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raidernick

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Posts posted by raidernick

  1. None of the textures are missing. As @Cheesecake said it's supposed to be all white except the nozzle. I can even see in your picture that the nozzle is grey. Don't post bogus bug reports when it's acting as designed.

    It's not even a pure white texture, it's supposed to be more off-white. The editor since the KSP update makes part colors look washed out, load the parts on the pad to see the true color.

  2. 4 hours ago, Zuppermati said:

    Just out of curiosity: is nathankell dead or something? He was the guy who cared for most of the real-ish mods and surely knows the most about them and it seems like he simply disappeared.

    Of course I'm not saying it like "where the heck is he it's all coz he's lazy that I can't play RO on 1.2 yet" but did I miss something or did he just leave without a trace? That's kinda worrying :/

    He is here and he's taking a break from KSP. As for him knowing/caring the "most about realism", that is simply not true and is basically a spit into the face of everyone else who works on the project. There are plenty of people who know less than him and plenty that know more than him. This is especially true with the insane amount of work being done in the past few months by a couple of very dedicated members.

    The project has ALWAYS been a collaborative project and at this point MOST of the work on it has been done by others, not him so discounting all the work done by everyone else is insulting. Him being here or not has absolutely NOTHING to do with the release state of the mod. He was never even the one who released these mods anyway. Most of the configs are made by independent contributors and the actual releases can be done by anyone in the upper management project team. For the past long while this has been @stratochief66 and he is very active on the RO project both internally and on IRC.

    On a side note, RO has been ready for release for months now, it is the dependencies NOT CONTROLLED by the RO team that are holding it up. So you really should be complaining to those mod authors not belittling the team here by ignoring the work they have been doing. So I'm going to say this again for the 100000th time, stop asking for mod release updates, it's against the forum rules anyway.

  3. 1 hour ago, ColKlonk2 said:

    Has throttling been turn off for the Russian engines ?, Or how does one set the throttle range in the config files .. maybe ?

    Trying not to turn my naughts into pancakes at the end of a stage... :D

    Most engines don't throttle IRL unless specifically designed to like the LEM engines, or the RD-171. You CAN edit the config files for this but you'd basically be cheating as the engines aren't meant to work that way. If you are getting extreme G forces on your upper stages you aren't designing your rockets properly.

  4. 16 hours ago, Fenyx said:

    So when will we see RO for version 1.2.2? I want to launch my own lunar program, but I can not do it!

    Never, the whole project was cancelled, the team was abducted and the mod servers exploded.

    On 3/9/2017 at 9:14 AM, JeeF said:

    Have you guys thought about an all-in-one mod?

     

    That is never ever ever ever going to happen ever. I could explain why but I'm not going to because it's been beaten to death countless times already, just know it won't happen for reasons.

  5. On 3/4/2017 at 11:28 AM, redmonddkgamer said:

     could always replace the wheel configs with ones for working wheels, but I can't find a working download for his pack.

    that's not how it works. The fundamental way the wheel objects are set up in unity has changed and the models themselves are bad. no amount of config editing will fix it.

    On 3/4/2017 at 11:35 PM, Virtualgenius said:

    I loved Bobcats stuff shame its gone now as it had a restricted license might have been picked up by others if it had a less restrictive one 

    That's not true. All of his stuff has either been replaced by better parts(his soviet stuff) or taken into a larger pack and updated there(his american parts).

  6. 3 hours ago, ragusila said:

    EDIT FIXED:

    hey @raidernick

    I found this issue in RO, which was closed and fixed. 

    RN plume issues on multiple engines from multiple mods#1492

     

    I had the same issue, and updating SmokeScreen did solve it for the Soyuz booster engines. However, i have the same issue (no plume coming out) for the Zenit RD171, even after updating SmokeScreen. Did you test that one with the new SmokeScreen? 

     

    THE FIX: 

    In Ro_realPlume config files, the rd171 was referenced as zenit_rd171 and not rn_zenit_rd171. fixed that in the RO folder and it all works great. 

    Thank you for pointing that out. It will be fixed in the next RO release.

  7. 2 hours ago, redmonddkgamer said:

    The Proton is all wibbly-wobbly... I tried it with all of your station modules and added MOAR STRUTS. It was still wibbly-wobbly and kept tipping over during gravity turn.

    All of my mods require kerbal joint reinforcement because they are larger and heavier than any of the stock parts. Without that they will wobble all over the place. You shouldn't be using struts at all.

  8. 4 hours ago, Magnetom said:

    Hey, i've always been a big fan of this mod and your works period, i've really been a big fan of your Soviet/US Rockets and Probes and Stations including your Skylab and DOS stations. But as of lately i've been having issues which i seem to have singled down to some of these addons, for example i had nothing enabled but the Soviet Probes addon and i keep crashing at random intervals and sometimes when i recover a spacecraft that has returned to earth it will crash. I was wondering if there is some sort of dependency or requirement that i need to have that i have forgotten to install, i know some addons have required mods in order to get them to work. From my error logs i usually get errors about memory violation if that helps. I haven't been really able to enjoy these addons as of lately based on how they treat my game anymore.

    A memory access violation means you are running out of RAM and the game is crashing so either you are using the 32 bit game, or your computer is just not good enough to use these mods.

  9. Finished the R-36 Mirv warhead. This particular version carried 10 of these 0.55Mt warheads.

    These warheads are each individually controlled by 4 single axis engines to the target. I'm not sure how a player would be able to control 10 of these at the same time in the game though as they will quickly go outside of physics range of each other, plus controlled 10 ships at the same time to hit 10 different targets by hand is pretty much impossible. I'm guessing you will just have to control one and let the rest hit a random target.

    h0rBxvo.png

    4XFj3Sx.png

     

    Only image of real mirv warhead I could find, this is what I used for reference:

     

    pervomaysk-r-36m-warhead-01.jpg

  10. I started work on converting the Dnepr to be able to be used as an R-36MUTTkh Mod 4(SS-18 Satan). This is the older variant that held 10 0.55 Mt MIRV warheads with a range of 16000km. It dispensed them out of the 3rd stage while it was burning and then the 3rd stage would pull itself away.

    So far I have finished the conversion of the textures and models. I still need to make the warheads and dispenser and give it compatibility with North Kerbin Dynamics.

    Here is a video showing an SS-18 Satan being launched from Vasny, it obviously would've been launched out of a silo, but seeing as there are no working silo mods for ksp/RSS/RO currently I have to launch from above ground(which they could do anyway, it doesn't need to be in a silo).

     

  11. 8 hours ago, adsffm said:

    I am very sorry for this rather idiotic question but, what's the Aerobee Sounding Rocket Motor? Like is it optional to use instead of solid rocket motor?

    the aerobee liquid fuel engine is the engine that powers the aerobee rockets....The solid motors are a kick stage to get the rocket off the launch rail and provide aerodynamic stability by accelerating the rocket as quickly as possible in the shortest time, something the liquid engine can't do by the time the rocket leaves the launch rail.

    Also if you are confused while placing it, there is a node INSIDE the aerobee tank for the engine, do NOT attach it to the node on the very bottom of the tank, this node is for the srb decoupler. To place the engine up inside the tank hold down left alt while placing it until it snaps to the node inside the tank.

  12. I've been thinking about adding some more rockets to this pack again and I'm wondering if there is any interest in early soviet ICBM designs. I know typically the packs should contain orbital rockets only but I've been wanting to work on some of the early R series missiles. I'm thinking of doing an R-16 to start things off because of its notoriety with the nedelin disaster, which could later be converted to an R-36OKB and used as one of the converted ICBM orbital launchers like Tsiklon. I could maybe even make the warheads functional by using something like the kerbin dynamics mod for nukes or something.

    857c160f051605edd827997e43e4b708.jpg

  13. What is going on in this thread? Seriously there are only two parts here, SPACELAB and the MIR docking module. This is not up for debate, this is not Skylab(if you think so you need to get your eyes checked). I seriously have no idea why people have been arguing about this for months... And I am 100% transparent on the fact in the THREAD TITLE that the entire point of this was to take abandoned parts and retexture them and fix the colliders which I did, so saying I stole these is asinine. The OP clearly states what the parts are, who made them and gives credit. Case closed stop the pointless arguing.

  14. On a side note about the atlas v, since the original is no longer available for download and is being replaced by the new ula one, the old configs have been removed and replaced by configs for the new parts with changed names. So using the old atlas v you have saved in the future will not be supported by RO because the parts conflict with the new ones as some names are the same and some aren't. Just use the new one, get the latest RO and most importantly actually install it correctly instead of doing w/e it is you did which was incorrect.

  15. On 12/19/2016 at 4:52 PM, redmonddkgamer said:

    How's the progress on the Vanguard rockets going? I want something to use with your Vanguard probes.

    This rocket has become sort of a joke here. It's one of the easiest to make but I keep putting it off and I can't explain why. I can tell you it will be done sometime between now and 100 years from now.

    On 1/25/2017 at 3:43 PM, Brainpop14 said:

    Can you please make all your mods have RealPlume compatibility?

    They have it in RO, I am not doing this for stock. If someone else wants to make the configs for stock and submit it here, good on them. Don't hold your breath though, I have been asking for stock config help for years and have never gotten one single offer of help. The people either whine and complain for free stuff while giving nothing in return or say they will think about helping but then flake on me after taking my assets. I've given up on the community here.

     

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