tajampi Posted January 29, 2015 Share Posted January 29, 2015 (edited) Having the same issue, for me, the mk1 and mk1-2 pods are like some points EDIT: Btw, the remote tech center is at the middle of south america for me, and there are no launch sites there. Is there any patch for RT?Anyway, everything else seems to work flawlessly Edited January 29, 2015 by tajampi Link to comment Share on other sites More sharing options...
NathanKell Posted January 29, 2015 Share Posted January 29, 2015 It requires Ven's Stock Revamp. Link to comment Share on other sites More sharing options...
Felger Posted January 29, 2015 Author Share Posted January 29, 2015 The sizes seem to be off. Like fire the saturn I am well into the third stage before I come close to orbit. Mercury comes nowhere near suborbital. Gemini doesnt come close to orbit. Everything just seems small. Idk like I said it might just be me. I haven't used FASA and RSS/RO in a while. Also I know what I am doing. I have used RSS and fasa for a while it just seems different.That's a bit bizarre, perhaps try re-installing both FASA and RO? I haven't seen that behavior in a while.TAC Life Support has been updated for 0.90 as of a few days ago; the "[]" can be removed from it in the listing in OP.Good deal! I'll get that removed.Will B9 Pwings be compatible with RO?Original Pwing is really hard!It should be compatible, just marked as non-RO. Next release will mark them specifically as RO compatible.Initially I'd be looking at damage to Kerbals and Probe cores from radiation exposure. I suspect it could be expanded to heating and transmuting other parts as well. Could add an extra dimension to career, as you begin to unlock in place annealing and the like. That would be a bit further down the line, as I'm still learning the KSP API ATM though.I've played with intestellar a bit, but didn't really like it, but I was planning on looking at the source code.Though my initial thoughts were to have a base "background radiation" level for space and adjust that with fall off maps when near to bodies (so it can be attenuated by atmosphere, and accumulated in van allen belts). Parts (like NTRs) would be point sources, so I'm assuming they could be handled as calculating a vector between origins, ray casting to see if any shadow shields are in the way, and attenuating the source strength by the vector magnitude (inverse square) and total shielding level. The best thought I had for tracking Chronic and Acute exposures was to implement a "radiation" resource, "Rad-hardness" would dictate what percentage of radiation received is stored, and the counter would tick down over time to simulate the bodies repair of the damage.It's not 100% real, but I think that mechanism would be a good balance for game-play/implementation.This sounds awesome! We'd love to include something like this in our recommendations list. If you'd like help you should drop into our IRC channel (details in the OP), I'm sure we can give you some pointers and whatnot.I want to report a possible typo in the RO_Laztek_Launch.cfg file namely the LazTekFalcon9EngineHousing mass modifier. It says @mass = 21.16 which I'm 90% sure should be something less like @mass = 2.116Yep, you're very probably right. I'll get that fixed in the next release. Link to comment Share on other sites More sharing options...
FennexFox Posted January 30, 2015 Share Posted January 30, 2015 EDIT: Btw, the remote tech center is at the middle of south america for me, and there are no launch sites there. Is there any patch for RT?Yep, check the OP. Link to comment Share on other sites More sharing options...
Rjtaml Posted January 30, 2015 Share Posted January 30, 2015 Hey, I don't have any screenshots (as, you know, i'm too lazy to take one) but for some reason the capsules are all bigger then the normal (which they're supposed to be, right?), but the Rockomax Parts stay the same, and almost anything else except for the ARM parts aren't sized up. Anyone else experiencing this issue? Link to comment Share on other sites More sharing options...
FennexFox Posted January 30, 2015 Share Posted January 30, 2015 Hey, I don't have any screenshots (as, you know, i'm too lazy to take one) but for some reason the capsules are all bigger then the normal (which they're supposed to be, right?), but the Rockomax Parts stay the same, and almost anything else except for the ARM parts aren't sized up. Anyone else experiencing this issue?That`s completely nominal, just use Procedural Parts. Link to comment Share on other sites More sharing options...
mossman Posted January 30, 2015 Share Posted January 30, 2015 (edited) It seems that cryo fuels boil off during construction time when using KCT.So by the time my rocket is ready to launch, all my LOX is gone. That seems like it's probably a bug. I shouldn't have to use cryo tanks for first stages using kerolox, should I?Anybody else encounter this?Also, now that I have the VSR models, it seems that the AJ10 and some other parts are missing attachment nodes. Edited January 30, 2015 by mossman Link to comment Share on other sites More sharing options...
Sparker Posted January 30, 2015 Share Posted January 30, 2015 Is it possible to make RCS tweakscaleable again? For example, i removed code that removes tweakscale module from some RCS thrusters but they aren't tweakscaleable anyway. Are there some other files that remove tweakscale module from RCS thrusters? Link to comment Share on other sites More sharing options...
BevoLJ Posted January 30, 2015 Share Posted January 30, 2015 It seems that cryo fuels boil off during construction time when using KCT.So by the time my rocket is ready to launch, all my LOX is gone. That seems like it's probably a bug. I shouldn't have to use cryo tanks for first stages using kerolox, should I?Anybody else encounter this?Also, now that I have the VSR models, it seems that the AJ10 and some other parts are missing attachment nodes.You need pumps. FASA's launch clamps work fine for this. Those pumps will keep the tanks cooled and topped off while KCT is building it. A few times I have gone to launch and the tanks were empty, which is a bug but it doesn't happen very often and I can't seem to reproduce it. However those few times they have been empty I just fast forwarded time for them to fill back up. Down side of when that has happened is I has to spend twice as much on fuel and I should have. Once in VAB and once when refilling after building. But that is a very rare thing. Vast majority of the time if I have the FASA pumps on there, there are no issues with cryo fuels. Link to comment Share on other sites More sharing options...
lurkoholic Posted January 30, 2015 Share Posted January 30, 2015 Just make sure you don't turn the pumps on in the VAB. I did that once on a rocket with a long build time and ended up with partially filled tanks and no funds to fill them Link to comment Share on other sites More sharing options...
Tidus Klein Posted January 30, 2015 Share Posted January 30, 2015 I dont know if this is normal or a bug, but it seems, the ground is now pure death for my planes.every time I try to land out side of KSC, my plane goes throu the ground and is instantly vaporized....no matter how soft I land...(try a less then -1/ms super soft landing at 180 MPH) Link to comment Share on other sites More sharing options...
Arugela Posted January 30, 2015 Share Posted January 30, 2015 Why does Africa, in the pics in the OP, go from the north to south pole? Link to comment Share on other sites More sharing options...
mossman Posted January 30, 2015 Share Posted January 30, 2015 You need pumps. FASA's launch clamps work fine for this. Those pumps will keep the tanks cooled and topped off while KCT is building it. A few times I have gone to launch and the tanks were empty, which is a bug but it doesn't happen very often and I can't seem to reproduce it. However those few times they have been empty I just fast forwarded time for them to fill back up. Down side of when that has happened is I has to spend twice as much on fuel and I should have. Once in VAB and once when refilling after building. But that is a very rare thing. Vast majority of the time if I have the FASA pumps on there, there are no issues with cryo fuels.So stock launch clamps don't do the trick? That's a bummer.Know how to fix it so that they do? Link to comment Share on other sites More sharing options...
pozine Posted January 31, 2015 Share Posted January 31, 2015 It looks like there is a bug with the new remoteTech settings. There is now a communication station directly in the Atlantic Ocean, and other weird places. Link to comment Share on other sites More sharing options...
NathanKell Posted January 31, 2015 Share Posted January 31, 2015 There's one on Bermuda, which *is* in the middle of the ocean, and one on the Canary Islands (ditto). Link to comment Share on other sites More sharing options...
Falconflyer2000 Posted January 31, 2015 Share Posted January 31, 2015 I posted a few pages back with a question about Remotetech, and NK gave me a very thorough answer(thanks, Nathan!). I`ve been experimenting to help myself understand it better, but I`ve mostly got it down. However, I do have another question:Almost all of the ground stations have a 7.5E+7 (75Mm) range. Is there any particular reason why Goldstone, US has a 5E+11 (50Gm!) range? Link to comment Share on other sites More sharing options...
BevoLJ Posted January 31, 2015 Share Posted January 31, 2015 (edited) I posted a few pages back with a question about Remotetech, and NK gave me a very thorough answer(thanks, Nathan!). I`ve been experimenting to help myself understand it better, but I`ve mostly got it down. However, I do have another question:Almost all of the ground stations have a 7.5E+7 (75Mm) range. Is there any particular reason why Goldstone, US has a 5E+11 (50Gm!) range?Goldstone is the main deep space station for NASA. They also have stations in Spain and Australia but Goldstone is the big one. The big one for the USSR was in Crimea. Edited January 31, 2015 by BevoLJ Link to comment Share on other sites More sharing options...
mecki Posted January 31, 2015 Share Posted January 31, 2015 Does anyone know if the wird behavior of the RealChute stack chutes case's nodes is a bug in RO or in RC?There always is a gap between the case and the part that it gets attached to first. Link to comment Share on other sites More sharing options...
FennexFox Posted January 31, 2015 Share Posted January 31, 2015 Can I lengthen my runways via tweaking some files? I think runways are too short to fly jumbo jets.... Link to comment Share on other sites More sharing options...
RocketBlam Posted January 31, 2015 Share Posted January 31, 2015 I tried to install this using CKAN. It says everything is installed, but when I play, this is what the KSP looks like. This is the list of installed mods from inside the game:KSP: 0.90 (Win32) - Unity: 4.5.5f1 - OS: Windows 7 Service Pack 1 (6.1.7601) 64bitFilter Extensions - 1.16Ferram Aerospace Research - 0.14.6Kerbal Joint Reinforcement - 3.1.1KSP-AVC Plugin - 1.1.5Procedural Parts - 1.0.2RealChute - 1.2.6.3RealismOverhaul - 7.0.4RealSolarSystem - 8.5RemoteTech - 1.6.2TextureReplacer - 2.2.5I note it doesn't list any of the "recommended" mods, although I selected them all for install.Also, the planets have been moved, and I assume resized, but none have new textures. Link to comment Share on other sites More sharing options...
Robotengineer Posted January 31, 2015 Share Posted January 31, 2015 Looks like you are missing the RSSTextures, CKAN is supposed ot auto-install them, but it appears to not have done it. Try ckan.exe install RSSTextures, it should ask which resolution you want and whether to do DDS or not. Link to comment Share on other sites More sharing options...
RocketBlam Posted January 31, 2015 Share Posted January 31, 2015 (edited) Never mind. Edited February 1, 2015 by RocketBlam Fixed problem Link to comment Share on other sites More sharing options...
pozine Posted January 31, 2015 Share Posted January 31, 2015 There's one on Bermuda, which *is* in the middle of the ocean, and one on the Canary Islands (ditto).Allright, good to know. Thank you Link to comment Share on other sites More sharing options...
Strikeeagle345 Posted January 31, 2015 Share Posted January 31, 2015 (edited) Hey guys. I just installed everything via CKAN.exe on a fresh .90 install. Every time I launch the game it gets stuck here and the damn cat will just blast across the monitor (i let it sit for 20 minutes with no progress):If i remove that file it loads, but then i can ad fuel to anything or load the tank gui.any ideas? Edited January 31, 2015 by Strikeeagle345 Link to comment Share on other sites More sharing options...
RocketBlam Posted January 31, 2015 Share Posted January 31, 2015 (edited) ETA: Removed old info.All of the liquid fuel tanks, antennas, Goo Modules and decouplers seem to be the right size, but the Mk 1 pod, the Mk1 Lander Can, and the Thiokol SRBs are double sized (you have to scale the fuel tanks up to 2.2 meters to make them the same size as the Mk1, which is only supposed to be 1.25 meters wide)... and this thing installs so many mods, I wouldn't even know how to figure out what the problem is.Also, I tried to transmit in flight and it gake me the "no comms on this vessel" error, even though I have an antenna.Starting to think this whole mod has major issues. Edited February 1, 2015 by RocketBlam Link to comment Share on other sites More sharing options...
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