AbeS
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Everything posted by AbeS
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
AbeS replied to NathanKell's topic in KSP1 Mod Releases
(That's the one he posted earlier Nathan) -
Use stretchies, no need for any other tanks
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
AbeS replied to NathanKell's topic in KSP1 Mod Releases
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 -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
AbeS replied to NathanKell's topic in KSP1 Mod Releases
Maybe you have reached your memory limit? Are you using this mod? Because you should Active Texture Management - Save RAM without reduction packs! -
you are missing the engine configs, check RO thread for RftSEngines or SFJBRealEngines
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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?
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
AbeS replied to NathanKell's topic in KSP1 Mod Releases
Stock KSP water is deadly, RSS amplifies it -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
AbeS replied to ferram4's topic in KSP1 Mod Releases
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- 14,073 replies
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- aerodynamics
- ferram aerospace research
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
AbeS replied to ferram4's topic in KSP1 Mod Releases
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- 14,073 replies
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- aerodynamics
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
AbeS replied to NathanKell's topic in KSP1 Mod Releases
I bet it is, First stage engines should only be used as first stage engines, no need to shut them down -
[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
AbeS replied to HoneyFox's topic in KSP1 Mod Releases
Shouldn't it work fine? because your configs say :final and EI ones don't -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
AbeS replied to DYJ's topic in KSP1 Mod Releases
He is working on that currently IIRC -
there is another mod that does show it while in flight, don't know the name though
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
AbeS replied to ferram4's topic in KSP1 Mod Releases
Real Solar System mod by Nathankell- 2,647 replies
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- kerbal joint reinforcement
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Center of Gravity
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
AbeS replied to NathanKell's topic in KSP1 Mod Releases
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? -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
AbeS replied to NathanKell's topic in KSP1 Mod Releases
What is that plugin for? -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
AbeS replied to NathanKell's topic in KSP1 Mod Releases
RealEngines isn't good for career mode, just download RftSEngines -
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
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
AbeS replied to NathanKell's topic in KSP1 Mod Releases
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 -
you can always use larger rockets or make it more modular