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RedAV8R

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Everything posted by RedAV8R

  1. @Noctis & Viruzzz: What exactly am I supposed to be looking at/for? @Felger: No it's not a problem with RealFuels. Argon is not in RealFuels. RO adds it, and the manner in which it does depends on whether NF is installed or not. @TheFluffiestThing: I didn't need to go trawling through your log. It's pretty evident what the problem is. In that it's not RO. Let's get this straight though. Had you come and asked about RftS, while providing a log that doesn't have anything unsupported in it, and not mentioning you followed directions yet installed unsupported mods anyway, then I guarantee you would have liked my response better. Out of curiosity how are RftS 'nicer'? As for your admitting about posting here. Wrong move again. You don't go posting in another thread simply because it has more traffic. That's just poor forum etiquette, no matter what forum it is, no matter what the relation. RO supporting RftS doesn't mean it's 'related' either.
  2. @Felger: I really would appreciate you going through me before posting this stuff. NearFuture is NOT supported at this time. No worries, it will be, just not yet. All stuff like this causes is people requesting support for something I'm obviously not. Furthermore stunts like this can create more havoc for people later upgrading to a version that IS supported. Seriously if you wanted to be helpful, then make a pull request in git that does the same thing to the existing files, instead of making your own. Or shall I just pass all support questions straight to you? @TheFluffiestThing So much wrong with this. You DIDN'T follow instructions, and installed unsupported items, then expect support. In addition, I don't support RftS, that's not part of RO, it's not my mod. RO simply disables engine configurations when RftS is installed. Obviously RftS is the problem here, so support needs to be directed there. @Dawun: Every part is individually scaled. There is no 'blanket' upscale anywhere. If you'd like let me know what mod/part you want reworked and I'll add it to the list.
  3. RealismOverhaul v6.1.1 \/ *AJE Category Update *Random Node Fixes *DRE Shield Drag Fix *Random Mass Fixes *Changing Auto-Shrouds - Now moved to 'hidden' node *Added Support for BobCat Soviet Engines *Added Support for Universal Storage *Added Support for Hakari Rocketdyne F-1
  4. Yes, all parts are being defaulted to 800C (even that is a higher than it should be and will likely be decreased further).
  5. @Redhotita1: & coldblade2000: Pretty sure NK and I have figured out that heatshield issue. That fix and a few others and some additions coming in the next release shortly. @jrandom: Likely both cases are true. Realism is first and foremost. Nothing is finalized though. Remember KSPs temperature modeling is basically worthless, RealHeat will fix most of those issues when released.
  6. If you actually followed directions and provide a proper report we could help you.
  7. Well logs would be the appropriate procedure as outlined in the OP.
  8. Well with the call for FASA, I'll put that to the top of the list. Dragon01, fuels 'should' have been updated already, adding proper TAC resources, etc, and no ETC is NOT being used/required anymore. Hence why it's NOT on the required list. Thrust curves will need some work too.
  9. Adding TAC support would be easy with a few MM scripts. Everything can remain the same as it's done right now. Then a simple @PART[MonkeyWhatever]:NEEDS[TACLifeSupport] { @mass = (Whatever you need to decrease mass to compensate for LifeSupport) RESOURCE { name = Food amount = SelfExplanitory maxAmount = SelfExplanitory } RESOURCE { name = Water amount = SelfExplanitory maxAmount = SelfExplanitory } RESOURCE { name = Oxygen amount = SelfExplanitory maxAmount = SelfExplanitory } }
  10. You can help by trouble shooting, following the steps as outlined in the OP.
  11. It means, if you don't understand it, it doesn't apply to you, and you should continue doing what you were doing. Old 'trick' that was removed.
  12. A vernier engine/thruster is simply an engine used primarily to make fine adjustments in velocity and trajectory. The R7 series and Atlas indeed have engines whose main purpose is to provide attitude control. While they certainly can be fueled from the same source as a main engine there is no requirement that they do so in order to fit that definition. My point was that there is no such thing as "RCS fuel" (named Monopropellant in game), and "Engine fuel" (named LiquidFuel/Oxidizer in game). IRL, everything is an engine, and all engines use some type of fuel. That's it. Every engine has a specific purpose (or multiple) and generally what type of fuel and/or oxidizer used though is mostly irrelevant, besides obtaining the necessary thrust and efficiency required for it's purpose.
  13. NO, THAT'S NOT THE ISSUE. The right way is to WAIT until NearFuture is ACTUALLY SUPPORTED! As I so gracefully posted a link to the OP and told you to READ AND COMPREHEND. IF YOU HAD, you would find that NearFuture IS NOT SUPPORTED... YET. Which means that even though the game loads, you will notice that every part of NearFuture specifically states "NON RO", and the description states the same. Support will happen when the NearFuture files are updated to reflect the changes we have made standard for 0.25. By making the changes you have, you certainly will cause issues with later releases, up to and including ruining that perfect save you have brewing.
  14. Would appreciate a proper bug report and I can look into this. I understand what is happening, but I need as many details as I can get to replicate and potentially fix this.
  15. There is nothing odd. There is a section in the FAQ about forgetting what you have 'learned' with stock KSP. This is one of those things. There is no such thing as "RCS" fuel and "engine" fuel. RCS thrusters ARE engines. Some engines use one fuel (a monopropellant - which simply means ONE propellant) that is simply exhausted out a port providing thrust, sometimes as a 'cold gas', sometimes passed over a substance that reacts in some way to increase their velocity. Some engines require a fuel and an oxidizer that burn, either on contact (hypergolic), or as a sustained reaction providing some method of igniting that fuel initially. RCS (and ACS) is simply a name given to a set of engines which provide attitude and/or translation control of a vessel. My suggestion to you is forget everything that stock KSP has 'taught' you, and do some research about real world spacecraft, propulsion, techniques, etc.
  16. The stock "Vernor Engine" is set up as an RCS thruster. It's that simple. Through RealFuels you are allowed to change it to a number of fuel possibilities. Helium is included in that list. It can also be HTP, Hydrazine, NitrousOxide, Nitrogen, MMH+NTO, UDMH+NTO, and Aerozine+NTO. All exist in the real world. - - - Updated - - - RO has absolutely nothing to do with launch sites.
  17. FWIW, you don't have to increase your version number, just fix the AVC .version file and reupload as the same number.
  18. Unchecked for the most part, and no guarantees that they do or do not work.
  19. That's great news. NOW WHERE IS THE RELEASE !!! I suppose I better get the RO release out too.
  20. @Kitspace: Those capsules which have an offset CG in reality and the Mk1-2 have a CoM shifter installed. Right click on the pod when in flight and there is a button to turn it on/off. I believe it's called "descent mode" or something like that. It'll be blatantly obvious if you look. If it's NOT there, then it's not installed on that pod. Not every one has it. NK did a small code change with it, don't remember if it made last release or not. It will be in the 0.25 release when I get that done here. HOPEFULLY later tonight. Awfully close right now.
  21. @Phredward: I've seen people saying the launch pad is exploding with heavier loads. However, you WILL use launch clamps for now on instead of relying upon another program and/or unrealistically just letting things sit there unsupported. IF with clamps the launch pad is still having issues, then we may need to find a fix somewhere.
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