Jump to content

jkenny23

Members
  • Posts

    6
  • Joined

  • Last visited

Reputation

1 Neutral
  1. BTW, I was able to get an answer on my issue from the FAR team, looks like it was indeed a bug that will be fixed soon: https://github.com/dkavolis/Ferram-Aerospace-Research/issues/89
  2. Got the issue down to just 3 parts (well only 1 that matters; the reversed engine at the front of the craft). It does happen for different engines; this time I tried LR105. The drag indeed is the thing that changes drastically between the runs (Launch from VAB vs. Return to Launch): Craft is a Castor 120 with 13k fuel, Agena Avionics Package, and reversed LR105 at the top. It gets to an apoapsis of 651km from VAB, or 784km from RTL. Works also with LR87-LH2 and 2 full Mk1 Fuselages, 213.7km/407.7km. So I guess this would be a FAR issue since it's aerodynamics?
  3. Ok, found a weird bug where clicking "revert to launch" vs. "revert to VAB" creates wildly different results in craft performance. At least for this suborbital test vehicle using a Castor 120: https://imgur.com/a/CTWBPpK Craft file here if anyone wants to try and repro this: https://pastebin.com/Guc4vLua
  4. I did try RP-1 but it's basically a completely different game.. I kinda like just the KSP career mode but with RO, though it seems the science progression is painfully slow. There are also some rather unreasonable contracts since there's no longer infinitely restartable engines.
  5. I'm trying to complete a career mode contract that requires you have 4000 units of liquid fuel in a space station. It seems this is impossible because with the RO mod, it removes liquid fuel with the RF config that is with it. It's not recognizing kerosene as a replacement, and RO doesn't work with RF stockalike. Any way to add liquid fuel manually, or tweak the contract to use kerosene or something else? Edit: Ok nevermind, looks like I was able to unlock the non-RO engines later, which unlocked (I think) Liquid Fuel/Oxidizer (stock), and it only works with the stock fuel tanks, not procedural tanks.
  6. Downloaded the regular (non-dev build) and tried it on 0.25 x64 and it crashed right after joining the first server and loading in all the ships. After that it crashed on starting the game every time. Just tonight I tried on a fresh install of 0.90 x64 with only KER installed, and same issue. Is this a known bug with x64 or am I doing something wrong? I can provide some logs if that would help. I'll try on 32-bit and see if that works in the mean time.
×
×
  • Create New...