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Everything posted by boribori

  1. What is exactly your question? The Realism Overhaul Installation guide states that it needs KSP 1.8.1: https://github.com/KSP-RO/RP-0/wiki/RO-&-RP-1-Installation-for-1.8.1 Anyway if you want to try it on 1.10.1 anyway, you will need Kopernicus Bleeding Edge: The old Real Fuels seems to work fine on 1.10.1, just ignore that warning. Keep in mind though that if you do not install RO exactly according to the installation instructions you can not ask them for any support.
  2. AFAIK it is not possible to combine the different fuel modules on one part. And switching out the USFS module for the RF module proved to complicated for me since the fuel types and amounts all seem to be tied to US Mesh Switch. This is a job for someone more patient than me. I made some simple patches to change LFO and monoprop to Kerosene, LqdOxygen and Hydrazine though: https://github.com/codebori/RealSolarFiction/blob/master/GameData/RSF/RSF_Compatibility/RSF_USII.cfg It's far from perfect or complete but it is playable I think.
  3. @[email protected] How do we deal with patches that concern RSF as well as LRTR? Sirata is doing pull requests to RSF, but some of those, like the Tech Tree patch for B9 Procedural Wings, could also go to LRTR. Should we do pull request to LRTR instead? This probably means that we should fork LRTR as well and playtest with the fork. I am very new to this part of git/GitHub though and will probably mess thing up. Or should we just put them in /GameData/RSF/Tmp/Tmp_LRTR/ and Pehvbot will take from there what he wants when he wants it?
  4. Ah, I had no clue it was the RP-1 science model, I though it was from Kerbalism. That explains why the Kerbalism patches for other mods also don't do anything. I'll have a look when I find the time. Thanks!
  5. I added Known Issues and a Changelog on Github and copied it here: Known Issues: [] "DMagic Orbital Science" is incompatible with LRTR's Kerbalism Config [] "OhScrap!" overlaps with Kerbalism functionality [] SXT LV-405 Vanguard still has Liquid Fuel and Oxidizer for its additional RCS engine [] "Restock" Oscar B tank volumes are inconsistent with the stock one [] Procedural Part Tanks are to big at the start and too small later on [] TantaresSP Zircon RCS Series require Liquid Fuel and Oxidizer To Do [] Write installation instructions: [] Dependencies: [] Kerbalism -> Kerbalism LRTR Config [] Configuration: [] Turn off Real Fuels or Kerbalism ignition limit [] Make "DMagic Orbital Science" compatible with LRTR's Kerbalism Config [] Suggest more configuration options for "OhScrap!" to turn of some functionality [] Move Airplane parts (Stock and from mods) around in the Tech Tree (mainly earlier) [] SXT LV-405 Vanguard still has Liquid Fuel and Oxidizer for its additional RCS engine -> write patch and submit it to RealFuels-Stock [] Fix Oscar B tank volumes: https://forum.kerbalspaceprogram.com/index.php?/topic/196996-real-world-sci-fi-mod-collection/&do=findComment&comment=3862324 [] Make sure there are ullage motors available early in the tech tree [] Remove the Size restrictions from PP tanks, leave only the volume related upgrade path [] Fix TantaresSP Zircon RCS Series require Liquid Fuel and Oxidizer and submit it to RealFuels-Stock Changelog 31.10.2020: Replace Oxidizer with LqdOxygen in Fuel Cells https://github.com/codebori/RealSolarFiction/commit/db999402aebc87a303337b3e3f9dca50ae1a7a36 31.10.2020: Added CKAN modpack list to Github 31.10.2020: Created a Changelog Before there was order: Adapted LRTR KCT config to allow for faster build time with recovered parts. -> RSF_KCT_Presets.cfg Kerbalism built-in antennas not sending data -> seems intentional Added early (propellor) plane mods -> SXT Continued, KAX?, Airplane Plus Fixed fairing sizes (currently in career only smallest fairing when bigger parts already available) -> RSF_TT.cfg Fixed procedural tank sizes -> RP_Tree_ProcSizes.cfg Added mod for early LRTR tech tree for FAR -> Aerodynamic sounding rockets etc. -> CNAR-V2 Fixed no tank type selection for any tank except the procedural tanks. -> RP_PartHacks.cfg Pressurized tanks (Service module) when you get pressure fed engines. -> RP_PartHacks.cfg & RP_Tree_ProcSizes.cfg Fixed EVA Fuel (monoprop -> hydrazine)
  6. @Pehvbot I had some more feedback as well The latest LRTR (v1.4) overwrites the config file, which is fine but maybe there should be a warning for those who edited it. There are a lot of empty Tech Tree nodes and the Hide Empty Tech Tree Nodes mod seems to break stuff. Did you have a plan for that? Is there a way to hide them without breaking stuff? Or do you want to move stuff around to fill them? I would prefer the latter. There are no available Strategies in the Administration building, is that as intended? Dmagic Orbital Science doesn't seem compatible with Kerbalism while it is supposed to be (according to this https://github.com/Kerbalism/Kerbalism/wiki/Home-~-Mod-Support). Is that a Kerbalism or LRTR issue?
  7. There is a beta version for 1.7 which supposedly works in 1.9:
  8. You can turn it off by editing the last section of GameData/RealFuels/RealSettings.cfg, change true to false: Ullage { simulateUllage = true limitedIgnitions = true I don't know for sure if they perform the same, but I assume they do.
  9. Great mod! Thanks! However now I'm suddenly getting random crashes when deleting craft. Everything worked fine for weeks, but since today I'm getting these crashes. I also don't know how to get out of the error window, so every time I have to force kill KSP and restart. I attached my logs to the existing issue on Github: https://github.com/Sujimichi/CraftManager/issues/14 Most helpful right now is if someone can tell me how to get rid of the error message and keep playing, thanks.
  10. @Gordon Dry Are you still writing new configs for RealAntennas? I wanted to look into writing some for Near Future Exploration etc., but not if you are already doing that ofcourse.
  11. In sandbox on my install all stock antennas have the RealAntennas options.
  12. I thought it was supposed to support all stock antennas. I am quite early in my career and so far all my stock antennas have the RealAntennas options. I'll have a look in sandbox later. You can check your log to see which mods do what with which parts. You can use the PartInfo mod to easily find the name of the parts.
  13. I installed the latest version through CKAN and manually downloaded only this one file https://github.com/DRVeyl/RealAntennas/blob/master/GameData/RealAntennas/RealAntennas.cfg from GitHub, and replaced the installed one. So far it seems to work.
  14. The issue with procedural fairings disappeared by itself (I probably changed something I don't remember I did ). I created a patch for RealAntennas upgrades: https://github.com/codebori/RealSolarFiction/blob/master/GameData/RSF/RSF_Tree/RSF_TT_Realantenna.cfg While I was doing it I realised that RealAntennas has a config for RP-0, so there's probably an easier way to do it than how I did it.
  15. There is a more recent config on GitHub that is not included in the release. It has configs for more antennas. I was just going to try it myself.
  16. I did notice that the sun rises really late, I normally warp till 11am to get some light on the launch site. I just assumed it would get dark late and the time was just off, but I never actually checked.
  17. I am encountering two more issues with the tech tree (I think): I can't change the amount of nodes for Procedural Fairings and the procedural thrust plate adapter. I haven't looked at the code at all yet (I don't use those much, so it's not a priority for me), but I assume it is an upgrade issue. RealAntennas don't have an upgrade path. I quickly rewrote GameData/RealAntennas/TechTree.cfg in my install to fix it for myself. I will write a proper MM patch later (I guess I'll have to use the same method as LRTR did with Procedural Parts). Would it technically be possible for Tech Tree nodes to have 2 names? Or another way to use the LRTR Tech Tree without removing the stock nodes? Something so unsupported mods that do upgrades or something else with the tech tree don't break. I think it's better if it is in an illogical position than not being there at all.
  18. The fact that you can create all that from some inorganic moon rock really bugs me. I will need to look again what ISRU options are available. Magic stock ore is a no go for me, but KSPIE for example adds too much complexity. I'll also have a look at what the Kerbalism profiles can do. I already had a quick look at the RO config and that looks promising, else I might just revive my own ISRU "mod" when I get to it. Preliminary tests with the fixes from GitHub look good so far. (I only had to add a "cheat" patch for my existing craft with Fillet Cylinders.) But the smallest size ever seems to be 800mm by 480mm, that can't be right. And I don't really understand the logic behind the fact that Fillet Cylinders are so far ahead in the Tech Tree.
  19. I did some quick tests with the procedural tanks on clean installs (without my own patches): LRTR 1.2 + PP: attachment nodes OK limited resizing LRTR 1.2 + PP + RF: attachment nodes OK extremely limited resizing LRTR 1.3 + PP: attachment nodes messed up resizing OK LRTR 1.3 + PP + RF: attachment nodes messed up extremely limited resizing I think the resizing problem in LRTR 1.3 is because the Real Fuels Procedural Tanks use different a different Tech Tree upgrade system so they are never being upgraded. I have no clue about the attachment nodes, but it looks like a new problem introduced with LRTR 1.3 (although I am sure I had it for a bit with 1.2 as well).
  20. - Quick questions about LRTRSimple: is that SimpleISRU in the config? I guess Realfuels users would want a more advanced ISRU and will want to keep the resources, so they should set this to false, right? (I haven't looked at the code yet, because I spent too much time on the next issue.) - And the Procedural Tanks issue still exists. I looked at your code and I thought it fixed my problem that I couldn't resize at all, so I removed my patches, but then the problem came back, including an issue I hadn't mentioned before: the nodes are off, so the parts procedural parts clip into other parts. When I remove the upgrade limits with the following path everything is fine again @PART[*]:HAS[@MODULE[ProceduralPart]]:AFTER[zLRTR] { @MODULE[ProceduralShape*],* { %techRequired = start } @TechRequired = start @MODULE[ProceduralPart] { %diameterMin = 0.01 %diameterMax = Infinity %lengthMin = 0.01 %lengthMax = Infinity %volumeMin = 0 %volumeMax = Infinity } } @PART[proceduralTankRealFuels]:AFTER[zLRTR] { @TechHidden = False } @PART:HAS[@MODULE[ProceduralPart]]:AFTER[zLRTR] { @MODULE[ProceduralPart] { !TECHLIMIT,* {} !UPGRADES,* {} } } I would actually like to use the upgrade steps, but it's breaking my brain. After I gave up troubleshooting and continued playing I noticed that when using Real Fuels parts are called [proceduralTankRealFuels]. So I guess the issue might have something to do with Real Fuels. Right now I don't feel like troubleshooting, I just want to play. I will dive in again later today or this weekend. But maybe you know already what's causing this. EDIT: The nodes are still off. So I guess I will have to do some more troubleshooting before playing. I just really can't remember what fixed it before. It looks like it has something do do with rescaling.
  21. @ValiZockt There was no config for Airplanes Plus helicopter rotors (AirplanePlus/Parts/Engine/Rotorwing/), this seems to work (I copied and adapted RealFuels-Stock/000_DEPRECATED/FS_Helicopter_Parts): @PART[*]:HAS[@MODULE[FSengineBladed]] { @MODULE[FSengineBladed] { @resources ^= :LiquidFuel:Kerosene: } } I'll most likely find (a lot?) more over the next few weeks/months, and I will try to write the patches myself. Do you want me to post them here or on github as I find them? (If on github I need to figure out how to do that, but it's about time that I do.)
  22. I don't have the DLC's (and I probably won't ever get them) so I can't do anything there. I'll stick to the mods. Would it be possible to do something like this? @PART:HAS[#CrewCapacity[>0],#TechRequired[start]] { MODULE { name = ModuleUnpressurizedCockpit } } I am quite disorganised and even with the few patches I have it's already a mess. I need to reorder my GameData/RSF folder structure. I guess most of it will eventually be integrated in the respective mods themselves, but until that time I need to keep it somewhere. Is there a mod folder structure best practice guide somewhere? Also I will need to know which patches will be integrated in which mods themselves eventually, I guess most patches could go into Pehvbot's LRTR, but some might change the gameplay in a way that is different from LRTR's vision. I guess I''ll need to separate compatibility fixes from gameplay changes first.
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