![]() ![]() Solar panels don't produce massive amounts of energy, but they are lighter. Propellant tanks have correct dry mass ratios. Pods are as large as their real-life counterparts and weigh what they should. Most of them have limited ignitions and suffer from ullage. Some of the most signfiicant changes include:Įngines have real sizes and performance values, and use real fuels. You can expect things to be a little harder, and rockets to be a bit bigger, but the scenes far more epic, and the accomplishment that much greater. If you're interested in seeing what it's like to fly rockets in the real world, this is the mod for you! Realism Overhaul does this by combining and configuring other mods, and mod and stock parts to perform as their real-life equivalents. And I saw that I had a GameData folder there which I have failed to delete because I was too lazy to put the contents inside it.Realism Overhaul is a mod that makes Kerbal Space Program behave more like real life. Also, I rechecked my package and it seems to be there. I will also try to replicate on a completely stock install but I'd bet on the resource folder for now. You might only have installed the plug-in itself. The problem might be firespitter's Resources folder or its config missing! Make sure you have them. Neither worked, but I don't use the whole package, just the dll.Īnyway, hope it's an easily solvable problem, because I would love to use these! Is there some part of Firespitter that you needed to include but didn't, perhaps? I tried the FS you packaged, and I also tried the latest one I already had. I know you said you weren't very comfortable writing cfgs, but I took a quick look and didn't SEE any obvious problems (it usually locks up like that when a resource definition is missing). The load screen locks up when it reaches your parts, and the game won't load. I'm a huge fan of WWII aircraft, and these look completely AWESOME! a lot on producing important info in reconfiguring performance, thanks a lot! Edited Augby blackheart612 Shout out and big thanks to doing a test run back then. Most performance configs powered by Rawlings Firespitter and Modulemanager which are included in the pack are made by different authors with their own licenses. The sounds are in AirplanePlus/Sounds/Patch, simply delete the folder. How do I disable the sound patch for stock engines? I know, it's not a question, but there's a part deleter's guide in the zip itself, you can check it out and see which parts you want and it says there where it is. I don't want all the parts/I only want certain parts of the mod. There's no giving up on firespitter right now and I'm going to stick to one dependency for ease of updating. Have you tried KSPWheel or this or that plugin? Still possible for others but those have higher speed limits. Mostly happens for early engines in career mode. ![]() ![]() This is caused by going too fast for the propeller. How do I fix this issue/Is this intended? My engines are stopping at a certain speed/sometimes the engine says that it can't combust in Kerbin's atmoshphere. The function is there's an RPM, blade "wings" spin, and the angle of wings determines the "thrust". It's a Firespitter feature, the rotorwings use a custom module. The Rotorwings have Current Thrust: 0 - is something wrong? Too much power from the engines cause it to pitch up, this is avoidable by throttling down, lower your thrust limited or adjust the RPM lower for helicopter rotors. My VTOL/Helicopter pitches up/is uncontrollable despite the CoT being right above the CoM! What am I doing wrong? Very likely caused by a broken firespitter.dll, generally, the Plugins folder is necessary, but the resources folder is very important as well. The blades aren't moving/the blurs are visible/some parts look weird. There are user patches here in the OP, below the downloads. Yes it's possible, but I'm not too keen in doing that over what I want to do with the mod itself. Is Tweakscale/RPM/BDArmory/AJE compatibility possible or can you add it? ![]()
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