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Everything posted by brooklyn666
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
brooklyn666 replied to NathanKell's topic in KSP1 Mod Releases
Sounds good. I'll be around checking the forums and whatnot, I just need a little break from the clusterf**k of having a major game update, one more on the way, and a busy real life! -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
brooklyn666 replied to NathanKell's topic in KSP1 Mod Releases
Hey Nathan, Medieval and I have been talking, and it seems like my RT2 cfg would be best to just include with RO at this point, rather than have it in the 2nd post as an extra. Your thoughts? My only concern is making sure everyone has the right settings, and changing the ground station locations to match with real Earth RSS. I'm going to be hands-off for a little while, probably until .24 hits, and then I'll see if any changes need to be made vis-a-vis Cilph's major update, and any updates to RSS/RO at that time. To that end, you can make any changes to the cfg if you like. What do you think? -
Ok here is for anyone who is having trouble with my RT2 cfg. For anyone who is interested, *** HERE *** is my Realism Overhaul for RemoteTech2. To use, simply put the cfg in your Gamedata folder, and delete the AIES RT2 cfg if you have it. Make sure you have the following settings in your RemoteTech_Settings.cfg: ConsumptionMultiplier = 1 RangeMultiplier = 1 RangeModelType = Root MultipleAntennaMultiplier = somewhere between 0.25 and 1. Experiment to see what works best for you. I also suggest increasing your ground station omni range, but whether or not, and by how much is up to you. If you add this to an existing save, you may find that some of your probes/satellites are no longer in range, or don't have enough power, so I recommend only using it on a new save. You'll also want to change the coordinates of your ground station to match the latest RSS Earth. Many thanks to NathanKell and RedAV8R for helping me put this together.
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
brooklyn666 replied to NathanKell's topic in KSP1 Mod Releases
You do realize that this is the *realism* overhaul thread, right? And once an ablatively cooled engine is used up, it can't be ignited again. Ever. Period. So to answer your question, everything. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
brooklyn666 replied to NathanKell's topic in KSP1 Mod Releases
I don't know how TAC handles resources, but I imagine all you'd have to do is make sure they are defined as such for realfuels, and set their usage at the proper levels. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
brooklyn666 replied to NathanKell's topic in KSP1 Mod Releases
I support this, at least until amsi back or hands of the work to someone else. And I believe there are alternate containers for TAC available. -
Personally, I'd rather have them as weird little green creatures than some sort of half kerbal/half human hybrid. If we really want to make them human, let's do it right, but that means new body meshes, textures, and animations.
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Nathan do you know if this is fully supported by stretchyparts yet? I'm excited to make the change from StretchySRB, but I don't want to commit until it's fully integrated.
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Really? And are you talking about just making them human sized, or actually making them human?
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Is there an option to keep the current Kerbin texture (NOT the stock Kerbol system 10x rescale). I'm staunchly in favor of all things realism, up until this point. It just feels too weird to me to launch a bunch of little bug eyed greed dudes from the cape. Unless Redoing kerbals themselves is planned?
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So is kerbin officially Earth now with v6 release?
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Yes. They are the same.
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[WIP] Aerojet Kerbodyne (Released Service Module Pack)
brooklyn666 replied to blackheart612's topic in KSP1 Mod Development
Great work so far! Do you plan on making a realism overhaul version of these? If not. I'm happy to do it, with your permission! -
Orbit direction indicator
brooklyn666 replied to r4pt0r's topic in KSP1 Suggestions & Development Discussion
It's very very very simple. If your orbit crosses in front of the planet, you will be in a retrograde orbit (opposite of moons), if your orbit passes behind the planet, you will be in a prograde orbit (same as moons). I can even show you pictures if you like. -
Orbit direction indicator
brooklyn666 replied to r4pt0r's topic in KSP1 Suggestions & Development Discussion
If you set your conics patch mode to 0, you see see which side of the planet your orbit will cross before you enter it's SOI. -
potato chips in space?
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[WIP] Aerojet Kerbodyne (Released Service Module Pack)
brooklyn666 replied to blackheart612's topic in KSP1 Mod Development
Great work as usual! -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
brooklyn666 replied to rbray89's topic in KSP1 Mod Releases
The low-res link doesn't work -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
brooklyn666 replied to NathanKell's topic in KSP1 Mod Releases
you have to right click on the fuel tank in the actions group tab. Then you can select your fuel.