hypervelocity Posted January 13, 2019 Share Posted January 13, 2019 5 hours ago, Nigel Cardozo said: Is KSP 1.3.1 good for running RO/RSS? yes! go for it! Quote Link to comment Share on other sites More sharing options...
Agustin Posted January 14, 2019 Share Posted January 14, 2019 (edited) 8 hours ago, Nigel Cardozo said: Is KSP 1.3.1 good for running RO/RSS? though you might want to install rp-1 if you want a career in rss Edited January 14, 2019 by Agustin Quote Link to comment Share on other sites More sharing options...
VoidCosmos Posted January 14, 2019 Share Posted January 14, 2019 7 hours ago, Agustin said: though you might want to install rp-1 if you want a career in rss 7 hours ago, Agustin said: though you might want to install rp-1 if you want a career in rss Thanks for the help Quote Link to comment Share on other sites More sharing options...
DrLicor Posted January 14, 2019 Share Posted January 14, 2019 (edited) Oof, congratulations on the updates guys, till now I've been playing on a 1.2.2 build, but that one is getting a bit of issues xD Next week I'll finish a new pc build, think I will go for a cplete new 1.3.1 rp-1 KSP then. Keep up the good work guys! Edited January 14, 2019 by DrLicor Quote Link to comment Share on other sites More sharing options...
wasteoinc Posted January 14, 2019 Share Posted January 14, 2019 10 hours ago, Agustin said: though you might want to install rp-1 if you want a career in rss ehm ehm, what is the difference between rp-1 and rp-0 ? rp 0 is usually stock in rss or am I mistaken?? Quote Link to comment Share on other sites More sharing options...
Agustin Posted January 14, 2019 Share Posted January 14, 2019 (edited) 58 minutes ago, wasteoinc said: ehm ehm, what is the difference between rp-1 and rp-0 ? rp 0 is usually stock in rss or am I mistaken?? rp-1 is the last version and it works with ksp 1.3.1 Both are for RSS/RO Edited January 14, 2019 by Agustin Quote Link to comment Share on other sites More sharing options...
Xd the great Posted January 16, 2019 Share Posted January 16, 2019 How do I get one of my installed mod parts to be supported by RO? I have added to the suggested mods files, but it still says the part is not supported Quote Link to comment Share on other sites More sharing options...
Byte_Bot Posted January 16, 2019 Share Posted January 16, 2019 Great mod however there currently seems to be a bug in that whenever I select earth time the option cannot be applied and whenever I exit the settings window it it instantly deselected. All other settings seem to work though Quote Link to comment Share on other sites More sharing options...
Xd the great Posted January 16, 2019 Share Posted January 16, 2019 What did I do wrong here: Spoiler @PART[BFRcargovariant]:FOR[RealismOverhaul] { %RSSROConfig = True @MODEL { @scale = 1.36, 1.36, 1.36 } @scale = 1.36 @rescaleFactor = 1.0 @CoMOffset = 0.0, -0.75, 0.0 // @CoLOffset = 0.0, -8.25, 0.05 // @CoPOffset = 0.0, -8.25, 0.05 // @stackSymmetry = 3 @attachRules = 1,0,1,1,0 // @category = Pods stagingIcon = COMMAND_POD @stageOffset = 0 @childStageOffset = 0 // @CoMOffset = 0, 0.29, 0.0 @mass = 49.2674 @crashTolerance = 12 @breakingForce = 250 @breakingTorque = 250 @maxTemp = 3273.15 @vesselType = Ship @CrewCapacity = 0 @MODULE[ModuleCommand] { RESOURCE { name = ElectricCharge rate = 0.4//200W for life support base } } !RESOURCE[LiquidFuel] { } !RESOURCE[Oxidizer] { } !RESOURCE[ElectricCharge] { } !RESOURCE[MonoPropellant] { } !MODULE[ModuleReactionWheel] { } !MODULE[ModuleGenerator] { } !RESOURCE[Food] { } !RESOURCE[Water] { } !RESOURCE[Oxygen] { } !RESOURCE[CarbonDioxide] { } !RESOURCE[Waste] { } !RESOURCE[WasteWater] { } MODULE { name = ModuleFuelTanks volume = 1307588.45 type = ServiceModule basemass = -1 TANK { name = LqdMethane amount = 540949.3 maxAmount = 558151.3 } TANK { name = LqdOxygen amount = 766639.25 maxAmount = 766639.25 } TANK { name = ElectricCharge amount = 159673.6 maxAmount = 159673.6 } } @MODULE[ModuleReactionWheel] { @PitchTorque = 62.5 @YawTorque = 62.5 @RollTorque = 62.5 @RESOURCE[ElectricCharge] { @rate = 0.500 } } !MODULE[ModuleRCS*] { } MODULE { name = ModuleRCSFX thrusterTransformName = RCSthruster resourceFlowMode = STACK_PRIORITY_SEARCH thrusterPower = 20.26 PROPELLANT { name = LqdOxygen ratio = 0.33 } PROPELLANT { name = LqdMethane ratio = 0.05 } atmosphereCurve { key = 0 310 key = 1 174 } } } Quote Link to comment Share on other sites More sharing options...
raidernick Posted January 18, 2019 Share Posted January 18, 2019 On 1/16/2019 at 9:17 AM, Byte_Bot said: Great mod however there currently seems to be a bug in that whenever I select earth time the option cannot be applied and whenever I exit the settings window it it instantly deselected. All other settings seem to work though This mod makes no changes that could ever possibly affect that at all, it's actually impossible since this just manages the stock parts and mod parts using module manager. You have some other mod causing a problem and it's not this. Quote Link to comment Share on other sites More sharing options...
Byte_Bot Posted January 18, 2019 Share Posted January 18, 2019 20 hours ago, raidernick said: This mod makes no changes that could ever possibly affect that at all, it's actually impossible since this just manages the stock parts and mod parts using module manager. You have some other mod causing a problem and it's not this. Thanks forgot to update my comment after I tracked down the bug it was something to do with TAC life support but after reinstalling the mod it was fine Quote Link to comment Share on other sites More sharing options...
Xd the great Posted January 20, 2019 Share Posted January 20, 2019 Are there any parts that add no-ullage unlimited restarting engines for satellites and kick stages? Quote Link to comment Share on other sites More sharing options...
Norcalplanner Posted January 20, 2019 Share Posted January 20, 2019 Any pressure-fed thruster should fit the bill, although they're not terribly useful until hydrazine is available. Quote Link to comment Share on other sites More sharing options...
Lilienthal Posted January 21, 2019 Share Posted January 21, 2019 On 1/20/2019 at 2:37 PM, Xd the great said: Are there any parts that add no-ullage unlimited restarting engines for satellites and kick stages? The 1kN and 2kN trusters do this. As does the RCS control engines. Quote Link to comment Share on other sites More sharing options...
MSA Posted January 23, 2019 Share Posted January 23, 2019 I downloaded real fuels and it installed fine. But when I filled up the tanks with Liquid Oxygen and Liquid Hydrogen, the engine wouldn’t ignite. I know the RS-25 Orion Main Engines use that so why don’t the vectors even though it’s an RS-25 replica? Quote Link to comment Share on other sites More sharing options...
Starwaster Posted January 23, 2019 Share Posted January 23, 2019 (edited) 1 hour ago, MSA said: I downloaded real fuels and it installed fine. But when I filled up the tanks with Liquid Oxygen and Liquid Hydrogen, the engine wouldn’t ignite. I know the RS-25 Orion Main Engines use that so why don’t the vectors even though it’s an RS-25 replica? It absolutely uses LH2+LOX. https://github.com/KSP-RO/RealismOverhaul/blob/master/GameData/RealismOverhaul/RO_SuggestedMods/Squad/RO_Squad_Engines.cfg#L2655-L2665 Your problem lies somewhere else but it's going to be hard to tell you what the problem is because you provided no information that could assist in troubleshooting. Better description of the problem, Logs, ModuleManager.ConfigCache, and optionally the craft file for the craft giving you problems (with stock + RO dependency parts only) and even more optionally screenshots of the offending craft. Edited January 23, 2019 by Starwaster Quote Link to comment Share on other sites More sharing options...
MSA Posted January 23, 2019 Share Posted January 23, 2019 5 hours ago, Starwaster said: Your problem lies somewhere else but it's going to be hard to tell you what the problem is because you provided no information that could assist in troubleshooting. I used stock 1.25m fuel tanks. should I download the real fuel tanks? If so, what mod is it? Quote Link to comment Share on other sites More sharing options...
Starwaster Posted January 23, 2019 Share Posted January 23, 2019 37 minutes ago, MSA said: I used stock 1.25m fuel tanks. should I download the real fuel tanks? If so, what mod is it? Real Fuels will patch almost any resource carrying part out there that there is. Stock tanks will NOT be the problem. Quote Link to comment Share on other sites More sharing options...
Thaua Posted January 26, 2019 Share Posted January 26, 2019 Does the new update fixes the RealScale issue with the runway? That's what's putting me off playing the game. I had a blast rocketing away with the full difficulty of the mod on 1.2.2 two years ago. But once they implemented Facility Maintenance and I upgraded for 1.3.1, I can't launch planes anymore =/. I could always use legacy mods. But it just feels like missing out on so much of the game. Or I could not install RealScale. I tried that, and my very first rocket reached 2,000,000 Km. Well, rocket science isn't supposed to be easy, so I closed the game and never launched it again. That's a KSP issue, I know. So I guess the real question here is if the 1.4.5 update fixed that thing with the runway. Also, using Kerbal Constructs doesn't work. The bumpy runway is the smallest issue here. I'm having trouble taking off from the grass. The wheels seem made out of butter they're so slippery. I've seen people reviewing the 1.6 update and it seems they've fixed that old issue with crafts spawning floating when you load them. Maybe they're using double precision now. That should fix the runway and slippery wheel issues also. The stock game is also WAAAY less memory intensive. The guy loaded a huge craft with lots of parts on KSP 1.5x, then loaded it on KSP 1.6.1 and the memory footprint was halved. And that was not a measely 250MB saved, but a whooping 2 GB. My jaw dropped when I saw that video. Also, we really need an AutoPruner to go with all procedural parts. Last time I used the real deal autoPruner, it only went through the stock parts. I remove them manually and it saves me a lot of memory and time searching for the parts I want. I'd make the mod myself, but unfortunately I'm a very noobish coder. Procedurals make most tanks, boosters and wing parts pointless. And are way more memory efficient. Quote Link to comment Share on other sites More sharing options...
MaltYebisu Posted January 27, 2019 Share Posted January 27, 2019 2 hours ago, Thaua said: Also, we really need an AutoPruner to go with all procedural parts. Last time I used the real deal autoPruner, it only went through the stock parts. I remove them manually and it saves me a lot of memory and time searching for the parts I want. I'd make the mod myself, but unfortunately I'm a very noobish coder. Procedurals make most tanks, boosters and wing parts pointless. And are way more memory efficient. There are also a lot of duplicate engine and pod-parts if you install different part-mods. It would be nice to have a convenient way to prune duplicates and unwanted parts to make KSP run smoother and clean up clutter. Quote Link to comment Share on other sites More sharing options...
binnnakrab Posted January 27, 2019 Share Posted January 27, 2019 (edited) - Edited January 27, 2019 by binnnakrab Quote Link to comment Share on other sites More sharing options...
Gargamel Posted January 27, 2019 Share Posted January 27, 2019 1 hour ago, binnnakrab said: - Hey, binnnakrab, could you possibly expand on that a bit? It's kind of hard to respond to a post like that. Quote Link to comment Share on other sites More sharing options...
frisch Posted January 27, 2019 Share Posted January 27, 2019 What electrical propulsion is supported by RO? Some engines seem to give very unrealistic acceleration in mecjeb, despite being listed as having realistic thrusts. There also seems to be a lot of imbalance in thrust vs electrical power for engines with comparable specific impulse. Are non-RO compatible parts always marked as such? Its great having a 30 ton ship accelerate at 0.1G with only a megawatt and 6000 second ISP, but that seems a bit unlikely... Quote Link to comment Share on other sites More sharing options...
kreutzkevic Posted January 28, 2019 Share Posted January 28, 2019 On 1/27/2019 at 1:28 AM, MaltYebisu said: There are also a lot of duplicate engine and pod-parts if you install different part-mods. It would be nice to have a convenient way to prune duplicates and unwanted parts to make KSP run smoother and clean up clutter. @MaltYebisu https://forum.kerbalspaceprogram.com/index.php?/topic/147463-145-151-161-end-your-parts-list-nightmare-introducing-the-janitors-closet/ Quote Link to comment Share on other sites More sharing options...
hypervelocity Posted January 28, 2019 Share Posted January 28, 2019 On 1/26/2019 at 7:00 PM, Thaua said: Also, using Kerbal Constructs doesn't work. The bumpy runway is the smallest issue here. I'm having trouble taking off from the grass. I second this. The bumpy/broken runway is super annoying. I have tried Kerbal Constructs but the issue remains: somehow the game manages to break KC's props as well. How is the rest of the RO/RSS community dealing with spaceplane launches? Quote Link to comment Share on other sites More sharing options...
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