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610yesnolovely

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Everything posted by 610yesnolovely

  1. Thanks for adopting, and thanks @DemonEinfor this IVA pack. This IVA set is the best due to comprehensive coverage of stock - and having it CKAN will be handy. Shameless plug, but DE_IVA is supported by Reviva (and if you add in MAS - Avionics System, Reviva provides bonus variants with some upgraded MAS MFDs)
  2. That is indeed quite a thing to see a 5 year necro post by the OP. In fact, this is something new, it's a... I dunno... Re-animation Post? Frankenstein Post?
  3. Alternatively just install Reviva and this mod untouched and this IVA will be an option on the Mk1-3 Command Pod. Reviva is designed to allow switching IVAs, but it also has the side benefit of supporting some old IVA mods like this one without modification, basically because I was frustrated installing IVA mods (since I fly planes or manned rockets in IVA mode). https://github.com/harveyt/reviva/blob/main/README.md#dependency-summary - list of currently supported IVA mods, the table below shows all the options for each CM for each mod (Stock, Missing History, BDB, Airplane Plus mostly). Then there are tables for my votes on "best IVA for X". Works in 1.12.x, and supports both RPM and/or MAS, even both at the same time. I have all the IVA mods installed at once :-)
  4. Play testing continues, though I'm taking it far too seriously... . I've decided to also add some parachute and ejection progression contracts, safety is important. I'll likely include the following craft in the pack, though they require a lot of mods. I may also build some stock only mods and make a video on how to build aircraft to go along with the mod. Long term ideas, may or may not happen (and probably not soon). Bill ejects from test plane without knowing how to parachute... Fortunately Bill is an expert high diver, but is a bit miffed he has to swim all the way home. Which gives me an idea for another contract: jump out of plane without parachute and survive.
  5. Only one page back are instructions for KSRSS Reborn and Parallax 2.0 - should still work AFAIK.
  6. I'm currently testing Reviva, together with another new mod of my K-Planes (in-dev GAP-like contracts for plane building from early through to SSTOs). So you'll see updates as I actually use Reviva for real with various mods. I also released Wacapella, combo mod for CNAR and Taerobee which adds a WAC Corporal, for a good early career sounding rocket: Here's a cockpit from one plane, Warbirds IVA on the stock Mk1 Inline. Hopefully it'll inspire some non-rocket IVA designs :-) I also posted a rare video of flying the plane, using TrackIR and joystick/throttle. I tried some acrobatics with smoke - since the plane is based off a Pitts Special acrobatic biplane. I fixed the Mk1/0 Caged Inline so you can get similar for the Airplane Plus variants of that part. Makes for some good 1940s style planes, though the below is a 1970s style stunt plane I'm familiar with. The struts/wires and plane parts are mostly from Open Cockpit which is a must-have for biplanes.
  7. 0.8.1 Release - Bug fixing (2nd Jan 2023) Fixes: Added support for AirplanePlus Mk1/0 Caged Inline (same as Mk1 Caged Inline). Note that the part does not fit exactly and has the wrong interior window structure, but is better than nothing.
  8. Fixed wheels? Superb, I shall try this out also since I'm really into building planes right now. From experience wheels can cause the craft to bounce/explode or just drift on the ground (even with brakes) on, but a way to reduce this is to ensure that the craft has the wheels perfectly vertical. Use the Precise Editor mod: If the design is a tail dragger, rotate it into the orientation it will by landed in: move the craft down to the floor and rotate the command part so the wheels all touch, then ensure they're all vertical, repeat until it's good. My theory (based on some experience with physics in games) is that some wheel parts have rectangular collision boxes that are close to the ground end, and if they're not aligned vertically the ship will spawn with them inside the ground. Physics engines do not like a large amount of intersection and usually respond to such things with massive amounts of force: ie. kaboom. If you survive, the wheels on the ground will then slip because the collision box is inside the ground, so the physics engine will try to push them away (with some horizontal component) less violently, but will cause them to skid around even with brakes on. I've not actually confirmed this is what happening, I just know that usually the above helps a lot: no bouncing, no ghost sliding, wheels behave on take-off and landing.
  9. All the Start and Early contracts are present, and distance contracts now work (they were borked). I'm still learning how to do contracts obviously :-) 0.3.0 Release - Start and Early contracts second pass (17th Dec 2022) Fixed distance contracts, now seem to work better. Added Polar, Circum-Polar and Round The World distances. Some testing, but still not recommended for general gameplay.
  10. Some progress this weekend, all the Start (Wright Aeronautics) and Early (KACA) contracts are present and look okay (minimal testing), this cover most of the GAP milestones, but adds distance contacts. The OP now describes how the planet scaling currently works. The idea is this pack works for Stock, KSRSS/JSNQ, RSS or any reasonable planet pack, however it's harder (but with more rewards) for large scale planets. Real scale/RSS will be particularly hard contracts. There's probably still Kerbin/Kerbal specific concepts still there, and bugs, etc. Still not really recommended for adding to your normal game, as I'm not really testing doing the contracts, just making sure they look/read/unlock right. Next up: Polar, CircumPolar, Equatorial distances - for this I'd recommend a decent autopilot (Atmosphere Autopilot) and something that can up your physical warp time, and only trying this with fast high flying jets. It won't allow cheating (no going above Stratospheric heights). Shuttle Contracts: stepping stone to a proper SSTO is to allow your shuttle plane (which must have wings) to have SRBs that are discarded, and discardable fuel tanks. So this would allow Space Shuttles, but not traditional rockets. SSTO Contracts: derived from the shuttles, except you can't discard SRBs or fuel tanks. Payload Contracts: leaving something in space in orbit and returning. I _think_ I can do this by requiring a vessel left in orbit that only contains parts from the launch vessel, and the landing vessel is what's left. The payload mass is likely possible by vessel mass before/after deploying the payload. If I can't get this easily in .cfg files, I'll write some code to do it. Lots of testing remain: Actually testing testing with just vanilla KSP. Testing with modded KSP: KSRSS, *all the plane mods everrr*, BDB, Mk2/3 Expansion, OPT Spaceplane and a reasonable Probes-Before-Crew style tech tree (Skyhawk Science System). Likely I'd spend the most time here, as this is my current playthru set up. Testing a little bit with RSS scale planet (to make sure the numbers work only).
  11. Well @JonnyOThansent me a pull request so all I had to do was a bit of testing and release, and Friday is when I do most of my KSP modding.
  12. ... to begin with. In my imagination Kerbals are 21st century level tech before they look up and go "You know, we should send Jeb to see what the Mun is made of" and suddenly decide to go to space. This also explains why they skip probes and just go head long until somebody later says "You know, may be we _shouldn't_ send Jeb first to see what Duna is made of". For KSP2 that still makes sense, but also means mods can make KSP more realistic and/or historically Earth based progression and whatever you want and still make a bit more sense with stock.
  13. I tried replicating the BDB issues, but I could not reproduce them. I could succesfully switch RPM or MAS IVA from various sources on Mercury, Gemini, Apollo and LM modules from 1.11 - more information required, otherwise my assumption is it's either how I'm testing or the user has some strange mod interaction/install issue. Send moar info! :-)
  14. Yes, but the released version puts them at Tier 11 (which is pretty high tech), but the latest GitHub dev version moves them to Tier 1 (yay). All mod parts should appear somewhere in the tech tree, due to the way it's written (there's a mapping somewhere from stock tech nodes to the tech tree equivalents. This can result in parts being in odd places. See: https://github.com/CessnaSkyhawk/SkyhawkScienceSystem/blob/main/Patches/Science/StockScienceSupport.cfg Also any mods which introduce or use tech tree nodes (non-stock), such as mods which place items in the Community Tech Tree will not work properly, may cause issues. Fortunately writing patches to support new mods is somewhat easy (if you're technically savvy) to tricksy (if you've never editted a .cfg before). Copy any of the .cfg files under GameData/SkyhawkScienceSystem/ModSupport into your own personal patch folder Make one under GameData/YourNameHere/someMod.cfg Remove or edit all the blocks like shown below: //Tier 4 spaceplanes4 @PART[blue_steel_engine_s0_1]:AFTER[BlueSteel] // { @TechRequired = spaceplanes4 } The @PART[...] bit basically says "edit this part", "after the mod does its config". So change blue_steel_engine_s0_1 to some mod's part name Change BlueSteel to the name of the mod (usually the directory name under GameData). The @TechRequired bit says "and place it in SSS at this node". All the ModSupport files list all the SSS tech nodes, so all you need is the part name - you can find them in GameData/ModuleManager.ConfigCache (it's a big file) and look for "PART { name = xxx" spread over several lines. I usually search for stuff in the description. There's a mod called PartInfo that will show this in game also. See also @Aelfhe1m's GitHub patch repo, which has a lot of extra mods supported, so a good way to see how to do it, in fact they have a cfg patch for B9 proc wings to move them into Tier 1. Pick any of these and just copy them into your GameData/YourNameHere folder. https://github.com/Aelfhe1m/PatchRepository/tree/main/GameData/zPathesByAelfhe1m/SkyhawkScenceSystem Also people here have occasionally posted ModuleManager cfg files in this forum. I'd recommend storing your own patches on GitHub or GitLab, or at least back them up into Dropbox or a zip file. If you get into this you'll end up with lots of patches. Hope that helps! If you do this, technically you're a modder (ahem... check out my mod Wacapella, which started out just like this and turned into a mini-mod, also it works well with SSS, since that's the Tech Tree I'm using)
  15. I'd recommend downloading the Player.log to something like dropbox and post a link (don't post the log here though, they're too big). See here for how to find it: If you look in Player.log (or KSP.log), find "Exception" or "EXC" (or "ERR") and see what they say, there's often things from other mods that are okay, some not okay, and some might stop other mods from working, it's hard to know without some knowledge of how KSP works (and usually needs the whole log, not just a bit). I'd double check that GameData/RocketSoundEnhancement/ contains all the plugin files and GameData/RocketSoundEnhancementDefault/ does indeed contain all the data files. Also "not working" is sort of vague - my guess is you mean "there's no sound at all"? If you're manually installing (ie. from SpaceDock or GitHub, not using CKAN), you might want to check the zips, remove the existing one, and try reinstalling. Or just see what happens if you remove RSE. So much can go wrong... so more info is useful :-)
  16. Sounds like the BDB configs might not be quite right, seeing as how somebody else is having issues there. I've added an issue to GitHub. Usually I do modding on a Friday, hopefully I'll get time to take a look. As I mentioned I use BDB a lot, and I use IVA a lot, but what I didn't mention is that I'm stuck in early career at the moment (probes only) so I've not been using either. Hopefully I'll fix it sooner than when I try to use IVA from Apollo I'll remember "oh... yeah... that bug... yeah, this is broken". :-) https://github.com/harveyt/reviva/issues/10
  17. Please could somebody move the following to "Add-ons - Add-on Releases", it's pretty much done and can now be installed from CKAN, SpaceDock, GitHub. Thanks!
  18. The above mod mixes together CNAR (Completely Non-Aggresive Rocketry) and this mod to allow building a WAC Corporal sounding rocket, kerbalized as the "Wacapella" (shown below). Thanks to @DylanSemrau, @Beale and @zer0Kerbal who gave permission to use CNAR and Taerobee (via MM). It also includes all the balance snippets, plus some engine rebalancing and some tiny-tinee Communotron 4-S (and 8-S) which provide an alternative to parachute return.
  19. All the MM scripts have been packaged into an actual mod, now released (soon on CKAN). Thanks to @DylanSemrau, @Beale and @zer0Kerbal who gave permission to use CNAR and Taerobee (via MM). It also includes all the balance snippets, plus some engine rebalancing and some tiny-tinee Communotron 4-S (and 8-S) which provide an alternative to parachute return.
  20. Wacapella: Early sounding rockets By: 610yeslovely Wacapella provides a very early stockalike replica of the WAC Corporal sounding rocket first launched in 1945. The parts are created using only ModuleManager by duplicating and/or modifying existing parts from CNAR and Taerobee and available in the start node. There are three different science payloads as nose cones, so several launches are required to gain science, and so are very useful for starting more realistic based careers. The name is derived from WAC (probably stood for Without Attitude Control) and Capella, which is the Kerbalized name in CNAR for the Corporal rocket system used on the Bumper replica. Source Source is available on GitHub. KSP Forum is the home page for discussions. Origins This mod was originally a bunch of ModuleManager patches and fixes from CNAR KSP forum topic. Seemed like it would make a good mini-mod however. Installation I highly recommend installing mods using CKAN as it will correctly add required dependencies, however for those who like a more tedious life you can manually install them and possibly get less of my attention if there are issues. Alternative installation: Install from SpaceDock Install from GitHub Required Dependencies: ModuleManager CNAR NOTE: This mod is only compatible up to 1.8.1, but it works fine in 1.12.x. Install the latest version (1.0.2) by explicitly picking that version in CKAN, or the less recommended option is to allow all mods from versions of KSP from 1.8 onwards by using "Settings -> Compatible game versions". This is less safe because some older mods may not work and you may accidentally try to install these. Taerobee Recommended Dependencies: BDB - which will provide some other early US rocket systems. Suggested Dependencies: History of Spaceflight - which provides a large set of contracts based on history. I'd recommend the "Pocket Edition" unless you want to faithfully recreate every single launch and failure. Skyhawk Science System - which is a very good "Probes-Before-Crew" style tech tree, and works great with BDB and History of Spaceflight. Flight Instructions To build a replica of the first WAC Corporal, see the Blue Prints. Starting from the top with a command/nose cone, there are three science variants: Capella Control Unit with Thermometer Experiment Capella Control Unit with Barometer Experiment Capella Control Unit with Goo Experiment Capella Inline Parachute. Capella Engine. Disable the shroud. Capella Fins x 3. Tiny Tim Decoupler. Tiny Tim. The first stage SRB. Tiny Tim Fins x 3. Colours: Most parts have either a black and white or black and yellow colour variants. Staging: Stage 0: The Tiny Tim and any launch clamps. Stage 1: The Tiny Tim Decoupler and the Capella Engine. Historically the Capella Engine was actually in Stage 0, you can try but things may explode. Stage 2: The Capella Inline Parachute. In stock if you launch straight up it is highly likely that the parachutes will be destroyed on re-entry. Even deploying parachutes near apogee at around 66km. Launch to a lower altitude, launch more at an angle, don't use parachutes and use the provided Communotron 4-S to transmit science. Experiment like they did historically to find the right way to get back safely. License All content is MIT licensed. Note that this mod does not contain any works, content or assets from CNAR or Taerobee, but it does use them via ModuleManager scripts. Still permission to have something using them was obtained from the owners: The original and current author of CNAR Dylan Semrau: The original author of Taerobee, Beale: The current owner of Taerobee, zer0Kerbal The remaining balance fixes were posted on CNAR KSP forum topic as follows: OrdinaryKerman posted: Fix Engine to have better bottom node for launch pads Beetlecat posted: Fix Fins to actually attach properly Gordon Dry posted: Fix CapellaExperiment2 to be pressure (not temperature) DaveyJ576 posted: Fix experiments to have a bit more EC
  21. Yes, I will be testing Stock, KSRSS Reborn and RSS - I use KSRSS Reborn personally. Can't promise I'll finish, but I'll be using it myself, so there's some motivation to progress, though perhaps only as fast as I actually play. The other thing to remember is KSP2 comes out early next year, so everybody will probably get distracted.
  22. Thanks for all your great plane mods. I'm making K-Planes mainly because I miss GAP and Kerbinside, but I thought rather than replicate them exactly I'd cover building X-Plane and SSTOs - I've not seen a contract pack that really does that. It'll also be agnostic to planets and try to model atmosphere layers and Mach speeds as goals. As for help, there may be some tricky bits. I'm going to try to get the contracts to work without adding code as follows: Alt and Speed is already easy as GAP does it, parameters with exceeding and duration at speed/alt or both. Distance will be done by using the CC waypoint generator - min/max distance random points at half the goal distance - the player will have to return to near the KSC (or land on runway for bonus). The waypoint will give the player a solid goal, rather than having to figure out distances and need a mod. Heli/VTOL/Seaplane taken from GAP. I'll add Jet and Rocket VTOL variants by disallowing/requiring certain parts/fuels as in GAP. Unlike GAP, the speed/height/distance will allow rocket engines for the first version, and let versions will exist that disallow it. The X-1 was rocket powered, but later on they worked out how to build jets, so there will be a Mach 1 and a Mach 1 Jet contract later on. Now comes the trickier bits: For most contracts I will disallow any staging/decoupling with NoStaging parameter in CC. However for payload contracts I think a Not containing a NoStaging with a limit of one time, probably at a certain altitude and/or after reaching space. A Behaviour that triggers on say reaching space would record vessel mass, and the Not NoStaging (hahah lame) would deduce the payload mass from vessel mass. I suspect however that Not NoStaging parameter would fail immediately, so if that doesn't work, I'd code up an extension to do basically that (I'm a coder, so wouldn't be too tricky, I had a look at other mods that do this, RP-1 for example). If I get payloads working, a more complex option would be to allow "air launch" - a single staging (with restrictions) where a secondary vessel is undocked which must then be validated as having wings, control surfaces, jets, no-oxidizer/no-srbs and both have to land safely. Likely there would be a specific "Air Launch" contract just before Mach 1 where the goal is to do this successfully, and then after that it's an option (but not a requirement). For SSTOs, its similar to GAP restrictions but with a twist: SRBs are disallowed, but rockets or dual mode engines requiring oxidizer are allowed, but can only drain resources above a certain height (high stratosphere, so 10km up for stock). Shuttles: anything goes, including SRBs, rockets, decoupling, but the returning vessel must have wings and must land. Parachutes are allowed on vehicles but can only be deployed after landing (not sure if I can do that). Some how I'd like to have the mod pack provide helpful hints on how to build succesfully: certainly in the contract description, the progression of contracts also helps understand how to build something that can go fast on jets, then quickly reach the mesosphere/sub-orbital/orbital, add payloads etc. Might also provide example Stock craft that work (I'd have to build them anyway for testing). Probably also have links in the README/OP here to good videos on the subject. This is quite lot of work, so the least I shall try to achieve is a first working release with the GAP contracts, distance, and some extra height/speed based on those.
  23. Progress so far: Rewards scaling based on planet scale Goal heights, speeds, distances likewise based on scales Descriptions, titles, etc have things like "at least 12.00km (Stratosphere Low)" where the values scale depending on the planet scaling Contracts are generated from a table, so I can balance/add/remove easily Partially localized There's still only two semi-working contracts, the others currently won't work, so don't try to use head of GitHub right now. However I'd think it won't take too long to get all the milestone contracts from GAP ported. They will likely have slightly different targets, but should be enough for a pre-release that's interesting. I also had a think and learned a bit more about Contract Configurator, hopefully I can work out how to do distance contracts (waypoints), and dual engine SSTO designs (resource consumption limited by speed and/or altitude). Payloads might be trickier, but CC allows code extensions.
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