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MacLuky

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Everything posted by MacLuky

  1. This is beautiful! encoyable! I might make RP1/RO configs for this
  2. I wonder if this will help @Scatterer_planetsList:FOR[RealSolarSystem]:NEEDS[Scatterer] { @scattererCelestialBodies { -Item:HAS[#celestialBodyName[Kerbin] -Item:HAS[#celestialBodyName[Duna] -Item:HAS[#celestialBodyName[Jool] -Item:HAS[#celestialBodyName[Eve] -Item:HAS[#celestialBodyName[Kerbin] -Item:HAS[#celestialBodyName[Kerbin] -Item:HAS[#celestialBodyName[Kerbin] -Item:HAS[#celestialBodyName[Kerbin] } @celestialLightSourcesData { -Item:HAS[#celestialBodyName[Jool] } }
  3. Scatterer is just gorgeous, but I am suspecting it to slow down my scene transitions by several minutes in my RSS/RO game. Uninstalling/reinstalling it does seem to speed things up but I cant really put my finger on it. Perhaps it is looking for Jool and Eve and stuff on a timeout? Just to clarify, I dont mind losing framerate for pretty pictures, but transitions are kind of annoying especially in the minutes range
  4. This is what the current family of lifters looks like, I am working on a low cost below the Taurus 1A. Cost means it takes a long time to build, so lower cost is good Also dancing around the max capacity of the platforms
  5. Yes, we just unlocked it, stay tuned ;-) 1967 Part 1 The first half of the year saw fewer launches. The crew is training and the launchers are getting more expensive. We do see two new lifters in the Taurus family and two polished ones in the Aries.
  6. This did not solve the issue, however: if you re-arrange your kerbals in the FLIGHT_LOG section of your savefile you can work around it.
  7. I may have found a bug. I have 6 trained crew, both proficiency and mission and I don't like the auto-pick. So I removed one from the list, but if I try to add another an empty list is presented. I'll update RP1 to master and will check again.
  8. I have a RO_RSSeaDragon.cfg And RP0_RSSeaDragon.cfg That do .. something. I'm in 1967. I'll tell you how well it works when I get there ;-) but they pop up in the tree and seem to work. @pap1723 I'm not sure where to post these. Perhaps useful to add to the mod list?
  9. I have something that works. I'll post it in so we can keep everything in one place and close this one
  10. Ah, that is great news! Is there a reference or guide somewhere that I can follow to do it correctly?
  11. Does the export to .mu work? I really lost my appetite for modding with unity
  12. Doesn't look like it. I'll give it a go what RP1 node would you expect to find it? after lunar landing, but not much I guess
  13. I know it has been asked before, but there are a lot of empty nodes in my tree, especially post lunar landing. I wrote this little script: cat ../GameData/RP-0/Tree/RP0TechTree.cfg | grep "id =" | cut -d = -f 2 | sort |uniq > tree_nodes for node in `cat tree_nodes` do node_name=`echo $node | tr -d '\r'` count=`grep --exclude="../GameData/RP-0/Tree/RP0TechTree.cfg" ${node} ../GameData/RP-0/Tree/*.cfg|wc -l` if [ ${count} -eq 0 ] then echo $node_name $count fi done Which looks for nodes that have no support for RP1 "out of the box", it generates this list: Some make total sense (like colonization mods), and I presume the NF nodes are covered by Near Future mods, but others are a little bit more confusing: advancedHabitats 0 advancedLanding 0 electronicsAdvCapsules 0 electronicsColonization 0 electronicsCommercial 0 electronicsHuman 0 electronicsInternational 0 electronicsLongTerm 0 experimentalAircraft 0 highTechCapsules 0 highTechSpaceplanes 0 improvedLifeSupport 0 improvedNuclearPower 0 improvedSpaceplanes 0 largeScaleHabitats 0 nuclearFissionReactors 0 sstoSpaceplanes 0 I know some of these might be deliberately empty and that is okay, but things like advancedLanding, electronicsAdvCapsules etc would be nice to fill. I'll see if I can get that part browser running and explore a bit further. Any comments are greatly appreciated You either buy them or you get some for each science point you bring home.
  14. I know it has been asked before, but there are a lot of empty nodes in my tree, especially post lunar landing. I wrote this little script: cat ../GameData/RP-0/Tree/RP0TechTree.cfg | grep "id =" | cut -d = -f 2 | sort |uniq > tree_nodes for node in `cat tree_nodes` do node_name=`echo $node | tr -d '\r'` count=`grep --exclude="../GameData/RP-0/Tree/RP0TechTree.cfg" ${node} ../GameData/RP-0/Tree/*.cfg|wc -l` if [ ${count} -eq 0 ] then echo $node_name $count fi done Which looks for nodes that have no support for RP1 "out of the box", it generates this list: Some make total sense (like colonization mods), and I presume the NF nodes are covered by Near Future mods, but others are a little bit more confusing: advancedHabitats 0 advancedLanding 0 electronicsAdvCapsules 0 electronicsColonization 0 electronicsCommercial 0 electronicsHuman 0 electronicsInternational 0 electronicsLongTerm 0 experimentalAircraft 0 highTechCapsules 0 highTechSpaceplanes 0 improvedLifeSupport 0 improvedNuclearPower 0 improvedSpaceplanes 0 largeScaleHabitats 0 nuclearFissionReactors 0 sstoSpaceplanes 0 I know some of these might be deliberately empty and that is okay, but things like advancedLanding, electronicsAdvCapsules etc would be nice to fill
  15. Oh, and ablator is not enough for a lunar return. RP0 comparable size heat shields carry 563 units rather than 200. I wanted to create an upgrade patch for the D2 but found it to complex so I just edited the cfg
  16. The whole docking process is very time consuming. We are looking at 2 launches to get the crew to the moon and 2 for the lander, perhaps 3. I think I will look for a new launcher that can sling 15 ton to the moon
  17. 1966 Part 2 There was a lot of activity on the second half of the year. The number of launches in the second half almost doubled that of the first half! we get Kerbals back to the moon and we see two new lifters!
  18. 1966 Part 1 The production lines are getting up to speed and we are looking at a lot of launches. Some probes arrive at their destination. We build our first small space station and many things go wrong with the new Vega class crew vehicle.
  19. They are at 32 Mm, I used the resonant orbit calculator so they should be good. Not a great transmission speed, but more than 0
  20. Hi, I noticed I can't add KIS items to a ServiceTank. I poked in RealTankTypes.cfg but am not sure what to add (or rather what patch to make). Is this even possible? It sort of seems like the right spot for it.
  21. So this confuses me. I've read the wiki and seen @Carnasa's video but my network is not behaving as expected: It's antenna level 3 UHF but I still have flacky reception in LEO. They see the network but it is almost as if they refuse to connect. What could be wrong?
  22. This seems not quite right: I'll play with the scale settings to see if i can find a solution
  23. Yes I misread the date, too bad. I am in need of something like this
  24. Thanks! I’ll poke around
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