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RedAV8R

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Everything posted by RedAV8R

  1. There really isn't a whole lot of good information on it, sure we've got size, approximate weight, burn time, don't even have a good max thrust, let alone a curve for it. Afraid it's not going to make it yet.
  2. You failed to follow the instructions. You need a texture pack.
  3. @coldblade: Going to ask that you follow the troubleshooting directions precisely on the OP. Only install the required from a clean install of KSP, test, and go from there. I see some old versions of RO dependencies as well in the log. Re-download all dependencies and ensure you have the latest.
  4. @Master Tao: You don't need a log. TweakScale and specifically TweakScale_RealFuels.dll need recompiled against the new RF7.3 that was just released a few days ago.
  5. @HoneyFox: Yep, actually working through SRBs at the moment. Nothing besides the UA1205 and UA1207 had good curves anyway, the rest were just 'tests' just to see if NK's curve implementation worked. It does:) BTW there is a 2012 catalog for ATK available on their website:)
  6. Until NK, taniwha, and biotronic get together and agree on course of action...the problem lies with TweakScale_RealFuels.dll and TweakScale_ModularFuelTanks.dll the interface between TweakScale and RealFuels/MFT. At this point it is a part of TweakScale, but any update to RF or MFT requires biotronic to release a new version of TweakScale pointing to the new RF/MFT. So either peacefully ask NK and taniwha to accept the pull request and assume responsibility of the problem, or peacefully ask Biotronic to release a new version of TS pointing to the new RF or MFT.
  7. @CitizenAerospace: Well igniting for launch is a problem, however the troubleshooting steps when followed directly, and ensuring you install each requirement as directed DOES solve that problem. Now, of stock and KW engines (using RealEngines as included with RealismOverhaul), exactly 4 are pressure fed and require pressurized tanks. Propellants are only pressurized when using a 'servicemodule' type tank as specified in RealFuels. At this time the only way to get a pressurized servicemodule type tank is with the use of ProceduralParts. All the other engines simply require their respective propellants be present, you are filling the tanks appropriately with the right kind of fuel required right? As stated in the OP, RealismOverhaul requires a completely new way of thought, the 'old' way of doing things stock don't apply very well if at all. I'm going to ask you follow the troubleshooting steps and provide a log as requested. Otherwise, again, 'it doesn't work' doesn't help. Basic steps. Once you install, (if all done correctly), launch ksp, go to the vab, place the large 3m probe core, place a tank (pick the stock large orange one), now place an engine. Secure it with a pair of launch clamps. Right click tank and fill it with the correct propellants for the engine you picked. Launch. Lather, Rinse, Repeat.
  8. CitizenAerospace: You REALLY need to follow the troubleshooting steps as instructed. When you do so you don't have problems. That means re-downloading everything to ensure you have the latest version. If you had done so, then you wouldn't have had the issues you did between RealFuels and Tweakscale. There *might* be some engines out there that required a pressurized fuel tank that shouldn't. Now what you find though, we need details, a blanket 'it's not working' type of statement does absolutely nobody any good.
  9. Which means you didn't follow the directions. Gotta have a texture pack, or mix as you like.
  10. Almost finished the NearFuture collection. Everything has been touched, except the stats of the engines of the Propulsion pack are still original.
  11. @mecki: Last I knew that RT2 config file is ready to go...except for Signal Delay (change to True if you want). Leave everything else. Could be wrong, but that's what I've done. Haven't had much 'play' time though with RT2 recently. What to optimize? Your transfer, there is more than one way to transfer from one orbit to the next. Early Apollo missions used a free return trajectory from the start in case of failure. @Woopert: Yep, seen it. Deprecated? No. Why? Because if anything the 3 engine models of KerbX are far superior to anything Laz has done. That and very little work is generally needed to keep KerbX up to date. Now obviously if KerbX becomes unusable due to a KSP update and the pack is not updated (though been abandoned for quite some time now), then yes, we'll have to deprecate it, but until then, it's done, why delete it simply because there is another model, which may or may not be as good.
  12. IT IS NOT RO. Realism Overhaul changes parts, that's it. Has nothing to do with time, warp, planets, nothing. It's parts, that's it. I believe I've seen this before, if a person warps a long time, = a lot of asteroids that don't leave, have to play for a bit w/o warp before it'll go back to normal...IIRC.
  13. If you want to help, grab any and all thrust curves you can find, images or data table is fine, ideally in a time vs thrust format. I've got Castor/GEMs and most anything ATK made.
  14. @PaidLeber: This is because the thrust curves have NOT been set correctly yet. The latest release of RO includes accurate curves for the UA1205 and UA1207 only. In time, I'll get the rest.
  15. Yep you are right it's not clear they are not supposed to be used together. Oh wait... First two sentences of the OP for RealFuels...pay close attention to the second. I'll bold it so you don't miss it. I understand, you are new here, but let this be a lesson for you and everybody else. It pays to read.
  16. If you follow directions there shouldn't be. Directions call for removing old RO folder. In the current, and it has been this way for quite some time there is only 1 file for FusTek Station Parts.
  17. @mecki, Thanks, I appreciate that, The FStexture Switch is actually expected and the way it was designed by Sumghai, the fuel tanks though, that's my issue maybe...next time though, if you give me what parts exactly are having the issue, it makes my life easier, not just a random FusTek tanks aren't working.
  18. As promised...Realism Overhaul v6 ALPHA 10 is up at the OP. Lots of mod updates in this one, I can see some light at the end of the tunnel, then it's onto new packs. Still have a lot of SRBs to do the thrust curve on, only the UA1205 and UA1207 have been done and working now. Going to finish up the NearFuture configs and then I'll get started back on the SRBs. Then NovaPunch, followed by SpacePlane Plus and B9. Then I'll move onto my old RedAV8R configs, KerbX, Lovad, LazTek, AerojetKerbodyne/SDHI/Taurus, FASA, OLDD (and do N1 and Proton too), New ones start with KOSMOS, and continue on the ever growing list. v6.0 ALPHA 10 \/ *Small fixes to RLA, KW *AIES Complete *SRB Thrust Curves - WIP - A LOT Better *Some minor B9 work - still a long way to go *Some FASA work and bug fixes *TACLS and PP changes *Klockheed Martian update complete *Porkworks update complete *Nothke Service Module update complete *FusTek update complete *NearFuture Construction update complete *Merlin 1D Vac bug fix *NearFuture Propulsion - WIP
  19. Well you found an error with the Isp on the Merlin1DVac, thank you. Size, well here is the problem. The model isn't a Merlin - simply made to have roughly the same performance as one, mass, thrust and kinda sorta size...but can't do much there...sure one can stick that top half of the engine into the tank, simply a node change, but if the diameter of the tank is too small, then that top half is still going to stick out of the tank and look like crap.
  20. @darshiki: It should still be working, even with the latest release. This weekend I correctly balanced TAC resources since consumption/production values changed, but otherwise nothing needed touched. I haven't released this weekends work yet, but l do it when I get home this evening, lots of other updates will be released as well. Thanks for the words. NK does all the C# work, I pretty much handle the most of the MM patches, the real meat and potatoes of RO. The only C# in RO is the version checker. @mecki: I've got BDynamics on my mental list, need to tack that onto the OP. Your math has failed you. If you put 4 blocks of 1/4 power thrusters and fire all four forward...if each 1/4 thruster has a power of .11125kN (TL2) then one must multiply 4*0.11125kN = 0.445kN. I'm guessing they are set at more than TL2 which would explain why it's at 493.2N rather than 445N. So seems like everything is right, but you are also correct you need either lower powered thrusters (a lot of satellites have 22N or 4N thrusters) and/or use another fuel (again a lot of satellite use straight hydrazine as a monopropellant rather than a bipropellant). @Mrnoname: I'll look around, I at one time had a personal KSPX MM file around, I'll take another look at the parts itself, however, things like tanks are handled by Tweakscale, or PP, or the countless other mods we already support. As for engines...well there is no such thing as a 1.25m Ion engine...and we do RealEngines here, in fact there are so few ion engines out there, the stock ion is really all that's needed, if you want check out the RLA as that has the other ion engine in existence, and a radial and a set of 4. But as I said, I'll take a look, no guarantees though. @PaidLeber: Why no it's not needed anymore. RealFuels has taken that functionality now. If it's not on the OP then it's not needed.
  21. I wouldn't be too concerned about the FusTek, I had to rescale it again when we converted RO to using real docking ports. Since everything in FusTek is scaled to match the Docking Ports, changing docking ports = changing everything else so it wouldn't look funny.
  22. Amazing what happens when directions are followed. The current design of RT settings demands that a separate file be made that drops into a very specific location, much as we have done with TACLifeSupport. I'll talk with NK about including CerberusRCAF's file, maybe even with a few more changes too.
  23. Ok, that's a bit better. Here is what I want you to do. Follow the directions exactly as stated in the OP Troubleshooting section. Installing ONLY the required items. Ensure each and every one of them is the latest version. If that means downloading each one again, then do it. That's the safest option. In addition I want you to post the craft you are having issues with. No I have not heard of this problem. Maybe it got skipped, but I don't remember one, let alone multiple people as you say having issues like this. - - - Updated - - - Alright then:) I'll get to it when I get to it.
  24. So why not try it yourself instead of relying upon others to spoonfeed you information. If it works great, help the community out and let the author of that thread know it works, if not, oh well, wasn't expecting it to, it won't hurt anything, uninstall and go on with life.
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