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chrisl

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About chrisl

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    Sr. Spacecraft Engineer

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  1. I edited 8 lines in the copy of "RP0_KCTPresets.cfg" that I'm working with. For the most part, the fact that KSP changes "_" to "." in part names isn't an issue because it doesn't effect anything while the game is loading. But from what I can determine, the information in the KCT Presets file is only looked at after the game is running. So it's only variables (specifically Part_Variables) in the KCT Presets file that have to be written differently. And those variables only seem to be related to crewed orbital modules (i.e., Mercury, Gemini, Apollo, Vostok, Voskod, Soyuz, etc).
  2. I'd do that (increase build rate) except for two issues. First is cost. I have a level 2 VAB so it costs me 30000 for a 0.0625 increase. Going from a 1.25 to a 7 would cost something like 2.76mil. I'm already having issues because I run multiple launch sites (Vandenburg, White Sands, Canavaral & Baikunor). And I obviously don't need to update them all to that level, but just getting Canavaral and Baikunor to a 7 would be prohibitively expensive. The "First Orbital Flight (Crewed)" contract is only worth about 1.6mil so that doesn't even cover the cost of upgrading one launch sit
  3. Like I said, I'm not up to Saturn yet but have to say, if Saturn V only costs 150k with a 200k rollout (with your 15% redunction), that isn't nuts. What freaks me out is the 10k build and 111k rollout. I get that Rollout is supposed to cost more than build cost, but that seemed like a pretty extreme difference. Every other rocket I've build (including all the sputnik and luna missions I've run using R7 rockets), the difference between build and rollout has been manageable. Luna 1 (which is basically the same launch vehicle used on Vostok) had a build cost of 6832 and a Rollout cost of 2226
  4. It's been awhile since I posted anything so I'm not even sure I'm in the right place. OP still refers to 1.2.2 and RP-0 while I'm playing on 1.3.1 with RP-1 (v1.00 according to CKAN). If I'm in the wrong place, appreciate directions to the right forum. Anyway..... I've just getting my new career to the point where I'm getting into manned orbital/sub-orbital launches. As with most of my career games, I try to recreate historic rockets. Unlike in most of my previous games, though, this time I'm creating Russian missions along side US missions. So I'm at the point where I'm working on
  5. Well, that's not overly surprising. I don't think any of those engines were ever used to reach orbit, let alone send flybys to the Moon, Mars or Venus. They are all early engines used on sounding rockets (or short to medium range missiles).
  6. I have MM 3.0.6 which I think is the latest version. I manually installed everything. Didn't install from CKAN. But I'm pretty sure I have the procedural payload fairings. I haven't used them yet since I'm still very early in my career (not even a dozen launches yet) but I'm pretty sure I've seen them in my parts list. I have all of the RN parts mods (that I know of anyway), FASA, SSTU, ATK Propulsion, Real Scale Boosters, SXT, & Taerobee but I too only have those few starting engines. Mostly I just tend to build the same two sounding rockets over and over: V-2 and the WAC.
  7. Unfortunately, I have two 1.3.1 installs. My main which has dozens of mods and my test which has bare minimums for RO and RP1. And I've rebuilt the test install numerous times, always with the same result. I suppose it could be something with one of the mod downloads I have (since I don't redownload mods every time I rebuild my test install) but that's a fair number of downloads to pull again. Especially without having some idea which download is the likely culprit. I did redownload the RP-1 dev files but that didn't change anything.
  8. Something I've noticed with RP-1 is that the images you see when you start KSP have changed. That's cool. I like looking as some of what you guys did. But they flash by so fast that I don't really get to look at them much. Plus they get a little disorienting. They only stay on the screen for a second or two. Is there any way to change the length of time before the next image displays?
  9. Maybe this was done intentionally. I'm playing 1.3.1 RO/RP-1. Very early in the career and I noticed something. There is the "ROAerobeeSustainer" which is the generic RO version of the Aerobee sustainer engine for the WAC Corporal and Aerobee sounding rockets. If you happen to have the Taerobee mod, however, you can also choose to use the "taerobee.aerobee" engine which is the same part. Just from a different mod. Thing is, the Taerobee part is in the Early Rocketry tech node while the RO part is in the "Starting Parts" tech node. Is there a reason these two identical engines are in dif
  10. No, it wasn't a procedural battery or part. The cockpit I was using had 400L of extra space available. I used that for the battery.
  11. Can someone explain the Rollout Cost in RP-1 to me? I'm just starting my RO/RP1 game. Build my first rocket which is an A-4 with some science added in. VAB cost is 585. Rollout Cost is 1335.5 according to KCT. That means it's going to cost me 2.28 times as much to get the rocket on the launch pad than it did to actually build the thing. That doesn't make a lot of sense. The VAB is were you design and build a rocket so shouldn't the cost there include the actual purchase and assembly of the parts? It's not like you can order a bunch of parts but never pay for them because you decide not
  12. Ok. I pulled a copy of Build 39. On my clean KSP install, it appears to work (left MagiCore 1.3.1). And it appears to be working on my RO/RP1 setup as well.
  13. I tried as you suggested. Deleted both my KCT and Magico folders then grabbed both from the build 44 link you provided. Even went so far as to delete the module manager cache just to make sure it rebuilt everything. Same issue. Then I setup a brand new, clean KSP 1.3.1.1891 setup and only installed KCT, Magico (both from the build 44 download) and ModuleManager.3.0.6.dll. Far as I can tell, I get the same error. EDIT: I pulled a copy of KCT 1.3.0.38 and MagiCore 1.3.1 from their respective GitHub release pages. Tried those on my clean KSP 1.3.1.1891 install and they appear to
  14. https://www.dropbox.com/s/8qczkokq3fdwxlj/output_log.txt?dl=0 That's a copy of my output_log taken just now. All I did was load up, go into VAB, select a rocket, click on launch, then exited out of the game.
  15. So I'm starting my 1.3.1 RO/RP1 game but I'm having some trouble right off the bat. I did notice that I was using KCT 1.4.0.69 but I've since corrected that. I'm now using build 44 from the link magico13 provided above. But still, when I click on the Launch button in the VAB, nothing shows up on my build list. I noticed in the log that I'm getting spammed with an error: "Exception: TypeLoadExcpetion: Could not load type 'KSP.UI.BaseCrewAssignmentDialog' from assembly 'KerbalConstructionTime'. I'm not sure if this has anything to do with the problem I'm encountering or not. Assistance wou
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