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Pehvbot

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Everything posted by Pehvbot

  1. Yes, it's easy to separate the components. You can edit the config.cfg file to enable/disable the core features. The tech tree and science features should both work without modification, although the science part will break if you are using Kerbalism without LRTR's KerbalismConfig. The contracts will be a little more difficult. I'm not sure if a global search/replace will catch everything since it's all been 'hard coded' for RSS. If you keep the RP-1 crew training you may need to adjust the training time to match JNSQ time rather than RSS time. The game will break without Kerbal Construct
  2. Easily? No. The mod has 6 more or less separate functions: Contracts, rescaler, science, tech tree, Custom Barn Kit (KSC buildings and features), and RP-1 features (astronaut training, ongoing costs, etc). They can all be enabled/disabled independently but most of them are hard coded for the RSS and would take some serious surgery to work elsewhere. Were there specific features you wanted to use?
  3. I think it is because all parts must be 'Purchased' before they are active. If you right-click on the inactive part you should see a button in the lower left corner. You can turn this off when you start a new Career. If that is not the problem, let me know.
  4. Version 1.1 has been released. This adds support for Procedural Parts as well as a bunch of bug fixes: NOTE: This version fixes the ridiculously low dry mass of the fuel tanks so they are at least plausible now. Existing craft will be noticeably less capable. https://github.com/pehvbot/LRTR/releases/tag/v1.1
  5. Yeah, this falls under the 'Known Issues' category. The rescaler basically multiplies the size of all parts by 1.6. Normally this change gets propagated to the nodes as well so they get moved. Some parts need to move the nodes separately (i.e. fairing interstages, variants for thrust plates and structural tubes, etc). I'm guessing the nodes for the ProceduralPart are generated by the module itself so it's not easily patched . In this case the best option would be to not rescale the procedural parts at all and just use the in game procedural parts rescaling. Another problem is th
  6. Is it possible you are missing a dependency mod? If a DLL can't find another DLL it's expecting, it can throw an error like this.
  7. 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...
  8. 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 p
  9. 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 t
  10. 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.
  11. 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.
  12. 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!
  13. 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!
  14. 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.
  15. 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
  16. 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.
  17. 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
  18. 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
  19. 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.
  20. 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
  21. 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. The mod as 5 components. They can all be enabled or disabled from the LRTR/config.cfg file or in the game settings. 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
  22. The next test release is out, mostly updating the KerbalismConfig folder to 3.1 and adding Bluedog DB support.
  23. 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,
  24. 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
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