Agathorn
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Everything posted by Agathorn
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[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Agathorn replied to RedAV8R's topic in KSP1 Mod Releases
@Hattivat slightly off topic but i'm curious.. is there a parts pack for that Copernicus vehicle you are making? It looks so amazing in that concept! -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Agathorn replied to RedAV8R's topic in KSP1 Mod Releases
By the way, i'm not saying abandon pFairings. The discussions got a little sidetracked. Right now RO isn't modifying pFairing masses. Maybe it needs to, or maybe there is a bug in pFairings. not sure. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Agathorn replied to RedAV8R's topic in KSP1 Mod Releases
Yeah right now all the scale's are limited to 5m. Not sure why that number was chosen. I hadn't really noticed because I still build smaller rockets Red/Nathan how do you feel about allowing the scale's to go up to 10m? -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Agathorn replied to RedAV8R's topic in KSP1 Mod Releases
Ok yeah they don't (currently) scale past 5m, though maybe that should change. After all there are engines up to 10m, maybe larger. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Agathorn replied to RedAV8R's topic in KSP1 Mod Releases
Since when? I use them just fine. What are you trying to interstage? A whole rocket? -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Agathorn replied to RedAV8R's topic in KSP1 Mod Releases
I've always used KW's interstages. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Agathorn replied to RedAV8R's topic in KSP1 Mod Releases
That's the price you pay for using infinitley flexible fairing s muahahaha -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Agathorn replied to RedAV8R's topic in KSP1 Mod Releases
You don't even need to do any symlinking. When you install a game, Steam will give you an option to install to the default location or to make a new Steam Library on a different drive. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Agathorn replied to RedAV8R's topic in KSP1 Mod Releases
No. Most people have no problems. The problem though is that Window's default permissions do restrict actions in that directory and there is always the possibility of subtle hard to track issues. Since AddOns are DLLs, they are subject to system restrictions. 99% of the time you will probably have no problems, but since its so easy to put KSP anywhere (it has no formal install, you can just copy it somewhere else), its generally recommended. Personally I don't install any games on my C drive anyway. All my Steam games go into a Steam Library on another drive. Steam makes that so easy now. -
[0.90] Stock Drag Fix - Mar 19, 2015 (BETA UPDATE)
Agathorn replied to Starwaster's topic in KSP1 Mod Releases
You mean like, reality? Hey StarWaster can you compare this to FAR? Are you trying to deal with something FAR isn't, or are you duplicating some of what FAR does while leaving the rest alone? Just trying to understand where each sits on the playing field. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Agathorn replied to RedAV8R's topic in KSP1 Mod Releases
Ok so a couple of things. 1) It might not be related to this issue specifically, but we often highly suggest installing KSP in somewhere other than the Steam default that is in Program Files. Window's annoying user permissions can often cause problems with mods in Program Files due to security restrictions. This manifests as subtle hard to track bugs. 2) Your log ends with MechJeb throwing errors. Might look at your MechJeb install and make sure you didn't mix anything up. Try removing MechJeb temporarily and see if it helps. 3) Might be useful to get the system log as well which is in KSP_Data/output_log.txt 4) You have a couple of non supported mods inhere so it is possible there might be some conflicts. I'm not saying there are, just that there might be. 5) Would it be possible to post a screenshot of your GameData directory so I can see the folders? -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Agathorn replied to RedAV8R's topic in KSP1 Mod Releases
That isn't a link to anything. -
Sorry this is REAL fuels here. Next version is goign to require you to get a gas can from the shed and a funnel and fill the tanks yourself.
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[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Agathorn replied to RedAV8R's topic in KSP1 Mod Releases
Thanks! I'll be giving you guys a PR for a bunch of updates for AIES,KW, and NP engines later tonight. - - - Updated - - - That would be all RSS most likely. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Agathorn replied to RedAV8R's topic in KSP1 Mod Releases
DOH! I didn't even think to look at the original NP Pack to see if that had changed. Very bad of me. But I guess that's how we learn. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Agathorn replied to RedAV8R's topic in KSP1 Mod Releases
Are you referring to tmikesecrist3's issue with RCS, or my missing NP engines? -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Agathorn replied to RedAV8R's topic in KSP1 Mod Releases
Check in sandbox mode. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Agathorn replied to RedAV8R's topic in KSP1 Mod Releases
Ok will do. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Agathorn replied to RedAV8R's topic in KSP1 Mod Releases
Can anyone on 6.0alpha1 let me know if you see these NovaPunch2 RealEngines showing up: NP_lfe_125m_K2XEngine J-2 NP_lfe_375m_LittleMother NK-33 (nine) NP_lfe_5m_TheMatriarch NK-33 (nineteen) These three engines aren't showing up properly for me and i'll be darned if I can figure out why. Looking to see if anyone else is having the same issue or if its something to do with my own setup. -
Haha yeah I was wondering if anyone else noticed that.
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But this is what confuses me. The config nodes are inside the engine configs module - so 2 levels down. What i'm hoping is I can write CFGs to modify the techRequired data without having to redefine the whole engine configs. Yeah?
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[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Agathorn replied to RedAV8R's topic in KSP1 Mod Releases
Um.. nearly every single engine in the configs I Was doing this morning (KW and AIES) all have scaling in both the MODEL{} node and in rescaleFactor. Are you saying that is bad and I should rework them all to use a 1.0 rescaleFactor? Presumably by modifying the MODEL{} scale and attach points to compensate? -
Hi Malkuth. I don't know if you saw the RSS compatible contracts config I posted earlier in the thread? Originally I Was hoping for a way to simply have a planetary scale value that would be applied to the atmosphere of the planets, and in fact I started modifying the code to allow one. However after working with it and talking with Nathan, I came to the conclusion that it isn't that simple due to non-linear atmosphere scaling. I think simply providing a custom random contracts config like I did is the best way to support RSS for now.
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[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Agathorn replied to RedAV8R's topic in KSP1 Mod Releases
Ah ok. I thought all it did in stock KSP was adjust the visual size of the points so they matched the model. But if it affects physics then that is something else. Well with the size in the name of the engine, everything should be good. -
I think it has to do with the fact that Kethane and some other mods don't understand the scaled sizes. They just assume the bodies are stock size. I think NK has already made a fix for this but hasn't released it yet.