MrKibe Posted February 17, 2016 Share Posted February 17, 2016 (edited) Edit: Forgot to put the texture folder back in after having some other issues with the mod. Edited February 17, 2016 by MrKibe My own idiocy Link to comment Share on other sites More sharing options...
mark7 Posted February 22, 2016 Share Posted February 22, 2016 A little question, is it possible to change the default KSC location? I mean, I can easily do that with KSC switcher and launch a rocket from different sites, but the game still thinks tahe the KSC is somewhere near the equator, and this bring some trouble when you trying to recover some vessel. Link to comment Share on other sites More sharing options...
MatveyREG Posted February 22, 2016 Share Posted February 22, 2016 Who can you help me? I want to instal RSS for KSP 1.0.5 , but I have got a problem. Once KSP loaded all files and getting ready to show me main menu, it doesn't. In KSP's log wrote something like that: -PSystemSetup: Cannot find PQS of name 'Kerbin'! -Look rotation viewing vector is zero Link to comment Share on other sites More sharing options...
NathanKell Posted February 22, 2016 Author Share Posted February 22, 2016 @mark7 that sounds like an issue in KSCSwitcher then. @MatveyREG Please create a totally fresh, clean KSP install, and then use CKAN to install RealSolarSystem (just RSS and what it requires). Your install sounds borked. Link to comment Share on other sites More sharing options...
Bumlebi Posted February 23, 2016 Share Posted February 23, 2016 Hi! I'm not sure where to post this, but I'm giving it a go here. The image of space while I'm in the Tracking Station seems to be off set quite a bit to the right. I've attatched a picture for easier explanation. I'm not sure what causes the issue, but I'd like some help. Spoiler http://imgur.com/XIdUIup Link to comment Share on other sites More sharing options...
ThiccRocketScientist Posted February 23, 2016 Share Posted February 23, 2016 (edited) Hello, Sorry if I sound stupid, but it's obvious that it is much harder to get to orbit... is there a mod or config that changes the stock parts to become more efficient for RSS? Thank You, John Edited February 23, 2016 by John The Physicist Link to comment Share on other sites More sharing options...
Joco223 Posted February 23, 2016 Share Posted February 23, 2016 @John The Physicist You have SMURFF which changes the masses of tanks and power of engines so they are like the real world, There is Realism Overhaul which changes almost everything. It also has a lot of real world engines. There is also config for Real Fuels that adds support to stock engines and most mod engines so they use Kerosene, LqdOxygen, Hidrazine etc... Link to comment Share on other sites More sharing options...
NathanKell Posted February 23, 2016 Author Share Posted February 23, 2016 And finally there's RO Mini, which is like SMURFF but also applies a flat 1.6x rescaling to all parts (to fix wonky ballistic coefficients, high part count LVs, etc). https://github.com/KSP-RO/RealismOverhaul/blob/master/ROMini.cfg @Bumlebi I believe that is caused by resizing the KSP window once you've started the game, it's a stock/Unity issue. Link to comment Share on other sites More sharing options...
MatveyREG Posted February 24, 2016 Share Posted February 24, 2016 (edited) On 22.02.2016 at 8:30 PM, NathanKell said: @mark7 that sounds like an issue in KSCSwitcher then. @MatveyREG Please create a totally fresh, clean KSP install, and then use CKAN to install RealSolarSystem (just RSS and what it requires). Your install sounds borked. I already used clean KSP instal. I open it without RSS easily. I'm trying to instal RSS using CKAN. Tanks! Edited February 24, 2016 by MatveyREG Just installed CKAN Link to comment Share on other sites More sharing options...
NathanKell Posted February 24, 2016 Author Share Posted February 24, 2016 @MatveyREG then I need your output log and a zip of your KSP/Logs folder. Link to comment Share on other sites More sharing options...
MatveyREG Posted February 24, 2016 Share Posted February 24, 2016 14 minutes ago, NathanKell said: @MatveyREG then I need your output log and a zip of your KSP/Logs folder. https://drive.google.com/file/d/0B3rmS5vaG0c7cVRKUFQ4YnRmY0E/view?usp=sharinghttps://drive.google.com/file/d/0B3rmS5vaG0c7Vi1XYWpGR0xqOWM/view?usp=sharing That's it... I hope Link to comment Share on other sites More sharing options...
NathanKell Posted February 24, 2016 Author Share Posted February 24, 2016 @MatveyREG did you forget to install the texture pack? Link to comment Share on other sites More sharing options...
MatveyREG Posted February 24, 2016 Share Posted February 24, 2016 (edited) Just now, NathanKell said: @MatveyREG did you forget to install the texture pack? No, I didn't... I mean, I did Edited February 24, 2016 by MatveyREG Link to comment Share on other sites More sharing options...
Charlie the Kerbal Posted February 24, 2016 Share Posted February 24, 2016 (edited) Hi all, First day in RSS Tried to follow Ferram's Launch Vehicle Tutorial to be on the safe side. I think something is wrong, either how I did this or with my installation of RO/RF. https://github.com/KSP-RO/RealismOverhaul/wiki/Ferram's-Launch-Vehicle-Tutorial Payload was Stayputnik, 4 x solar arrays, 4 x batteries, 3 x antennas. I've added procedural fairings below them bringing total payload mass to 391kg. So far so good. I then added a procedural tank and started my seach for an engine in the 200-450kN range as suggested. Not having many alternatives even after installing NP and AEIS, I settled for a nice LR105 with approximately 350/250kN thrust. Attached it to the bottom and adjusted tank length to get a dV of about 4.5km/s. However this gave me a a TWR of 8.81/6.14 ! Instead of suggested 0.7. To get something around 0.7 TWR, I had to find an engine with a thrust of 66kN (RL10). I knew something was wrong. But kept going. Added second stage, which was slightly more straight forward, aimed for 1.3-4 TWR, ended up with 1.7. After a good take off and acent, first stage finished around 110-120km, setting apoapsis to 200km (target). Having a very little thrust on the second stage, MJ calculated circularization burn to be 6mins+ and fired it while I was leaving 120km (perhaps a bit later than -3mins due to staging issues). I think I wasted lots of dV doing most of circularization burn far from AP (on either side) and ended up in an orbit of 400km x 12km when I run out of fuel. Any ideas what I might have done wrong ? Especially why a small rocket gives such a high TWR ? And if there is another trick I am missing to limit the TWR ? (Looking at final orbit size again, perhaps I would manage to circularize if I started the burn right after 1st stage was gone, not sure) Many thanks, Charlie EDIT: I changed this KSP installation from RF/Stockalike to RF/RO before installing RSS. It was a fresh installation and I think I removed Stockalikes properly but everything seems a bit too powerful so I am questioning myself. Edited February 24, 2016 by Charlie the Kerbal More info Link to comment Share on other sites More sharing options...
prorokbmx Posted February 25, 2016 Share Posted February 25, 2016 Hi i have a problem when i install it i have a white kerbin like there are missing textures what should i do ? Link to comment Share on other sites More sharing options...
NathanKell Posted February 25, 2016 Author Share Posted February 25, 2016 @Charlie the Kerbal I think @ferram4 might be overestimating how much thrust is needed there. For a 400kg payload I wouldn't use more than 100kN or so of thrust on the upper. Then with a likely 10 tons of payload + upper, you don't need that much of a lower stage. Now, regarding piloting, in RO one generally makes a single burn to orbit, or at least a single burn to insertion (and a 5-50m/s circularization burn on the other side of the planet). The exception would be for something like Juno where you have some very fast-burning solid apogee kick motors. However, this thread really isn't the place, but there is a thread designed just for this sort of conversation. @prorokbmx you forgot to install the texture pack, or you are using the 8192 pack on a Mac. Follow the instructions in the OP. Link to comment Share on other sites More sharing options...
Choctofliatrio2.0 Posted February 25, 2016 Share Posted February 25, 2016 So I tried to download this. I downloaded RealSolarSystem_v10.4.1 and the 4096 texture pack. I put them in the GameData folder, but it didn't do anything. Where should I put the folders? Should I unzip them first? Link to comment Share on other sites More sharing options...
NathanKell Posted February 25, 2016 Author Share Posted February 25, 2016 @Choctofliatrio2.0 the OP has install instructions. Link to comment Share on other sites More sharing options...
Choctofliatrio2.0 Posted February 25, 2016 Share Posted February 25, 2016 12 minutes ago, NathanKell said: @Choctofliatrio2.0 the OP has install instructions. Sorry about that. I got it working, I think. Unpacked the files necessary, now it's on the loading screen with some text about ModuleManager, so everything seems to be working so far. Thank you Link to comment Share on other sites More sharing options...
Choctofliatrio2.0 Posted February 26, 2016 Share Posted February 26, 2016 Sorry to be a bother, but is it a problem with my computer or with my install if I left it on the loading screen for almost 2 hours and it still didn't load? Link to comment Share on other sites More sharing options...
NathanKell Posted February 26, 2016 Author Share Posted February 26, 2016 You'll need to post the output log. See here for where to find it and the other info I need. Link to comment Share on other sites More sharing options...
lextacy Posted February 26, 2016 Share Posted February 26, 2016 (edited) HELP!! Im ttrying to make a custom location and when I make it its buried inside a circular mountain. There are no mountains where Im trying to make this new KCS. Its White Sands, NM. Its all desert ! Spoiler http://imgur.com/a/5PF33#EB0m9om http://imgur.com/a/5PF33#EB0m9om Edited February 26, 2016 by lextacy Link to comment Share on other sites More sharing options...
Choctofliatrio2.0 Posted February 26, 2016 Share Posted February 26, 2016 18 hours ago, NathanKell said: You'll need to post the output log. See here for where to find it and the other info I need. Ok. I checked my computer and it's a 64 bit. It's kinda a shared computer, so I won't be able to get 32 bit. It seems RSS may not be for me at the time. Thanks so much for your help, sorry to inconvenience you. Link to comment Share on other sites More sharing options...
Svm420 Posted February 26, 2016 Share Posted February 26, 2016 7 minutes ago, Choctofliatrio2.0 said: Ok. I checked my computer and it's a 64 bit. It's kinda a shared computer, so I won't be able to get 32 bit. It seems RSS may not be for me at the time. Thanks so much for your help, sorry to inconvenience you. Your operating system e.g. WIndows 64bit bit doesn't matter it is the game .exe file that matters. I can assure you you are using KSP 32 bit Link to comment Share on other sites More sharing options...
Choctofliatrio2.0 Posted February 26, 2016 Share Posted February 26, 2016 Just now, Svm420 said: Your operating system e.g. WIndows 64bit bit doesn't matter it is the game .exe file that matters. I can assure you you are using KSP 32 bit And back into the modding soup I go Link to comment Share on other sites More sharing options...
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