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TeeGee

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Everything posted by TeeGee

  1. When I try to use real solar systems, my launch centers all load UNDERNEATH the ground. How can I fix that? I can't even launch my craft cuz they reach the "ceiling' and crash.
  2. Ok so I've been trying to reinstall, fresh vanilla etc and can't seem to figure out what's wrong. It isnt any of my other mods for sure. And I was mistaken, its not a black terrain, the KSC etc is loading UNDERNEATH the ground!!! How do I get the launch centers to be properly located on the scaled up planet? Is there a patch etc?
  3. Nope. Didn't solve the problem. I'm using all the mods for realism overhaul and KW rocketry with distant objects. I can't even take a screenshot to show you guys. I load the game up all I see is black ground until I zoom in far enough to see KSC. When I do zoom in, the entire complex is surrounded with ocean. When I try to launch, the capsule reaches 20 meters and explodes and the black terrain shows up again until I zoom back in. EDIT: Even when I install it on VANILLA KSP, this mod does the same thing!
  4. HI! I've got a problem. When I installed this mod, whenever I load it up or zoom out of the VAB etc the entire landscape turns black and I can't see anything on it. ALSO, the KSC is surrounded by water when I zoom in enough to see it. When I try to launch, my craft hit the sky and explode.
  5. All I've been using is stock engines and now I've had to install KW rocketry because the engines in stock are NOT good enough/varied enough.
  6. So I assume that the scaling of the engines is also based on real life as well? I was trying to put the apollo LM descent engine on the 2.5 meter pod and noticed that it barely fit on. Does this mean I need to use the realism overhaul rescaling mod to properly use these engines? I'd be more than happy to, because I think it is time.
  7. OK wait a minute. So you are saying that liquid fuel engines in Real LIFE can't be throttled?? Wicked! How can we tell which engines are throttle-able in KSP now? This is literally the COOLEST thing I've learned today!
  8. For some reason I can't throttle a majority of the liquid fuel engines. Is that intentional?
  9. How do we install this? Does it go in the gamedata folder?
  10. It's not what my taste is, its what engines I have to work with. I would rather use engines that are realistic then engines that are fun. I've been using your config files for about a week and I've been enjoying them, but I wanted to use the realengines cfg which were LACKING engine ignition support. I've even deleted the NASA engines pack because those rockets are just plain silly.
  11. So when you determined to have the stock orbit engines (LV 909) only use amines and NO... what was that based on? The LV T30 has higher thrust than the heavier skipper engine. Radial engines has 1 time ignitions. Things like that confuse me and render some engines useless for any task. I just wanted to find a configuration set that is the most realistic interpretation of stock engines, fuels and ignitions. Stockalike is not realistic, I know that, but I need to know where you got these engines stats from and why you chose to implement them as you did. If you claim that of all the engine configs you have in your rft pack are the most realistic interpretations of fuel, ignition and stats on this site, then I will gladly use it. The problem is that I don't understand why certain stock engines have been given the stats you've given them. I'm not planning on using country specific fuels, I play the game without pretending it's Earth. All I wanted was to use an engine cfg, that incorporates ignition, real fuels etc into one file.
  12. Yeah I tried the engine pack, it's pretty good but your orbital engines have unlimited ignitions regardless of fuel type. I was hoping that it detected what kind of fuel I was using and would ignite accordingly. The fuel types for each engine are a little confusing. Why are some rockets limited to only hydrolox and not kerolox? Why can't the lv50 use mnh/n202? Things like that. Also the thrust on some of the engines seems a little unbalanced. I'd always assumed that the heavier the engine bell, the greater the intended thrust.
  13. Yeah and ever since I updated RF the kraken has visited me many times:
  14. Which pack did you create? I'm using this mod, real fuels and stockalike engines. I only get 24 ignitions on oms engines even when I use MNH/N2O2. Does your engine pack take hypergolics into account with engine igntion as well as ISP? If so, please direct me to it!!
  15. OHH!!! Cool. But.... http://www.orbiterwiki.org/wiki/Space_Transportation_System_(STS) long story short, shuttle OMS engines are good for 1,000 ignitions.
  16. So even if we use hypergolic fuels, the chamber has an ignitor to get the engine started? Could you post a link explaining how hypergolic fuels ignite in an engine? In engine ignitor it says my hypergolic rocket using mnh/n2o2 has 24 electric ignitors available for ignition. If a fuel ignites on contact with eachother, why do we still need an ignitor? I'm missing something..
  17. I had the exact same issue but raptor831 posted an updated cfg file on the 1st download page. It should be correct now.
  18. I agree. We also need better and more realistic sound effects (no sound in space --- see atmospheric sound enhancement) and a Realistic Difficulty setting that has reentry, engine ignitors and life support etc.
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