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About pap1723

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  1. Yes, in regular KSP, there is very little to gain from having an actual space station. The main thing that it can provide is a refueling spot for crafts heading to Duna and beyond.
  2. Sorry, I understand the situation now. OK, the contract they will have to complete will be the most Payload they would have to carry. So do not worry about the payloads. It will be handled with a proper contract design.
  3. Payload is just a requirement of the contract. It is essentially a resource that needs to get to a specific orbit.
  4. No worry, I had to run. Once the specific craft proves that it can accomplish the mission, then, once it is built again, the player can choose to automatically accomplish the same contract.
  5. Essentially yes. This is what we would want: Contract A is offered. It has requirements of X amount of Payload to Y Orbit Player launches a craft that achieves the contract The player can now build that same craft (using KCT of course) and the contract would be simulated Profit
  6. Hey @linuxgurugamer Over at Realism Overhaul / RP-1 we are looking to use this to automate some of the repeatable contracts that exist. From what it looks like, my guess is that it would not interface (as it is currently written) with Contract Configurator to recognize a New Vessel and then give credit for a completed contract? If it does not, would that be something that could be added? If yes to the above, would you be willing to have it supported for 1.7.3 as well (since no Kopernicus still)? THANKS! Pap
  7. I think I prefer having the buttons on the screen. I don't care about the clutter and I think it is more straightforward for the player. Whichever one "wins", I think it is an AWESOME addition and thanks to @todi for the initial PR!
  8. RP-1 Realistic Progression One Welcome to Realistic Progression One (RP-1), one of the most challenging and rewarding experiences available in KSP. RP-1 provides a well-developed and carefully balanced career mode for use in conjunction with Real Solar System (RSS) and Realism Overhaul (RO). As the sequel to RP-0, realism, features, and gameplay experience are improved and deepened. We used to say that it was a lightweight career addon, but it has become a lot more in the recent years. RP-1 is the ultimate community effort. There have been contributions from 76 different community members since the inception of the project so many years ago. As RP-1 has grown and matured, the need for better documentation has grown as well. Community members @nepphhh and @Norcalplanner have put in a tremendous amount of time to create detailed documentation that provides installation instructions and gameplay tips and tricks. Completely rewritten and updated, the RO/RP-1 wiki is the current and future home of up-to-date information for RP-1 players both new and experienced. The wiki includes: • Introduction to RP-1 and overview of the mod’s main features • Easy-to-follow installation instructions • Comprehensive and annotated mod recommendations list • Loads of guides for new players • Troubleshooting and help for broken installations and rocket design • Frequently-updated FAQs and How-To guides • Myth-busting false KSP lessons to help ease the transition from Kerbin to Earth • A first launch tutorial with thoughtful discussion and careful explanations • Links to other important resources to help get you started with Principia, ROKerbalism, kOS, and Mechjeb PVG ascent guidance Download & Installation Download from Github Also Available from CKAN Follow all instructions from the RP-1 Wiki or no support will be given! Installation Instructions Licensed under CC-BY-4.0 Here is a collection of images taken by RP-1 career players: All credit goes to everyone that has contributed to this huge undertaking. Especially: @NathanKell @pjf @siimav MikeOnTea @rsparkyc Wrobz
  9. Hey @whale_2! I am wondering if you would be alright if I took the code for your runway fix and integrated it directly into the RSS.dll? As you mention, it fixed a LONG, LONG, LONG time issue that has plagued us for a long time!
  10. I don't have a starting build to go with, but I am interested in building a new computer. I want to keep it to less than $1500 USD and if I can be significantly less than that, it would be ideal. I mainly play KSP, KSP2, Minecraft (heavily modded), and some Paradox stuff. I would like to be able to play KSP2 with some decent graphics, but I don't need FPS 4K gaming. My last upgrade was 6 years ago and I would assume my next one would be at least as far away. I REALLY do not care what this thing looks like, I need no pretty colors and no pretty cases. Thanks for the help!
  11. Don't know if you have your answer already, but I was told that the dirty Window call has been changed so you have to approach it differently to get an update.
  12. The fork of CustomBarnKit for RO does have the ability to gate building levels behind tech tree unlocks. I haven't looked at the code, but maybe by looking at it and reverse engineering it, you can accomplish your goal.