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RedAV8R

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Everything posted by RedAV8R

  1. What do you mean you can't solve it elegantly? Ok updating one file and change 2 numbers isn't elegant maybe, but it's darn right easy. Just issue a new 'official' v3.4.2 release geared to KSP 0.25 that simply updates .version file.
  2. It's coming soon guys(gals). If I'm lucky tomorrow will see a lot more done, and maybe a release. Are you seriously that special to not be able to read the OP and see exactly what is planned/in the works/being reworked/etc.
  3. Realism Overhaul has yet to release a 0.25 version. When they do, this won't be an issue. It's time you pay attention to what you install and what it's compatible with.
  4. How about a proper bug report with logs. Can't help you unless you help us.
  5. Yes, this is caused by AJE still using fuel types from the previous version of RealFuels. If you want to fix it yourself, do a search for instances of LiquidOxygen within AJE configs, and change to LqdOxygen.
  6. @coldblade2000: Why yes, I will add the RL-10-C1. Easy addition. RealFuels. Yep. Was way past my bed time, going to pay for being up past 1 as it is. I'll see what can get done today.
  7. @Exosphere: Patience my friend. Soon . Big issue at the moment is waiting on NK to push v8.0 of RealFuels, which 'should' be the last dependency. Supported mods are going to be few/far between and more or less limited to stock and basic things at first, but should be able to add others back pretty rapidly. I'm hoping to knock out the last remaining touches on stock additions within a day or two. All depends on what RL presents me. Between my RL work and a wife 36 weeks pregnant with our first, sometimes RO isn't on the top of the priority list:) Hopefully squad fixing the scaling bugs won't bite things too bad, I know KW is suffering pretty bad from it, hopefully though the way we rescaled things from the start should limit the pains.
  8. That part is found in the Procedural Fairings mod. It's not broken. Not if you have the actual 0.25 update (v3.10) that came out yesterday.
  9. @Jonathan_C_W: Then I need logs and a proper report. You'll also want to verify EVERYTHING is updated as well. I noted several things that weren't updated to the latest that was available for 0.24.2. Regardless, I'm not overly worried about anything before 0.25, and 0.25 isn't ready yet. @mdosogne: That's because I'm updating the OP as I go. When the latest release is pushed, it will be 2.5.1. In fact if I'm not mistaken the latest git commit was the update to 2.5.1. I'll be sure to make a note on the OP stating such.
  10. @Johnathan_C_W: What makes you think that RO is the cause of your issues? I see you have RftS installed, which completely disables all changes done to engines that otherwise would have been done. I also see that you have KSPI installed, which is absolutely hilarious considering nowhere does it mention that it's been tested or compatible with RO. Not to mention I see several other untested modifications installed. So. This is easy. Support Denied. Thanks, Management
  11. While you may be the first to ask. Would have it hurt to have tried it yourself before asking?
  12. @Devinci & coldblade2000: Possible, if somebody makes something that could do it. If it were up to me in the end run, all 'generic' and 'stock' models would be removed, and real models of engines be put in their places. Now if we could get somebody to model all past and current engines... @EVERYBODY: Work continues on something 0.25 compatible. Still waiting for some very important dependencies to be updated. When RealHeat is released we will be updating RO to be compatible with it instead of DREC. Because of some fixes implemented by Squad, there will be some scaling/size issues that will require new releases of supported mods and likely require rework on our end as well. Going to be a long process ahead, but I'm hoping to have most things updated and release a basic RO including stock parts and parts from dependencies as soon as the last requirement is updated.
  13. Don't whine about the mod authors, whine to Squad that they either need to ship something that is actually stable or don't ship it at all. Even Squad admits it's not stable, so why should other developers support their own add-on on a program that even stock with no mods can crash randomly.
  14. More importantly it fixes some major issues with stock RCS function like having a stackable RCS pod.
  15. @Addle: This same kind of BS is what caused stupid_chris to pack up shop and quit. "Seems to work", really. Since we shouldn't report issues to e-dog, who do we report issues to...YOU??? I'm still in awe, the post immediately prior to yours is a MODERATOR telling people to have patience, and you can't wait an hour from the time he posts that to your release.
  16. Don't be afraid to pass apoapsis and descend before a stable orbit is achieved. Look at things as more of a goal at the end, rather than a guideline as you ascend. Now obviously, every vehicle and payload will be different. Some payloads may not be able to handle high g. This isn't quite modeled in KSP yet. I'd also suggest you remove 'wobble' as some determining factor in your ascent. That's KSP, don't use it as a factor to determine how to fly. All things considered if everything else is ok, wobble is negligible. If it's not, then you have an issue with parts, not your ascent. Do some research on actual vehicle ascent profiles.
  17. @teal'c: I assure you, that was not intended. On this next pass I make through everything for 0.25 I'll try to ensure everything is generally the same. @Lilienthal: While acceleration is important, that's not the way to determine what accent profile to use. The upper stages of the Explorer missions had a 20+g load, and due to lack of understanding in those early missions a very not optimal route. It quite literally was similar to the stock KSP method of go up until main engine burns out, then stage, wait for apoapsis and then fire next upper stages in succession.
  18. @VirtualGenius: Probably due to the scaling issues that squad fixed that everybody else was 'working around'. Going to be seeing A LOT of this I imagine.
  19. No offense to all of you guys, raidernick, denny, cBBp. But if you are going to measure success by how much OTHER people like your stuff. When it's free. Then IMO, you are going about it all wrong. I'd like to say I've spent just as much time as you guys have on models making configs for Realism Overhaul, and not once have I thought, nobody likes what I'm doing, I might as well give up. What a crappy attitude. Replica/Realism is niche market within KSP. I realize that. I honestly haven't seen a download count on it. I've never looked either. I don't care. I'm making things FOR ME. Then I take the 10-15min to share them with the world. If somebody makes a suggestion that is real and possible, then by all means I'm going to do it, because that benefits me. It just happens to benefit the others too. If somebody makes a complaint or suggestion that's unreal, or otherwise just being a pile of dung. I'm not afraid to tell them where to stick it. If they don't follow directions, I'm not afraid to tell them to do it again and come back when it's right. I'm not afraid to terminate support for that person. I don't care if they don't download it or use it. Doesn't hurt me any. I still get what I want because I make things for ME first, then I let others to use my work as well because that in itself is easy. I sure don't measure MY success by what others say, or download or not.
  20. @Lilienthal: Um...no. Not for efficiency. FWIW, IRL the shuttle ran around 3g, saturn V was around 4.
  21. @cBBp: Both you and Denny have done fantastic work. If both of you want to make replica stuff, DO IT. You don't have to make EVERYBODY happy, or even a majority. Sometimes catoring to the 'small crowd' while creating something you love is worth WAY more to pleasing the masses. The masses will never be happy with your work. IMO, it's about time that a dedicated model maker or two who focuses on realism and replicas finds it's way into KSP. Buck the 'trend' make 1:1 replicas. I'll offer what config support I can give you to help in your endeavors.
  22. @Semmel: The process for 0.25 has begun. I'll make sure I take another look at it when LazTek is good to go with 0.25. Hopefully with new DRE and soon RealHeat those issues will subside. I'm guessing that DRE was the cause and with the *cough* troubles *cough* that NK and StarWaster have had with the most recent versions make for some rough going.
  23. I absolutely disagree that there is no interest in replicas. To be brutally honest. Build replicas, absolute replicas. 1:1. They can be scaled down to better match stock, and nerfed in config. That makes BOTH stock and RSS people happy. Don't fall into the trap of things must be some KSP regulated size every 0.625/1.25m. That's a bogus attempt at playability to make sure everything goes together smooth as silk. Honestly, if YOU like replicas then build replicas, your work is very much appreciated, that I guarantee. The community doesn't force you to do anything. You aren't being paid by your work so build what YOU WANT to build, not what others tell you to do.
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