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Blipser

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Posts posted by Blipser

  1. Hello! Have anyone tried using OLDD Saturn V mod? If yes, did anyone have a problem, where the game couldn't load the craft file. When i click on a craft, the game loads only a command module (which i can't move at all) and the craft name on top changes "Vessel Name" and none of the part categories in the editor are available. Can anyone answer what;s wrong, please?

    Non-RO craft files dont work with RO-parts, your going to have to build it yourself

  2. I havent checked if this has already been reported, but Im having a bug with this in RSS, whenever I drop my first stage on very heavy launchers the procedural fairings base has a structural failure from the procedural tank of the second stage, even though almost no forces are actually applied. I'm using 0.9 and it happens with both compatible versions of this mod, and I assume this is something to do with the fairings base, which weighs about 20 tonnes, having appropriately large nodes, while the tank which weighs about 1000 tonnes has very small connections.

  3. Im having a bug where the LR87-H2 has no visable exhaust, while the debug menu is spammed with "[Exception]: MissingFieldException: Field '.Part.uid' not found." I have cool rockets installed for real effects, and its working fine with every other supported engine I tried, is anyone else experiencing this?

    Ok the debug message is still being spammed even with the LR87-H2 uloaded, so it must be something on my 3-crew orbiter. Maybey its to do with right clicking in RCS thrusters, including the capsule, to deactivate them not actually deactivating them, even though the popup-menu says they are. None of the RCS thrusters are achnowlaged by RCS build aid, so I assume this is a problem with RCSFX not being fully compatible with 0.9?

    Ive been experimenting more and have found that the debug spam is not caused by RCS thrusters but by the MK1-2 pod, possibly because I don't currently have TAC installed as its too unstable. Ive found another bug with RCS thrusters shown here:

    Hgcx8wL.png

    As you can see I am holding the H key to thrust foward with RCS, but the one on the left as you see it isn't thrusting at all, while the one to the right is thrusting at varying thrusts. I have no control systems such as SAS enabled, and the crafts center of mass is inline so I assume this is some kind of bug?

  4. When you start a fresh game you are selecting the Community Tech Tree right? Like there should be a menu that pops up and ask what tech tree you want, and you just select the community tech tree one. Also don't forget the Community Tech Tree is an add-on for Tech Manager, so you need that as well or CTT will not work. It isn't a stand-alone mod.

    I know, I've been using RP0 fine since the pre-release. I tend to install all my major mods first, e.g. RP0, KCT, RSS, make an openGL shortcut and then test they work and then install other non-major mods like RVE and Fusebox afterwards. Im using the tech tree taken from a 0.25 install but apparently that's fine, and since I've tried a second install I really cant see how this issue is confined to me.

  5. I regenerated the tree.cfg using perl and yml2mm and I did not see any difference between the 0.25 (through fresh 0.25 RP-0 CKAN install done this morning) and the 0.90 new tree.cfg file. I checked github and all changes made to tree.yml from 8 days ago are making it into the 0.25 CKAN install.

    Oh, I asumed it was wrong because some stuff seemed in the wrong place, like the LR87-H2 was in orbital rocketry, and the RL-10 beeing in heavy rocketery, while they where both in Early Hydrolox Engines on my last install, along with a bunch of other things.

  6. I think I figured out what goes wrong with the manual install for 0.90. The 'tree.cfg' file in the 'gamedata/RP-0 folder' does not get generated and therefore the tech tree becomes the default CTT. I did a CKAN install on a 0.25 KSP version and copied the file to the 0.90 KSP install and it seems to work. I could post the tree.cfg that was generated, but am not sure if I am allowed to.

    Well that seems to work, but the 0.25 tech tree is very out of date. I've tried moving the tree.yml in the RP0 master directory into gamedata, and tried ding the same but converting it into cfg, but nothing worked. Can someone in the know tell us if this was an oversight or if we are missing something

  7. I've made a new install and started a new save for 0.9 and have encountered a bug where parts aren't going into their correct tech nodes. For example the 1 man capsule is in the first node, along with the gamma engines and a bunch of other stuff that would usually be there but shouldn't be with RP0. Regular contracts that shouldn't be available are also loading such as one to reach 5km. This is a manually install because ckan wouldn't work because TAC life support, and I've tried re-installing RP0 and module manager. Does anyone have a fix for this?

  8. Would it not be possible to make a system where you need to have certain part present, i.e. an apropriate avionics ring, before vessels above a certain mass can be launched? So by placing a small probe core your maximum launch mass is 500kg, but when you add a small avionics ring it increases to 150t? Sort of like how tech nodes limit launch mass in BTSM? Or would that be incredibly difficult?

  9. soon as we get some early Soviet engines configured for RO, RP-0 will support them.

    Cool, I wish I could do it myself, but I briefly dabbled in making RO configs for the Liondhead ESA launchers but found it just to hard and time consuming to pick up.

    On another note this pack really lacks lightweight probe parts early on, the lightest early probe core weighs 50kg alone, next to the Pioneer moon orbiter weighing 38kg with antenna, orbital insertion engine, batteries and all, and the Vanguard I satellite weighed just under 1.5kg.

  10. See http://forum.kerbalspaceprogram.com/threads/99966-0-25-0-Realism-Overhaul-7-0-2-22-Nov-2014/page38

    and following pages. There seems to be some problem with deadly reentry making ascents harder then they should be, especially for real life rockets that have high TWR.

    Ahhh, that'll explain my Titan IV launch failures too. I've dropped the DRE multiplier and things are looking a lot more promising now as im able to get some horizontal speed whit the SRMs. When I'm done is this thread the place to post RSS crafts right now? Or should I just put it in the spacecraft exchange?

  11. I made a Ariane 5 ECA which is as good as I can get it to the real specification but im finding it really hard to get to orbit even with light (sub 5 tonne) payloads im struggling to get into orbit with the very low TWRs before falling back into the atmosphere, and I can only do far too steep assents because it has an initial TWR of 1.8 (once the boosters sep. after 1m 32s its 0.7, and the second stage at 9m is 0.27). Ive tried looking for information on the ascent profile for it, but all I can find is that it reaches approximately 250km before the short drop on the HM-7B burn. Does anyone have any info on how to launch it, or how to launch rockets with strange TWR combos in general?

  12. Yup im using ATM, could be the cause, worked until recently but there has been a major update. I'll see if i can black list FF stuff.

    It worked perfectly, thanks Cydonian. If anyone else has problems with this you can use this Active Texture Management Config, although I set the main scale to 4 instead of 2 to reduced memory use further, easy to change back just change "scale = 4" to "scale = 2".

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