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Pehvbot

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Posts posted by Pehvbot

  1. 4 hours ago, Markush100 said:

    Do the interplanetary contracts work with the 2.5x stock system?  The ones on kerbin all work fine but I'm noticing only IRL names in most of the contracts (Mars, Venus etc)

     

    Edit: Seems like this is easily fixed by mass replacing in the contract files, for example targetBody = Moon to targetBody = Mun. 

    Sadly no.  It's theoretically possible to adjust all the contracts but they are all hard coded so it would mean a complete rewrite of all those contracts.  This is another case of using the original RP-1 code (see above).  The mod will work in KSRSS, which is 2.5x,  if that helps. 

  2. 22 hours ago, Aonova said:

    Excellent mod! 

    One question: Standalone downloadable KCT currently integrates with ScrapYard (and stage recovery, etc.) to reduce build times, and I don't see that functionality in LRTR's version of KCT.

    Is that intended?  Not seeing anything about this on the OP.

    If so, is there an easy config to splice to/from the standalone KCT to bring that functionality together with LRTR?

    Thanks!

    I wouldn't say 'intended' but it is because LRTR using the RP-1 (old version) branch of KCT which does not integrate with ScrapYard.  Unfortunately there's no good work around.  It needs those RP-1 features and it's just too different to try and work ScrapYard back into this version of KCT.   At some point I would like to revisit all of this, but I just don't have the time or energy to do a full rewrite.

  3. On 10/19/2023 at 11:41 AM, Leor said:

    Ok, I got it.

    I had the mod "real fuels" installed and it was messing up with the tanks and the ability to add resources (water, oxygen and food) to a pod with LRTR. But I didn't noticed it because I played a lot with this mod and with Kerbalism in stock KSP with it's default config and it was working just fine !


    What's the difference then ? How to play LRTR with realfuels and is it recommended with RSS ? Because I'm wondering if it's also messing up the Δv of my rockets.

    Concerning mechjeb you were right, I tried to install the mod "Mechjeb for all" and it resolves my "problem" which wasn't a real one but it was annoying.

    Thank's a lot for your answer, I just waked up this thread and you are still helping on your mod, that's really cool !

    Honestly I'm not sure.  One of the 'joys' of KSP dev work, especially one that uses so many other mods, is they are all moving targets.  It's entirely possible that RealFuels has made changes that break compatibility LRTR.  Unfortunately I now longer have the bandwidth to keep up with KSP stuff.

    If RealFuels isn't looking for the LRTR specific Kerbalism config, it may just assume Kerbalism isn't installed at all, so it won't be adding in standard supplies.

    This is something that could likely be fixed but I have no idea when I would have time to look at this.  I know it kind of sucks but this basically means you would need to remove Real Fuels, Kerbalism, or LRTR.   At least for now.  I haven't abandoned KSP entirely so at some point I hope to have both the time and the mental energy to go through and fix issues like this.

    One fun but sometimes frustrating option is to dive into KSP modding yourself!  The learning curve is steep but it can be done if you take it step by step.  Most modders started by either trying to fix something they liked but didn't work, or adding in features they wanted but didn't exist.  LRTR was a bit of both since I wanted to play 'stock' parts in the real solar system and the options at the time didn't really work for me.  In general if you can play KSP you can learn to mod KSP.

     

  4. 22 hours ago, Leor said:

    Hello,
    I've been trying for several days to find a mod configuration that suits me and I can't.
    I'm looking to play with Real Solar System (Without Realism Overhaul), Kerbalism, Mechjeb2 and a mod allowing me to leave Earth orbit easily.
    After several researches I was recommended SMURFF and LRTR.
    Concerning SMURFF it is officially not supported by version 1.12 of KSP and I would prefer to play with LRTR because it adds experiments to be carried out which are even closer to a level of realism without increasing the difficulty. But it's not that simple: Using LRTR with Kerbalism and its Kerbalism Config (LRTR) mod:

    1. Pods are not automatically supplied with oxygen, water and food and it's a pain to add "tanks slots" and configure how much of each I want
    2. I have to add the Mechjeb module (present in the control elements) on each rocket that I want to control with Mechjeb, I cannot get it to be integrated on each probe and ship like the mod does without LRTR

    Are these known bugs and is there a way to do what I want: Playing with the Real Solar System mod without RO and with Kerbalism and a mod allowing me to change the motor values to match the size of the solar system?

    Hmm... you should be getting 1 day of consumables per seat for any crewed part.  Do you have a mod that is adding the ability to add consumables directly to a part?   It might be playing with existing resources on parts.  NOTE:  This is just a guess though since I don't know of any mods that do this.

    I didn't add MechJeb by default on purpose but there's a fairly simple mod out there that should add it in (MechJeb for All maybe?).

  5. On 6/11/2023 at 6:29 PM, eagleswing12 said:

    Hey, KCT here is broken. Even in a sandbox, you can't recover anything to the VAB. It is literally impossible unless you just launched. I think this should be fixed.

    Yep, it's broken, along with a few other things for the same reason.  I made some changes to the tech tree a while ago but didn't update this setting so launchpad recovery is set to a tech node that no longer even exists.  I'll post a fix as soon as I can.   Thanks for letting me know, reports like this are very useful.  It helped me fix a few other problems as well.

  6. 3 hours ago, eagleswing12 said:

    Hey, how do you recover something to the VAB? I've been trying to reuse boosters and I don't get the option to. Is there some way I could do this, or merge something in the VAB? I don't see an option for either. 

    It depends.  Aircraft (things launched from the runway) should be recoverable right away, rockets launched from a launchpad needs one of the techtree nodes unlocked.  I don't remember off the top of my head but it's one of the middle/late era aircraft nodes, Space Shuttles maybe.   You should always be able to recover an unlaunched vessel.

  7. Personally I would either dive straight into the deep end and use the CKAN express install of RP-1 -OR- start going through your list one mod at a time to see how you like it.  Just be sure to have only one life support mod and one failures mod installed at the same time, otherwise it things might go sideways.

    My favorites are Kerbalism and Dang It but really, it's just about personal preferences.  History of Spaceflight + Kerbal Construction Time is a good combo and I like Strategia as well.

    A few items on that list are really just support mods.  Contract Configurator and Custom Barn Kit don't really do anything by themselves but they are used by other mods.

    Another option is to use my own Less Real Than Real(ism) + Less Real Kerbalism 

    It uses the RP-1 tech tree, science, and contracts, plus crew training stuff but with a much more 'Kerbal' feel.   It works with both RSS and KSRSS and is pretty tolerant of other mods.  I made the mod specifically so I could play a fairly 'light' game since it only needs stock parts and Restock+ to be completely playable.  It pairs well with Near Future as well.

    I wrote a failure mod (well technically it's and addon for another failure mod) called Less Real Test Flight specifically for LRTR but can certainly be used without LRTR as well. 

  8. 16 minutes ago, Wheat Bread said:

    Yes it does, i've even deleted the kct folder and it still does this.

    Word of warning:  KCT is fully integrated with LRTR (as it is with RP-1), so deleting it will break other things as well.   You'll need to replace it once you are done testing.

    Beyond that, there's nothing else in LRTR that touches launches.  What happens if you remove LRTR entirely?

  9. 9 minutes ago, Wheat Bread said:

    Is this mod compatible with Kerbal Konstructs, because i've tried to launch from a kk pad and it always spawns me on the KSC launch pad

    No clue but the only thing that messes with launching is Kerbal Construction Time.  Because it's a modified version of the RP-1 version (e.g. not the stock version), it's certainly possible this is the cause.  Does it still do this if you disable KCT?

  10. On 4/12/2023 at 12:24 PM, AtilaElari said:

    Thank you! Much appreciated.

    A follow-up question: any mods with autonomous probe cores? By autonomous I mean capable of control without crew or connection to Kerbin. I want an independent mothership that can control lesser probes without coms link back to Kerbin (so I don't want to just turn off the ComNet entirely).

    Or what piece of code to put in a part config. I thought I figured it out, but then my supposedly autonomous craft lost control mid-mission.

    There's a bug in KSP where having a CrewCapacity of more than 0 while having a ModuleCommand (the module that allows you to control a part/vessel) with a minimumCrew = 0 will give you full control without a connection needed.  You can exploit this in your game by simply adding a seat onto the probe core you want to use.  For example if you want to give using ModuleManager a shot (google how if you need to) you can use this:

    //selects the HECS2 large probe core
    @PART[HECS2_ProbeCore]
    {
    	//changes the crew capacity to 1
    	%CrewCapacity = 1
    }

    The (fairly big) down side is you may find Kerbals sneaking into the probe core when you build your vessel.

  11. Version 0.0.2.0 is now available for download

    https://github.com/pehvbot/RackMount/releases/tag/v0.2.0

    This is a substantial update and basically refactors the entire mod.  It adds two profiles the default basic profile as well as a (highly!) experimental advanced profile.  There are some notes at the top of the thread but basically this adds in most of the parts I was planning on adding for the basic profile.

    This now includes command parts, SAS, reaction wheels, Kerbnet Access, and probe control points for crewed parts.  It also includes configurations for adding reaction wheels and resource converters to command parts.

    The experimental advanced configuration strips out basically everything form command parts, turning them into empty shells.  You can then add in any parts you want for that specific load out (seats, controls, airlock(!), resources, etc).

     

  12. On 3/21/2023 at 5:26 PM, mateusviccari said:

    I just noticed I was playing for a long time with a broken config, probably due to a conflict between the rescaler and CryoTanks Fuel Tank Switcher patch. Now I feel very stupid because my tanks have lower mass than they apparently should:

    fPCt1yE.png

    Notice how the dry mass of the LF/OX setting remains the same as it should with LRTR only. But on the second image, some tanks (LH2) have negative dry masses! 
    Playing the stock game with CryoTanks should give these dry masses for this tank:

    lf+ox=2 t
    lh2+ox=0.892 t
    lh2=0.84 t
    lch4=1.135 t
    lch4+ox=1.676 t

    I know that CryoTanks is not officialy supported, but do you think there is something we can do? If not, I'll try to make a patch myself to remove the B9PartSwitches from CryoTanks and make one exclusively for LRTR.

    Unfortunately I won't have time to work on this for a while so I would say give it a shot.  I don't know where CryoTank  changes the dry mass but it may be basing the numbers on a stock sized tank.  If you can find where it does this you might be able to adjust these number either directly or using a MM patch.

  13. 2 hours ago, Zyberdash said:

    Hello this mod seems to disable my mechjeb2 altogether in sandbox (haven't tried the career mode).  Is this something known?

    There may be two things going on here.  One is that mechjeb is removed form most parts and you need to use the mechjeb part itself.  The other (and I'm not sure if this is a problem in sandbox) is that the techtree info is somewhat broken.

    Try removing GameData/LRTR/support/mechjeb.cfg to see if things work as expected.

  14. If you center click on a part in the VAB it will give you the TF stats. 

    The expected run time tells you how long the engine uses the nominal failure curve, but once you exceed that time the chance of failure goes up pretty quickly.  If you open the TF menu in flight you can see how the chance of failure goes up dramatically once you exceed this time.   It's roughly modeling things like engine burn through or parts wearing out.  A better understood engine can certainly be 'over burned' more than a new one, but there are limits.

  15. 16 minutes ago, PTNLemay said:

    Another question, are failures hard coded into a vessel when it's built?  As in, when a vehicle is constructed it will have a default in it that means it will 100% fail?  I've tried to launch a sounding rocket and I've had to revert 4 times now because it's failed every time.   

    And related to that, is the TestFlight mod a dependency to anything else?  Or can I just... remove it without worrying about breaking anything

    The TF 'failure curve' is hard wired but each flight moves you along this curve by collecting 'data units' (du), so each flight improves your chances.  Each part will have it's own failure curve but as far as I know none start at 100%.  Typically they start at a 70%ish chance of failure and go down to 1% or so. 

    These ignition failures also give you du and if it's an ignition failure you can simply roll it back and try again with a better chance of success.  You won't get du from reverting the flight though.  You can disable failures in the TF menu if you like, but honestly this is doing exactly what it's supposed to be doing.

  16. 7 hours ago, BrunoKerman said:

    So ive just started playing KSP like 2 weeks ago.  Still noobish but just installed rss and ro from ckan but when i tried adding rp1 it said it wasnt compatible w the 1.12.5 or whatever the newest version was that i had installed via steam.  Do i have to go back to an older version of ksp via steam in order to run it or is it just a problem w ckan and i need to try installing it manually?

     

    You can change the settings in CKAN to allow it to install as if you have an earlier version of KSP.

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