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
Engine configs should be all built into RO now. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Agathorn replied to RedAV8R's topic in KSP1 Mod Releases
Pretty sure RealFuels is a hard requirement. Give it a try and see. The error looks like it may very well be because of RF, and tbh I wouldn't even dream of playing RO without it. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Agathorn replied to RedAV8R's topic in KSP1 Mod Releases
Did you install RealFuels? -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Agathorn replied to RedAV8R's topic in KSP1 Mod Releases
Two files, and they should both get filled in at least up to the point it hangs. One is KSP.log in your KSP install directory. The other is output_log.txt in the KSP\KSP_Data directory. Assuming Windows. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Agathorn replied to RedAV8R's topic in KSP1 Mod Releases
Really need logs to have any hope of helping with this. - - - Updated - - - What the heck IS ModuleFixer? -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Agathorn replied to RedAV8R's topic in KSP1 Mod Releases
Oh neat. I didn't even realize that! You should tell us these things lol. As a user of PartCatalog, that is some nice info. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Agathorn replied to RedAV8R's topic in KSP1 Mod Releases
Oh very nice! -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Agathorn replied to RedAV8R's topic in KSP1 Mod Releases
I just submitted a PR for the node fixes to the KW engine. I was unable to reproduce the issue with the AIES engine. -
Hodo, where the HECK do you have your game installed that it would be looking in your Windows system folder for plugins?!
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[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Agathorn replied to RedAV8R's topic in KSP1 Mod Releases
Ok well if you haven't gotten to these engines yet, I can make the fixes. Yeah I agree about the placement based on engine modelling, and all the AIES ones actually push in and that works fine. The KW ones though are all modeled the same and personally I think work best as flush mounts. Though I can guarantee people on both sides of that fence. The mounting of the engines has always been a point of contention and confusion for many RO users -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Agathorn replied to RedAV8R's topic in KSP1 Mod Releases
Two more, more nebulous things though I'm going through all the engines and making notes in preparation for trying to "techalize" everything. This morning I went through the AIES and KW engines since they are my favorites (got to start somewhere!). Anyway while doing so I noted two things: 1) The AIES engine engineexper05 (RL10B-2) seems to have some problems connecting to ProceduralParts tank. Its hard to explain, but it doesn't snap in nearly as well as every other engine. I had to finesse it a lot to finally click it on. 2) All the KW engines seem to mount flush with thrustplates against the bottom of the tanks, EXCEPT for one which seems to use the older SFJackBauer style of pushing the thrust plate INTO the engine. That one engine is KW1mengineVestaVR1 (AJ10-118K ). Now I personally prefer the flush mount on the KW engines, but either way they should be consistent. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Agathorn replied to RedAV8R's topic in KSP1 Mod Releases
Some testing results on v6 pre-release I was having a real problem with nothing from RO showing up properly (well most of it anyway). After tracing through logs it turns out that there is one config in RealFuels (HGR.cfg) that is defining a couple things with FOR[RealFuels_StockEngines] which then causes RO to disable many things since it specifically checks that RealFuels_StockEngines is NOT installed. Now this may be operating exactly as desired, but its very confusing because there is nothing that I could find in either RO or RF that says you need to remove this HGR.cfg file if you are using RO. Anyway just some testing feedback there -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Agathorn replied to RedAV8R's topic in KSP1 Mod Releases
IMHO if you are wanting to use the RPL tech tree, then you are better off following the install instructions from that thread not here. The two don't really jive as well as they used to, and have some very different pieces on each side. Things like StretchySRBs vs ProceduralParts for example. But if it isn't working for you even in Sandbox then that is weird. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Agathorn replied to RedAV8R's topic in KSP1 Mod Releases
If you are using RPL, I think it is only designed to be used with StretchySRBs, not Procedural Parts. RO and RPL's requirements have gotten out of sync a bit which makes it a bit confusing to use -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Agathorn replied to RedAV8R's topic in KSP1 Mod Releases
Awesome thanks. That will save me some time. Although i'm still wrestling with the best way to tech restrict engines. I mean, date of the technology doesn't really mean a whole lot. The F-1 engine for example is still one of the most powerful engines ever built yet it was in the infancy of the space age. EDIT: Then again newer engines are more efficient, if less powerful. Actually I just had an idle thought (though I need to research it more), but it seems to me that most of those early launch vehicles were built to a different design philosophy. One of big huge powerful engines, but no SRBs. Modern launch vehicles use SRBs to provide the sea level TWR to get off the ground, and the engines while less powerful are more efficient overall. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Agathorn replied to RedAV8R's topic in KSP1 Mod Releases
Is there a document that lists all the engines modified for Real Engines? I'm trying to work out a technology timeline based on real world introduction, and i'm just curious if a list exists before I make one. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Agathorn replied to RedAV8R's topic in KSP1 Mod Releases
Yeah i've already grabbed it EDIT: Though to be accurate it was NOT in the same place as you removed the v6 branch and merged it into master That also gave me a bit of confusion when I went to do a git pull -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Agathorn replied to RedAV8R's topic in KSP1 Mod Releases
Well that was a bit of a scare! I typed up a reply in the old thread and tried to post it to be told the thread was locked lol. This is in reply to something in the old thread: So today I played around with TweakScale. I like it! I think this is a good route. TweakScale is, IMHO, so much better than Procedural* because it retains the nicer models and textures of the original part. It also lets me control what scales are allowed based on tech. -
[WIP][TechTree @ 0.23.5] - [MS19e] - Realistic Progression LITE
Agathorn replied to MedievalNerd's topic in KSP1 Mod Releases
Can I ask how you are managing to control available sizes on stretchy tanks based on tech nodes? Is this something that is a feature of StretchyTanks you are using? -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Agathorn replied to NathanKell's topic in KSP1 Mod Releases
Did you by chance install another mod that uses the RSS plugin to do its own thing, like the better atmospheres mod? Those come with their own solar system configs which would/could overwrite RSS's -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Agathorn replied to NathanKell's topic in KSP1 Mod Releases
Well its RSS that does all that, not RO. I'd double check (or re-install) RSS. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Agathorn replied to NathanKell's topic in KSP1 Mod Releases
@RedAV8r I'm grabbing the Space Shuttle Engines mod for the KM_Gimball and wondering if the actual parts in that mod are supported?