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Scripto23

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Everything posted by Scripto23

  1. Laz, great work! Good timing to coincide with the recent launch of CRS-3 too. And thanks for implementing my suggestions
  2. dtobi, I've gotten some reports of incompatibility problems with people using my LazTekCoolRockets.cfg with the LazTek pack without RSS installed. It is setup for RSS users and appears to not like it when there is no RSS, so I think it would be best if you could remove it from the main download.
  3. ANWRocketMan, would you be willing to share your TAC cfgs? It would be greatly appreciated .
  4. Are you using RSS? If yes, then your cfg is missing a bracket somewhere. If no, then you have an RSS cfg (or part of one) mixed in somewhere.
  5. From reading through this thread and FAR it seems that the inflatable heatshield is most prone to the "180 flip" phenomenon during reentry. The crux of the problem is that it is difficult to put as much of the mass as possible into the forward position. I'm not sure who did the (awesome) model for the inflatable shield, but it would be really cool if someone with modeling skills could have the shield sort of "envelop" the payload which would allow the CoM to shift forward relative to the shield, as it is supposed to work irl. This picture demonstrates what I am talking about:
  6. Starwaster, thanks that did it! Is there an update that includes the planetfactory planets like metaphor's one linked in the OP?
  7. I've encountered a very strange error with Mars' atmosphere. I'm within the SOI, about a day out from Mars (mech jeb says 570Mm, KSP's dial says 570Km altitude) and I'm getting the message "cannot warp faster than 1x while in atmosphere". Even though I'm nowhere near Mars' atmosphere and mechjeb says 0g/m3 atmospheric density, 0atm pressure. What is going on here? I cannot wait an entire day in real time to get to Mars.
  8. You can try out jrandom's TAC RSS fixes, linked here. The readme says to change a few values by hand and then the cfg alters some other stuff for realism. I was using it when he first released it a few months ago, before I switched to ECLSS, and I remember it working pretty well. I haven't had time to play in the past few days, but hopefully this weekend I'll be able to try it out again.
  9. Other than adding it to the OP, what would actually need to be done if RO were to change over from ECLSS to TAC?
  10. I would like to support a change from ECLSS to TAC. Until ECLSS is being updated again I think this switch would be best, at the moment ECLSS is acting buggy and makes my FPS sad . The only downside really is that the parts aren't as pretty, but you can use procedural/stretchy tanks for resource storage and then a cfg edit or two to use different parts for the recyclers. Didn't jrandom do some preliminary work on adapting TACLS for RSS a while back? EDIT: yep found it http://forum.kerbalspaceprogram.com/threads/59207-0-22-Realism-Overhaul-ROv2-Modlist-for-RSS?p=838013&viewfull=1#post838013
  11. So now that we have this awesome Saturn V, is anybody working on a RSS cfg for it?
  12. Yes! So it is not just me. Exactly the issue I'm having with this mod as well. (Using RealFuels too if that matters)
  13. Hmm yeah I guess it should work, but I just tested it out (and after resetting the epoch = 0) it is wildly inaccurate. Either I'm doing something wrong, or something else has changed.
  14. Does this update mean that the RSS Launch Window Planner will no longer work? It's pretty awesome, so I hope it is still accurate. Should have a link in the OP for it.
  15. So it is my understanding that node size affects amount of drag. When we are resizing parts, is there a rough guide we can follow for what diameter should correlate to what node size?
  16. Yes, one of the recent updates changed that so only service module type tanks can store the monopropellant fuels. You can just these in place of the regular tanks if you want, I don't know of a way to modify the default tanks to do so.
  17. I'm not sure I understand. Kethane can produce real fuels, there are a few configs floating around out there that modify it to do so. Also, the license doesn't have any impact on this type of modification.
  18. Really liking that LES, looks great! The only suggestion I have is to make those flames from those main motors bigger (maybe add HotRockets like you mentioned?). If you look at any footage of LES testing you can see that those things are really powerful and probably quite traumatic to be around. The flames are actually so big they will extend well beyond the base of the capsule.
  19. Yeah what Nathan said. To be more specific, the bug occurs on parts that have three or more resources, but no partmodules. You can see TaranisElsu's bug report here for some more details. So the fix is to just add something like this to the affected part: MODULE { name = ModuleSAS }
  20. For the expanding parts bug, some parts require a dummy description module to be added which will fix the problem. Somebody made it into mod here. Also I actually made a config which rescales your mod parts and applies the most recent data SpaceX has released regarding the Raptor engines. It's made with realsolarsystem and all the realismoverhaul mods in mind (also needs HotRockets), but if you are interested you can check it out. You can find it in the main link in my sig in the FalconBFR_RaptorEngine folder. My numbers come mostly from this article , this blog, and a few scattered forum posts in the spaceflight forums. Here is the Falcon BFR Heavy compared to a "regular" Falcon Heavy (rescaled to RSS parameters with my realismoverhaul cfg):
  21. Yay update! Just for clarification for "Animations will cause part aerodynamics to be recalculated", does that mean something like the shielded docking port will have its aerodynamics recalculated if I open it in flight?
  22. I'm having some issues with my (radial and conic) chutes burning up immediately after deployment while I'm trying to do a curiosity style reentry on Mars. So the chutes should be able to deploy to slow the craft down somewhat for a powered landing. I saw some discussion earlier about radial chutes burning up and I'm using the most recent DRE and Starwaster's fix, but they are still burning up and I'm not sure if this is intended behavior.
  23. I wonder if HoneyFox's warpable engine plugin would work for this: http://forum.kerbalspaceprogram.com/threads/70881-0-23-Orbit-Manipulator-Series-%28WIP%29
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