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Pehvbot

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  1. Good to know! In the short term I'll update the description and add it as a dependency. I'd still like it to work without KCT just to give the mod more flexibility, but that's a problem for another day...
  2. I'm guessing this is the same issue as below. It's crazy busy for me right now but I expect things to slow dramatically soon. Something's obviously wrong with the DLLs. I'll take a look at them but it may be a few days before you hear back from me. Unfortunately removing the DLLs cripples things since it relies on them to make all the various parts work together. This was only a diagnostic step. It looks like you don't have Kerbal Construction Time installed. I may have changed the DLLs at some point to require this mod and just never tested it again. Try replacing the plugins and installing KCT and see what happens. You can always disable the mod from the KSC ribbon menu.
  3. I'm actually not sure. The mod itself is mostly a bunch of Module Manager patches which can't mess with game menus and the DLLs don't really dig too deep into the system. None of this *should* mess with the game like that. I suspect the warning is related to the menu problem but I'd need more info to be sure. I would start by deleting the LRTR folder and installing the latest version manually: https://github.com/pehvbot/LRTR/releases/tag/v1.01 If that doesn't help try deleting the 'LRTR/plugins' folder and see what happens, then send me the KSP.log file. Let me know if it fixes the menu glitch or not. The standard Custom Barn Kit is the right one.
  4. I built an RSS mod called Less Real Than Real(ism), which is basically a simplified fork of RP-1 for stock and stock-alike parts.
  5. Understood. I was mostly just curious to see what happens. And of course a big thanks to all the developers. Thanks! Thanks! I'll give it a shot when I get the chance.
  6. So I decided to live life on the bleeding edge and compiled the latest GitHub release against 1.9 and loaded Real Solar System. And it worked. And looks great. I was surprised how well it went. Well, except all the biomes on all the bodies are upside down. I wasn't really expecting it to work but this was... not how I thought it would fail. Oh well, it was a fun experiment. Now back to 1.8.1!
  7. Version 1.0 for Kerbal Space Program 1.8.1 has been uploaded. It's RSS/RP-1 for 1.8.1, but with training wheels!
  8. CKAN will work on a Mac in console mode. You can run it from the Terminal. I installed it using something called Homebrew, which is a tool for installing Unix programs. You can find it here: https://brew.sh/ Basically you go there and copy/past the small ruby script on the screen into your Terminal window. Once you've installed the base software you can then install CKAN by typing 'brew install ckan' in the Terminal. After that's installed you just type 'ckan consoleui' to run it in console (text) mode. It's not quite as good but it will work.
  9. You may want to wait even longer on this. I was wrong about it :-) You can adjust things by messing with the inclination settings, but you need to change basically all of the planets to make things work. My understanding is KSP1 doesn't support axial tilt, so to fake it RSS messes with the axial tilt inclination of every body in the system. You could just change the Moon's inclination to match the Earth, (i.e. to 23.44603795469773) and I *think* that would work, but that has other undesired affects. Really though, if you are trying to go to the Moon, it's better to understand how the launch windows work. It's a bit of a read but this has lots of cool info: https://history.nasa.gov/afj/launchwindow/lw1.html Basically you choose the right time and direction and launch straight into that orbit. So no inclination changes needed. The easiest way I know is to wait for a launch window that is 90deg (i.e. due east. I said west earlier but that's just because I'm a dyslexic idiot). To do this you target the Moon and wait for the target or anti-target marker in the nav ball to be right on top of the level maker. Just launch (...checks hands to make sure) right and you are good to go.
  10. I've never tried this but if you dig into the /GameData/RealSolarSystem/RSSKopernicus/Earth/Earth.cfg file there's a line called 'inclination'. You could try setting it to 0. I have literally no idea if this will do what you want but hey, it's worth a shot. just change this: inclination = 23.44603795469773 to this: inclination = 0.0 //23.44603795469773 If you've never edited a cfg file there are some quick tutorials on line about modding KSP. Basically all you need is a text editor.
  11. There's a bit to unpack here but I would start by saying: Learn to love the axial tilt! The real question is, what is the specific problem you are having? The Earth's axial tilt itself doesn't really affect things much. All Earth orbits are with respect to Earth itself so its tilt makes no difference at all. If you are going interplanetary, your orbit makes very, very little difference so again the tilt doesn't matter. I can only think of two problems and one of them not even related to axial tilt: The first is geostationary orbits. The default launch location is the real KSC in Florida at about 28deg north of the equator. Geostationary launches are more expensive since you need to adjust that 28 degrees. This just makes it a little more expensive in fuel. Just remember to adjust your normal/anti-normal as far from Earth as you can as this will make it cheaper. You can also use a mod to add more space centers and pick one closer to the equator. The second is lunar missions have a narrow launch window caused by both the axial tilt and launch location. There is an easy trick here though. Put your craft on the launch pad, target the Moon, and wait for the Target or Anti-Target markers to be on top of the position (level) marker. Once it's very close launch due west. This will put your craft on the same plane as the lunar orbit. From there you just pick the right time to burn prograde. You will get a launch window once every 2 weeks or so. There are other ways to get there, but this is the easiest.
  12. Kerbalism should just pick up science experiments from their previous amount. It takes a few flights to get full science but that's definitely a feature not a bug. Make sure you have 3.2 since that has a much better science module. If it's not picking things up at the point you left off, there may be something wrong with the install or it might be an older KerbalismConfig folder. Are you using this one?: https://github.com/Standecco/ROKerbalism
  13. It's a little self promotional but you could try this: It rescales stock parts to something like realistic size/mass/performance, supports a few popular stock part mods, and gives the full RP-1 experience with a lot less of the realism. If you don't want the contracts or tech tree, you can just extract the two config files from the root folder (lrtr-part-tweaks.cfg and lrtr-resize.cfg) and put them somewhere in your GameData folder.
  14. I can't speak to the RP-0 devs, but I've been working on a RSS/stock parts rescale mod and ran into a nasty bug for Breaking Ground robotic parts. Basically while in the VAB any parts attached to a Breaking Ground robotic part will have the robotic part's rescale factor (kerbal parts need to be 1.6 larger to make them 'real' sized) to its children, but only when placing parts a 'copy' (i.e. alt-click) of a part or a part in symmetry mode. This means if you make the robotic parts 'real' sized all the parts it's attached to 'blow up' in size when building with them. Attached parts become 1.6x larger for no good reason. The strange thing is, this only happens in the VAB/SPH. When you launch the craft, the parts go back to normal size. It make building things very difficult though. You can still use the parts at their default size, but that means they are kinda puny for RSS.
  15. LRTR is a less real than real(ism) mod for Kerbal Space Program to allow you to to play a Real Solar System RP-1 game with stock and stock-alike parts and without Realism Overhaul. At its core it is a modified version of RP-1 plus a resizing mod to make parts something close to realistic in size, mass, and performance. Version 2.0: v2.0+ is a significant update, requires KSP 1.12+, and is likely game breaking for previous saves. It brings LRTR in line with the RP-1 1.10.x and uses a version of the built in Kerbal Construction Time. It also now supports KSRSS and KSRSS 2.5x worlds. The mod as 5 components. They can all be enabled or disabled from the LRTR/config.cfg file or in the game settings or from the settings interfaces. rescaler. This rescales parts for RealSolarSystem (and possibly other 10x worlds) RP-1 Contracts. This is a slight rewrite of the RP-1 contract tree RP-1 Tech Tree. This uses the RP-1 tech tree and places stock and stock-alike parts into the tree RP-1 training times for crew RP-1 Style KerbalConstructionTime, KCT presets for stock, 2.5x, and RSS size systems. It is intended to be as lightweight as possible and to be a lot more 'Kerbal' than the full RO/RP-1. The resizing mod is a complete refactor of the Realism Overhaul ROMini.cfg file that's been cleaned up and modernized. RP-1 has been simplified a little and the contracts have been modified to make them a little bit simpler and a little bit more 'Kerbal'. CREDITS: This is basically a derivative work. The core functionality is from the RP-0 devs (https://github.com/KSP-RO/RP-0), much of the KerbalsimConfig file comes from Standecco et. al ( https://github.com/Standecco/ROKerbalism). It pulls in parts from several other mods including Bluedog, Ven's Stock Revamp, Coatl Aerospace, and DMagic Orbital Science. Also many thanks for bug fixes and suggestions from users boribori, talchas, drhead, Wallum, and mateusviccari SUPPORT: LRTR uses modified versions of both RP-1 and Kerbal Construction Time but they are not in any way responsible for this mod. Complaints and support requests should definitely come through here. Download for v2.0.7 (for KSP 1.12) here: https://github.com/pehvbot/LRTR/releases/latest (It's still in pre-release until CKAN metadata can be updated) Download for v1.7.1 (for KSP 1.8-11) here: https://github.com/pehvbot/LRTR/releases/tag/v1.7.1 Note: the dependency list is different for this release as noted on the download page. Download KerbalismConfig here: https://github.com/pehvbot/LRKerbalism/releases/latest (Supports both the 1.11 and 1.12 versions) Code found here: https://github.com/pehvbot/LRTR https://github.com/pehvbot/LRKerbalism Minimum Install: ModuleManager ClickThroughBlocker CustomBarnKit ContractConfigurator DMagicScienceAnimate MagiCore ModularFlightIntegrator Real Solar System, KSRSS, or KSSRS 2.5x Recommended Mods: ReStock/RestockPlus (pretty much required if you don't use other parts mods below) Kerbalism using above LRKerbalism KerbalismConfig link Supported Mods: Scrapyard/OhScrap MechJeb Bluedog Design Bureau Tantares Spacecraft Completely Non-Aggressive Rocketry (V-2) FASA Light Snacks! SMURFF Procedural Parts Procedural Fairings Modular Fuel Tanks TantaresLV RealFuels-Stock ProceduralWings Waterfall (using Restock config or from supporting mods) FarFuture NearFuture - Aeronautics, Propulsion, LaunchVehicles, Spacecraft reDIRECT BARIS Modular Launch Pads Shuttle Orbiter Construction Kit Real Antennas CryoEngines DeepFreeze ORANGES more to follow...(?) Unsupported Parts Mods: RealismOverhaul RP-1 Kerbal Construction Time (it uses a version of the RP-1 KCT) SimpleAdjustableFairings (won't rescale correctly, excluded from rescaler) SSTU (some parts won't rescale correctly, those are excluded from rescaler) Notes: -It should work with SMURFF instead of it's rescaler although I haven't tested this for game balance. -It's still in development so it's likely the tech tree still needs to be balanced a little -Other stock-alike part mods *should* work, but because RP-1 uses a custom tech tree, the parts may not be in the right place for game balance. Known Issues: -It includes experimental support for Breaking Ground surface features and science but is disabled in the config.cfg file. Enable if you are feeling adventurous. -I'm sure there will be some resizing bugs with untested mods. If you find one let me know. Give it a try and let me know what you think! [6/21/23] Tech tree fixes for KCT, Mechjeb, RealFuels-Stock, and Procedural Fairings. Previous Updates
  16. The next test release is out, mostly updating the KerbalismConfig folder to 3.1 and adding Bluedog DB support.
  17. Thanks! It's got bare bones support, but none of it has been fully tested. Most of the parts seem to resize correctly (I haven't tested all of them) and the tanks have believable, if not historically accurate mass/fuel numbers for the various fuels. The engines and tanks use a custom upgrade/variant module for variants but it seems to work. One issue this mod has is with tech tree parts placement. LRTR uses the the custom RP-1 tech tree so every single part needs to be manually moved to a tech node and well... there are a lot of them. I've scripted it so they wind up somewhere reasonable, but they really need to be placed with more care. If you get bored, load it up and see what happens. It *might* work. This is definitely still a work in progress and any feedback would be helpful, especially for mods I don't normally use. [EDIT] It looks like RP-1 has already sorted into the tech tree. I'll use their data to place the parts and see what happens... If it works I'll add it to the next version.
  18. In case anyone is interested, I've released the first beta version. It's more or less feature complete for the core game and has a small amount of support for parts mods. Future changes will be restricted to tech tree changes and adding support for part mods. This shouldn't break existing games. Breaking Ground is only partially supported right now. There's a game bug for robotic parts which means they can't be resized. Anyway, here you go: https://github.com/pehvbot/LRTR/releases/tag/v0.1
  19. LRTR is a less real than real(ism) mod for Kerbal Space Program to allow you to to play a Real Solar System RP-1 game without Realism Overhaul. At it's core it is a modified version of RP-1 plus a resizing mod to make parts something close to realistic in size, mass, and performance. It is intended to be as light weight as possible and to be more 'Kerbal' than the full RO/RP-1. It's early in development and has only been tested on KSP 1.6.1 and 1.7.3. (1.8 will need to wait for Kopernicus). The resizing mod is a complete refactor of the Realism Overhaul ROMini.cfg file that's been cleaned up and modernized. RP-1 has been simplified a little and the contracts have been modified to make them a little bit simpler and a little bit more 'Kerbal'. It's already playable as is and should also work with SMURFF instead of the built in resize mod (although this hasn't been tested for game balance). CREDITS: This is basically a derivative work. The core functionality is from the RP-0 devs (https://github.com/KSP-RO/RP-0), much of the KerbalsimConfig file comes from Standecco et. al ( https://github.com/Standecco/ROKerbalism). All the bugs however are entirely my fault. Download for v0.2 here: https://github.com/pehvbot/LRTR/releases/tag/v0.2 Adds some parts mod supports and plays with the tech tree some more. Code found here: https://github.com/pehvbot/LRTR Minimum Install: LRTR and DMagicScienceAnimate folders above Module Manager Real Solar System Contract Configurator Custom Barn Kit - RO build (not rated for 1.7.3 but seems to work fine) Restock/Restock+ (needed for some mission critical parts) Suggested Mods: Kerbal Construction Time Scrapyard/OhScrap Kerbalism using included KerbalismConfig folder Punch list includes: -Continue to rebalance tech tree. It uses the custom RP-1 tech tree which doesn't match the canonical formats. It's mostly balanced up to first manned flight but after that... who knows. -Add more RP-1 features to various parts. -Add life support mods, probably Kerbalism first [done!] , maybe Snacks! just to keep a simple option available. -Test with Breaking Ground [10/25/19 Turns out the robotic parts glitch in the VAB when resized. It applies it's resize to all it's children, making them re-resized. It's normal once you leave the VAB, but makes building things impossible.] -Add code to 'gracefully' add stockalike parts to the tech tree somewhere useful (currently they just get ignored). [Done! parts should wind up *somehwhere* in the tech tree, although it may not be the best place] -Test and properly add parts mods as time and interest allows. -Bug fixes, bug fixes, bug fixes, and probably bug fixes. Also bug fixes. Since this is intended to be as simple and 'Kerbal' as possible, I probably won't be testing things like Real Fuel or procedural parts mods. I'm not sure how TweakScale will work with the built in resizer but in theory you can use SMURFF instead, which seems to play nice with it already. Comments, suggesting, etc are of course welcome and encouraged. [10/31/19] -- There's now a KerbalismConfig file for LRTR on the github page. It's a mix of stock Kerbalism and the ROKerbalism config. -- LRTR now attempts to place non-configured parts somewhere in the tech tree. -- Some adjustments to the parts in the tech tree. I expect more as I playtest. [11/8/19] -- Added partial support for Bluedog Design Bureau in resizer (not fully tested, some known bugs), mostly to 'stress test' the resizer. -- Refactored all the RP-0 code, removed Avionics and Tooling parts -- Lots of small changes to resizer and contracts [11/18/19] -- Finished support for Bluedog DB, added support for Completely Non-aggressive Rocketry V2. -- Updated KerbalismConfig to 3.1 [11/24/19] RELEASED!
  20. A tiny bit off topic but I've been messing around with using RP-0 without Realism Overhaul, something I've been calling Less Real Than Real(ism). It uses RSS with upsized and slightly adjusted stock parts, a subset of game play mods (Kerbal Construction Time, Kerbalism, etc) and a suitably hacked contract and tech tree. While still basically a prototype, it seems to work pretty well. Progression matches the real world fairly well and I've been able to get it to model US, Soviet, and proposed/imagined missions in a 'less real' but still real-ish way. This is definitely a light weight mod (by Realism/RP-0 standards anyway) with a much more 'Kerbal' feel; stock fuels, fewer parts, no procedural parts, etc. I'm thinking of making it a real mod. It's a big project to make it ready for prime time so I guess I'm just trying to gauge interest. I would also want to get the blessing from the RP-0 devs since I would be stealing (with attribution of course!) a big chunk of their work. So do you guys think there would be interest in something like this?
  21. I don't know about the other parts, but there's a bug in the cfg file for the LV-909. It has two lines of rescaleFactor = 1.0 which, as far as I can tell, cause it to not resize correctly. I was using a custom script rather than tweakscale so it may not be the same issue you are having, but try removing the extra line and see what happens.
  22. Your RO sounding rockets work better than mine
  23. I wanted to play career in RSS but didn't want to go full Realism (I like Kerbal parts and don't want to mess with fuel types, ullage, restarts, etc. I also wanted to use 1.4.x). I installed the ROMini.cfg patch to rescale and real-size the Kerbal parts. It seems to work well, mostly. Some of the Making History parts are glitchy but nothing you can't work around. The thing I was wondering is this: Does anyone know if there's an in game reason to have fuel tanks nearly double their fuel-to-mass ratio compared to similar real world tanks? A script modified LT-45 engine for example is a very close analog for an early Merlin 1 (very similar thrust and ISP), but it needs half the fuel mass to get the same burn time, thus giving it a huge boost in dV. It means you can get away with much lighter (and shorter!) rockets. Before I start messing around with the cfg file to get more realistic(ish) numbers I figured I would ask in case I'm missing some important point or my math is just crap and I'm wrong about the fuel/mass thing.
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