dlrk Posted July 3, 2014 Share Posted July 3, 2014 Got, thanks! Link to comment Share on other sites More sharing options...
Sauron Posted July 4, 2014 Share Posted July 4, 2014 What would you recomend for Deadly Reentry configs? Regular RSS? Link to comment Share on other sites More sharing options...
NathanKell Posted July 4, 2014 Share Posted July 4, 2014 Yeah. You might even be able to get by without RSS-class heat shields, since DRE at stock settings is so weak on Kerbin. If not, slowly decrease the HeatMultiplier until shielded parts just barely survive reentry. (Probably best to test at interplanetary speed, since if you just survive reentry from LKO interplanetary or munar reentry will not work.) Link to comment Share on other sites More sharing options...
Guest Posted July 4, 2014 Share Posted July 4, 2014 RSS class heat shields should probably be nerfed a bit with this config but they are needed. The heating is less severe, as NathanKell points out, but you're still looking at scrubbing some 5.6km/s from LKO for reentry. Link to comment Share on other sites More sharing options...
Whirligig Girl Posted July 5, 2014 Share Posted July 5, 2014 Well, I don't want to have to go to so much trouble to get my ships to orbit. Even just one wrong move, too hard a press of a button, and I flip out. It's just not fun, and I hope it's not what Stock aerodynamics are going to become.http://forum.kerbalspaceprogram.com/threads/84978-0-23-5-Stock-Drag-Fix :) Very Amazing, yes. Link to comment Share on other sites More sharing options...
dlrk Posted July 5, 2014 Share Posted July 5, 2014 I still prefer FAR, more realistic Link to comment Share on other sites More sharing options...
Silpion Posted July 19, 2014 Share Posted July 19, 2014 I'm using just the 6.4x scaling v5 with RSS 6.2 and NEAR, to give 0.24 career mode suitable difficulty. However all the launch sites are at the wrong altitudes, either hovering in the air or underground. Did 0.24 break this somehow? Link to comment Share on other sites More sharing options...
Whirligig Girl Posted July 20, 2014 Share Posted July 20, 2014 Will the campaign system have different Science, Funds, and Reputation for each launch site? Link to comment Share on other sites More sharing options...
Ascension Islander Posted July 22, 2014 Share Posted July 22, 2014 Just threw RSS and 6.4x Kerbin into an otherwise stock 0.24 game and it works just fine, for what it's worth.Couldn't even make it to orbit with the stock Kerbal X Link to comment Share on other sites More sharing options...
Raptor831 Posted July 26, 2014 Share Posted July 26, 2014 It seems the 6.4x v5 config breaks when used with RSS v7. Can't tell from my initial scans through the configs if there's anything simple that would fix it. Logs are here, but I'm betting there's something off with the AtmosphereFromGround (NRE on that node for Eve) and/or the LaunchSites.cfg (said it loaded 0 sites, though the config is populated).Is there an easy fix for this? Link to comment Share on other sites More sharing options...
Guest Posted July 26, 2014 Share Posted July 26, 2014 Will the campaign system have different Science, Funds, and Reputation for each launch site?No. The campaign system will not concern itself with Science, Funds, or Reputation. It will be built with sandbox play in mind because balancing costs against multiple sizes of parts/solar systems doesn't really sound like fun. That being said, it should hopefully add an additonal element of planning to your game and hopefully someone will make additional contracts that require differing orbital inclinations.Is there an easy fix for this?Generally when LaunchSites.cfg doesn't fully load I suspect ModuleManager, probably the version. I'll get back on this tomorrow/next week, get it all fixed up for 7.0 but I'm going to be out tonight. Link to comment Share on other sites More sharing options...
Raptor831 Posted July 27, 2014 Share Posted July 27, 2014 Generally when LaunchSites.cfg doesn't fully load I suspect ModuleManager, probably the version. I'll get back on this tomorrow/next week, get it all fixed up for 7.0 but I'm going to be out tonight.No worries about the time. I'm using RSS v6.x with this config and it seems to work ok for now. Link to comment Share on other sites More sharing options...
Guest Posted July 31, 2014 Share Posted July 31, 2014 I've been putting this post off for a bit, probably out of trepidation, but I'm ditching this thread and the mods therein. KSC Switcher is in RSS already. I've lost interest in the Campaign System (might revisit it later, but probably not). 6.4:1 Kerbin should be public domain, take it and do whatever you want. It's a toy that I've outgrown, I want better. RandomCrew is, well, it could be better, but I don't care about it anymore. All the options in HardMode are now stock settable outside of config files.I've decided my limited time is better spent playing KSP, helping other modders, and writing small utility plugins that can easily be integrated into other mods. I keep thinking I want to do a release thread and stuff like this but at the end of the day my interests and free time are so erratic these days that it really doesn't make sense. Thanks for your time, sorry for any inconvenience. Link to comment Share on other sites More sharing options...
NathanKell Posted July 31, 2014 Share Posted July 31, 2014 Locked by request. Link to comment Share on other sites More sharing options...
Recommended Posts