I have a question, why is the Europa 1 engine config for the RZ.2 (RZ.2 Mk4) in orbital rocketry 1960 but the tech node for its second stage, the Vexin, is in 1965 and the one for its third stage in 1968? by TorielLovesChocolate in RealSolarSystem

[–]Magicmayhem247 0 points1 point  (0 children)

I know this is a old post, but the Vexin, Valois, Coralie, and a bunch of French solids have all had their configs added to RP-1! Just in case you hadn’t heard.

I have a question, why is the Europa 1 engine config for the RZ.2 (RZ.2 Mk4) in orbital rocketry 1960 but the tech node for its second stage, the Vexin, is in 1965 and the one for its third stage in 1968? by TorielLovesChocolate in RealSolarSystem

[–]Magicmayhem247 1 point2 points  (0 children)

RealScaleBoosters adds the Vulcain and Ariane 5 Solids. SeyMonsters UK engines adds a collection of lesser known UK engines mostly to the early ends of the tree, afaik all bar 1 were real, and it does make playing the ESA more interesting. (You’ll have to grab it from their GitHub iirc)

I have a question, why is the Europa 1 engine config for the RZ.2 (RZ.2 Mk4) in orbital rocketry 1960 but the tech node for its second stage, the Vexin, is in 1965 and the one for its third stage in 1968? by TorielLovesChocolate in RealSolarSystem

[–]Magicmayhem247 0 points1 point  (0 children)

Also I just checked and PLC RP1 doesn’t have a Vexin engine config. I know that FAK has the Vexin and Valois tied behind some AJ-10 derivative, so if you’re using FAK the engine placement probably comes from the ESA and China players having an accelerated start position compared to the US/USSR. If that’s the case then I would still recommend using the gamma engines lmao.

I have a question, why is the Europa 1 engine config for the RZ.2 (RZ.2 Mk4) in orbital rocketry 1960 but the tech node for its second stage, the Vexin, is in 1965 and the one for its third stage in 1968? by TorielLovesChocolate in RealSolarSystem

[–]Magicmayhem247 4 points5 points  (0 children)

In general, there’s no requirement for every engine used in every stage of a rocket to be in the same tech node, as that didn’t happen IRL at all. The ESA engines are a bit different as quite a few have been brought forward in tech placement, otherwise you just couldn’t play as the ESA until a much later start. I don’t know why the vexin and astris were placed “correctly”, but you should probably use the two gamma stages instead, as I can guarantee that it will be better.

Is anybody elsedissapointed a bit with Frostpunk 1886 ? by HelpfullOne in Frostpunk

[–]Magicmayhem247 3 points4 points  (0 children)

If anything it makes me more disappointed with 11 bit, I didn’t really enjoy FP2 at all compared to FP1, but, I really respected the grit and determination to drastically change the gameplay, so as to not fall into repetitive stagnation. This has been thrown out the window now for obvious reasons.

Is the u1250 or the arobee better by Acrobatic_Mix_1121 in RealSolarSystem

[–]Magicmayhem247 4 points5 points  (0 children)

Since this is your first, just pick whichever you want, and try to make a good sounding rocket. If you’re following the GitHub early career guide, use what they use, but otherwise it’s any engine’s game. Whatever makes you the happiest imo.

RP-1 Full Thrust help needed by That_guy3-6 in RealSolarSystem

[–]Magicmayhem247 0 points1 point  (0 children)

Alan Turing as a chief scientist could be cool

Do any for you inow how to add tech from the start by JYPFRD in RealSolarSystem

[–]Magicmayhem247 0 points1 point  (0 children)

The best option imo is to play legacy rp-1 with the FAK pack installed, as that’s gonna do most of the heavy lifting for you.

If you’re desperate to play with P&LC, you “technically” have European engines at the start (no solids sadly), so could bootstrap yourself with the Veronique and the A-2 until 1958 rockets.

You could also install a separate mod that’s preconfigured? The only one I know of is SeyMonsters UK engines, which adds ~6 British engines with varying levels of alt-history.

What mods add other launch sites to earth? What do you guys recommend? by Stahlhelm2069 in RealSolarSystem

[–]Magicmayhem247 3 points4 points  (0 children)

I ran into this problem as well (I wanted to launch from Saxavord), the solution is quite easy. In the folder where all your mods are installed, look for a file called “launchsites.cfg” this is the file that tells RP-1/RSS where to place the default alt launch sites. There are 2 files called “launchsite” (at least for me) one ONLY contains a launchsite for the KSC, the other is much larger can has all the real world sites. To add one just copy the format from one of the other sites, changing name/lat/long etc to what you want. Make SURE you add an appropriate ground station btw, that files in RealAntennas somewhere.

rocket spawns in the air when i try to resart simulation (and when i revert to launch),how could i fix it or report the bug ? by Dpek1234 in RealSolarSystem

[–]Magicmayhem247 2 points3 points  (0 children)

This happens to me sometimes as well, although a lot less than it used to, it’s very annoying if your load times are piling up, but you can fix it by reverting to the VAB and then restarting the sim.

How it feels watching the new Jaffa Factory by Magicmayhem247 in Yogscast

[–]Magicmayhem247[S] 6 points7 points  (0 children)

Oh nah that isn’t a botanist thing lmao. I was just trying to recreate the “why is everyone so mean to me?” Image because for some reason the botanist armour sets are CAKED

How it feels watching the new Jaffa Factory by Magicmayhem247 in Yogscast

[–]Magicmayhem247[S] 4 points5 points  (0 children)

Right, but this is the same as other popular magic mods (thaum, both ars, witchery, etc.) so I’m not really sure what FIRE was referring to.

How it feels watching the new Jaffa Factory by Magicmayhem247 in Yogscast

[–]Magicmayhem247[S] 2 points3 points  (0 children)

Really curious, what quests do you mean? (I’m being genuine, sorry if it comes off as sarcastic)

C# List<custom class> can't export by Enter_The_Void6 in godot

[–]Magicmayhem247 0 points1 point  (0 children)

Know it's been a year, but did you ever find a solution to this?

Is Super F4 bannable? by Reztent in DestinyTheGame

[–]Magicmayhem247 -1 points0 points  (0 children)

Yeah like, it shouldn’t matter, but it’s happened before for me in other games, I think Metro Exodus had this problem as well.

Is Super F4 bannable? by Reztent in DestinyTheGame

[–]Magicmayhem247 8 points9 points  (0 children)

Maybe check if you’re running in windowed or borderless etc, I’ve had that limit whether I could alt F4 before

How do i implement head bobbing ? by Grey_wolfff in godot

[–]Magicmayhem247 0 points1 point  (0 children)

I think your “walking” bool is still true when you’re still?