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hargn

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Everything posted by hargn

  1. Hi, Does the new release compatble with RP-1 1.2.1 saves? I'm building a small jumper rocket with a X-1 cockpit to bring Kerbals until an altitude of 200 km in suborbital flight. As I read in the changelog, the new X-1 is now only capable to go to 75 km. Above this altitude, my intrepids pilots will die. Right?
  2. Do you use [X]Science? It is known to produce lags when doing and transmiting science. The issue has been resolved, but not in the KSP 1.3.1 version of [X]Science.
  3. Yes, that could be a really nice addition to be able to build procedural parts with a regular polygon base. One button to select the shape : circular or polygon, and in the last case, a cursor to select the number of sides. You're not the first one who asks for the feature, unfortunatly. I think that it shouldn't be a really hard to implement feature, unless, maybe ,for the texture application on the part to my opinion.
  4. Splendid Trip @winged !!! And nice vessel @Bornholio. Where did you find these solar panels (which mod) ? I believe I never saw them in any of my RO/RP-X install.
  5. Sorry, I was working, so I didn't read carfully all details. The right link is effectively given in the RO tab. Maybe it should be written in the Bornholios install procedure, in order to avoid this kind of mistake in the future.
  6. @BerthNerd I assume that you have installed only the TestFlightCore-1.8.0.1.zip, not the TestFlightStockConfig-1.8.0.1.zip bundle? But I don't understand how you can assert that your problem comes from RO or TestFlight, your log doesn't seem to show any issue with these two mods. Install the dev branch of TestFlight : https://github.com/KSP-RO/TestFlight/archive/dev.zip To install Realism Overhaul, and its dependencies, I mainly use CKAN, as it easily finds all the dependencies (but DO check for the installed version anyway). Then, after you've assert that RO and its dependencies are working fine, you can start to install the recommended, then the suggested mods. A lot of the mods that works with RSS/RO/RP-0|1 can be installed by CKAN : they are listed in the Realism Overhaul and RP-0 tabs of the spreadsheet. Remember that, even they are suggested by CKAN, DO NOT install Raidernick's mod via CKAN. As @JohnMcLane suggests, if there is an issue after to have installed some mods, proceed by dichotomy : revert, and retest by installing only half of the installed mods. - If it crashes, then revert, and retest by installing half the previously installed mods. - If it works, then take half of the mods you've not installed last step, and install them. Repeat theses step until to have found the mod responsible of the problem. Dichotomic method (that consists of dividing by two the size of a problem each step) is the fastest way to isolate your faulty mod (unless it clearly appears in your log).
  7. KSP 1.3.1 - RSS/RO/RP-1 Golden Spreadsheet : https://docs.google.com/spreadsheets/d/1A7gQkIiQKi0VtRecE6p86KCKuoawZPdzk7NlaxssRJ4/edit#gid=417044107 I think this link should be displayed in the OP. As @JohnMcLane told it, do not make a full install without continuously testing if your last installed mods are working properly. For each mod you install, via CKAN or not, you should : Check that the required dependencies of your mod are already installed. Check the changelog to assert that the version you(ll install is the right one for your KSP version (Example : CKAN doesn't install the right version of Raidernick's mods). Check the wiki and thread of the mod for proper installation instructions. Make backups. Especially for big or beta mods, like RP-1, RSSVE, or for additional mods that are not listed in the spreadsheet. Install your mod Check if the mod is working properly. I never did a working RSS/RO/RP-X game by installing all mods at one go. Then do backups, proceed incrementally. PS : the spreedsheat doesn't mention it, but you can install the ProceduralFairings-ForEverything mod for KSP 1.2.2 in your KSP 1.3.1 install. It's working in my RP-1 install.
  8. Hi @RoboRay and @kurgut Very nice designs for your first manned orbit. Do you use RP-0 or RP-1 ? I have an issue with the procedural fairing textures : I cannot switch any texture for my fairings (as I was able to do in my RP-0 career on KSP 1.2.2). But, as I can see, your designs have some of them. Did you add an mod/texture package that I missed? EDIT : Maybe that comes from Procedural Fairings - For Everythings. I do not know if it's installed in my game nor if it's avaible for KSP 1.3.1.
  9. @Seria17hri11er You should also assert that you've enough electric charges to make working your Sounding Rocket Avionics Package. In the VAB, you should also see, in the details of this part, the range of communication it provides. If it isn't displayed, then you may have an issue with your installation : RemoteTech or other. We also assume that you've read the RO and RP-0 wiki : https://github.com/KSP-RO/RealismOverhaul/wiki https://github.com/KSP-RO/RP-0/wiki There is usefull informations about RemoteTech, the avionics, and if you use RP-1, your spationauts career management, tooling...
  10. Good news, since the time I didn't see any changes on the repository, I was believing the RO/RP-X mods was deads. I do not want ask for any release date, but do you thing that RP-1 will be released as non-developmental a day?
  11. Hi @njbrown09 RP-1 is RP-0 with new tech-tree, science mechanisms, astronauts career management, contracts, and more. It is actually the dev branch of RP-0 : https://github.com/KSP-RO/RP-0/tree/Developmental You should find the instructions to install it, only for KSP v1.3.1 in the wiki : https://github.com/KSP-RO/RP-0/wiki/Setting-up-for-Development-Install-:Temp-Page: For other questions about RP-0/RP-1, please post on the RP-0 thread : https://forum.kerbalspaceprogram.com/index.php?/topic/162117-122-realistic-progression-zero-rp-0-lightweight-realismoverhaul-career-v054-june-15/&
  12. Unless I missed something, I believe that RP-0's master branch is KSP 1.2.2 only. For KSP 1.1.3, I suggest you to use the Developmental branch that comes with the new features of RP-1.
  13. @Bornholio@AVaughan I was aware and I noticed the stutters issues with [X] Science. Apparently, @Warezcrawler released new patches (look at its post) : https://drive.google.com/file/d/1kyNOp-4ZeOuM1pipNiqUqLIS4xP9JxCa/view I cannot test it before this evening, if it works (or if someone can perform the test), the right thing would be to update the link in the RP-0 wiki. For the engine config, I've test it with the A4/A9 engine, the upgrade cost only 30k$ in the VAB. Maybe the costs of engine upgrades in the nodes should be set to null. That will avoid some useless and very expansive purchases when clicking on purchase all button in the node
  14. Hi there, I'm currently testing RP-1and its new features, so thanks a lot to everyone who have worked on it (and also the release of all RO mods for KSP 1.3.1) So, two things I have to ask here : The [X] Science dll linked by the wiki Setting up for Development Install :Temp Page: cannot be load in my game. Which version of [X] Science the dll is based on? Mine is 5.11 After to have unlocked the Early Rocketry node, the RD201 config is available to purchase with an (really big) amout around 198k$. But without to have unlocked this config/part, the RD201 is available in the VAB. What is the intended behavior here? Voila, it's all at this time. Thanks for your advices.
  15. Please read the OP again : How do you think anybody can help you with the informations you are giving. Same thing. Looking at the wiki is also strongly advised : https://github.com/KSP-RO/RealismOverhaul/wiki/False-KSP-Lessons#myth-rocket-engines-are-infinitely-restartable You must have enough avionics in your probe to be able to control your ship (only if you're using RP-0, but who knows?).
  16. Hi @Patupi, AmpYear conflicts with RO/RP-0. I believe it breaks the avionic node of probe/capsule elements. So remove it. If you want some help/tutorial to start with RO/RP-0, look at the wiki https://github.com/KSP-RO/RealismOverhaul/wiki and https://github.com/KSP-RO/RP-0/wiki. You can also look at some Youtube channels : NathanKell for example.
  17. There is a conflict with AmpYear that breaks the loading of theses objects Remove it and all pods and avionics should be available in the VAB.
  18. @PrivateJoker Hi, Sorry for the time I took to answer your last post. With the infos you gave me, I do not find what the issue with your game, unless that it crashes during MM is applying patches for RP-0 (I'm not part of RO/RP-0 developpers). If you still have your issue, I can only give you some advices : Proceed by steps, and make a backup of you GameData folder between each step. Test if your KSP install is clean and the mods are working between each step : Install a fresh KSP 1.2.2 install. Install RSS, Install RO Install RP-0 (recommended) Install RSSVE (also recommended) Install RO/RP-0 recommended/suggested mods, not all at once You should see which mod makes your install bugged.
  19. I have exactly the same problem and cannot determine the cause. The contract sits in the RP-0 folder, but the game doesn't seem to recognize it. It's not even on the Mission Control lists. I've done lunar flybys already (maximum possible times) Hi, Please tip Alt+F10. It should display the contract configurator debug window. Then extend the contracts to visualize the landingMoon contract : you should see what are the requirements that are not met to enable the contract. If the contract doesn't exist, then your install may be broken, the log should contain the error that broke the loading of the contract. @Nich, I believe that it's a limitation with how RP-0 deals with RemoteTech and MechJeb. But I don't know how the RP-0 authors wanted to implement this avionics behavior.
  20. I though I had issues with las revision of RN mods so that I installed them manually. Then I just looked up on last release's manifests and they tell that they should work with KSP 1.2.2 and 1.3. So apologize, I'll install the last version and check if they work.
  21. And with CKAN, do not install Raidernick's mod : it will install the KSP 1.3 version. So you have to install them manually by downloading the right version from his github repository. I suggest for all people that have issues in installing RO to proceed by steps, and to test and make a backup of the Game Data folder between each of them : Install a fresh KSP 1.2.2 install. Install RSS Install RO Install RP-0 (recommended) Install RSSVE (also recommended) Install RO/RP-0 recommended/suggested mods Create a new sandbox career to test if the previous installed mods are working.
  22. Hi @Firemetal, You can drop it into your google drive or dropbox account and share us the link, or you can use a service like pastebin to drop your log (on pastebin you'll need an account cause it cannot handle big sized logs). Be sure that your logs contains your mod lists. And if you can give us more details when/how your game crashs, it can also help us. For example, at what moment of loading it crashs?
  23. Hi @Noel32, Contract Configurator 1.23.2 is only compatible with KSP 1.3.0. RO/RP-0 are made for KSP 1.2.2, so I would suggest you to rollback CC to the version 1.22.2 and to ensure that you are playing your RP-0 carreer with the right KSP version and the mods that are compatible to.
  24. Just an idea about it, It could be great to have a tech for "reinforced" parts in RO/RP-0, that could be in the construction branch of the techtree. Once unlocked, some stuff (I think to procedural parts) have a switch that, when on, reinforce the part to make them resistant to heavy pressure that can be encountered at the surface of Venus or in the deep atmosphere of gaz/ice giants. Then we have a step to towards to be able to explore these area.
  25. Hi @Jaeleth, RO remove or rescale all stock parts in order to set them to a real scale. So the roverBody part has its mass changed by RO after MM apply your patches. You can see the RO's patch here : https://github.com/KSP-RO/RealismOverhaul/blob/4c30ed8b074fb52720fd17b5b01f84320d80f352/GameData/RealismOverhaul/RO_SuggestedMods/Squad/RO_Squad_Utility.cfg#L479-L488 You should probably test your patch with : @PART[roverBody]:AFTER[RealismOverhaul] But, I don't know the purpose of your mod, but think that you do not want to modify parts that are patched by RO in order to set them to a real scale. The only I see for you to patch parts after RO is to add new modules you would provide in you mode, and it should work without the AFTER[RealismOverhaul] as RO won't touch the properties of your modules you added to the parts. https://github.com/KSP-RO/RealismOverhaul/blob/4c30ed8b074fb52720fd17b5b01f84320d80f352/GameData/RealismOverhaul/RO_SuggestedMods/Squad/RO_Squad_Utility.cfg#L479-L488 https://github.com/KSP-RO/RealismOverhaul/blob/4c30ed8b074fb52720fd17b5b01f84320d80f352/GameData/RealismOverhaul/RO_SuggestedMods/Squad/RO_Squad_Utility.cfg#L479-L488
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