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610yesnolovely

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Everything posted by 610yesnolovely

  1. FYI: Reviva has been transferred on GitHub to https://github.com/FirstPersonKSP/reviva - so a bunch of people can collaborate better. Consider this also a confirmation of transfer of any license to that organization, and the right of that organization to change license and do whatever they think is best (I'm part of the organization of course, but more people is better). The old links will still work, so nothing should be impacted.
  2. Find the KSP game root folder (C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program - if you use Steam), put text in some file with a ".cfg" extension under the "GameData" folder. My recommended is make a folder based on your name, and file based on mod, so "...\Kerbal Space Program\GameData\MarxMan28Patches\EskandareAerospace.cfg". Typically people post fixes like this for mods, so you can repeat the same pattern. I have about 30 or so files like this. There's several players out there who put their patch folders on GitHub.
  3. Release 1.0.5 - kOS Support (19th Feb 2024) Adds: Very very small kOS processor for each Capella Nose Cone, to allow for very basic programs and/or simulate control via radio.
  4. With 2.0.3 release I got 4 ModuleManager errors - details here https://github.com/JadeOfMaar/RationalResources/issues/61 with simple one liner fix that seems to resolve it.
  5. This is great, exactly the sort thing I was looking for as I also use Skyhawk Science System and wanted appropriate kOS machines to appear on probes and CM in a balanced way. Thanks!
  6. JonnyOThan is awesome! He's now a co-contributor for Reviva on GitHub (ie. has full power and authority to do anything with the mod), he's got my energy and time than I have, so expect some more cool things soon. Who knows, it may motivate me to help out too :-)
  7. You could also try FuelVent - it's different and weird (it's actually a tiny LFO engine) so it probably still works in space. I like both for different reasons.
  8. For anyone using this mod, works great in 1.12.5! One minor set of fixes I use ensure the Radio Biome science part works - it was slightly broken: The experimentID was incorrect. The usage requirements was incorrect: You need crew in the vessel (value 3), not the part (value 5) which would be impossible, so it can't be used on a probe, by design. // Fix Science @PART[EHI_ball]:AFTER[Eskandare_Heavy_Industries] { @MODULE[ModuleScienceExperiment] { @experimentID = ballbiomeanalysis @usageReqMaskInternal = 3 } }
  9. I automate all my launches using anything reasonable: typically the Scripting Module in MechJeb which is easier than kOS. Probe science and launces are two clicks "Start" on MechJeb script and then "Launch" on NASA Countdown (which automates some pre-launch sequencing via staging). Sometimes I restart my career, and it's always fun to launch several rockets in a row and just watch it go and take pictures. If Kerbals are present, I switch to using some automation and Kerbals 1st person in IVA - both fun alternatives. Below is Pioneer-1 in BDB, with KSRSS Reborn, Skyhawk Science System and History of Spaceflight contract. The script has a "parallel" section where the left panel is sequencing the staging to orbit, and the right panel is doing roll, pitch and circularizing. The last four actions are using action groups to collect science. I just unlocked MechJeb's Ascent Guidance, so it gets easier to program as you get more MJ modules. Usually later though I have multiple programs (launch, orbit, transfer, return).
  10. Paying the screenshot tax: Shinyyyy Atlas A / SM-65A - yes, the prototype one without the central sustainer or stage-and-half.
  11. For those that use this mod. I'm still around, and back playing KSP recently. I use this mod myself with KSRSS Reborn, and it works quite well as-is. I still intend to develop the mod further, but that's likely going to be demand driven by my career progress, so be very patient if you want more. :-D
  12. Congratulations on the in-dev beta release. I may ignore your warning and try it on a 300 mod career game because "I live dangerously" (and I know what I'm doing, in theory). Dear readers, do not try this in your home without suitable backups!
  13. Actually, yeah, that should be fine. I had a look, Reviva config wins the Module Manager patch wars because it's changes have 'FOR[zzz_Reviva]' which means they're applied after.
  14. Yes, Reviva will support both (last time I checked), see https://github.com/harveyt/reviva/blob/main/README.md From the notes, it has to be installed carefully and the CRT in Retro is probably still broken: Only copy UltimateShuttleIVA into GameData, ignore the top level USIVA-xxx.cfg files. Mk3 Ultimate Retro variant CRT do not seem to work. Will eventually try to fix.
  15. All the ASET props, IVA and parts are now looked after by @Stone Blue in the above thread, worth asking in there - if you've installed via CKAN, worth installing the IVA packs from CKAN too - perhaps you've done a mixture of very old IVA mods and new props which doesn't work.
  16. Thread and mod are definitely alive, but given that it's the holidays and the mod owner is pretty busy with hundreds of other mods, it's unlikely you'll get prompt response (LGG also has "no logs, no support" policy, but others in here might help, but it could take many weeks if ever). As to the particular issue, you should probably ask in Booster Guidance forum. Though it may be better to go to the RO discord, as you might get more of an appropriate audience who may be using FMRS and Booster Guidance with RO, and get a response sooner - but there's a lot of mods involved, so it could be many things.
  17. Might be possible to make those with CarnationRED Flexible Parts (CRFP) - that can make some unusual shapes. Seemed to work with 1.12.x last time I tried.
  18. I've not been around KSP development for a while, but I had a quick look and saw nothing unusual - usually the best way to figure out why things have gone wrong in this case. Details on how you could help diagnose in spoiler. I also trust that @JonnyOThan can figure it out, and fix things, he's now an official contributor for this mod on GitHub. :-)
  19. This is very cool, plus the tip about using procedural parts is nice. Also I looked up the infographic address. Hah! Very Kerbal. Congratulations on an excellent mod release and supporting ships (which are amazing also).
  20. Love it, such a simple idea that brings joy to the main menu "Hey I remember crashing that one into the Mun!"
  21. I've been taking a break from KSP playing/modding this past year also. I really love Skyhawk Science System, it's the best TechTree IMHO. Totally get how complex it is. I think I made some posts about some issues I found. I tried both Kerbalism based and non-Kerbalism based SSS together with KSRSS Reborn (and 200+ other mods). I ended up preferring non-Kerbalism mode, it has for various reasons not really SSS related, less issues with all the mods I use, even though I love the science collection aspect. Totally understand not having the time or inclination right now to contribute, I'm in the same position, but I'd definitely recommend @JonnyOThan's suggestion - personally I made him a Contributor on Reviva so he could fix things while I was distracted by paid work. That seemed to make him very happy, and he does good work with various things like FreeIVA and adopting other IVA mods.
  22. Yup, trying to do everything from IVA. I'd try throttle limits on action groups using the following, I think I've used it for that: I've not found a great way of controlling MechJeb from IVA other than via RPM or MAS IVA MFDs. I have not looked a kOS though, but last time I checked there's no kOS to MJ interface, but there are kOS scripts that can execute nodes and there's kOS PropMonitor which works on some MFDs (sometimes hidden), a bit tricky to set up, but once you do you can control tons of things (Atmosphere Autopilot, robotics, remote vehicles). Look into that, BakerOS perhaps, and also check out https://www.youtube.com/@Vulkans who does a lot of IVA flying, and even builds their own IVA mods (usually private, but the OPT-J one is now in a mod, I think MAS itself?!) As for MAS, perhaps we can hope that IVA master @JonnyOThan will adopt it, but I think they're having too much fun with FreeIVA (and looking after RPM).
  23. I've found that MAS controlled MechJeb does often result in different behavior, though usually not this extreme. Great video and descriptions on what's going on, though it's out of Reviva's realm of resolving - likely something involving MAS, and MOARdv the author is no longer working on it last I read. From the video, I might have some thoughts - the particular craft seems to have a fairly high TWR (2.0 according to IVA view) for such a maneavuer, which only lasts about 1 second - so the impulse is quick and overshoots - then the craft turns to chase the correction which is in the opposite direction. Why MJ direct can handle this I'm not sure, but design wise there's probably only just enough reaction wheel power to stabilize it, and possibly MAS isn't setting up some control values (tolerances, pids). To help: Try limiting the thrusters to get a much longer burn, perhaps even as low as 10%. This so the reaction wheels can handle stabilizing, but also so the throttle down can hit the mark without overshoot. Not sure, but I didn't see any RCS thrusters, and RCS wasn't enabled (there's 27 monoprop though so I might not have seen it). Definitely add rotational for stability, but translation will also help for the fine control to finish off the maneavuer (I think?) I recommend using RCS Build Aid to ensure they're balanced. You could spam more RW, but I usually play with the equivalent of MandatoryRCS, and prefer the coolness factor of RCS. Hope that helps! Cool SSTO! (One day I'll finish K-Planes which aims to have SSTO contracts for payload deliveries)
  24. This is a very cool theme, thanks for creating it. Gives KSP1 a more modern feel, to match all the 230+ mods I use to prolong the life of the game.
  25. Ah, yes, they were hard to find, I think they're originally mentioned in the Airplane Plus KSP forum posts: APF16 = acronym for "ASET/RPM for Falcon cockpit" APIP = acronym for "Airplane Plus IVA Pack" Both of these actually have hyperlinks in the https://github.com/harveyt/reviva#dependency-summary part of the README: Optional Airplane Plus IVA Pack GitHub RPM AirplanePlus Done Various plane/chopper cockpits Optional ASET/RPM for Falcon cockpit Dropbox RPM AirplanePlus Done F-16/mk2 non-commerical IVA I have hyperlinks for other IVA mods, but I'm been only adding them in as I support them. Glad you like Reviva and the README - I actually started out with a text file of URL links and hand edited each IVA in (and out) as I needed them and eventually went "well this sucks big time, I should make it easier"...
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