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rsparkyc

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Everything posted by rsparkyc

  1. How did you install? CKAN? Have you had a working installation in the past? I'm assuming you have all the required dependant mods?
  2. KRASH is the mod that you should use for simulations now, but the costs haven't been configured for RP-0 yet, so that's why @NathanKell hasn't installed or used it.
  3. Welcome to Realistic Progression Zero, the lightweight career add-on for Kerbal Space Program's Realism Overhaul. RP-0 is a career mode for RealismOverhaul with minimal install requirements, and fair and balanced gameplay. Our aim is to allow players to enjoy RealismOverhaul in career mode, without installing a huge number of modules on top of those required by RealismOverhaul itself. However we also wish to ensure that RP-0 works with as many additional mods as possible; we use the Community Tech Tree for the basis of career progression, and try to place as many parts from other mods as possible in a balanced fashion without them being requirements. When starting the game, the balance should be similar to KSP's normal career, so we recommend "Moderate" or "Hard" settings. If playing without part unlock costs, it's recommended you drop contract funds payouts to 20% to maintain balance, since in real life the research programs and the setting up of factories cost much more than serial production. We recommend installing via the CKAN, ckan.exe install RP-0 on the command line, or just look for "Realistic Progression Zero" in the GUI. To install manually, install all required mods, then grab the latest release from the releases page and extract the stuff in the GameData folder in the zip into your KSP/GameData folder (and overwrite as needed). RP-0 is a community effort, and your contributions are appreciated. You can report issues on our issues page, and access the source code on github. The tech tree itself is designed to be particularly easy for humans to edit. As @pjf is mostly unavailable, this new top-post is maintained by rsparkyc. The original thread can be found here: Releases Page (however, we recommend using CKAN; if installing manually be sure to install all requirements first) Source (Github) License: CC-BY-NC-SA-4.0 Requirements (RP-0 will not work without this): - Realism Overhaul and all its required and recommended (NOT SUGGESTED) mods - Real Solar System - Community Tech Tree - Lack's SXT (although only the engines have RO configs as of yet) - Ven's Stock Part Revamp - Contract Configurator - Custom Barn Kit Recommended (RP-0 will not play right without these; note in addition to RO's recommended mods): - Deadly Reentry - Kerbal Renamer - TestFlight - Procedural Fairings - Procedural Parts - B9 Procedural Wings - Kerbal Construction Time - Taerobee - Adjustable Landing Gear (NOTE: Not for 1.1 yet, alas, but RP-0 is playable without it) - SCANsat Supported (to varying extents, in rough order of completeness of support) - BobCat's Soviet Engines - FASA - Raidernick's mods - Habitat Pack (Bigelow habitats) - Starshine Merlin engines - Universal Storage - DMagic's Orbital Science - AIES (engines, mainly) - Mk2 Lightning Cockpit - B9 Aerospace - Space Shuttle - KAS/KIS - Infernal Robotics Note that more effort has gone into balancing earlier nodes than later nodes. Your feedback and assistance in balancing all nodes is appreciated! Changelog Tutorial Campaign in RP-0 (YouTube) Eye-candy from existing RP-0 games: NathanKell's very realistic career: pjf's IronDoge RP-0 career:
  4. Honestly, I think your best bet is to cheat the save file to get to where you want to be. I know the next release will break saves, and I don't think we have any plans to provide any migration for save files, as it changes the entire tech tree.
  5. Yeah, the contracts have changed a lot, so I wouldn't expect those to carry over very well.
  6. Ok, I think I may know the problem. As per 0.52, procedural avionics required you to purchase other configs via its, GUI, but it looks like it only works if BypassEntryPurchaseAfterResearch is set to false in your difficulty options. 0.54 should support this being set to true, and i'll probably release that today. https://github.com/KSP-RO/RP-0/issues/692 EDIT: I've released 0.54
  7. Thanks @Murdabenne! I created one, and updated it in my signature.
  8. I've created a new thread here: Mods, can you lock this thread? @linuxgurugamer, how do I go about updating CKAN?
  9. @e-dog gave me permission to manage this in his absence (https://github.com/e-dog/ProceduralFairings/issues/29#issuecomment-306156809). I am supporting this until he wants to take back ownership. Many thanks to @Phineas Freak who continued to maintain this in my absence. Fairings that automatically reshape for any attached payload: Download from GitHub Frequently Asked Questions How to use (Imgur album, somewhat obsolete) Licensed under CC BY terms (attribution) Source code Notes: In career mode, minimum and maximum size is limited by tech. You won't be able to resize bases far from 1.25m at first, but as you unlock new aerodynamics and construction tech larger (and smaller) sizes become available. Unlike KW Rocketry fairing bases, Procedural Fairings' fairing bases intentionally lack a decoupler, allowing docking nodes, structural parts, multiple payloads, etc. The fairing bases can be so modded as to include a decoupler. Compatible with FAR and KSP 1.0 aerodynamics. Bug reports, suggestions and any other feedback is welcome! Future plans: Simple procedural decoupler with shroud for engines that lack built-in fairings and engine clusters. Procedural nose cone. Stock-alike fairing bases with non-part side panels. Side fairing part with switchable textures and shapes. More side fairing styles, matching KW Rocketry, AIES, NovaPunch, etc. More complicated texture mapping schemes for less texture stretching etc. Documentation and tutorial for creating side fairings. Particle effects on jettison. If you want to support e-dog, here's his Patreon. Change Log:
  10. can someone test this in 1.3? https://github.com/rsparkyc/ProceduralFairings/tree/master/GameData/ProceduralFairings
  11. I created one last 1.2.2 release that fixes some procedural parts integration here: https://github.com/rsparkyc/ProceduralFairings/releases/tag/v3.21 About to work on a 1.3 release
  12. So there's an open ticket on @e-dog's repository regarding this being updated for 1.3 here: https://github.com/e-dog/ProceduralFairings/issues/29. Assuming I don't hear back within a few days, expect me to create a (probably) final 1.2.2 version, and then recompile it for 1.3. I'll make a new forum post when I do.
  13. I've already forked my own copy, and i would think tagging him here would be a good faith effort. I'm going to look into @NathanKell's suggestion about part.started and OnStartFinished first
  14. @Phineas Freak I can look into doing that. I haven't seen @e-dog or @KortexM on if a few months, maybe I should start maintaining? Don't know what the rules around doing that are. @NathanKell, while i don't like this "solution", dirtying the state of the ProcInterstage every FixedUpdate solves the issue for me. Is there any event I can tie into AFTER everything has been loaded up in the VAB? It's already being set as dirty OnStart and OnLoad
  15. I actually did just find an issue. In RO, i attach a decoupler, than a procedural tank, and then an interstage, and on reloading that craft, the interstage becomes separated from the tank. Going to see if i can track that down
  16. Don't you hate it when you have too much fuel/oxidizer laying around? Which you could change the mixture ratio that your engines use (like the J-2 did in real life)? Want no more. Introducing: EMRController With this mod, you can configure your engines to use different oxidizer/fuel mixtures, and have the ISP and thrust adjust accordingly. You can even set up your engine to run in "Closed Loop" mode, emptying your tanks at the end of a burn. This mod does not contain any configurations, but if you use Realism Overhaul, you'll see that the J-2 does have configurations that work with this mod. Download: Github View the Source cfg changes powered by sarbian & ialdabaoth's ModuleManager plugin. Changelog:
  17. I had tried reaching out to @KortexM regarding getting the sources for his 3.20b4 release, but never got a reply. With the help of @sarbian, we decompiled the binary he put out there, generate a diff, and from that I was able to put together the following PR: https://github.com/e-dog/ProceduralFairings/pull/28 I've done a little testing and haven't noticed any issues, but if anyone else wants to do some, that would be awesome.
  18. I have a KSPField that I'm trying to only have show up in flight, however it seems to also be showing up in the editor, even after setting guiActiveEditor to false. Does guiActive override this? [KSPField(isPersistant = true, guiName = "Current EMR", guiActive = true, guiActiveEditor = false, guiUnits = ":1"), UI_FloatEdit(incrementSmall = 0.1f, incrementLarge = 1.0f, incrementSlide = 0.01f, sigFigs = 2, unit = ":1")] public float currentEMR;
  19. Like Principia? Want contracts utilizing Lagrange points? Now you can have them. This mod extends Contract Configurator to let you configure contracts that can make sure your within a range of distances between two celestial bodies (a parent and a child), as well as an angle between the child body's prograde vector, and the line between the vessel and the child body (useful for differentiating between L4 and L5). Download: Github View the Source Installation: Copy the GameData folder into the KSP root directory and merge them with the existing GameData folder. This will not make contracts. View the github repo on how to configure your own contracts. Feel free to make some and share them with others! Changelog:
  20. Ahh, you are right. It appears that mechjeb is plagued by the same bug then.
  21. Just noticed this bug too (in the RealismOverhaul setup). I'm gunna open a squad bug. EDIT: http://bugs.kerbalspaceprogram.com/issues/14679
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