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CessnaSkyhawk

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Everything posted by CessnaSkyhawk

  1. At this point I'm mostly done with adding new support patches, at least for the time being. I'm always open to pull requests though!
  2. Finally broke some ground on wrapping up Skyhawk Kerbalism science. Here's the first patched experiment set. They are also tech restricted, but I forgot to put that line in the MM patch. EDIT: Also found some typos just now. That's what I get for writing these up at like 2 am.
  3. Figured I'd give another update - I've been a bit burned out from KSP modding for the past week or so, and have been playing other games instead to change it up. The Kerbalism update has become a bigger project than expecting as I'm now doing a full-blown science overhaul. I'm planning to take a look at it again later this week, so if all goes well, it'll be out some time in the next two weeks, once I'm back in the mood to mod again
  4. So if I'm understanding this correctly this planet pack merges the stock system and RSS, right? Is Laythe still around like Eeloo, or am I reading that part wrong?
  5. Delete the following the the Squad.cfg file @PART[SSME]:AFTER[Squad]:NEEDS[reDIRECT] // { @title = S3 KS-25K "Rainstorm" Kerosene Engine @TechRequired = kerolox8 }
  6. Yes, that is intentional. When ReDirect is installed, which has a duplicate vector engine, SSS renames them both to custom names, Snowstorm for the LH2 version, and Rainstorm for the Kerosene version.
  7. Hi Everyone! I've been continuing to chug along with the kerbalism update. About halfway through the science rework now (which will also come with some changes to the stock tree too!) Here are a few spoilers of some of the new experiments you can expect. They are organized into groups, and on parts which are assigned to a given group, you will be able to chose between each of the experiments, which will all have differing requirements, timescales, and values. (Aside from Free Agents, which are just those which don't have a group to go in). Some of these have some really interesting requirements, and will have you scratching your head on how to figure them out. But don't worry, you'll be amply rewarded if you do! Unmanned Experiments: Crewed Experiments:
  8. Nah, it's also got a lot of other rebalances which add stuff to sandbox as well - the hypergolic fuels (Aerozine50/NTO), renamed resources (Liquid Fuel becomes Kerosene, Oxidizer becomes LOX, etc), and some other stuff. You can find more info here. As for replacing it with Real Fuels, idk how it would react. Whenever you remove mods from your game, there's always a risk it could mess something up. On top of that, I'm not sure how up-to-date RF is with BDB. Either way, I'd say it you could do that, but just make sure you have backups of all your saves first incase things go south...
  9. Assuming you are using Skyhawk Science System Az50/NTO rather than Real Fuels, it's possible that could be the issue. There are slight density differences between that and stock LFO (Kerosene/LOX in SSS, but the only change is the name, mass ratio is the same), so if you're just barely missing orbit, it could be due to that messing up MechJeb.
  10. Alright - I think I know what the issue is - I buffed a decent amount of science experiments to give a lot more data as I was concerned that there wouldn't be enough science, but never really playtested it as I went direct to Kerbalism support. I'm thinking that I'll halve or third most of the science values for the experiments to bring them closer to their stock values.
  11. I'm interested to hear your feedback - so basically you're finding that it's still to easy to breeze through the early game? I'm currently just starting work on the Kerbalism science patch for SSS, and I'm thinking that depending on how it is balanced, I will see about backporting a lot of its stuff back to the stock SSS system.
  12. Hi everyone - figured I'd give a bit of an update on where the SSS Kerbalism support is standing. I've completed the life support and ISRU system, and now its on to configuring the science system to fit the tech tree.. I've tried to make life support a lot more intuitive, while still maintaining its challenge. Kerbals consume whole number quantities of Food, Water, and O2 every day, making it easier to see how much LS you've got without needing to go deep into the planner. There are also new processes which make for a lot more dynamic choices. For example, there are now both regenerative and non-regenerative scrubbers. Non-regenerative scrubbers wear out after a set time, but also tend to be unlocked earlier in the tech tree than their regenerative equivalents, making for an interesting tradeoff. Greenhouses have also been redone so that rather than having to click back to harvest food every couple hundred days, they produce food passively, making it easy to run a ton of missions at once. I've also rebalanced ISRU systems. They are now a decent bit slower than stock Kerbalism, to encourage actions such as building refueling bases or sending ISRU systems before the main mission, but also are a lot more flexible, with the majority of Rational Resource's processes directly implemented into them, along with support for SSS's own hypergolics. I've also got a question for you guys - would you be interested in a optional Kerbalism addon which would allow for a jury-rigged thermal system? It wouldn't be very realistic, but would still make it so that you are required to carry radiators to run ISRUs and other similar processes. I'll look into it, but I think that may be on SMURFF's end.
  13. Hi @JadeOfMaar Sorry to bother you but I've just got a quick question - I'm currently working on a custom profile for compatibility between the Skyhawk Science System and Kerbalism, and would like to use some portions of the RationalResourcesKerbalism code, specifically some of the processes and potentially the Freezer/Heater parts as part of it. Technically, I'm 99% sure RR's license allows for this, however, I think it's good practice to get permission from the mod author either way, so would you be alright with me doing this?
  14. Indeed it does - Kerbalism never really got along well with BDB to begin with, and SSS makes a lot of changes to science balance making it really tough to combine the too, so I'm working on a full compat patch similar to how the Tetrix Tech Tree has Simplex Kerbalism to go with it.
  15. Hi everyone - sorry for the lack of activity the last few weeks. I've been working on a little something that's about halfway to being ready. I'll probably make an offical dev thread for it later this week, but for now, here are some teasers of what's coming...
  16. This mod seems like a really interesting project - I'll be keeping an eye on this! I might need to look into adding an SSS support patch for this at some point.
  17. If I had to hazard a guess, putting a folder in the GameData folder named Principia should be enough to activate the patches. Might be worth a try.
  18. Alright - thanks so much for the contributions! I have a feeling I know exactly what the issue with hypergolics is, so when I take a look at the PRs (ideally sometime later this week - currently a little busy with a side project which will be revealed soon ), I should be able to fix it!
  19. @bigyihsuancovered better srbs and MOAR Station Science, but as for the rest, there’s no support for them, but I’m looking into finally setting up that automatic tech tree patch for supporting all mods sometime later this week, which should make it at least somewhat functional, and then I’m open to either accepting pull requests or just adding full support myself sometime in the next weeks.
  20. Version 1.0.1 - "Whoops!" Mod Support and Enhancements MOAR Station Science Support Kip Docking Ports Support Improved support for Procedural Parts and Procedural Fairings RSS science value support Bugfixes BDB Contract support fixed MechJeb Feature unlocks properly placed on tech tree Hypergolics added to NF Exploration Tanks Poodle Engine made hypergolic and moved to proper node
  21. I recommend a 100% science rewards, but what you seem to be experiencing seems to be quite a bit higher that what I've seen. By chance, are you in a stock size solar system or a 2.5x scale solar system? The science values tend to be balanced more around 2.5x scale by default, so if you are at a stock scale I'd recommend lowering the reward% a decent bit. And yes, you are correct that all mods will need configs to show up - I am looking into setting up a emergency patch to allow for unsupported mods to still show up.
  22. It shouldn't have any issues as I don't touch solid rocket boosters aside from placing them. However the custom SRBs it adds wouldn't be placed. I'll look into adding support though. I've loaded up an instance to investigate, but I'm not seeing anything on my transtage. What mods do you have installed?
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