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RedAV8R
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KSP2 Release Notes
Everything posted by RedAV8R
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Do you have ANYTHING else installed besides KSP64 and PartCatalog RC4? Windows version of KSP64 works just fine with PartCatalog RC4, with a slew of other things as well.
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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
With the advent of the new ModuleManager, we can actually give RE stuff a condition to make it's updates only if RftS ISN'T installed...So if you want RE, just install RO like normal, it'll be included. If a person uses RPL (and therefore must use RftS), or wants to use RftS instead of RE, simply install RftS. Upon starting up KSP, ModuleManager will detect that RftS is present, and will therefore NOT make the RE updates. Trying to make things as easy as we can on the end user, especially those who lack the skills and/or knowledge of the inner workings of KSP. As for the question of 'how different'...well I can't really answer that question as I don't use RftS. I'm a realist. I want real engines. So if you want a LR-91 with the looks and performance of the LR-91, use RE/RO, if you want some quasi-realistic engine that sounds like a real one but doesn't really have anything in the real world that matches it, then RftS is for you. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
RedAV8R replied to NathanKell's topic in KSP1 Mod Releases
Yep, sure did get the cfg in the PM. RE hasn't seen a lot of changes, mostly compatibility stuff right now. I will be adding SRBs and giving new engines from the supported packs a real life engine as well. For the sake of consistancy, most of the old engines will remain what they were after taking a closer look, it's really not as bad as I thought. -
Component Space Shuttle - dev thread [IMG heavy!]
RedAV8R replied to a topic in KSP1 Mod Development
That's understandable. By far though still the most recognizable as seen from the top with the front wing root being black. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
RedAV8R replied to NathanKell's topic in KSP1 Mod Releases
That file has actually been deleted! Just need to release the latest version. I'll get NK to push the latest version as soon as I get home and push my latest updates. RealEngines will now be part of RO, includes ColdBlade2000's ignitors, automatic compatibility with RftS if a person decides they want that pack instead because they use RPL. -
Component Space Shuttle - dev thread [IMG heavy!]
RedAV8R replied to a topic in KSP1 Mod Development
Confirmed...it was just the last two missions. Still though, calling a Hubble mission as not important or usual wouldn't exactly be called accurate. -
Component Space Shuttle - dev thread [IMG heavy!]
RedAV8R replied to a topic in KSP1 Mod Development
Well...that is correct...to a point. If I'm not mistaken the last two flights of Columbia, after the last refit, was marked the same as the other shuttles. Here is a shot before STS-109. -
It's no longer a 'recommendation'. Procedural Parts replaced this mod, and this mod is no longer supported. Seems like the tree you need to bark at is getting LoD to work with Procedural Parts. Since you know how to fix/prevent the problem, I suggest you keep doing that, otherwise https://github.com/NathanKell/StretchySRB/tree/master/Plugins/StretchyTanks.
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This is in the very first post... Notice the word represented. What you see is what is supposed to happen.
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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
I have yet to try, but I don't think AJE requires anything for a change to 'JetA'. Once you get things worked out with Camlost on the AJE front, then let us know and we can try to integrate other things into RO/RF. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
RedAV8R replied to NathanKell's topic in KSP1 Mod Releases
Those that will be replaced by Procedural Parts will be hidden/removed in the next release. Well, NK has yet to decide exactly how to handle it, but I'm strongly suggesting (like you), to go the TweakScale route and hide the rest, to me there isn't a point to have to scroll through gobs of parts to find what you want when one part does it all, same model, etc. From what I can tell NK pretty much feels the same way, though like always I could be wrong. -
8K82K aka PROTON (OLDD in USSR) v. 0.5. (12.05.14)
RedAV8R replied to DennyTX's topic in KSP1 Mod Releases
OH MY! Great Work!!! -
Some minor but big updates will be posted to the OP soon. LazTek now has a docking port that will fit and is sized to the real NASA Docking System. The SDHI 'stock' docking port with parachute is also now sized to the real NASA Docking System. As of now, both the Orion and the DragonV2 are the only things with it. If you want to dock either craft to something else, make sure you use the same port on the other vessel, otherwise they won't mate. Another note...While I am doing a RealEngine update...only parts of it will actually be included with RO. That will allow the RftS engine pack to still be usable, so a person will have a choice to use one or the other.
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[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
What don't you like about mine? That whole project is very much a WIP due to lack of solid, reliable, information. I'm open to suggestions. Ah, never mind, you probably just don't like me...- 786 replies
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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
Why YES!!! In fact NK and I were just discussing this issue as well. We STRONGLY suggest you get Procedural Parts (latest v0.9.14). That'll solve a majority of parts, like nosecones, decouplers/separators, and a couple other things. RealChute's takes care of those. Struts will be done with TweakScale, and a couple other things that my mind has gone blank on. New point release of RO coming shortly!!! -
When I release it. Neither my files OR RO files contain anything with SFJBRealEngines at this time. HOWEVER there are some incompatiblilities with SFJBRealEngines that either need edited out, or just don't use SFJBRealEngines until I finish my revamp and/or it is released with RO. YES, you must delete RSS_Resources.cfg from RedAV8R folder now that RF contains that information, and duplicates cause not so good things to happen. It has already been deleted from the RO on github, and therefore when the latest version of RO is released it will NOT contain it.
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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
Well, one could use TAC Fuel Balancer to switch tanks, a new basic fuel tank switching plugin wouldn't be a bad idea, use the toolbar plugin to bring up a basic tank switching screen one could leave up. Adding the fuel itself to RF can happen, quite easily, I'll work with NK to do that. It appears that JetA (not JetA1) has the same density as RP-1 in RF (0.000820), which looking at MilSpec the range is .000799-.000815, while russian rocket kerosene is heavier, so the 0.000820 isn't a bad figure to average the two. So where does that leave us...Honestly, I'd just say, name a fuel 'JetA' give it the same 0.000820 density but 'ALL_VESSEL'. At least a stop gap until a plugin could be written. Now...as for wings, I'd actually rather see tanks be given in RF than RO, but that's just me. Stock, and otherwise 'fixed' wings could be hard coded for volume, while procedurals would need some work with that developer (sorry can't think of name off top of my head), to get volume output out of that plugin, so that RealFuels could read it and make the appropriate adjustments. That's just geometry for the most part. Now AJE. I really can't tell you how it works...what I am pretty sure of though, is that the name of the fuel doesn't matter, and likely the density, as it works the same with both LiquidFuel and Kerosene, both having vastly different densities. Of course I could be completely wrong. That said...making a change to AJE so that things run better on one than the other...I don't think is modeled. For that matter, most specifications for any jet engine is going to be made based on the fuel used/recommended in testing. Everything else is theory, manufacturers don't post specifications otherwise, besides MAYBE a general statement of increase/decrease thrust by 6.2% and increase consumption by xx%, or something like that. So while I understand what you are thinking...besides adding the fuel type (I'll get that done), and fuel tanks to wings, which for procedural would requires some co-op with another developer, not a problem just statement of fact...your biggest hurdle is going to get camlost to get AJE to support what you are thinking...otherwise it's all kinda a moot point. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
RedAV8R replied to NathanKell's topic in KSP1 Mod Releases
No worries, give me some time, I'll get to it. -
[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 ModuleManager config file yourself, or wait for me to get to it. A lot on my plate, but it is on the list. -
Kitspace - Update Procedural Parts (now 0.9.14) and RealFuels (now v6.2). Latest version of each works fine together. As for Kethane, yeah, that can be done. Kethane itself actually adds Kethane as a resource available in 'Default' type fuel tanks. In other words as a stopgap measure, you can use PP tanks of 'Default' type to have realistic volume. Until RealFuels is updated again with a new file to add Kethane tanks with realistic values. Also FWIW...when you install the latest of all versions, a new tank appears strictly for Kethane in PP. More realistic values for the Kethane tanks:
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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
You know, adding a new fuel is REALLY easy. As far as I can tell, this is all you need to get what you want. Put this in any *.cfg file... From what I've seen AJE doesn't matter what fuel type it is...could be wrong, never used it, it's installed, but haven't tested jets for a long time...but otherwise. Getting procedural wings to work would be a job for that modder...for that matter this isn't an RO thing but a RF (RealFuel) addition. Otherwise, everything else behaves the same, though in reality not all aircraft use a 'all_vessel' type of fuel flow, sometimes its outboard wing, then inboard wing, center tank, etc, even your little Cessna, Piper, Beechcraft birds sometimes can only use left wing or right wing, or even left outboard, then right outboard, etc, it's up to the pilot to choose where they feeds from, and if they use one too long, then your balance is all screwed up, and there have been plenty of pilots who lawn darted because they forgot to switch, 'exhausted' their fuel supply, and made an unscheduled stop. Would have been fine had they simply switched tanks. -
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
Might not happen in the time frame you want, but if TAC version isn't released when I'm done with what I have going, I'll tackle this. And actually it's not going to be a big deal for people, even with RF, because US Resources are actually just a tag, the resource is still just Hydrogen or Oxygen, or whatever, it just has a tag in place. It's easily doable, just have too much going on right now.