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Posts posted by MedievalNerd

  1. 1 hour ago, GameData said:

    just make realfuels on its own


    If you think supporting this mod is that easy. Why not try to join the group and help out.

    I worked on a what was probably a much simpler version of this mod. (Realism Progression LITE) And you have no idea how complex it is to try and update it. There are a lot of dependencies that prevent you from updating until they are all done. And the longer the list of required mods, the higher the risk that a key mod may start receiving less updates, see no longer getting any support.

    The countless hours that modders spent on making something like this goes underappreciated.

    Having shouldered the burden a long time ago. I have all the patience in the world for these brave few lads.

    To be fair you might not be aware of the intricacies at play with this mod. But asking to "make it without real fuels" would be like asking to make a human but without any blood in it. You can't just excise a key mod like that.

  2. @nobodyhasthis: just to clarify, your problem was/is that you're running RP-0 without RSS (and hence without RSS-configured ground stations)?

    Yeah, I messed up an install yesterday... by picking a texture pack for RSS but not RSS in CKAN... <_< /shame But it had that very same 'issue' where ground stations were all messed up. When I properly selected RSS it was all working perfectly for me. So perhaps nobodyhasthis can confirm what mods he's running or not.

  3. Then it clearly is a bug. Looks like Remote Tech does not work then. Even if I add extra batteries and antennas. Removed RT and it worked fine. Shame. Sorry to say the I found the WIKI useless for starting in career mode. I only want a rocket that goes 10 meters up :P. Going to do a fresh install to see it clears the bug.

    EDIT: Still not working. Seems that it just will not work at all with RT.

    What do you want the sounding rocket avionics package to do? If it's to steer the rocket it's not meant for that. You can only stage with it as Nathan explained. That component is meant to be 'unguided'. If you want to use it, then it should be attached to a booster, but that whole thing will need to be attached to a larger rocket which will have the larger 1m avionics/probe/controller. But once you separate from that stage it should be set so that the booster kicks in, but it's hands off from there. You can still right click send telemetry, etc. But you won't be able to do anything else.

    Does that answer your question? It's not a bug.

  4. I thought RP-0 was not yet updated to 0.90?

    I would love to see what another techtree mod does with the CTT base for a more realistic progression (since my SETIctt is somewhere between stock-gameplay and realism).

    It might not be, I think that Nathan mentioned it wasn't up to speed just yet. So you might be correct on that, I'm completely out of the loop at this point. :P

    If I can help out with RP-Zero or do an RPL reboot down the line I'd be more than happy to. From what I saw my woes of making tech trees and dealing with short comings of the only tool available at the time, are gone. :P

  5. Don't work too hard my friend, you live once so you need time to relax. Come back if/when you feel like messing with rockets again.

    Cheers Ratzap! I learned tons working on this!

    I have to say ironically I gave 1.0 a spin yesterday, and I kind a like what I see. I dust off the cobwebs and fire up RSS/RO and this new realistic progression career mod 'RP-Zero' I think is the name. Stock Kerbal is so darn small, even after all this time away. lol

  6. Hi MN. Yeah, the future looks a bit bleak at the moment. We have a working hackup treeloader but we can't really release it as such and it's not something we could submit for release either (quite aside from ramon seeming to be out of touch). ATC may get there one day but for now it's not suitable. I expect 0.25 comes out soon, see what changes that makes and figure out where to go from there.

    Hey Ratzap!

    Dr.Jet seems to say that we can have additional nodes in this other tree tool thing? Sorry I haven't looked it up.

    All that Treeloader work to crap is a bit sad, but if the dream can live on that's better!

    There was no way in hell I could have given RPL any facetime this summer, even know it's 50 hour weeks and disturbing calls on weekends. :(

    Hopefully this roller coaster will die!

  7. OMG,

    I found the code! And I found the master excel sheet of the project.

    Sweet mother of kerbals. Ratzap, this will be suuuper helpful. Or extremely confusing. Either way YIPPY!


    After doing a quick review of the code on github it seems some references were broken and rather than show the actual string to check it turned them into the word "text" as opposed to "Situation1" or whatever the hell i wrote.

    So finding this code might fix some of the issues if you were running off github. yay

  8. I hope someone picks it, imo RSS and RO really need RPL to be complete. Ty MN for the great mod and gl in you real life :)

    I do as well.

    I can offer partial "email" support to person/persons who pick it up. pfj already said he'd be willing to pitch in here in there, but said he couldn't have the time to maintain/update the whole thing.

    As for 'gl in real life' well the career changing interview is Wednesday evening... In the wise words of NathanKell... Welp!

    Thanks for the praises, it was kind of a dream come true to work on a mod and have people actually like it. Who would have known!?

  9. Hey there,

    In order to stop disappointing people I'm going to handover the reigns of this project to whomever is willing to take it on during my undetermined absence. I'm vying for a new position at work, and I can't focus on KSP modding for now. Plus my wife & cats need me.

    If you are interested please PM me, and I'll do my best to hook you up with whatever I still have. Much was lost with my HDD wipe, it's only thanks to Nathan that github has something left of the code. /hurrah!

    Before even accepting this endeavor, please be mindful of the amount of work required in doing so. Updating and maintaining the mod/plugin & thread can be quite demanding. I don't want to sound discouraging, but I don't want this to be picked up and dropped shortly thereafter because the kind person would get discouraged by the work.

  10. So here is yet another project. This time I am working on the series of soviet probes, focusing on the luna and venera probes. For the luna program I am working on 1/2, 3, 9, 10 , 11-14. For venera I am going to focus on the lander design.


    This is a long term project and I will slowly be adding probes to it over time.

    -Added Luna 2
    -Added reflection plugin support

    -Rescaled Molniya rocket to be compatible with Bobcat parts
    -Fixed block L ullage motor and ejection force
    -Updated subassembly file

    -Molniya 8K78 carrier rocket added
    -Block L added

    -Luna 3 probe added



    Original Luna 3 mesh - Jógvan "C3PO" Trondesen

    Sputnik 1,2,3 & Luna 2,3,9,10 & Molniya - Thorton & Igel

    License: GNU LGPL



    For RPL I was using the hex cores for Venera/Mars probes. lol This is the good stuff!


  11. Howdy people of Kerbal!

    Nathan is spreading lies, I will never release another patch. I'M KIDDING. :)

    I'm either reaching a sate of equilibrium with the madness, or things are slowing down (either way I don't care lol), so I'll be jumping in back the ship for a short while to tie up lose ends and get this where it needs to be.

    I am considering making this a collaborative effort, but I'm struggling since I've given this so many countless hours that I feel it's like my baby... NOBODY TOUCHES MY BABY! <3 Except Nathan, since I mean we sort of partially made this together... OK, the imagery is getting scary here.

    Anyway, stand fast and I thank you all for your patience. I see my inbox is glowing but I can't check that out for now, tomorrow night I'll start going through those and rest assured, I apprecaite all the feedback and help you people provide me.

    Thanks for everything, and see you soon!

    EDIT: As it turned out I actually lost my project folders when my HDD failed, which means the source code for RPL's plugin. But Nathan to the rescue is helping by decompiling the latest version. Also, it's going to be up on github shortly. Sorry it took so long to post it there. I learned my lesson!

  12. I was thiiiis close to integrate PP properly. I had the tweak setup and everything, but it seems I didn't manage to salvage that from my dead HDD. To be fair Nathan had written 99% of it in a sort of template form for little old me.

    Perhaps he still has it somehwere, but again so little time on hand. I'm sorry for the pain and suffering caused. :( I'd rather work on this than helping other companies fulfill their dreams.

  13. My problem is still transmission of partial science though (as well as slow transmission sometimes). I run an experiment a few times and get varrying amounts of science out of it, not running out of range/power. Don't know why I get partial science when I should be getting 100% :(

    This is been flagged previously and it seems to be related to RT2. If someone could be awesome and attempt this without RT2 plugin, it'd be interesting to know the results. I would be doubtful that RPL is the cause. :/

    I'm not dead, but getting there. Work has picked up, we are in peak season. So I'm really pressed for time and energy. I can't make any promises as to when I'll be able to release the next patch.

    Hopefully things will slow down so I can get back into the swing of things. I'm not giving up, I just have no brain power left in the tank at the end of the week. :(

    And the damn HDD failure was quite a blow. Lame!

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