

RedAV8R
Members-
Posts
980 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by RedAV8R
-
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
Yeah, I should change this...Don't install it yet if you want your game to function. RO will function without it. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
Yeah, with pretty much any part pack out there is effectively designed around the stock Kerbin world. There could be a some that are specifically built for RSS and the real world, but I'm not really aware of one. There are a select few that include a RSS config for use with real world sizes, which is exactly what RO does to part packs that we support. Make sure you also have all of the dependencies installed as well, otherwise the realistic nature of RO disappears or is handicapped. The issue with RPL by medieval nerd is that is requires RftS...which ruins RealEngines (of which I'm a huge fan of), so I actually don't use RPL...At this point RO is designed around being functional on a Sandbox level, (which it has to be before any sort of career mode is work on, what good is career mode if the darn thing won't fly anyway right). At some point there will be RPL that does work with RO in it's entirety and enables true career mode support. That's just not on the priority list right now. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
It adds a few parts, but these are generally copies of existing parts, there are some small textures added for some procedural fairings, and a very small 1kB model used multiple times, otherwise that's it. I haven't actually tested memory difference between a modded w/o RO and modded w/ RO to see what kind of impact it has. That is likely to fluctuate as well, depending on what other part packs you have. So really, it depends on what you deem essential. If you want realism, then RO is essential, and with that it's pretty silly to have RO and not RSS, otherwise rocket capabilities are way 'overpowered'. Be warned, RSS will eat memory. (Personally I'm running all 2048 textures except Earth at this time.) Now, if you have RSS it's pretty silly not to have RO as well as other part packs are going to be EXTREMELY limited in capability and you won't get into orbit with anything. So RSS and RO while not 'required' together, they are mutually beneficial to the point of being 'effectively required'. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
Short answer is, I personally don't know, I don't use it, and nobody has come here saying that using it does bad things. That said, I'm pretty sure RSS and EVE have certain requirements in order to play nice together (if they do at all) and I know Nathan and Rbray are working together to make them more compatible, but I'm not sure if things are where they need to be. My philosophy, and how I help develop RealismOverhaul. I have a certain 'priority' of mods. First is function, then its parts, then it's eye candy. EVE is an 'eye candy' mod, and is therefore the very last of my worries. In my view EVE has to be compatible with my function mods and parts before I consider it, and it's up to EVE (or any eye candy) to be compatible with those. I also don't feel it's the function or parts mods responsibility to do that. If eye candy isn't compatible, it's not installed, if memory becomes an issue, it's the first to go. If there can be some reciprocal back scratching between the two, that's fine, as long as I don't lose function or parts because of it. Ex. I'm not giving up function x or part y in order to gain eye candy z. Just my 2c. Obviously some other people want things, what I'd call 'pretty', and if it's not 'pretty' then they won't play. To each his own. Just a warning to those who are like that, don't expect 'pretty' out of RO. It may act like a duck and sound like a duck, but it very well could be a very damn ugly duck. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
Yes RealEngines is now included with Realism Overhaul... RealismOverhaul has nothing to do with EVE or any of it's packs. RealismOverhaul is simply a set of MM configs which transform parts into realistic or facsimilies of real parts that exist. RO doesn't touch anything to do with a planet, asteroid, or the environment as a whole. What you are looking for is RealSolarSystem, which RealismOverhaul is designed primarily to go along with it, otherwise a 9500m/s deltaV rocket which would barely be enough to achieve orbit in real life would be making thing WAY too easy with a stock Kerbin. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
RealEngines is no longer a separate download, it's been integrated into RealismOverhaul itself. I asked about an EnginePack because if you do, then the RealEngine configs won't load. This is done with the ":NEEDS[!RftS,!RealFuels_StockEngines]" tag. If you have a folder with either of these (RftS or RealFuels_StockEngines), or some other MM config with a :FOR of either of these then RealEngines will not load. Provide a log and we can try to help you out. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
All Squad stock parts should be fixed now, small battery plus life support. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
NEW UPDATE!!! Changelog: v6.0 ALPHA 7 \/ *Rework DRE Heatshields, more size options available now. *Update TAC Consumption/Production Rates *Add new Thoikol M55 SRM *Apollo Heatshield fix for FAR *Add J-2 option *Fix Generic RCS and rework with +PART *Add back ModuleRCSFX - NOW INCLUDED *Life Support adds to Stock Pods *Add FASA UA1207 *Add new SRB Thrust Curves to multiple engines (still some to do) *New TweakScale FreeScale option for structural components *Fix TAC Tank Definitions *ModuleManager 2.2.0 - NOW INCLUDED *Minor Isp Fix for Aerojet SPS Engine *New RealEngines SRBs - Castor 120/30/30XL/UA1205 *New RealEngines Liquid - SpaceX Merlins, Aestus II *New TweakScale Nose Cone for SRBs -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
It was...New update should have taken care of that...of course I don't know WHAT pod he is referring to... -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
This figure, courtesy of NathanKell is approximately the correct volume/charge capacity of a battery. I need to make a correction...1EC/s = 1kW. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
Hey look at that...Stand by for new release with update to life support, it's been committed, just no release:( As for volume...ElectricCharge by default 500kW = 1L of space. So if 40L of volume exists that will equate to 20000kW of power. (40*500). So...What I may do is put a small TANK of electricCharge by default...want more...add to it. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
Not by default, however they should all have more than enough room to add some some via RealFuels GUI window. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
Do you have ANY other engine pack??? RftS or Stockalike? -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
Worked before what?...Your details are severely lacking. Again, RealismOverhaul has absolutely nothing to do with terrain. That is RealSolarSystem, and I can tell you that you have failed to read and follow directions... Ready for some spoon feeding.... Download links for both main download and textures are later in the post, I'll leave you to find those. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
Somebody didn't read and follow the directions when they installed RealSolarSystem. This isn't a bug of RealismOverhaul, and it isn't a bug of RealSolarSystem. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
:FOR[RealismOverhaul] tag does not mean you NEED RealismOverhaul, that would be :NEED[RealismOverhaul]. So building another is not required. -
[WIP] KERES - Stockalike launch vehicle and spacecraft mod
RedAV8R replied to Borklund's topic in KSP1 Mod Development
Borklund, love the new work, still rocking your KerbX with RO:) -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
Just drop RO_DRE.cfg into the DRE folder. Good to go. -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
RedAV8R replied to Starwaster's topic in KSP1 Mod Releases
So...did you do as requested? Did you install DRE *FIRST* on a clean install?- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
Some monster RCS fixes coming very soon. Switching back to ModuleRCSFX which has been updated with some new features to be used later and now will be included in the release. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
Yep, those are a WIP, it was late, and had some other good finished changes, those solids need some work, like many other solids. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
Due to some nice advancements with the stock gimbal we have switched to use it. That I recall, trim is the only thing not supported, BUT it allow multi-nozzled engines, like a RD-0124 do roll control all by itself. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
You are right, while IN orbit that craft has a tendency to do not nice things when powered, getting into orbit isn't much of an issue, but when you remove almost every bit of weight otherwise, and down to more or less just a pod with a small fuel tank and engine, it doesn't help. One member suggested RCSBuildAid, which will tell you what you want to know to fly straight. KM_Gimbal which was just updated does allow for trim, but it's user set...maybe you can write a plugin to do so automatically? But let's clear the air, by no means is this: asking for help in any way shape or form. That's whining because the pod has a off center CoM and you don't like it. That's the way it is. That's the way it will be, and we have told you this before. If you truly want help...how about next time you make a post like this: "Hey, I'm having some problems with orbital maneuvers using the Mk1-2 pod because of it's off center CoM. Here is the craft file of my ship (provide a link to the *.craft file). Do you have any tips?" -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
The CoM is adjusted less than 20cm (<10"). It's not THAT much. Again I ask you post a 'problem' craft. -
[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
RedAV8R replied to HoneyFox's topic in KSP1 Mod Releases
It's a known bug...at least by NK, last I heard, it's been fixed, just hasn't been released yet.