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Agathorn

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Everything posted by Agathorn

  1. Ah I see them, thanks! Looks like exactly what I need. Now I just need to figure out how to access the plugin from outside, but that isn't your problem Off to Google I go!
  2. If anyone cares, i've made a fork of kOS that is designed to make it compatible with the Realism Overhaul and associated mods. Right now its just a fix for the re-scaling of Kerbin in RSS, so that it sees you as the proper distance away.
  3. Hi Cilph, Is there an API that would allow another mod to query RT2 to determine if a valid control connection exists?
  4. It isn't a huge deal for me right now. I'm just launching my rockets with landing gear That makes sense though. I did notice that parts do not seem to be sitting down inside the terrain on the launchpad anymore.
  5. Does that last bit automagically put in on the surface?
  6. There are some issues with kOS. Basically the developer has vanished (hey it happens!), and the official release is not compatible with 0.23. There is however an un-official release by someone else that makes it work. I can confirm it works as i'm using it now. Just as an FYI if you plan to look into it. I'm going to fork the project and see about making it more compatible with the Realism Revolution, because really its worth the trouble. So if FAR can plug some data into it that would be awesome. Ferram do you make the source for FAR open? I wouldn't mind helping you make the connections if you want, and allow. I didn't see a source link for FAR so if you are keeping it closed that is fair as well.
  7. Hey Nathan, Any thoughts on the launch clamp physics issue Ferram and I noticed?
  8. Just out of curiosity will this use the same mod plugin system, so that mods written to work with kOS will work with this without being changed?
  9. What is most likely happening is that the heightmap in that area has a very large disparity in value from one pixel to the other, and the terrain generation isn't doing a good job of smoothing it out. Thus why Ferram is suggesting to just play with the settings. Or you could, you know, move down the street?
  10. I've been looking into kOS recently, and it appears to have a plugin system that is specifically designed to allow mods to plug into it. I haven't started actually using it yet, but it would be cool to be able to script things based on some of the more specialized flight data that FAR deals with.
  11. Fair enough. EDIT: Scratch everything I said. The engine problem was indeed on my side.
  12. Just as an FYI to anyone using the new Earth with RemoteTech 2. Your comm station will be in the wrong spot I have uploaded a modified RT2 config file to my KSP dropbox which puts the RT2 base at Kennedy Space Center.
  13. I seem to be experience much "harder" physics startsups on the launch pad than previously. The launch clamps are practically crushing my rocket and almost always cause it to twist. I swear it wasn't doing this before.
  14. At a guess, maybe a problem with the heightmap, or the terrain generation from that map. What are the coordinates?
  15. The issue with the orbit line is a side effect of having resized the planet.
  16. He has so far refrained from renaming the planets so as to maintain as much compatibility with other mods as possible.
  17. Malkuth how configurable is the cost calculation? Can this all be configured using cfg files, or would source need to be modified?
  18. Yeah but the RO pack (RO, Real Fuels, RSS, etc) all make major adjustments to all those things For example I think everything has a higher mass than stock Kerbal and I imagine MCE charges more for more mass?
  19. Most likely it is: repositionRadiusOffset = 53 //42.7000007629395 But that is just a guess. Try it though.
  20. Made some changes to the clouds at lunch, but didn't get to test it with a rocket in actual orbit because I got hit by the "buttons in the vab stop working" bug I'll take a look again after work.
  21. I was unable to place EITHER one last night. I'll check again today and try that.
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