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RedAV8R
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Everything posted by RedAV8R
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
RedAV8R replied to NathanKell's topic in KSP1 Mod Releases
Agathorn, I guess that's the name of the game, make it easy...It's easy enough to implement, I'm thinking [RSS/RO] leading the description. I'll ask NathanKell if that's the path we want to go. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
RedAV8R replied to NathanKell's topic in KSP1 Mod Releases
I guess I'm still wondering, "what does it matter". If a part has a real life counterpart or specifications, then it's pretty well done if it's on the list. If it's not on the list in the OP (which will be updated here soon), then it's not. Personally, I don't install anything that's not, then there isn't any question. Any realistic part pack out there at some point will be supported, but it takes time. -
Just you, keep looking, they are there.
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
RedAV8R replied to NathanKell's topic in KSP1 Mod Releases
Maybe adding a "-RO" behind every part name??? What particular parts are you looking at? What exactly are you looking to do? -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
RedAV8R replied to NathanKell's topic in KSP1 Mod Releases
Make a craft, upload it so that I can try it and I'll see what I can do... Actually if I'm not mistaken, this is a known bug...of Procedural Parts, not RO. Get me a .craft file anyway and I'll take a look. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
RedAV8R replied to NathanKell's topic in KSP1 Mod Releases
Launch what craft? Without details and replication we can't fix it. - - - Updated - - - I'll make sure the readme is updated. -
Frizzank, this is what I would do, you can either have it in it's own file in the MOL folder or separate them and put each one in the respective part file. @PART[FASAGeminiMOLEquipStack]:FOR[FASA]:NEEDS[Firespitter] { !MODULE[ModuleAnimateGeneric] { } MODULE { name = FSanimateGeneric animationName = MOL_Equip_Doors_Stack startEventGUIName = Close endEventGUIName = Open availableInEVA = True } } @PART[FASAGeminiMOLEquip]:FOR[FASA]:NEEDS[Firespitter] { !MODULE[ModuleAnimateGeneric] { } MODULE { name = FSanimateGeneric animationName = MOL_Equip_Doors startEventGUIName = Close endEventGUIName = Open availableInEVA = True } }
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I haven't seen a full one, B9 is a great kit, I can add it to my list if you'd like.
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
RedAV8R replied to NathanKell's topic in KSP1 Mod Releases
Without a log and more info not much help can be given. -
[WIP][TechTree @ 0.23.5] - [MS19e] - Realistic Progression LITE
RedAV8R replied to MedievalNerd's topic in KSP1 Mod Releases
Guess there isn't a RS-68'ish' engine. Be a good question to ask NathanKell over in the RftS thread. -
[WIP][TechTree @ 0.23.5] - [MS19e] - Realistic Progression LITE
RedAV8R replied to MedievalNerd's topic in KSP1 Mod Releases
There is your problem...RftS doesn't do 'real' engines, it does quasi-real stuff. If you want REAL engines, you need RealEngines by SFJackBauer...or wait a day or so and RO will have it included...problem is though RftS is a requirement for RPL...so kinda have to pick and choose which way you want to go. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
RedAV8R replied to NathanKell's topic in KSP1 Mod Releases
I'm using a gravity turn start at 1.2km Stop at 275km Orbit at ~400km 40% Works for most of mine, but they also require a 2nd burn, most 'orbit' stages should have at least 1 restart available, or the payload itself should have enough propulsion to get to your final orbit. -
Yeah try the 32-bit version and see what happens.
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Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
RedAV8R replied to Paul Kingtiger's topic in KSP1 Mod Releases
Well see, no. Stock KSP gives resources a density which basically makes 1unit = 5L, kind of an odd ratio, RealFuels changes that to 1unit = 1L. RealFuels also has a built in feature that essentially models pressurization. Say having a 10L tank, but pressurized to 3600psi, would mount to having about 245L all squeezed into 1L. So there is a variable that one would set to 245, and bam, that 10L tank, can handle 2450L of a resource. If I'm not mistake US without RealFuels actually also makes resources based on a 1unit = 1L density, just doesn't model pressurization... -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
RedAV8R replied to NathanKell's topic in KSP1 Mod Releases
If you have problems, shoot me a PM, I'll try to get you squared away. -
[1.2.1] Taurus HCV - 3.75 m CSM System [v1.5.3 - July 1, 2014]
RedAV8R replied to bsquiklehausen's topic in KSP1 Mod Releases
Ah, fair enough:) Yeah, it's a big wonky because of the scaling, but then again, it wasn't Orion to begin with, so the 'eye-candy' isn't quite there.- 786 replies
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Like I said man, the only 'Donate' I see, is the 'menu' of the toolbar, once the toolbars are set up, I don't see it anymore, and I save my toolbar-settings.dat file to migrate over to any install I do, so it's seen even less now. You've got to have a guilty conscience for that to be bothering you this much. Especially when yeah, you can simply change the donate picture file, put a naked lady on it or something. To make my installs even easier I've got a dedicated folder where my mods I use all the time go no matter what install it is, all ready to go...just drag and drop into the install. No mess. If an update happens with it, copy it over, and just make sure you don't overwrite your picture file.
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
RedAV8R replied to NathanKell's topic in KSP1 Mod Releases
Yeah, TeeGee has to be talking about orbital velocity...gotta figure at least a 9.3km/s budget for LEO. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
RedAV8R replied to NathanKell's topic in KSP1 Mod Releases
Well, by the time things are said and done, most every realistic mod pack out there will have a RSS/RO configuration to go with it, add that to what RE does for 'semi-realistic' packs like AIES, KW, NP, and stock engines, and you'll have about any darn engine you'd want. As of right now RftS has about 110 engines, while RE has about half that, tack on packs like FASA, OLDD, KerbX and a few others and this number increases ever close to what RftS has, and I haven't even done solids yet. Give it time, things are still in infancy at the time with RO/RE, so if you aren't worried about realism, then RftS is just fine. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
RedAV8R replied to NathanKell's topic in KSP1 Mod Releases
This is great, thank you for your words! -
You are annoying us...any chance of you removing yourself so we don't have to see you and everything related. Ok, I have no beefs with you, but come on. Your post is out of line. Blizzy has provided us all with a plugin that is darn near essential...for free...what is the harm in 'Donate' button in a window a person has to click on to see in the first place.
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Ensure you have the latest version of RO (v5.1 - Need to delete the RSS_Resources.cfg found in the RedAV8R folder - new version due for release very soon this is already done), RF (now v6.2), and PP (now v0.9.14). I'm not experiencing the NRE spam. As for the PP RCS not appearing, that is actually because with RealFuels, it removes it. That is expected behavior.