shabbycow Posted April 7, 2014 Share Posted April 7, 2014 shabbycow: Given how thrust limiting actually works (it doesn't limit thrust, it limits throttle), no, there isn't a way to use it unless the engine already supports throttling.If you have the various mods' engines, you should have enough options--what "holes" are you finding that you need to use thrust limiting to fill?I wanted to build a small launcher with HTP/Kerosene in the first stage and boosters:P Ditched that idea and used two solids boosters instead so it was fine. And i still don't have all the mods installed, i started my new install yesterday and haven't gone through all the part packs to remove everything i don't need yet. So there are definitely some engines missing. Link to comment Share on other sites More sharing options...
Tom K. Posted April 8, 2014 Share Posted April 8, 2014 (edited) Hey guys, I found a mod that simulates star-dimming when looking at a bright object (like the sun or kerbin) which I think is really cool, it has always bothered me how you can see the stars when in LKO and looking at kerbin's light side.It also makes other planets visible from far FAR away, and also makes small things in orbit visible up to I think 750 KM without simulating the physics, so it isn't laggy. (Like space-stations)Here's a link: http://forum.kerbalspaceprogram.com/threads/69907-0-23-Distant-Object-Enhancement-v1-3-Planets-satellites-in-the-night-sky!-(3-3)Distant Object Enhancement Edited April 8, 2014 by Tom K. Link to comment Share on other sites More sharing options...
Oksbad Posted April 8, 2014 Share Posted April 8, 2014 What does this "NOTE: You MUST delete all cfg files in the root EngineIgnitor folder after you install Engine Ignitor." mean? I see no cfg files in the root EngineIgnitor directory. I do see two zipped files "Ignitor configs (extract to use)" and "Pressurize FT(extract to use)" with cfg files in them, as well as various cfg files distributed amongst the other folders. Link to comment Share on other sites More sharing options...
NathanKell Posted April 8, 2014 Author Share Posted April 8, 2014 Tom K.: yep, now that it's solid it's definitely to be recommended. Oksbad: it means HoneyFox changed the install structure but I didn't change the readme. Will fix. Link to comment Share on other sites More sharing options...
O Nerd Posted April 8, 2014 Share Posted April 8, 2014 (edited) Hey, my procedural interstage fairing isn't working. It does not expand in any ways but height. I'll try reinstalling the mod.Only the height "stretches".EDIT: Reinstalling did not work. Edited April 8, 2014 by O Nerd Link to comment Share on other sites More sharing options...
coldblade2000 Posted April 8, 2014 Share Posted April 8, 2014 Post in the procedural fairings thread. They can help you more Link to comment Share on other sites More sharing options...
Ninjatsu Posted April 8, 2014 Share Posted April 8, 2014 Hi everyone,thanks for putting together this great mod idea. Just need a little help to install it. I have downloaded pretty much every single link on the first page plus an extra or 2 on some of the sub pages. After putting most stuff together I have a few files I don't know what to do with, if you know where these are supposed to go please let me know : 1)RPL_V18c_0_23Hotfix (RPL_Tweak_Pack) : This extracts and looks like I just paste into gamedata except that the folders are trying to say something!? Do the cfg files need to be copied out and into RealismOverhaul folder? Parts? Plugins? Tweaks? Not sure what to do with the majority of the files. 2)InfernalRoboticsSRC0.12 : This is a bunch of .cs files, doesn't look like a normal copy to GameData mod? 3)RT2_RO.cfg by brooklyn666. I have the cfg file, does this go into RealismOverhaul folder or the RPL_Tweak_Pack/RT2_Settings_Files(DeleteOnceMoved)? Or somewhere altogether different? Seems to be about it, thats what I have left to merge into the realism pack that I will copy into a new KSP. Link to comment Share on other sites More sharing options...
ScopeTactics Posted April 9, 2014 Share Posted April 9, 2014 Looks awesome, too bad the download is currently giving a 509 error. Would love to see this fixed. Link to comment Share on other sites More sharing options...
coldblade2000 Posted April 9, 2014 Share Posted April 9, 2014 Looks awesome, too bad the download is currently giving a 509 error. Would love to see this fixed.He's right. Nate, you might want to try uploading to Mediafire. Link to comment Share on other sites More sharing options...
NathanKell Posted April 9, 2014 Author Share Posted April 9, 2014 I've fixed all my other mods' hosting, but since this is SOOOO close to v4 I'm not bothering to up v3 just to replace it. Just hold tight for an hour or so...Ninjatsu: thanks!1. Delete that "delete once copied" folder and ignore the copy instruction; brooklyn666's antenna configs take precedence.2. Infernal Robotics is broken in .23.5; don't install it. cs files are source files; you never need a mod's source unless you want to see how it's written, and/or change it and recompile.3. Can stash a ModuleManager cfg anywhere in GameData; for safekeeping you might as well put it in the RO folder. Link to comment Share on other sites More sharing options...
NathanKell Posted April 9, 2014 Author Share Posted April 9, 2014 v4 -- \/*Fix typo for RTG, Stayputnik, WAC probe core, AIES*Add missing KW RCS*Remove FASA config (handled by RedAV8R)*Removed inbuilt support for RealEngines*Changed scaling method for likely-to-be-root parts*Add community rescales (broman [Porkworks habs], amo28 [KOSMOS Salyut], Phredward [10m heatshield, docking ports])Note the part about Real Engines. You might want to reread the whole OP (the readme and OP have been updated).Also note that I am getting an error (500) on updating the thread title, so...at least the text of the OP is updated. Link to comment Share on other sites More sharing options...
NathanKell Posted April 9, 2014 Author Share Posted April 9, 2014 Now, a question: in the sad absence of ECLSS fixes (asmi: hope things are ok with you and all...) I'm considering switching over "the official Life Support mod of RO" to TACLS. Thoughts? Link to comment Share on other sites More sharing options...
736 Posted April 9, 2014 Share Posted April 9, 2014 Now, a question: in the sad absence of ECLSS fixes (asmi: hope things are ok with you and all...) I'm considering switching over "the official Life Support mod of RO" to TACLS. Thoughts?TAC life support is fine, but the part models are... umm not as great as ECLSSone more thing: My heat shields are still normal sized. What am i doing wrong? Link to comment Share on other sites More sharing options...
NathanKell Posted April 9, 2014 Author Share Posted April 9, 2014 The regular DREC heat shields are not resized. New heat shields are added. Check further down in your Structure partlist. Link to comment Share on other sites More sharing options...
DasBananenbrot Posted April 9, 2014 Share Posted April 9, 2014 TAC life support is fine, but the part models are... umm not as great as ECLSSone more thing: My heat shields are still normal sized. What am i doing wrong?Well config so it works with RF /MFS and this problems is solved Link to comment Share on other sites More sharing options...
DasBananenbrot Posted April 9, 2014 Share Posted April 9, 2014 (edited) So I just wanted to download the RftS engine config but Dropbox gives an 509 error. Seems too much traffic resulted in a disabling of the download. Would be nice if you could fix that. Also do you plan on updating RftS to include new ARM engines? @SFJackBauerIf you read this; Do you plan on updating your Real Engines Pack to include the new NASA-styled Engines which came with the ARM pack? Edited April 9, 2014 by DasBananenbrot Link to comment Share on other sites More sharing options...
NathanKell Posted April 9, 2014 Author Share Posted April 9, 2014 Oh crap! I forgot to move RftS over. Will fix, sorry.I do plan to support those new engines. RftS will have a bunch of new goodies ASAP. Link to comment Share on other sites More sharing options...
Scripto23 Posted April 9, 2014 Share Posted April 9, 2014 (edited) Now, a question: in the sad absence of ECLSS fixes (asmi: hope things are ok with you and all...) I'm considering switching over "the official Life Support mod of RO" to TACLS. Thoughts?I would like to support a change from ECLSS to TAC. Until ECLSS is being updated again I think this switch would be best, at the moment ECLSS is acting buggy and makes my FPS sad . The only downside really is that the parts aren't as pretty, but you can use procedural/stretchy tanks for resource storage and then a cfg edit or two to use different parts for the recyclers. Didn't jrandom do some preliminary work on adapting TACLS for RSS a while back?EDIT: yep found it http://forum.kerbalspaceprogram.com/threads/59207-0-22-Realism-Overhaul-ROv2-Modlist-for-RSS?p=838013&viewfull=1#post838013 Edited April 9, 2014 by Scripto23 Link to comment Share on other sites More sharing options...
coldblade2000 Posted April 9, 2014 Share Posted April 9, 2014 (edited) I've been having a really weird bug. In my Saturn V replica, the pod phases through the whole rocket and falls to the ground, detonating the bottom parts and the pod.Edit: Happening with mods rockets I make, actually. Edited April 9, 2014 by coldblade2000 Link to comment Share on other sites More sharing options...
DasBananenbrot Posted April 9, 2014 Share Posted April 9, 2014 Oh crap! I forgot to move RftS over. Will fix, sorry.I do plan to support those new engines. RftS will have a bunch of new goodies ASAP.Sounds good Link to comment Share on other sites More sharing options...
curiousepic Posted April 9, 2014 Share Posted April 9, 2014 Could you make Somnamulist's TACLS parts, and/or those cargo bags the "default" for RO? Link to comment Share on other sites More sharing options...
brooklyn666 Posted April 9, 2014 Share Posted April 9, 2014 I would like to support a change from ECLSS to TAC. Until ECLSS is being updated again I think this switch would be best, at the moment ECLSS is acting buggy and makes my FPS sad . The only downside really is that the parts aren't as pretty, but you can use procedural/stretchy tanks for resource storage and then a cfg edit or two to use different parts for the recyclers. Didn't jrandom do some preliminary work on adapting TACLS for RSS a while back?EDIT: yep found it http://forum.kerbalspaceprogram.com/threads/59207-0-22-Realism-Overhaul-ROv2-Modlist-for-RSS?p=838013&viewfull=1#post838013I support this, at least until amsi back or hands of the work to someone else. And I believe there are alternate containers for TAC available. Link to comment Share on other sites More sharing options...
Scripto23 Posted April 9, 2014 Share Posted April 9, 2014 Other than adding it to the OP, what would actually need to be done if RO were to change over from ECLSS to TAC? Link to comment Share on other sites More sharing options...
brooklyn666 Posted April 9, 2014 Share Posted April 9, 2014 I don't know how TAC handles resources, but I imagine all you'd have to do is make sure they are defined as such for realfuels, and set their usage at the proper levels. Link to comment Share on other sites More sharing options...
Phredward Posted April 9, 2014 Share Posted April 9, 2014 IronStar: If I have a stage with many engines on it, I often disable gimbaling on most of them so that it gimbals gentler. I also definitely recommend using the capslock fine-tuned controls. Note that on mac, capslock does not seem to work, so assign it to some other key (I personally use right-shift).- - - Updated - - -O Nerd: if your procedural interstage fairing isn't growing beyond 8m, try downloading the previous version. The new version limits the size to 8m right now (there should be a cfg value you can override to fix this, but I haven't messed around with it yet). Link to comment Share on other sites More sharing options...
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