Kerbal01 Posted September 29, 2013 Share Posted September 29, 2013 What are your plans for 2.5 and 3.75 m engines? Are you planning to do some nuclear engines too? Link to comment Share on other sites More sharing options...
CardBoardBoxProcessor Posted September 30, 2013 Share Posted September 30, 2013 2.5m is possible but next size up for that is 3m. or jsut do 3 and 2.75... but those are far away. URm 125 is perfectly capable for launches. as for nuclears. there are several types. Not sur which to do yet. Link to comment Share on other sites More sharing options...
Guest Posted September 30, 2013 Share Posted September 30, 2013 2.5m URM set would be great. You could make RD-190, RD-180, RD-170 and RD-0124 to go with it. That would be essentially the old Angara pack, and people would love to have that back. You can do single-axis gimbals with a plugin, and they'll even work to roll the rocket if they can. Oh, and that would make Rus-M possible. Also, if you made the RD-120, you could also have the Zenit. I believe a 2.5m URM has a lot of potential to expand your pack. There are situations where URM-125 just doesn't cut it.Beyond that, I can see URM-375 having two notable uses. Proton and UR-700. UR-700 would require the RD-270 (not counting stuff for LK-700) and we already discussed the Proton. If you wanted to go even further, you could make 5m parts and create an Energia/Vulkan set of parts. Link to comment Share on other sites More sharing options...
wasmic Posted September 30, 2013 Share Posted September 30, 2013 Hey CBBP, just wanted to report that in the latest update, Kosmos SSPP R4.71, the APAS-69 docking port, the Salyut and TKS RCS Blocks and the LED Flood Light are not included. This results in the bundled craft files being unusable. Link to comment Share on other sites More sharing options...
Synthesis Posted September 30, 2013 Share Posted September 30, 2013 (edited) Geeze, some recent mod updates have really been kicking my ass. I finally get the new KW pack to work. But now, when I load the new KOSMOS, it freezes at the end of the pre-menu loading screen. The yellow bar is full, but there's no continue, no crash, nothing. I can even still move my mouse around.Has anyone else had this problem? KW's recent update has actually made the pack much smaller, so I feel as though I should be having fewer memory issues, not more. I don't think it's related to KW or another mod, since if I delete KOSMOS, the game loads up again.EDIT: Well, I removed my UniverseReplacer mod, and now it crashes to desktop when it finishes loading. It's a start! Edited September 30, 2013 by Synthesis Link to comment Share on other sites More sharing options...
15nelsoc Posted September 30, 2013 Share Posted September 30, 2013 It is KW using more memory, I downloaded it as well and though the on disk size is smaller, it consumes significantly more memory once in game (.58gb more memory usage in game than last KW update) Link to comment Share on other sites More sharing options...
Darth Lazarus Posted September 30, 2013 Share Posted September 30, 2013 well, i can't download the KOSMOS pack from the spaceport, somehwhere during the dl, the file gets corrupted. would it be possible, to upload the package anywhere else?. Link to comment Share on other sites More sharing options...
CardBoardBoxProcessor Posted September 30, 2013 Share Posted September 30, 2013 if you are having memory issues resize the texture files. a small texture optional patch will be abalible soon. Link to comment Share on other sites More sharing options...
CardBoardBoxProcessor Posted September 30, 2013 Share Posted September 30, 2013 Hey CBBP, just wanted to report that in the latest update, Kosmos SSPP R4.71, the APAS-69 docking port, the Salyut and TKS RCS Blocks and the LED Flood Light are not included. This results in the bundled craft files being unusable.they are there your DL must be corrupt form spaceport. Link to comment Share on other sites More sharing options...
Synthesis Posted September 30, 2013 Share Posted September 30, 2013 It is KW using more memory, I downloaded it as well and though the on disk size is smaller, it consumes significantly more memory once in game (.58gb more memory usage in game than last KW update)Really? Wow, that's severe. Thanks for the heads up. Link to comment Share on other sites More sharing options...
15nelsoc Posted September 30, 2013 Share Posted September 30, 2013 KW just released redux textures for their new update which (although not as detailed) reduce memory usage to below that of the previous update. Not trying to derail your thread CBBP, just trying to help those with memory issues, so they can run KOSMOS along with KW. Link to comment Share on other sites More sharing options...
Donziboy2 Posted October 1, 2013 Share Posted October 1, 2013 I just added Kosmos to my game, went from 2.9G usage to 3.5G and then crashed to desktop after 1 launch.I had to cut out some parts in order to keep the game from crashing every time. Link to comment Share on other sites More sharing options...
CardBoardBoxProcessor Posted October 1, 2013 Share Posted October 1, 2013 Please don't delete parts. Resize textures instead. Here I have done it for you even. http://kerbalspaceprogram.com/kosmoslite/ Link to comment Share on other sites More sharing options...
wasmic Posted October 1, 2013 Share Posted October 1, 2013 they are there your DL must be corrupt form spaceport.That's weord - I tried to download it twice - first time the archive was obviously corrupt, but when I redownloaded, it was fine. I'll try to redownload again. Link to comment Share on other sites More sharing options...
Mokmo Posted October 1, 2013 Share Posted October 1, 2013 Please don't delete parts. Resize textures instead. Here I have done it for you even. http://kerbalspaceprogram.com/kosmoslite/Could you put it on your first post ? Lite versions of the common parts packs are godsends for someone like me who runs on an old laptop (and that has to turn off all browser windows before loading anything close to 300 parts). Link to comment Share on other sites More sharing options...
Longsok Posted October 1, 2013 Share Posted October 1, 2013 I upgraded my KOSMOS parts, and my mun base made with it wouldn't load, so I had to downgrade. I could load up the base in the VAB, and I was able to fly by the base, but loading the base up didn't work. That is the base. Link to comment Share on other sites More sharing options...
Synthesis Posted October 1, 2013 Share Posted October 1, 2013 Please don't delete parts. Resize textures instead. Here I have done it for you even. http://kerbalspaceprogram.com/kosmoslite/Nice, I will be trying this out.I'm probably the only one who cares, but are you still using generic Squad parachutes? I always thought the KOSMOS tri-chute looked very cool, even if it wasn't completely animated. Link to comment Share on other sites More sharing options...
spicerSpacer Posted October 2, 2013 Share Posted October 2, 2013 When reading the details of the KOSMOS parts I am led to believe the you can get inside these parts given the wording about internal airlock and "crew tunnels" Do I understand this correctly that you can build "IVA" setups with these parts? Link to comment Share on other sites More sharing options...
Boamere Posted October 2, 2013 Share Posted October 2, 2013 I just added Kosmos to my game, went from 2.9G usage to 3.5G and then crashed to desktop after 1 launch.I had to cut out some parts in order to keep the game from crashing every time.That's why i had to delete all the parts apart from the solar panels, it caused crashes all the time :/ Link to comment Share on other sites More sharing options...
CERVERUS Posted October 2, 2013 Share Posted October 2, 2013 Sorry,if i tired somebody here...wich pack is the "right" scale for KSP,the KOSMOS or the Soviet (Bobcat),and can i "fix" this difference if i use them together,i love the both of them! Link to comment Share on other sites More sharing options...
finkmac Posted October 2, 2013 Share Posted October 2, 2013 Sorry,if i tired somebody here...wich pack is the "right" scale for KSP,the KOSMOS or the Soviet (Bobcat),and can i "fix" this difference if i use them together,i love the both of them!carboardboxprocessor/Normak will say that their scale is the correct one, and other people (Bobcat, Yogui[i think]) will say that 64% is the correct scale…There is no universally accepted scale, choose one you like… (I prefer 64%) Link to comment Share on other sites More sharing options...
blizzy78 Posted October 2, 2013 Share Posted October 2, 2013 (edited) While updating my engine layout calculator (see signature) for KOSMOS 4.7, I noticed that some of the engines don't load for me at all. In particular, I can only see the RD-275K and the TKS RD-0225 under the "Propulsion" tab. Neither of the RD-33NK, RD-0146, or RD-0146-N2 are there. This is on a clean KSP install with no mods other than KOSMOS. I'm not seeing any errors in output_log.txt related to KOSMOS. I'd appreciate any advise.The file I've downloaded has these checksums:- MD5: F5CAD117A4DECB2258CB316EDDA7E8C7- SHA-1: EB2E11845CDA08B34EC8E5A6F2A2B413A9204ACB7-zip did not report any errors while checking the archive. Edited October 2, 2013 by blizzy78 Link to comment Share on other sites More sharing options...
wasmic Posted October 2, 2013 Share Posted October 2, 2013 Sorry,if i tired somebody here...wich pack is the "right" scale for KSP,the KOSMOS or the Soviet (Bobcat),and can i "fix" this difference if i use them together,i love the both of them!I'd say use the scale of KOSMOS, as it conforms to standard KSP sizes, that is, 1.25m, 2.5m, 3.75m, even though some of the parts are misnamed as 1m, 2m, or 3m. Link to comment Share on other sites More sharing options...
CardBoardBoxProcessor Posted October 2, 2013 Share Posted October 2, 2013 carboardboxprocessor/Normak will say that their scale is the correct one, and other people (Bobcat, Yogui[i think]) will say that 64% is the correct scale…There is no universally accepted scale, choose one you like… (I prefer 64%)64% is based off the assumption that the stock pot is the apollo capsule. Thus the outside is more accurate scale wise80% is based off the Volume the Kerbals take up inside an IVA scene and thusly an apolo capsule. Thus the intior IVA scnee is more accurate. I jsut thinking having more IVA roOm will come in the most handy when i make IVA scenes. where as the extirors size hardly matters at all as long as it is balanced correctly. Link to comment Share on other sites More sharing options...
Guest Posted October 2, 2013 Share Posted October 2, 2013 Actually, 64% is based on the height of a Kerbal, not only the stock pod's dimensions (though they do match up quite neatly). Kerbals have odd proportions, with huge heads and especially helmets taking up a lot more space than on a human. Link to comment Share on other sites More sharing options...
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