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RedAV8R
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Everything posted by RedAV8R
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If he installed Realism Overhaul, then he already has the file. Gotta read my friend.
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@SamBanchet: 2nd post of Realism Overhaul thread has a RT2 config for adding ground stations at all the launch points. That is your problem, losing connection via RT2. @Motokid600 Whatever you can dream of. For a proper career mode though, it'll be a HUGE project. Real Solar System doesn't touch anything besides textures and planets. Has nothing to do with career mode or anything. This is more of a RealismOverhaul question and at this time RO contains nothing for career mode, and offers no support for it. Several have volunteered, but I've seen nothing come of it.
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[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
Eh...I honestly couldn't get the arms to work at all. Even stock. Not sure what the problem was, haven't tried it again, but it seems others were, so I ensured size/mass was correct and left it be. The arms and physics never seemed to play nice for me. My time to actually play and completely test things is limited so basic support is added and I move on. If bugs are experienced and reported, then I'll go back and see what I can do. Pretty limited as to what we can do with the arms considering everything is plug-in based. They will sure look and weigh right though:) -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
Which list isn't the problem. You installed multiple things that WASN'T ON ANY OF THE LISTS. You've got new instructions. Follow them. Use your head. Now obviously you can't test a part if you don't install it. If it says supported, then it's supported, and a proper bug report is nice. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
NEW RELEASE!!! v6.0 ALPHA 13 \/ *Added AVC Support *Updated MM to v2.3.5 *Added KAS Support *Added Kethane Support *Added SpacePlane Plus Support - Will be updated as necessary with inclusion into KSP 0.25 *Added ScanSAT Support *Added Romfarer Robotic Arms & Lazor Support *Added KerbalGPS Support *Added KerbX Support *Added RLA Support back (now v11.2) *Added TaurusHCV Support *Added SDHI Service Module Support *Added AerojetKerbodyne v3.* Support *More KlockheedMartian Update/Fixes *Reworked Stock Pyrios Booster *RCS Added to multiple crew pods *Deadly ReEntry Update/Fixes *NovaPunch2 Fixes *Universal Storage Fixes *TACLS Updates/Fixes *RemoteTech2 Update/Fixes *AIES Probe Update/Fixes -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
The simple fact is the troubleshooting directions direct you to install the required material and those on the OP list only. You failed to follow those instructions. I don't care what it is. Does it break anything, I don't know. It doesn't matter. ITS NOT ON THE LIST. You came here for help. I instructed you to follow directions. You didn't. You are right though there have been a lot of updates since the last release. I'm putting final touches on one or two things. Give me 30-45min and there will be a new release posted. Delete your current RealismOverhaul folder and reinstall. REMOVE EVERYTHING THAT IS NOT ON THE LIST. Retest. Let me know. For space concerns and easier reading learn to edit/add to previous posts. There is an "edit post" button by the reply, reply with quote buttons by every post. FWIW, now that you have given me details about what engine you were having issues with, you are right, the min/max was swapped. That has been corrected now. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
Got one of your logs. Your install contains unsupported material. Support denied. -
@starstrider42: While it may be easy to read other configs, I won't disagree. I do believe that at least the main folder name of the mod and the :FOR[*] should be the same, that's an even easier thing to see. While I know of nothing that mods RT before, I know at least RealismOverhaul modifies a lot of what RT touches afterwards. With the :FOR[RemoteTech*] tag, because of naming conventions, "Rem" comes after "Rea" and so therefore, we will have to specifically make new configs for parts touched by RemoteTech with AFTER:[RemoteTech*] in order make changes to distances/power/etc. If that's the way it is, so be it, we'll make the changes. I'm still in the boat of leave things alone.
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Great point, just :FINAL in reverse I suppose. Guess I've got more work to do when released. I do completely agree with the :FOR[*] issue. One of two things should happen. Either the *.dll removing the version number in it's name, thus becoming RemoteTech.dll OR RT2's MM files being changed to :FOR[RemoteTech2] to match the *.dll. As it stands the decision of :FOR will cause MM to make 2 passes involving RT2. One :FOR[RemoteTech2] and then later after all *.dll matching :FOR's have been done it will make another :FOR[RemoteTech] pass which actually changes things. Confusing, unfriendly, and unnecessary.
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Keeping things out of :FINAL I get, no need for it. At the same time though I don't see a see a reason why something can't be in :FIRST.
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@starstrider42: This is going to be somewhat biased, but why not leave RemoteTech MM patches as :FIRST rather than a :FOR[whatever]? The bias comes from RealismOverhaul now having to change the way it's modifies RT2 stuff. It'll get done, but is going to take some work. Seems like a mod such as RT2 would want to have it make changes before everybody else makes their changes, rather than the other way around.
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[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
@kitspace: I don't mean anything. I'm asking you for details. You said the Apollo, that's pretty vague statement when this mod touches at least 3 replicas plus countless other pods that some lay person can call "Apollo". When I ask for details. I mean use the name found in the VAB and what mod/pack it originally comes from. Something like "the stock Mk1-2 Command Pod" is what I am looking for. Is this what you mean? If it is, then no, the bottom is not 6m. Not with RO it isn't. Bet you have some other unsupported mod installed that changes things, or have installed something wrong. Since I still have absolutely NO IDEA what engine you are talking about because of your lack of details. The only RS-68 found in RO (by my count) is one found in the AIES pack, and no. It's not 5kN. Again, you've got something installed that is unsupported or installed something wrong. FWIW, look at the picture you are talking about stated plain as day 3,552kN. This is your problem, not ROs. Engines in general. So you are going to whine, but not do anything constructive to fix it. Considering your first two points are showing a botched or unsupported install, chances are once things are corrected, you'll see this isn't the case. Included engines in RO range from RCS of all flavors, from 0.5N thrusters to 8000kN RD-170 series engines and everything in between. There are over 100 different types of liquid, electric, nuclear and solid engines now included with RO. Where exactly is there a gap that needs filled? It may be your opinion, but unless you have something to back up your claim or more details of exactly what you are looking for I can't help you. If you have a favorite that I'm missing, then by all means let me know. Here is an idea...check out THIS PAGE. The list is vastly incomplete, but there is a wide variety on it of all shapes and power levels. If there is one there you like, or want to have, then let me know. It was a 'feature' of the previous versions of RealEngines by SFJackBauer. Since RO now contains remnants of RealEngines, it's not anymore. Tank bloat is bad, no way around it without actually removing it from the model, which is required by the one who made it. I recommend using engines that don't have tank boat at all. ANWRocketMan hit the nail on the head when it comes to why I removed what was there and didn't add it to anything new. I have no idea. Not my problem. Read the OP. As Dragon01 stated, he's working on something, but his work in this regard is not included with RO at this time. You can wildly propose theories as to why something is broken all day long. This thread isn't the place for it without details, logs, and examples provided to test. I can't help you. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
@kitspace: Apollo...what Apollo. Details kitspace, details. I can't fix something if I don't know what to fix. Engine stats? What are you talking about? the engine above? The post above? Some magic picture I cant see? I see nothing with 5 units of anything. Yes, thrust is in kN though. If you want specific engines added, then suggest an engine and a model to go with it. The 'feature' of nodes to hide the fuel tank on engines has been removed because I don't care for it. I don't care for the fuel tank either, and unfortunately when scaling the engine made that fuel tank huge. If somebody else wants to go though and add nodes to do so, feel free to do it and make a git pull request to add it. It's not tough, but I've got enough on my plate to focus my energy elsewhere. Do you see HotRockets on the OP list? Did you even look? Must not have, because it's not there. Then first of all it's not supported. Second, if it's not listed then it's not tested either. If it's not tested, then I have NO IDEA if RO affects HotRockets. I have no idea. You didn't post a log, you didn't post the craft file. You didn't post a darn thing I can use to replicate the issue. -
I can see the discrepancy. However, issues dealing with RSS/RO do not belong in other peoples threads either, that simply isn't their problem, and as a courtesy we ask not to post in them when working with RSS/RO. That is one in which you sit and wait patiently for full support. On the other hand the issue of craft loading is a systemic problem that it doesn't depend on what mod it is. Build a craft, have a part change, then load that original craft and there will be issues. All in all very good points, of which deserve yet more FAQ in the RO/RSS page. Seriously tater, you've got some good gray matter between the ears, if you have a question about RO/RSS feel free to PM me.
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[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
Follow the steps as outlined in the OP. Great chance you installed TAC wrong. Make sure you precisely follow installation procedures of TAC itself. Folder path should be > KSP/GameData/ThunderAerospace followed by about 5 different TacLifeSupport* folders. -
You can drop your sarcasm. You asked us for help, we did 2-3 times, only after not listening and following directions did we get a bit snarky. So here is the rub with KSP. In it's current form only the 32-bit Win application is stable. There is the 64-bit, but it's not ready for primetime yet. Any 32-bit application has a memory limit. You've hit that, time and time again. This has little to do with your computer itself. For the 3rd or 4th time. If you want things to look a bit better you can mix and match texture packs. If you plan to visit a planet often, then use a higher set of texture FOR THAT PLANET ONLY. Just extract the 3-4 files for that one into the folder. If you don't run out of memory with everything else you have installed, then congrats. It boils down to there is no way you will be able to run every mod you want on it's highest level and still expect it to run. At this time, it might be best to start thinking of function over eye candy. You can have one or the other, not both. If you can't accept that, then it's time to move on from playing KSP until things can be optimized better and/or 64-bit becomes much more stable. Or you can migrate over to linux as the 64-bit application is running a bit better on that platform.
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I'm betting you have Realism Overhaul. In which case, sizes have been change, fuels changed, etc, etc, etc. Craft files that come with the original mod are not going to work, you need to rebuild the craft from scratch. Just delete the old craft files. Any craft with TweakScaled parts also bombs when trying to load.
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[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
Regardless, it's not implemented, and it won't be on this end unless it's added to TAC itself. On the otherhand...with RF, and the fact that resources are integrated with that...using the 'boil-off' feature of RF we can gradually decrease life support resources w/o them being consumed by TAC. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
Spoilage of resources would have to be coded into a plugin or the TAC plugin itself. Water doesn't go bad as long as storage is good. Some storage materials will leach into the water, poisoning it, or otherwise giving it a foul taste. Food generally depends on how it's prepared and stored. Freeze dried food will last years/decades. ISS food (think MREs) if needed could likely last at least a year or two too. When it comes down to it, it's the weight concerns for long duration missions that require thought. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
It's called REALISM Overhaul for a reason. -
@kitspace: Your issues coincided with the new update to B9 which changed the format of the textures. Perhaps now ATM isn't compressing the new textures as much as what it was able to do before. As it's been said before ATM isn't magic which allows you to run EVERYTHING. It simply allows a person to run more. There have been multiple suggestions, with the last being to REMOVE some mods or at least parts which you don't use. You have now been instructed three times to check WHICH texture pack you are using with RSS. I'll say again, each pack contains everything you need, and if you want you can mix/match. I personally am using high res for Earth, Moon, Mars, while low res for everything else. Memory requirements are relatively minor compared to that of the complete high pack, while still maintaining high res for most often visited bodies. I will repeat, yet again. THIS IS NOT A BUG WITH RSS.
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You need pressurized tanks. The ServiceModule type is what you need. Procedural Parts has that ability.
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[0.25] Realism Overhaul w/ RedAV8R [Terminated]
RedAV8R replied to RedAV8R's topic in KSP1 Mod Releases
We are converting the stock Generator to TAC-LS because of a bug in the stock version. So it'll be required in order to have essential things like life support based on LOX use. Procedural Parts. That's a dandy idea. Should have done that a while ago. Yes, I need to figure out what to do with KW fairings.