Conversely, if you're wondering where your favorite engines went, ROEngines might have cleaned them up for you.
Here's how you can get them back. There are hooks in the RP0 ModuleManager config that will see that directory and hide those parts in career mode. If you wish to add back certain parts, add this to a.
If you add configs like this, good practice is to create a folder in GameData and put your personal configs there, instead of attempting to write over other mods' configs directly. RP-0 is a work in progress and probably always will be. An old save can still be used through the changes if some part we intend to no longer use are left in place and marked Deprecated. Now, we have a single Tank part which can be configured to change tankage level and a single Service Module which can also be configured.
However, rather than delete the old parts, they were marked as "Deprecated" and left in the game. This way, old rocket designs aren't broken. However, they're marked as deprecated to let you know they're not worth using any more.
Install ROEngines. It's in the mod list. The big blank ones are " blue sky " nodes, representing "pure research". Or, in game terms, shared prerequisites for multiple downstream branches, with no parts of their own. Those are intended to be blank. Most of the late-tree blank ones are just 'nothing there yet'; chances you'll never get that far. A few mid-tree nodes are blank by default but get some parts from optional mods; unless you feel like hunting some down, they can be treated like unofficial blue-sky nodes.
Your rocket was put into the KCT build queue, which you can see by clicking on the KCT button on the toolbar in the space center or by clicking on the launchpad. It will take some time to build--you can warp ahead to when it is finished. After build is complete, you'll need to roll your rocket out to the pad and then you can launch it.
Use a launch clamp that has a generator and fuel pump. It'll keep your charge fresh until launch, and it'll keep your cryogenics topped off from boiloff on the pad. The avionics configuration menu will let you add EC to a procedural avionics part. You probably didn't tool your parts. Also, your VAB starts off with a low build rate, but luckily you can upgrade it. When starting a new game, you want to make sure that you put your starting KCT upgrade point into the VAB so that you can build rockets in months instead of decades.
If you've tooled all your parts and you have a few points in the KCT and your rockets still seem like they're taking forever more than 6 months is way too long , then either you're using horribly inefficient designs or you're trying to do contracts that you don't have the tech for level. Entry costs are paid to unlock items for use in the VAB. Entry costs are modified by other items, for example, if you unlock a procedural Avionics Science Core Tech Level, Near Earth of the same level will be cheaper.
This is true for many parts, especially for engines that were historically used together. Unlocking the RD will make the RD far far cheaper , funds down to 10, , and vice-versa.
Unlocking the LR will make the LR free. Sometimes, there is shared technology between multiple parts. Unlocking any one of those reduces the cost of the others. Make sure you turn your throttle to max while you're still on the ground and have control. If you've done those but get vapor-in-the-fuel-line issues, you're suffering from ullage problems. Ullage is the bubble of vapor in the top of a tank of fluid.
If you start accelerating backwards as can happen from drag , your fuel will slosh to the top of your tank and the ullage will move backwards. If that ullage gets fed into your fuel lines, your engine will no longer be lit and you will have a problem.
In RO, this is represented as engines not igniting unless the fuel is settled. You can right click on an engine to see the fuel status eg. Red and orange engines will not ignite as their fuel is not settled. There are a few methods you can use to stop ullage problems. The first, and perhaps the simplest, is to light the engine while the previous stage is firing, known as hotstaging. This is generally simpler and was used on rockets such as the R7.
The colours are identical to those used by Distant Object Enhancement as in, the modders collaborated. CollisionFX adds sound effects and sparks with lighting when you collide or scrap your craft. It also adds a rubbery screech to landing gear on contact with the ground. Engine Lighting adds lighting effects to engines and decouplers. Light intensity is calculated from thrust and engine power. This works on a lot of modded engines too, thankfully!
You can never actually reach those places — the skybox is just a cuboid wrapped around the playable area. Change the cuboid, change the backdrop to all of your extra-planetary adventures in KSP. To replace the skybox, and many other textures suits, heads, celestial bodies, for example , you need to install a mod named TextureReplacer. The default TextureReplacer is incompatible with 1. Download it and drop it in the GameData folder.
If you want something different, check the TextureReplacer thread linked above which has a list of skyboxes you can use. Skyboxes will come with six files, each corresponding to a different face of the skybox cuboid, named as follows:. Download the mod and extract the zip file. Each of these folders in turn contains six folders, each corresponding to six different flare types.
The one shown above, for example, is number five. I prefer the fifth variant of the white sun, myself. To distinguish between them you might need to try a few out, or dig into the mod folder a little more and imagine what a composite of the images might look like.
To recap, you have a folder structure something like this:. Copy the Sun. This odd-sounding mod makes myriad tweaks and final touches to the visual feel of KSP in a manner that, in my opinion, makes the whole game a little more vibrant.
This is perhaps the most fiddly of all the mods listed on this page to get working. The problem begins on the first post of the thread linked to above — some of the tools referred to no longer exist in the expected form. The Falcon is a player home, but this mod adds much more than that into your game. With this mod you also get some new characters, quests, and other cool goodies.
It allows the Dragonborn to cast them to their will, and in combination with other mods they allow you to feel like a true master of the Force itself. The effects are certainly noticeable. That title goes to our number 1 pick so keep reading if you want even more features. The level of effort put into this mod is downright crazy. With this installed you can dress your character as a Jedi in different robe styles, all so you can make enemies feel the way of the Force and the power of your lightsaber without using medieval armor.
This mod collection changes the way many characters look in Skyrim to make them appear like Star Wars characters. However it can be limiting if you only want to try 1 or 2 things because this packages tons of features together. However it is the largest compilation of Star Wars-themed Skyrim mods available in one download.
And together with the Magicka Lightsabers mod, this is the single best way for you to introduce Star Wars features into the game without losing the feel of the natural canon that many players really prefer to keep. Alternatively run KSP using optirun. This is a bug in KSP. As it has existed for a while now and depends on an upstream bug in the Unity engine it is unlikely to be fixed soon. Currently your only options are reverting to an older version of KSP 1. With some configuration the latter one comes pretty close to the vanilla behaviour and even grants some additional features.
Key bindings KSP Wiki.
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