Svm420 Posted March 12, 2016 Share Posted March 12, 2016 (edited) 8 minutes ago, Astraph said: Apparently the engines are still broken with TweakScale - I'm playing KSP 1.05 with most recent versions of RO and TweakScale availible on CKAN: Any way to fix this issue without installing a clear copy of KSP? I don't really want to restart my career only because my 2nd most used engine got broken :/ Don't use Tweakscale on any engines or RCS very broken known issue. No known ETA for a fix. Edited March 12, 2016 by Svm420 Quote Link to comment Share on other sites More sharing options...
Astraph Posted March 12, 2016 Share Posted March 12, 2016 9 minutes ago, Svm420 said: Don't use Tweakscale on any engines or RCS very broken known issue. No known ETA for a fix. Well, I just learnt this the hard way. Luckily reinstalling both mods seems to fix the problem. Guess I'll need to wait until 2.5m parts until I can build those sweet, R-7 style clusters ^^' Quote Link to comment Share on other sites More sharing options...
NathanKell Posted March 12, 2016 Author Share Posted March 12, 2016 v10.8.5 Don't try to stop other-config FX every frame, do more null checking (should speed things up a abit and avoid NREs). Allow setting (in MFSSettings) the multiplier to lowest boiling point to use for radiator calls. Rework engine throttle response speed, make it tunable in RealSettings and in per-engine cfg. Quote Link to comment Share on other sites More sharing options...
MrMeeb Posted March 12, 2016 Share Posted March 12, 2016 Is it possible to get a patch for Comorant Aeronology? I had a look at seeing if I could do it myself, but I have absolutely no chance Quote Link to comment Share on other sites More sharing options...
Ice30 Posted March 12, 2016 Share Posted March 12, 2016 Hi, I was just wondering if real fuels supports 64-bit linux builds? Quote Link to comment Share on other sites More sharing options...
blowfish Posted March 12, 2016 Share Posted March 12, 2016 15 minutes ago, Ice30 said: Hi, I was just wondering if real fuels supports 64-bit linux builds? Yes. I'm not aware of any mods that restrict support on Linux. Quote Link to comment Share on other sites More sharing options...
cdsang Posted March 15, 2016 Share Posted March 15, 2016 I am having trouble getting this to work. I installed Real Fuels first, added FASA, SpaceY and Fuel Tanks plus with all the require files and that is it. My tanks can be changed to the fuels, but all engines still use Liquid Fuel and Oxidizer as they do in the base game. I did this on a fresh install. Am i missing something? Quote Link to comment Share on other sites More sharing options...
blowfish Posted March 15, 2016 Share Posted March 15, 2016 11 minutes ago, cdsang said: Am i missing something? Yup. As the OP says, engine configs come separately. Quote Link to comment Share on other sites More sharing options...
cdsang Posted March 15, 2016 Share Posted March 15, 2016 Thank you. Downloaded from that link of Stockalike Real Fuels Configs and it worked like a charm. I did look inside the real fuels folder first and i saw all sorts of config files assuming it was all there, then noticed it only did tanks. Live and learn. Also thanks to all the mod makers for taking the time to make this game even better. Quote Link to comment Share on other sites More sharing options...
John FX Posted March 18, 2016 Share Posted March 18, 2016 (edited) EDIT : Found the reason why I could not see the fuel levels in my radial tanks. I had not put fuel into them... Still got to Mars with it though. I`m withdrawing my `might be a bug` post until I double check that I have not made any more really really basic errors due my not being familiar with RF... Edited March 18, 2016 by John FX no real problem Quote Link to comment Share on other sites More sharing options...
hanhan658 Posted March 19, 2016 Share Posted March 19, 2016 Hi i dont like the Limited ignitions, i know dat is not quite so realistic but it really makes problems for my motherships, which must be used for unlimited times in interplanetary&interstellar travel, not just once. Can i find a way to delete it for myself? Quote Link to comment Share on other sites More sharing options...
Starwaster Posted March 20, 2016 Share Posted March 20, 2016 7 hours ago, hanhan658 said: Hi i dont like the Limited ignitions, i know dat is not quite so realistic but it really makes problems for my motherships, which must be used for unlimited times in interplanetary&interstellar travel, not just once. Can i find a way to delete it for myself? Look in the RealFuels folder for RealSettings.cfg. Edit that file and look for a line that says 'limitedIgnitions = true' Change it to 'limitedIgnitions = false' Quote Link to comment Share on other sites More sharing options...
smartdummies Posted March 21, 2016 Share Posted March 21, 2016 Quick heads up, the download link in the OP is still pointing to 10.8.4 Quote Link to comment Share on other sites More sharing options...
hanhan658 Posted March 21, 2016 Share Posted March 21, 2016 (edited) And the Limited min throttle, i am playing With realism overhaul, during ascent in full throttle all the time it will accellerate the Acceleration while the ship is getting lighter, if i fly faster than 300 m/s in a rocket below 10000 m, the Whole rocket will flip. Also delete it for myself! Edited March 21, 2016 by hanhan658 Quote Link to comment Share on other sites More sharing options...
blowfish Posted March 21, 2016 Share Posted March 21, 2016 14 minutes ago, hanhan658 said: And the Limited min throttle, i am playing With realism overhaul, during ascent in full throttle all the time it will accellerate the Acceleration while the ship is getting lighter, if i fly faster than 300 m/s in a rocket, the Whole rocket will flip. Also delete it for myself! Maybe you have too much thrust then? You should be able to keep the rocket stable at full throttle just with thrust vectoring for the whole ascent, regardless of throttling. Even when I don't have RF installed, I rarely touch the throttle during ascents. Quote Link to comment Share on other sites More sharing options...
hanhan658 Posted March 21, 2016 Share Posted March 21, 2016 but what if you overchutes and be flung into Escape trajectory because you cant cut throttle, so i ask you how to delete it for myself Quote Link to comment Share on other sites More sharing options...
NathanKell Posted March 21, 2016 Author Share Posted March 21, 2016 @hanhan658 If that's your problem, you have way deeper problems than inability to throttle. RO requires a different style of play, your old stock-KSPish style of playing will not work. See here: https://github.com/KSP-RO/RealismOverhaul/wiki/False-KSP-Lessons @smartdummies thanks. Quote Link to comment Share on other sites More sharing options...
chrisl Posted April 6, 2016 Share Posted April 6, 2016 Is there a way to setup a part so it has two ModuleFuelTanks? Like a large balloon tank with a very small pressurized tank (likely ServiceModule) all built into the same part? I've tried to do this in a part I'm working on and it sort of works. But when you "Show UI" it looks like it's trying to combine the two modules (fuel I put into one counts against the volume of the other). Quote Link to comment Share on other sites More sharing options...
shizzak Posted April 7, 2016 Share Posted April 7, 2016 (edited) i recently reinstalled all my mods from ckan, now this happened. What happened? Edited April 7, 2016 by shizzak Nevermind, i read a previous post saying that the hacked 64bit version doesn't work Quote Link to comment Share on other sites More sharing options...
lextacy Posted April 10, 2016 Share Posted April 10, 2016 On 4/7/2016 at 8:48 PM, shizzak said: i recently reinstalled all my mods from ckan, now this happened. What happened? This should be a reminder that Nathan needs to remove that restriction now that 1.1 is out. Some people might have the pre-release and might want to test Real Fuels. Would not hurt any to get the mod to support those players. Quote Link to comment Share on other sites More sharing options...
Svm420 Posted April 10, 2016 Share Posted April 10, 2016 (edited) 1 hour ago, lextacy said: This should be a reminder that Nathan needs to remove that restriction now that 1.1 is out. Some people might have the pre-release and might want to test Real Fuels. Would not hurt any to get the mod to support those players. If you really think is doesn't know that then let me remind you... He is working on the prerelease for squad. He doesn't have extra time that he isn't already spending, not to mention pre release isn't for general play with mods. He likely knows what changes effect to KSP affect the mod, and putting a prerelease out for general player who don't even bug report the base game most likely won't benefit him in anyway. In fact it will probably cause more work. We all get it though. There are new toys are out and you want to have your cake and eat it too. Is 2 weeks really so/too long to wait for modders. God forbid they take anytime after the official release. Edited April 10, 2016 by Svm420 Quote Link to comment Share on other sites More sharing options...
NathanKell Posted April 17, 2016 Author Share Posted April 17, 2016 @lextacy why would I remove a restriction form a 1.0.5 build of RF? That build of RF does not work in the slightest in 1.1. Thanks @Svm420 that about nails it. Quote Link to comment Share on other sites More sharing options...
dlrk Posted April 19, 2016 Share Posted April 19, 2016 1.1 ETA? (asked with a large amount of respect) Quote Link to comment Share on other sites More sharing options...
sarbian Posted April 22, 2016 Share Posted April 22, 2016 +1 week Quote Link to comment Share on other sites More sharing options...
Starwaster Posted April 23, 2016 Share Posted April 23, 2016 20 hours ago, sarbian said: +1 week And a Stark dies. Quote Link to comment Share on other sites More sharing options...
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