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RedAV8R
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Everything posted by RedAV8R
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[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
CoMOffset = 0.0, 0.0, 0.0 // x, y, z The RCS in generic pods will be configurable HTP, N2, NO, MMH+N2O4, Aerozine+N2O4, UDMH+N2O4...and some others that aren't at the top of my head. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
That's settled then, I'll add that to my list. @Agathorn, Oh I completely agree, having separate pods is great, but for some things having it built in is way better and more accurate. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
I might just have to add some RCS pods that are built into the Mk1-2 to get 3 axis operation, much the same way I did with the OLD/FASA Apollo CSM, SM, and LM. They were originally just add-on parts, but integrated them into the CSM/SM/LM itself. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
You are the first person that has asked about this that I remember seeing in this thread and the old one since I came on board. My answer...this is Realism Overhaul...if it's not liked, you are free to make a user edit for yourself to center it and make it NOT realistic. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
TO those having problems, go to the RealFuels folder and delete the TACLS file...NK needs to post an update there...the file has otherwise been removed and moved to RO due to changes occurring. Let me know if that fixes it. -
Well...why don't you read my response again...or to make it easier for you...
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[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
Yeah, I've got no idea what happened...it has been added to the LT Launch config, latest is in GitHub, got a few more things to work on and I'll make another release. -
Yes, RemoteTech2 does work with RSS. On the RO thread, 2nd post there is a RT2 config file that adds more ground stations (as in real life). Not required, but does help, and is more realistic. Also ensure your craft has a good antenna on it, or else you won't get reception.
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[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
Well...son of a gun...I know it was there somewhere...I can't find it either, guess I'll make another one:( -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
You have the latest of everything? -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
What do you mean not completely compatible with RealFuels??? You are right about the Odin though, haven't touched it, that's going to be a while. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
Log please! -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
Start reading about here... -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
I'll definately take a look at the CoM issue, this has been on my hit list for a while, just never got to it, heatshield shouldn't need much, but I'll look at it too. Your perogee is too low for re-entry though, I do know that, it's a balancing act between too shallow and burning up, or too steep and g-forces destroying things. Try somewhere between 80-100km. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
Generally I stick with real rockets, and if I build my own, then it's PP. I've got ETC in "ETCv2/Plugins/" and KM_Gimbal.dll in "Klockheed_Martian/Plugins/" -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
It's tweakscale, remove it and problems disappear, at least in my experiment. I'm pretty sure this is a known issue, but nothing due to RO. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
In order to replicate I need exact parts...The Rockomax X200-16??? There is no Skipper with RO...are you using stockalike engines or RftS? -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
Craft not loading...that's not surprising at all, you can't load default FASA craft with RSS/RO FASA and expect good results. New craft have to be built until I get a chance to build and include my own. The Apollo CoM issue I will look into. Just to cover as many bases as possible, describe your procedure for re-entry. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
Career mode, haven't messed with much, trying to get everything 'working' before I even start that. Otherwise, they will scale to 10m in increments. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
Stock tanks are TweakScale enabled, shouldn't be much of a problem. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
Well...first, the Mk1 has a heatshield built in...so adding another one is pretty redundant. You are right about the parachutes...you'll need to wait a bit for that...big RC update coming soon and some rework is required so I'm not fixing it, only to have to redo things again here shortly. And yes, the procedural tanks will expand large enough, I'm guessing you are in career mode, need to unlock more to get bigger tanks. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
Hattivat: THANK YOU! Hoping to get some good time to work on things tonight. jrandom: Well...Can't say I looked for if the ALCOR is based on something or not, but I'd look at it this way. I sized the pod so that it fits a NASA Docking System Port...such as that makes a pod that is roughly 3m wide by ~2.5m tall...also remembering it has a crew capacity of 3. Internal volume of that would be ~16kL. I also basically set it up for 7 days worth of life support supplies, which may be high, Apollo was on the surface for just over 3 days though, just because it's there doesn't mean you have to take it all...If anything the pod is a bit bigger than what it could be, also carrying 50% more people. Bigger question maybe is what do you think should happen. JT2227: The NASA Mission 3.75 parts have not been touched...yet...they are on the list and have been for a while, just other things ahead of it at this time. Tygoo7: That question is more appropriate for the RemoteTech thread...that said, once science is gained, you must be connected to, have a path to, KSC, check the map view, it won't transmit unless you are. Woopert: When there is time, still LOTS to do before I get to that point. O Nerd: Well...While personally I haven't heard/seen stats for a rocket stated like that, not saying they aren't out there, but usually I just see stats based on how much payload a certain launcher can put into a certain orbit. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
RftS are 'realistic' engines, some essentially based on real engines, or a natural progression of what could happen, RealEngines contains, well, real engines, not saying there isn't anything out there, but something like the LMDE is the only engine used for manned landers on another surface, there are a couple other lander engine models for KSP that are currently 'unused' with RealEngines, and when the time comes for more time to be devoted to those we'll get to them. BTW, RftS has it's own thread and you would likely get better, quicker info back posting there. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
Could you please upload your log to dropbox or something. I also DON'T see RO on that list. I don't see the NASAMission folder either. Nor do I see EngineIgnitor (which may be somewhere else, but I don't see it. Also not on list is KM_Gimbal (which may be somewhere else, but I can't see it.