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NathanKell

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Everything posted by NathanKell

  1. Krakenfour: Hit Alt-F10 (or was it F11? I think it's F10) to bring up the Contract Configurator window. Make sure everything's green. Trollception: Yep, that's what I was saying, the modes other than 'Hold heading' for stock SAS/ASAS are basically broken, even in the stock game. In other news: Made orbit from the starting node in RP-0.
  2. No, because there won't be any more area to occlude in that direction, the other stack node being attached will already have occluded it all.
  3. Made orbit from the starting node in RP-0.
  4. shoe7ess I'll take a look, but meanwhile just use procedural tanks (and use a different intake).
  5. Val, open stack nodes have *never* caused drag in stock KSP, and they certainly don't now. Early (pre-1.0) versions of FAR did that. The stock occlusion system in 1.0 will remove part of a part's drag if you attach something on a node, but you don't *lose* anything by adding open nodes. Is that what you're thinking of?
  6. Huh! Right you are. Weird, I thought it was a standalone cfg. That...does not make sense, I'll talk to niemand303....
  7. Yep. Switch to a lower RSS texture pack size, remove part packs, switch to OpenGL mode (see RO OP for details).
  8. Correct, they don't. However, they do get a clamp of 1000x their range when talking to a ground station, rather than the 100 of omnis.
  9. Ah, dang. Right you are. Time to move an IP dish earlier I guess, or up DSN range.
  10. In the words of the minstrel, "It ain't me babe" -- RF is clean, just checked all instances of print and Debug.Log. Since I, too, got the spam on reentry, I know that RF isn't the cause.
  11. magico13: Awesome, as always! That'd be a great help. Laie: Hmm. I would have thought that the starting dish would be enough for Mars. I take it it's not? And that's one node from Stability / Early Probes. Only the early solar panels are expensive; the next ones you get (including the advanced version of the static panel) are much, much cheaper. Though perhaps costs in general for them should come down; I'm not familiar with 1950s solar panel cost, though I think I found *something* originally to base them off... I'll add SAS to Able/Delta/Agena, good point. As for control, I guess we'd best ask Sarbian when he gets back, he was going to look into it before... Trollception: the 'regular SAS' mode has decent PID settings, stock, the advanced modes do not (they don't work for crap in *stock* KSP, let alone RO). That's why Laie is referring to Claw's bugfixes.
  12. While you could add fake drag cubes to the fairings, the problem is it'll only ever occlude a part stack-attached to it, not parts attached to that first attached part. Occlusion isn't transitive.
  13. Luten, try Claw's stock bugfixes. It may be subject to the 1.0 heating bugs...
  14. I think the real solution will be to replace the stock orbit contract system the same way we replaced everything else. That'll give us better progression and control over parameters. It's also worth mentioning that R&D center upgrades also increase the science rate. But yeah, definitely expect that buying KCT points is as major an expense as upgrading facilities (probably as major an expense as upgrading all facilities combined).
  15. Please follow the instructions here: http://forum.kerbalspaceprogram.com/threads/92229-How-To-Get-Support-%28READ-FIRST%29 thaniks!
  16. Northstar: RF requires EFFECTS-style engine effects. If you don't want to use RealPlume, you're of course free to write your own EFFECTS nodes for engines.
  17. LividPumpkin: Turns out there was no newer release. However there *now* is one, so grab that. Krakenfour: There's a fix in RealPlume dev version. You can grab it direct from the repo.
  18. Hah! I was trying to figure out where that was coming from, and thought it must not have been RF because I had not been getting the spam with some recent (very RF-using) launches. I'll check for prints again, it's possible I missed wrapping one in an #IF DEBUG.
  19. Imma quote sarbian here, opening cfg files is not exactly related to "how do I do x in C# / KSP plugins". Indeed, it sounds like an OS support issue...
  20. There are three ways to glow: 1. Emissive texture (and ModuleAnimateHeat for engines) 2. Black body radiation (all parts, barely perceptible) 3. Edge highlighting from the temperature gauge system (the glow people generally see--it's like an orange/red version of the editor highlight).
  21. Can't really tell from the darkness, but it looks like they're on wings not tanks? The log has 'access denied', also.
  22. Open RealFuels/RealSettings.cfg and scroll to the bottom, change the ignitions param from true to false.
  23. Do you have ModuleRCSFX? What did you configure the RCS to, and does it have crossfeed from the tank where the propellant for which it is configured is stored? RF eliminates "magic" propellant flow for RCS.
  24. Yes, I've been meaning to do that for a while, just been busy. Same with fixing the tweakscale issue. :\
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