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Ricovandijk

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Everything posted by Ricovandijk

  1. I second this, joystick support for a space and aircraft game is absolutely essential, and shouldn’t be too hard to implement. roll, pitch, yaw and throttle plus a few buttons for brakes and trim at the least. Dear Dev team, kindly move basic joystick support to a high (highest?) priority. Many thanks.
  2. Best use the same ratio and add the units SG (specific gravity) in the equation, rather than to adjust the ratio. fuel mass : oxidiser mass (This is used irl because temperature is irrelevant) (Fuel volume x SG) : (oxidiser volume x SG) this fluctuates with temperature but is irrelevant in KSP. By adding the SG you can use the same ratio as in the first equation.
  3. This is only relevant if the temperature is not constant, which in KSP it is.
  4. " Add "Stringer Mass" slider to PP structural parts (and hollow parts) so that PF mass upgrades can be applied (and so that mass on tiny structural parts can be increased if desired) " Thanks!!!
  5. Hi all, I hope this is the right place for my question, I have just started playing RSS with RP-1 and it works like a charm, mostly. However I run into this problem, It doesn't matter how I configure the actuation toggles in the VAB, or if I use staging or set them to active. using the KIJLHN keys for translation, the RCS all work fine. Whenever in flight the RCS controls for roll pitch and yaw instantly switch to OFF whenever I press any of the WASD keys to steer, resulting in no RCS control. Whenever I let go of the key, the actuation toggles back to ON, also when the SAS tries to use the RCS to adjust the attitude the roll pitch and yaw channels of the actuation toggles switch to off. edit: I just found out that by removing mechjeb I also removed the problem. As I’m not a great MJ user I can live with this. I leave this here in case anyone else has this issue. cheers! Rico
  6. One possibility, in settings, temporarily reduce the re-entry heat effects, it's basically cheating though...
  7. Sadly my planes get bumped up every time I hit one, creating a magnificent fireball, but ruining my RP-1 career
  8. Hey all, I'm back from a long break from Kerbals, and newly installed RSS/RO/RP-1 in KSP 1.8.1. I've noticed the old segmented runway bug is back (in my install at least). but the fix that was working a while ago is now supposedly included in the latest RSS, so the fix is removed from github. (source: https://forum.kerbalspaceprogram.com/index.php?/topic/186244-wip-rss-runway-fix/) Is it just my install or is this a known issue, with perhaps even a known fix? Thanks all!
  9. Thanks Pand, That might indeed work as well, I think I have completed the puzzle altough there may be more ways of doing this. Here's what I got so far: First I named one of the booster engines "BoosterEngines" through the right click menu. Then I added this code to my launch script. set Boosterengine to ship:partstagged("BoosterEngine")[0]. when Boosterengine:availablethrust <0.5 then { stage. } It works but any suggestions welcome!
  10. Hey all, Sorry if this has been answered before, but I cannot find it. Until now I have done my booster staging with smart parts, but I would like to add the function in my scripts: Because my boosters use the same fuel type as the main engine (similar to the R7 rocket). need something like: when (available thrust of one of the booster engines <0) then stage. Many thanks! PilotNL.
  11. Just a heads up, I know this was already fixed in 2017, however in CKAN the mod is still named Hanger (and hence I spent an hour searching for it!).
  12. Awesome Thanks! That seems to filter out most non RO parts!
  13. Heya quick question, is there an easy way to remove or hide all the non RO parts? Thanks!
  14. Place the fins under an angle so the rocket spins around. This gives it gyroscopic stability.
  15. You can already do this with FAR, it's called longitudinal instability. You get this when your centre of gravity is too far aft (with a conventional aircraft design). Also note that if you raise the nose you don't necessarily increase lift, but alpha. Depending on your position in the CL-alpha graph, it will result in an increase or decrease of lift. If I understand your suggestion correctly you basically ask Ferram to add code that reduces the realism, and makes every plane un-flyable. From a humble pilot, I am sure the engineers in this forum will be able to explain it much better!
  16. Hey all, Sorry if I'm missing the obvious, I've been out of the loop for a while and trying to pick up where I was. I have installed: a new KSP 1.2.2. RSS v12.0.0 and its requirements with CKAN Real fuels v12.1.0 and stockalike RF configs v3.2.3 with CKAN Realism Overhaul v11.4.1 (getting there edition for 1.2.2) manual install FASA v7.1 with CKAN It all looks like it works but when I select for example the Mercury Redstone I only get about 0.5 TWR. I realise it's all in development and apologies if it's a known and wip, but If I'm plain missing the obvious a push in the right direction would be appreciated. Many thanks and double thanks for all the mod makers for the great work!
  17. Hi all, question about signal relay's. I have an unmanned mun lander with an okto probe (no external antennas) In low orbit around the mun I have a relay sat with a HG-5 high gain antenna. the tracking station is upgraded to lvl 2 As seen from the relay sat, the signal to Kerbin is green, to the lander it is red. As seen from the lander, the signal to Kerbin is red, and there is no signal to the relay sat. I only get 11% signal strength. How can I send the signal via the relay sat? Thanks.
  18. Sorry for posting in such an old post, but it is indeed the only post about this issue on the net and it might be useful for others: I found the solution for myself, open the payload bays, (even though my solar panels are not IN it but on the outside of them solved it for me.
  19. Hi there, The mod is still listed (in ckan) as only compatible with 1.0.4, also when a popup (version checker?) tells this. but it works like a charm in 1.0.5. I have installed manually. Is this changeable so ckan will recognise the mod as compatible?
  20. There are great mods out there modding the Kerbal system of planets. Since the planets in the game don't use actual physics to travel, the possibilities are endless. What I would really like to see one day is a Ptolemaic version of the kerbal universe, an Deferent and epicycle system with Kerbin at the centre, and all the planets, moons and Kerbol traveling around it in a circles in circles system. It would be quite an interesting journey to the Mun or Duna! Here is a good scientific model of the system I have in mind, Who is capable and willing to make the mod?
  21. Outpost 2 is still my favourite, I still play it now and then on my work laptop (an old I5 with internal graphics). keeping an eye on predestination though, looks promising but waiting for a steam sale. spent to much cash already on pre-release games lately I imagine a way to play a game like this inside KsP. the colonisation mods get really close, but lack any opponent other than the kraken or maybe a failures mod. multi-player would be a solution, but it takes a lot of time to build a base on even the mun or minmus, and only seconds to destroy it. an in-situ build of modules is a must addon, a time to build addon and in-situ tech tree. maybe something to develop in the future.
  22. Terminal Velocity (1995). Waited months before my parents finally bought a computer with an optical drive (CD-ROM). then it would play until level 10 or so and crash always at the same place. Very disappointing. However it got me hooked up to space simulations/games. so it kinda gives me a good feeling when I think back of playing it for the first time.
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