word that it would be ok. Thanks. BTW I suppose those values are in revolutions per second?
  8. What should I change to make the clouds drift from west to east? It makes no sense to have wind patterns consistently going opposite of the planet's rotation. I'm playing on Real Scale Solar System too, so I might need to know how to change the speed values too. Thanks.
  9. Scroll up some and see in Sarbian's Sig, that big ole red CLICK ME. Yeah, it's right there.
  10. I don't see how MechJeb is causing the problems, Here is my mod layout... Generic Mod Enabler - v2.6.0.157 [D:\Steam\steamapps\common\Kerbal Space Program\MODS] TextureReplacer UniverseReplacer UniverseRep4KTex RealChute Kethane FAR ModsByTal TXfullScience MechJeb ModularFuelTanks RealSolarSystem DeadlyReentryRSS RealismOverhaul CloudsAndLights The only issue I had was using Kethane with RSS, the grid was set too low or close to sea level for Mun and a few other planets/moons. I fixed those. But I've never had a problem with it not working while MechJeb is loaded. Now, I am current with the latest builds for all that stuff as far as I know. The release versions are a bit behind and will cause problems.
  11. I'm getting a very large output log file generated. Just a short while it got up to 434 megabytes long. It is being filled with this type messages... Clouds: Offset :(0.1, 0.0) (Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) Clouds: Offset :(0.6, 0.0) (Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) Clouds: Offset :(0.5, 0.0) (Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)
  12. Firstly, Let me say "Thank you very much for all your hard work and lack of sleep on this project." I did just do a little rocket test to see which fuels compare best and noticed a little buggy boo.. Screen shot > http://steamcommunity.com/sharedfiles/filedetails/?id=206621185 Notice the engine is starved for fuel. But every time I go to time acc and back to 1x, I get a new fuel guage by the engine icon. Is it just me?
  13. Thanks Starwaster, I'll give it try here as soon as my new textures are done downloading !!! Thanks.
  14. I can't get Deadly Re-entry to not destroy my crafts. The mods says I need to use RSS heat shields. Where are those?
  15. Yes, we're all waiting on Modular Fuel System for that. The stock fuels don't carry enough power per weight and the engines are too heavy for their rated power compared to real life engines. Keep your eye out for MSF.
  16. Yeah, I've been playing in RSS too. I've got my re-entry windows memorized pretty good now. If you go into space, you need to get up to at least 6500 m/s horizontal velocity at very low orbit. Else you will get excessive Gs on rentry. From a low orbit of say 120km, you need to set periapsis to about -120 on the other side of the planet. Then you will land at about 1/4 orbit from burn. G forces will climb to about 7 Gs. Coming in from moon you need to set periapsis about 55 km at Kerbin/Earth. This is not an aerobrake, you will come down for landing. I haven't got an aerobrake into low orbit solution yet. BTW, if I remember correctly, the G forces are about 8 on this one. Right now, I'm still waiting on the fix to MFS.
  17. Been working on trying to get the Kethane grid to be at about the right hight above the planets/moons so that you can see what is scanned easier. Some of them were way off for RSS. In the Grid.cfg file in the Kethane mod for 0.8.2 these are the values I've come up with for best results... Sun = 0 Moho = 1.018 Eve = 1.005 Gilly = 0.08 Kerbin = 1.005 Mun = 1.022 Minmus = 1.07 Duna = 1.018 Ike = 1.08 Dres = 1.03 Jool = 1.005 Laythe = 1.005 Vall = 0.1015 Tylo = 1.012 Bop = 0.06 Pol = 0.106 Eeloo = 1.012 Maybe this information will help any others that want to use Kethane with RSS too.
  18. Only problem I'm having with it so far is Kerbin's sky is underground. The atmosphere effects works well, just the visual part of the air is underground so I'm not seeing it.
  19. The grid system looks like it might be a bit too low in Real Solar System for the Mun in 0.8.2. You can see most of the grid but some of the high spots go higher than the grid. Thanks for your great work btw.
  20. Started a 0.23 career mode game in RSS+Kethane+MJ. It's been tough going without MFS. Because stock fuel just ain't enough. It took all this to get Jeb to orbit... http://steamcommunity.com/sharedfiles/filedetails/?id=205478662
  21. The universe comes to an end. So see you at the restaurant at the end of the universe!!
  22. Let's not get too haste with it just yet. Look at it this way, if you aren't happy with the game's direction, are you going to promote it to others in your travels? Or just think "eh, who cares?" and move on. Squad needs to wake up and smell the coffee. Their fan base is the best and brightest asset. Customer loyalty is hard to earn. Once lost, it can be a very hard thing to get back. But right now, let's give them a chance to reflect upon their decision about resources, in this case, I mean US.
  23. We've never sent men to Mars either nor have we ever lifted back off the surface of Mars with anything yet. Yet, we are allowed to do those things in KSP for "imaginative purposes". Why not mining resources. And if Squad doesn't want to make mining difficult or too chore intensive, how about finding something very rare like platinum, bring it back to Kerbin and sell it for money for more space stuff !!! Sounds like a good career add-on to me. Kethane is a good step in the right direction. We just need more reason to go get it. Right now, Kethane doesn't offer better power to weight ratio than fuels brought up from Kerbin. Unless you calculate costs (weight, part counts, size, and money eventually). MP is not even on the back burner for me. I'd doubt I'd even try it out.
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