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MacLuky

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Everything posted by MacLuky

  1. Ah, that is great news! Is there a reference or guide somewhere that I can follow to do it correctly?
  2. Does the export to .mu work? I really lost my appetite for modding with unity
  3. 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
  4. 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.
  5. 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
  6. 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
  7. 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
  8. 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!
  9. 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.
  10. 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
  11. 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.
  12. 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?
  13. This seems not quite right: I'll play with the scale settings to see if i can find a solution
  14. Yes I misread the date, too bad. I am in need of something like this
  15. Thanks! I’ll poke around
  16. 1966 is going to be interesting, we have a new spacecraft in development and 7 astronauts trained for it, but it is seeing more and more delays. Will we complete our spaces station contract in time? Engineers are looking for solutions. We would also like to put a little rover on Mars or Venus, but landing is still tricky
  17. 1965 second half The first 5 years of our orbital capable period we had a lot of catching up to do and we sure delivered in this part. Granted, there was more than one reload, but not all were due to pilot error. Updating to the master version of Realism Overhaul seems to help a lot though. In the second part we got very close to moon and we got some moon rocks to play with, and in the final days of december we take a daring shot to replenish our drained funds.
  18. 1965 first half The moon seems still very far away, but we got back to crewed flight which is always fun. The Aries class got updated and is now in the 2% range and 1400-2500 funds per ton to LEO. Taurus is getting stable and we have an update to 16-20t in the test bank
  19. 1964 Return of Manned Flight A turbulent year with many failures. Having depleted the production lines in 1963 we will be a few launches short in 1964. I need to invest more in the VAB as I cant afford to rush the rockets anymore. The Rigel class is coming together, I might send one around the moon. Meanwhile half my astronauts are training for the D2 capsule but that will need a better lifter in the 15t range. Oh and next year I might unlock station parts....
  20. Hi On RSS I see a lot of these in the logs: [LOG 20:04:31.862] [Scatterer][Debug] Finding ScattererCelestialBody name: Kerbin. TransformName: Kerbin [LOG 20:04:31.863] [Scatterer][Debug] ScattererCelestialBody not found by name, trying transformName [ERR 20:04:31.864] [Scatterer][Error] ScattererCelestialBody Kerbin not found by name, or transformName. Effects for this body won't be available. [LOG 20:04:31.864] [Scatterer][Debug] Finding ScattererCelestialBody name: Duna. TransformName: Duna [LOG 20:04:31.864] [Scatterer][Debug] ScattererCelestialBody not found by name, trying transformName [ERR 20:04:31.864] [Scatterer][Error] ScattererCelestialBody Duna not found by name, or transformName. Effects for this body won't be available. [LOG 20:04:31.866] [Scatterer][Debug] Finding ScattererCelestialBody name: Laythe. TransformName: Laythe [LOG 20:04:31.866] [Scatterer][Debug] ScattererCelestialBody not found by name, trying transformName [ERR 20:04:31.866] [Scatterer][Error] ScattererCelestialBody Laythe not found by name, or transformName. Effects for this body won't be available. [LOG 20:04:31.866] [Scatterer][Debug] Finding ScattererCelestialBody name: Jool. TransformName: Jool [LOG 20:04:31.867] [Scatterer][Debug] ScattererCelestialBody not found by name, trying transformName [ERR 20:04:31.867] [Scatterer][Error] ScattererCelestialBody Jool not found by name, or transformName. Effects for this body won't be available. [LOG 20:04:31.867] [Scatterer][Debug] Finding ScattererCelestialBody name: Eve. TransformName: Eve [LOG 20:04:31.867] [Scatterer][Debug] ScattererCelestialBody not found by name, trying transformName [ERR 20:04:31.868] [Scatterer][Error] ScattererCelestialBody Eve not found by name, or transformName. Effects for this body won't be available. [LOG 20:04:31.868] [Scatterer][Debug] Finding ScattererCelestialBody name: Venus. TransformName: Venus [LOG 20:04:31.868] [Scatterer][Debug] Found ScattererCelestialBody: Venus, actual ingame name: Venus I presume this is because there are configs under Scatterer itself for Stock, but RSSVE for RSS. Can I delete those under Stock to speed things up? (and if so, which files?) capricorn:CKAN macluky$ ls -l ../GameData/scatterer/config/ total 16 drwxr-xr-x@ 9 macluky staff 288 Jan 23 13:19 Planets drwxr-xr-x@ 3 macluky staff 96 Apr 19 2020 PluginData drwxr-xr-x@ 4 macluky staff 128 Apr 19 2020 Sunflares -rw-r--r--@ 1 macluky staff 1046 Apr 19 2020 config.cfg -rw-r--r--@ 1 macluky staff 2297 Feb 2 2020 planetsList.cfg
  21. Here's what my other script generated. I haven't tested it yet: @PART[ApolloLab_cbm]:FOR[AlternateApollo]:NEEDS[RP-0] { %TechRequired = improvedCapsules @description ^=:$: <color=green>From AlternateApollo mod.</color> @cost *= 1.2 %entryCost *= 3 %RP0conf = True } @PART[]:FOR[AlternateApollo]:NEEDS[RP-0] { %TechRequired = improvedCapsules @description ^=:$: <color=green>From AlternateApollo mod.</color> @cost *= 1.2 %entryCost *= 3 %RP0conf = True } @PART[ApolloLab_hab]:FOR[AlternateApollo]:NEEDS[RP-0] { %TechRequired = improvedCapsules @description ^=:$: <color=green>From AlternateApollo mod.</color> @cost *= 1.2 %entryCost *= 3 %RP0conf = True } @PART[ApolloLab_node]:FOR[AlternateApollo]:NEEDS[RP-0] { %TechRequired = improvedCapsules @description ^=:$: <color=green>From AlternateApollo mod.</color> @cost *= 1.2 %entryCost *= 3 %RP0conf = True } @PART[ApolloLab_node2]:FOR[AlternateApollo]:NEEDS[RP-0] { %TechRequired = improvedCapsules @description ^=:$: <color=green>From AlternateApollo mod.</color> @cost *= 1.2 %entryCost *= 3 %RP0conf = True } @PART[ApolloLab_prop]:FOR[AlternateApollo]:NEEDS[RP-0] { %TechRequired = improvedCapsules @description ^=:$: <color=green>From AlternateApollo mod.</color> @cost *= 1.2 %entryCost *= 3 %RP0conf = True } @PART[ApolloLab_reactor]:FOR[AlternateApollo]:NEEDS[RP-0] { %TechRequired = improvedCapsules @description ^=:$: <color=green>From AlternateApollo mod.</color> @cost *= 1.2 %entryCost *= 3 %RP0conf = True } @PART[ApolloLab_science]:FOR[AlternateApollo]:NEEDS[RP-0] { %TechRequired = improvedCapsules @description ^=:$: <color=green>From AlternateApollo mod.</color> @cost *= 1.2 %entryCost *= 3 %RP0conf = True } @PART[ApolloLab_tug]:FOR[AlternateApollo]:NEEDS[RP-0] { %TechRequired = improvedCapsules @description ^=:$: <color=green>From AlternateApollo mod.</color> @cost *= 1.2 %entryCost *= 3 %RP0conf = True } @PART[ApolloLab_tug_engine]:FOR[AlternateApollo]:NEEDS[RP-0] { %TechRequired = improvedCapsules @description ^=:$: <color=green>From AlternateApollo mod.</color> @cost *= 1.2 %entryCost *= 3 %RP0conf = True } @PART[ApolloLab_tug_rcs]:FOR[AlternateApollo]:NEEDS[RP-0] { %TechRequired = improvedCapsules @description ^=:$: <color=green>From AlternateApollo mod.</color> @cost *= 1.2 %entryCost *= 3 %RP0conf = True }
  22. no rp config for ApolloLab_cbm no rp config for ApolloLab_hab no rp config for ApolloLab_node no rp config for ApolloLab_node2 no rp config for ApolloLab_prop no rp config for ApolloLab_reactor no rp config for ApolloLab_science no rp config for ApolloLab_tug no rp config for ApolloLab_tug_engine no rp config for ApolloLab_tug_rcs Missing a few in rp0 but they have ro configs
  23. Neat! I wrote a little script since I am lazy: MOD_NAME=MIR TECH_NODE=modularSpaceStations for FILE_NAME in `find ../GameData/$MOD_NAME/ |grep cfg` do PART_NAME=`grep -hrA 4 "^PART" ${FILE_NAME} |grep name | cut -d = -f 2|xargs| tr -d '\r'` if [ "$PART_NAME" != "" ] then echo "@PART[${PART_NAME}]:FOR[${MOD_NAME}]:NEEDS[RP-0]" echo "{" echo " %TechRequired = ${TECH_NODE}" echo " @description ^=:$: <color=green>From ${MOD_NAME} mod.</color>" echo " @cost *= 1.2" echo " %entryCost *= 3" echo " %RP0conf = True" echo "}" echo "" fi done It grabs all the config files that start with PART and extracts the name. It will dump all in the same node, but you can always change that. It also makes an assumption on the cost based on the few examples that I saw. capricorn:CKAN macluky$ . rp_config_create @PART[Mir_Core_Module1]:FOR[MIR]:NEEDS[RP-0] { %TechRequired = modularSpaceStations @description ^=:$: <color=green>From MIR mod.</color> @cost *= 1.2 %entryCost *= 3 %RP0conf = True } @PART[Mir_DockingPortProbe1]:FOR[MIR]:NEEDS[RP-0] { %TechRequired = modularSpaceStations @description ^=:$: <color=green>From MIR mod.</color> @cost *= 1.2 %entryCost *= 3 %RP0conf = True } Snippet of the output
  24. Status update So far the number of launches is leveling out. Earth science satellites are rare but the Luna program has absorbed the capacity created by stopping manned flights. I do want to build a new comm network You can also see the lifters evolve, we keep pushing up more payload, and the build rate cant compensate for the more expensive rockets and the lack of rushing them these days. 1962 rocketry has been unlocked or was it 63? anyway. Expect an updated Aries Class, we will need it for Rigel and I've started researching the RL-10 so we can go to Jupiter (hopefully in time)
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