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AbeS

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Everything posted by AbeS

  1. Use stretchies, no need for any other tanks
  2. If you are using RftSEngines make sure you delete the SFJBRealEngines folder, I'm mentioning this because that description you quoted appears on RealEngines configs and not in RftSEngines. If it isn't the case then just ignore this comment
  3. Maybe you have reached your memory limit? Are you using this mod? Because you should Active Texture Management - Save RAM without reduction packs!
  4. you are missing the engine configs, check RO thread for RftSEngines or SFJBRealEngines
  5. Yeah, there was a recent version which rounded it so there weren't decimals at all. It was much "cleaner". I liked it! Maybe it was removed for testing with all the 0.23 changes and was left like that?
  6. weird, would you mind installing MFT and see if that works? And I have my doubts about what you are trying to do. I don't think solid fuel can be transferred, at least it shouldn't. but this is KSP, so I'm not sure.
  7. hmm, when you post the screenshots make sure to have MJ showing the stats of the rocket! If it is just a simple satellite launcher like you mentioned, it makes me wonder if you have a really high TWR? Because if it is higher than 1.2-1.6 at launch it could definetly have issues
  8. Someone should definitely make a video or something about those common user mistakes while using FAR and be posted in the OP, but I think they would still come here complaining about the mod being broken
  9. I bet it is, First stage engines should only be used as first stage engines, no need to shut them down
  10. Shouldn't it work fine? because your configs say :final and EI ones don't
  11. there is another mod that does show it while in flight, don't know the name though
  12. Engine Ignitor is indeed optional, and the other mod you mentioned: But I wonder, it only allows roll for engines that have more than one "engine" right?
  13. RealEngines isn't good for career mode, just download RftSEngines
  14. it does work, but you need to use fairings instead of fuselages (unless you are using KJR) and have it connected on the top (floating) node. If you want the other node to decouple then add it to the config, for example: MODULE { name = ModuleDecouple ejectionForce = 0 explosiveNodeID = top1 } MODULE { name = ModuleDecouple ejectionForce = 200 explosiveNodeID = top } This will make the non-floating node to decouple with a 200 force
  15. You have two options: use the RealEngines that come along with the download of RealismOverhaul, or ignore that other folder and download the Reaching for the stars config
  16. you can always use larger rockets or make it more modular
  17. Are you using Real Fuels? click on all stats and there is a column that shows the SLT (Sea Level TWR)
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