Jump to content

N3N

Members
  • Posts

    505
  • Joined

Posts posted by N3N

  1. 20 hours ago, zer0Kerbal said:

    @N3N you are most certainly welcome! All proper credit goes to the original author @NecroBones

    RP-1 status is unknown to me; however I don't know of any reasons to say no. If you decide to test - best to back up or attempt in a fresh save.

     

    only available on CurseForge (link in OP and every release posting). 

     

    ckan has refused to add almost forty of my addons (actually quite a few more). No valid reason was provided except that I asked what needed to be done for them to add it. Some of the requests were over a year old.

    there are also major issues with ckan screwing up even though it tries hard not too.

    Hey,

    OK,Thank you, I will try it. ;)

     

    EDIT:

    It doesn't seem to work in the newest RP-1 (v1.12.18). :(

    I can't find the parts.
    Not in the tech tree and not in the parts lists.

    Maybe @MacLuky can help here?

  2. 1 hour ago, jimmymcgoochie said:

    I have a patch that adds the BV controller itself to RP-1 but not any of the upgrades, just making it work was good enough for me. I’ll post it here when I can, probably in a week or so.

    If you’re using BV with Kerbalism (which you are if you’re using RP-1) then RTGs don’t register any power generated in the BV control window; turn on infinite power before setting the autopilot to get around that issue when you don’t have solar panels.

    Thank you!

     

    Thanks to the nice people in the RO/RP-1 Discord, I now use this MM patch:

    Spoiler

    @PART[BonVoyageModule]:NEEDS[RealismOverhaul]
    {
      %RSSROConfig = True
      %rescaleFactor = 1
    }

    @PART[BonVoyageModule]:FOR[xxxRP0]
    {
      %TechRequired = largeScaleAvionics
      !TechHidden = delete
      %cost = 250
      %entryCost = 2500
      RP0conf = true
      @description ^=:$: <b><color=green>From Bon Voyage mod</color></b>
    }

    @PART[BonVoyageUpgrade_v2]:FOR[xxxRP0]
    {
      %TechRequired = advancedAvionics
      !TechHidden = delete
      %cost = 250
      %entryCost = 2500
      RP0conf = true
      @description ^=:$: <b><color=green>From Bon Voyage mod</color></b>
    }

    @PART[BonVoyageUpgrade_v3]:FOR[xxxRP0]
    {
      %TechRequired = nextGenAvionics
      !TechHidden = delete
      %cost = 250
      %entryCost = 2500
      RP0conf = true
      @description ^=:$: <b><color=green>From Bon Voyage mod</color></b>
    }

     

  3. On 2/19/2021 at 9:20 PM, jimmymcgoochie said:

    @The Destroyer @maja I too am interested in using Bon Voyage with RO/RP-1 so I've had a look in the RO files and this is what RO uses to configure its RTGs:

     

    Hello @jimmymcgoochie, @Haukifile, @New Horizons, @cinemagic,

    Maybe one of you can help me?

    Does somebody here have a MM patch or can help me make one, to add BonVoyage to my RP-1 savegame?
    I think what is missing is a MM patch to add the "Bon Voyage Controller" (+ Upgrades) to the tech tree and the parts list.

     

  4. 19 hours ago, Czejenesku said:

    Express install is borked - I cant press Apply because the window pops up, that it needs Graphics mod. I go to select it, and then it asks me for something else, then for something else etc, etc. Express my ass :P Whats going on?

    I installed it yesterday and it worked without a problem.

    Can you share some screenshots or logs, so that we can help you?

     

  5. 20 hours ago, tylerraiz said:

    @N3N I don't make RP-1 career configs for the parts - that's up to those who maintain RP-1, as they have priced and placed parts from other mods in the RP-1 tech tree. I don't know what standards they use to keep balance in career mode.

    Ok,
    Thank you.

    But that means that they still work in RP-1, just that they don't have a correct price and tech tree insert?

  6. On 4/28/2021 at 12:18 AM, tylerraiz said:

     

    Introduction

    This is a pack of generic engines and RCS ports meant for Realism Overhaul to fill tech tree slots otherwise occupied by historical engines. Engine stats were determined using RPALite, so they do have realistic characteristics for their size and nozzle ratio. I used a kitbash method to put together the engines in a way the reduces the total size of the mod while providing a good variety of engines. In theory, these engines can be used in stock, but I don't know if they are balanced for it. If you do so, please remove the RO config from the mod folder. Includes 36 engines and RCS ports.

     

    Video Overview:

     

    Requirements:

    Textures Unlimited

    RealPlume

    Realism Overhaul set of mods (especially Community Resource Pack and Real Fuels)

     

    Further Plans:

    Investigate Waterfall Compatibility

    Add more alternate propellant configurations

    Larger engines

     

    Download and Source Code:

    https://github.com/tylerraiz/Surestrut-Engines/releases

     

    License:

    Creative Commons Attribution 3.0 United States
    https://creativecommons.org/licenses/by/3.0/us/

     

    Hey @tylerraiz,

    Cool Engines.

     

    Do they work in a new RP-1 career or do I have to change something?

    And the same question for your other great mods: EDB-RealRockets / EDB Planes / Small Rockets / VentureStar ?

     

     

     

  7.  

    Hello,
    Sorry for my maybe stupid questions, but I didn't play any RSS/RO/RP-0/RP-1 since 2020 and english is only my third language.
    And I want to play a new (long) RP-1 (v1.12.18) Career and maybe you can point me to some answers?

    Does somebody here, know if this mods work with RP-1 (v1.12.18)?
    Or do I have to change something to show this parts in the TechTree or lists, for example "noRO"/"noRP1"/"wip" settings?

    - EDB-RealRockets / EDB Planes / Surestrut Engines / Small Rockets / VentureStar [ https://github.com/tylerraiz?tab=repositories ]
    - Augmented Reality
    - BonVoyage
    - Docking Port Descriptions
    - EVA Struts
    - Final Frontier
    - Grond's Micrometeorite Shield Mod
    - Indicator Lights
    - Indicator Lights Community Extensions
    - KERBAL MEDALS (for FINAL FRONTIER)
    - KSP Alternate Resource Panel
    - ReCoupler
    - SafeChute
    - Surface Mounted Lights
    - Throttle Controlled Avionics
    - Tracking Lights
    - Tracking Station Ambientlight

     

  8. 8 minutes ago, Pudgemountain said:

    A Kraken Drive from Kraken Science. It is extremely powerful and efficient but runs on a a rare fuel which is hard to come by especially in KSRSS. You could add the fuel into the tanks at the VAB but one tank the size of a S-IVB will cost about 20 Million.

    I only posted a picture of it here since 1 the command pod is a BDB Gemini and 2 the lander was Gemini.

    Hey @Pudgemountain,

    Thank you, I didn't know this mod. ;)

     

  9. On 5/6/2020 at 6:09 PM, Atlas Gaming said:

    Is there a known incompatibility with Kerbalism? I used this mod previously w/o any issues, but noticed with Kerbalism it does not show up in labs?

    On 8/18/2020 at 8:33 PM, opensomersault said:

    I've just posted a pull request to the repository to address this, but in case it isn't accepted you can add the following to the GameData/FieldTrainingFacility/Patches/FieldTrainingFacility.cfg

    It happens because Kerbalism replaces the module that the science lab uses after this module applies it's own patch.

    @PART[*]:HAS[@MODULE[Laboratory]]:FOR[FieldTrainingFacility]:AFTER[zzzKerbalismDefault]
    {
    	@description:NEEDS[FieldTrainingFacility] ^= :(.)$:$0\n<#6495ED>Field Training Facility. </color>:
    
    	%MODULE[FieldTrainingFacility]:NEEDS[FieldTrainingFacility]
    	{
    		// Science Cost = TrainingFactor * exp needed * conditions(inSpace, Landed on other planet)
    		// example : landed on minmus, level 4->5 : 20 * 32 * 0.25 = 160
    		TimeFactor = 9201600
    		ECFactor = 4
    		SpaceFactor = 4
    		LandedFactor = 6
    	}
    }

    `

    On 12/22/2020 at 11:12 AM, danbadone said:

    You cannot use two specifiers at the same time in ModuleManager patches (using both :FOR and :AFTER is not allowed). If you remove the :FOR, it runs.

    The only thing that does not seem to work properly is the EC consumption when the vessel is not loaded, which makes it kind of imbalanced.

    @PART[*]:HAS[@MODULE[Laboratory]]:AFTER[zzzKerbalismDefault]
    {
    	@description:NEEDS[FieldTrainingFacility] ^= :(.)$:$0\n<#6495ED>Field Training Facility. </color>:
    
    	%MODULE[FieldTrainingFacility]:NEEDS[FieldTrainingFacility]
    	{
    		// Science Cost = TrainingFactor * exp needed * conditions(inSpace, Landed on other planet)
    		// example : landed on minmus, level 4->5 : 20 * 32 * 0.25 = 160
    		TimeFactor = 9201600
    		ECFactor = 4
    		SpaceFactor = 4
    		LandedFactor = 6
    	}
    }

     

     

    Hey @Efour, @zer0Kerbal, @Atlas Gaming, @opensomersault, @danbadone,

    Is there still this Problem with Kerbalism?

    And if so, did somebody find a solution to it or is the "Patch" still the only solution?

     

  10. 15 hours ago, AmanitaVerna said:

    Since I had only planned to use the ore to produce carbon in order to refill methalox tanks, I've decided to bypass the problem (of needing carbon to do that) by (for the time being) only using methalox and LFO for disposable launch stages. My ships already mainly use monopropellant and liquid ammonia for fuel once in space, both of which I think I can produce from the water and nitrogen in Kerbin's exosphere using an ISRU converter and compressor (once I research compressors).

    Hey @AmanitaVerna,

     

    What Engines/RCS/etc are you using for this method?

     

    And could you please write here if you succeed with your plan?

  11. 21 hours ago, AmanitaVerna said:

    I noticed this as well in my own game. The only scanner I have which works on asteroids is the surface scanner, which says the first asteroid I've grabbed is 80% resources, and then under "Resource Composition" it lists "Ore: 83%," but lists no other resources. I grabbed a second asteroid and it is similar. I think the numbers were different, but it also only showed ore. Anyways, that led me to assume that 17% of the resources in the asteroid weren't listed. But apparently that's not what that number means. I found the first asteroid in my save file, and it has two ModuleAsteroidResources, with the first one having an "abundance" of 83%, and the second one having an "abundance" of 0%. The save file doesn't list the resourceNames, but I'm guessing the second is for graviolium, since I also have Blueshift installed and it adds a graviolium ModuleAsteroidResource module to PotatoRoid. I have CRP and it doesn't appear to add any ModuleAsteroidResources (at least in the current version).

    I noticed that Custom Asteroids adds other resources to asteroids, but that won't fix the %s not adding up to 100%, since they don't actually seem to be resource composition %s like the surface scanner's Asteroid/Comet scanner dialog implies.

     

    Hey @AmanitaVerna,

    Did you succeed in mining the Asteroids?

    Or did you find something to "repair" this behavior?

     

  12. On 6/17/2022 at 9:27 PM, JadeOfMaar said:

    You have to use the stock surface scanner, I think. RR's scanners are not setup for checking asteroids, I think. Ask Angel-125 in either the Blueshift or Kerbal Flying Saucers thread. He recently did some kind of fix and feature addition concerning asteroid ISRU (and particularly, the Graviolium resource).

    Hey @JadeOfMaar,

    OK, thank you.

     

    But I think there is something wrong or I'm just blind:

    Spoiler

    RUQnFTX.png

    Xr86eHm.png

    Here are the Logs+MM-Cache: https://tancredi.nl/logs_scanner.zip

    Can somebody, please help me?

     

  13. 2 hours ago, JadeOfMaar said:

    I would think something else is wrong if your asteroids aren't getting resources other than Rock, but additionally, RR doesn't attempt to provide asteroid drill options because I don't have enough interest in asteroids to bother with them. EL adds MetalOre to them. The CRP adds MetallicOre to them (which is easily taken advantage of by @Veronika Kerman's EL-CRP conversion patches). Sadly, that's all I can tell you.

    Hey @JadeOfMaar,

    thank you, for your fast response!

     

    So there are other resources on the asteroids?

    I only saw Ore... :confused:

    Which Scanner do I have to use to see other resources besides Ore on asteroids?

  14. On 8/23/2019 at 10:29 PM, The-Doctor said:

    Anyone have had experience using this to collect ore from asteroids? What's your experience 

    "Players may find themselves forced towards using Hydrolox rocketry since the required resources (Ore or Carbon Dioxide) for LiquidFuel may often be scarce meanwhile the requirements for Hydrolox (Hydrates, Hydrogen, Oxygen, Water) can be quite abundant."

    On 8/29/2019 at 1:39 AM, JadeOfMaar said:

    @The-Doctor RR doesn't touch the Ore abundance in asteroids. I forgot to mess with that and I don't want to now. I don't play with asteroids anyway and I don't think this mod's main demographic (replica and historical rocketry players) does either.

    On 3/14/2021 at 9:33 AM, flart said:

    Does this mod also changes asteroids? How to mine something except ore from them?

     

    Hey @The-Doctor, @JadeOfMaar, @flart,

     

    If you can only mine Ore (+Rock) from Asteroids, how do you convert Ore (/Rock) into other things?

    I can only find a conversion to Carbon and the Regolith conversion, but I would like a conversion to "Extraplanetary Launchpads" resources or metals or so...

     

    (If it helps: I use almost all RR extras and play with JNSQ+RR+Kerbalism+EL)

     

  15. On 6/9/2022 at 8:01 PM, CobaltWolf said:

    This is the first I'm hearing of it. Kerbalism, that makes sense that there might be an issue there. But what issue would it have for JNSQ? I believe the system basically ignores external factors like orientation or distance from the sun.

    On 6/9/2022 at 10:29 PM, septemberWaves said:

    Since when is it not compatible with these? I'm curious where you're getting this information.

    On 6/10/2022 at 3:16 PM, CDSlice said:

    I’ve used SystemHeat (via the FarFuture parts) in JNSQ for a while now and never had any problems with them. FarFuture itself had some issues with not being able to gather resources in space because their weren’t any resource configs but the heating system worked perfectly. 

    21 hours ago, Grimmas said:

    There are indeed no issues between SystemHeat and JNSQ. There are issues between SystemHeat and Kerbalism, this is true. There's also a bridge mod (KerbalismSystemHeat) that was recently updated, but it doesn't change the fact that out of the box those two mods don't play nice.

     

    Hey,

    sorry, it was my error,

    it was "Space Dust" (and so "FFT"), not "System Heat" with JNSQ (+RR):

    (Still a problem for me, I like "FFT" and "System Heat", but I want to try a (long-time) space colonizing Game with JNSQ+RR+Kerbalism...:()

     

    On 10/30/2020 at 4:13 PM, JadeOfMaar said:

    @Big Katz @hemeac Space Dust's configs will work in JNSQ but since the measuring system uses meters from sea level and not fractions/multiples of the body radius,  any atmosphere presences that are made need to be precisely measured per planet, and exosphere placements will become misfits (the wrong heights and spans) since the bodies are bigger. And JNSQ's added planets get no support at all since there's no means to magically place resources in every atmosphere with one node or switch. (For the experienced, "GLOBAL_RESOURCE{}" does not apply.)

    I'm working on support right now, to learn all that I need to touch, and fill out the stock planets. After that comes OPM...and JNSQ since you asked.

     

    But I read that "System Heat" still have problems with "Kerbalism"... :(

     

    > But if you got JNSQ+RR+Kerbalism to work with Space Dust+SystemHeat+FFT, I would be really pleased to hear about it!

     

×
×
  • Create New...