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MacLuky

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Everything posted by MacLuky

  1. 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
  2. 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.
  3. 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
  4. 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....
  5. 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 [email protected] 9 macluky staff 288 Jan 23 13:19 Planets [email protected] 3 macluky staff 96 Apr 19 2020 PluginData [email protected] 4 macluky staff 128 Apr 19 2020 Sunflares [email protected] 1 macluky staff 1046 Apr 19 2020 config.cfg [email protected] 1 macluky staff 2297 Feb 2 2020 planetsList.cfg
  6. 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 ^=:$: <color=green>From AlternateApollo mod.</color> @cost *= 1.2 %entryCost *= 3 %RP0conf = True }
  7. no rp config for ApolloLab_cbm no rp config for ApolloLab_hab no rp config for ApolloLab_node no rp config for ApolloLab_node2 no rp config for ApolloLab_prop no rp config for ApolloLab_reactor no rp config for ApolloLab_science no rp config for ApolloLab_tug no rp config for ApolloLab_tug_engine no rp config for ApolloLab_tug_rcs Missing a few in rp0 but they have ro configs
  8. Neat! I wrote a little script since I am lazy: MOD_NAME=MIR TECH_NODE=modularSpaceStations for FILE_NAME in `find ../GameData/$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
  9. 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)
  10. 1963 Part 2 Glorious failure It are times of great achievements and odd failures. With the crew grounded for more than a year, they have started training on new capsules.
  11. Hi, Can I use the mod in RSS/RO. Uhm let me rephrase that: did anyone make configs for RSS/RO/RP1 for this mod? its my favourite rover
  12. Ah, it seems I had pulled from the 1.8.1 branch and not from master. Apart from moving Olympus to ApolloLab are there any signinficant things I should be looking out for? nuts, master had some intresting updates. This might have been for nothing but I spent at least 2 hours at, so perhaps useful to someone, additional patches for RO
  13. so i ran this little script: And found configs were missing for: D2_interstage4 LEM_antenna LEM_ascentengine LEM_ascentstage LEM_descentengine LEM_descentstage LEM_rope olympus_core olympus_solar I'll see what I can do and post the results here
  14. 1963 the first half Still shaken by the loss of Stephen Adams, the space agency is looking for new ways to make space safe and exciting. Work has started on a new vehicle but we do not have a launcher ready or a crew trained. Engineers gather to work on the Aries-2E and the Rigel Block A
  15. In RSS/RP1 I can’t find the lab in the tech tree. I can try to make a Config but hate to do double work
  16. So RL-10 or RD-58... I seem to be at a crossroad. I know the RL-10 but how does the Russian path work?
  17. Update from headquarters: all further Sirius class flights have been canceled pending the investigation
  18. Disaster strikes What was supposed to be a routine mission will turn to a disaster and a viking funeral.
  19. I've created a pull request for RO-KerbalRenamer, I am not sure if that is the same thing, but I added some European names. Based on the most popular names in the respective countries (according to wikipedia or other sources I could find) mixed with some names from ESA astronauts. Works fine on my computer (for what that is worth ;-)
  20. Reaching the max of my lifter capacity. I don't think i can land on the moon with 5t from LEO. It might be time for a new launcher. Somewhere in the 10t to orbit 1-2t to the moon
  21. Kissing Venus (at a safe distance)
  22. RL-10 or RD-58? What should I pick
  23. Part 8 Orbits is plural But earned his place in the space program.
  24. These look amazing! Very well done, your mods keep breathing live in this game
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