linuxgurugamer Posted January 5, 2021 Author Share Posted January 5, 2021 31 minutes ago, Kielm said: @linuxgurugamer I'm not saying it would be easy to update krnd to work with fuel-switched parts, but I got as far as proving the concept a few years back. If you're interested you can find information here Post from 2016 Source code Not saying you should, or that it would be a good idea, but thought I'd share the information all the same. I'm quite happy with how krnd works and think supporting multiple fuel switching mods would be nightmarishly difficult, and probably cause lots of issues - but it's there to look at if you or anyone else is curious. The mod has enough incompatibilities that I'm not interested in spending any time on it, I have too much else to work on. Quote Link to comment Share on other sites More sharing options...
Turf Posted February 18, 2021 Share Posted February 18, 2021 Has this thing been updated for 1.11.1? Quote Link to comment Share on other sites More sharing options...
DeadJohn Posted February 18, 2021 Share Posted February 18, 2021 4 hours ago, Turf said: Has this thing been updated for 1.11.1? Test it, see if it works, and let us know. It might work fine. If it doesn't work, it's highly unlikely to get updated. As per earlier posts "The mod has enough incompatibilities [with other mods, not specifically 1.11.1] that I'm not interested in spending any time on it, I have too much else to work on." Quote Link to comment Share on other sites More sharing options...
Turf Posted March 2, 2021 Share Posted March 2, 2021 Damn, I like this mod so much I don't want it to die. If this mod dies, someone has to maintain it. Maybe I'll have to learn KSP modding just to keep this thing alive. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 3, 2021 Author Share Posted March 3, 2021 1 hour ago, Turf said: Damn, I like this mod so much I don't want it to die. If this mod dies, someone has to maintain it. Maybe I'll have to learn KSP modding just to keep this thing alive. I'd be happy if someone would want to take this over. It's a great mod, just too many incompatibilities with other mods Quote Link to comment Share on other sites More sharing options...
Nyarlathotep- Posted June 16, 2021 Share Posted June 16, 2021 From what I have noticed the main incompatibility seems to be tweakscale(any scalable part cant be upgraded), but aside from that it works in 1.11.2 Quote Link to comment Share on other sites More sharing options...
mazer924 Posted June 30, 2021 Share Posted June 30, 2021 Maybe that's because I have too many mods, but this mod doesn't seem to work at all. I click at R&D icon, then at (stock) part and nothing happens. https://imgur.com/a/vkHcGKC Quote Link to comment Share on other sites More sharing options...
Cucco-Master Posted June 30, 2021 Share Posted June 30, 2021 15 minutes ago, mazer924 said: Maybe that's because I have too many mods, but this mod doesn't seem to work at all. I click at R&D icon, then at (stock) part and nothing happens. https://imgur.com/a/vkHcGKC Yeah, KRnD has compatibility issues with many mods. If you have something installed that lets you modify parts, like B9 Part Switch, Tweak Scale or similar ones then KRnD won't work. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 17, 2021 Author Share Posted September 17, 2021 On 6/16/2021 at 6:24 AM, Nyarlathotep- said: From what I have noticed the main incompatibility seems to be tweakscale(any scalable part cant be upgraded), but aside from that it works in 1.11.2 Any part that changes internals Tweakscale is the biggest, but also, Configurable Containers. I'm sure there are others New release, 1.16.0.9 Added AssemblyFileVersion Updated version file for 1.12 Quote Link to comment Share on other sites More sharing options...
Horstan Posted October 13, 2021 Share Posted October 13, 2021 So just in theory, what would actually be necessary to make RnD compatible with Interstellar Part Switch, TweakScale, etc.? As 1.13 is the last version, i kind of think it could be worth giving it a shot. Or will it pretty much be sisyphean work as it involves changes for every part? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 13, 2021 Author Share Posted October 13, 2021 7 hours ago, Horstan said: So just in theory, what would actually be necessary to make RnD compatible with Interstellar Part Switch, TweakScale, etc.? As 1.13 is the last version, i kind of think it could be worth giving it a shot. Or will it pretty much be sisyphean work as it involves changes for every part? Ummmm, essentially rewriting everything, so that all mods know of each other. And then deciding which mod's changes would take precedence. And even then, not being sure if all situations are covered. Quote Link to comment Share on other sites More sharing options...
commanderbunbun Posted October 14, 2021 Share Posted October 14, 2021 Not sure if this is relative to get KRD to work, but JPLRepo mentioned a upgrade module in the Modder's Notes for 1.2 Quote Link to comment Share on other sites More sharing options...
Horstan Posted October 14, 2021 Share Posted October 14, 2021 On 10/13/2021 at 6:20 AM, linuxgurugamer said: Ummmm, essentially rewriting everything, so that all mods know of each other. And then deciding which mod's changes would take precedence. And even then, not being sure if all situations are covered. okay... that really sounds like a lot of pain Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 15, 2021 Author Share Posted October 15, 2021 9 hours ago, commanderbunbun said: Not sure if this is relative to get KRD to work, but JPLRepo mentioned a upgrade module in the Modder's Notes for 1.2 Ummm, you realize that is from 5 years ago? and no, it doesn't help with what this mod does 5 hours ago, Horstan said: okay... that really sounds like a lot of pain Yup Quote Link to comment Share on other sites More sharing options...
Dal Posted November 22, 2021 Share Posted November 22, 2021 Awesome that this got an update pass, thanks LGG! Quote Link to comment Share on other sites More sharing options...
Epiphoskei Posted December 1, 2021 Share Posted December 1, 2021 I also had the bug where the KR&D window had no text or buttons in it after selecting a piece. Oddly enough the issue for me seemed to be in the Module Manager dll, rather than a dependency with my mods. Order of operations was: 1) Clean install of KSP 2) Download KR&D, move into gamedata folder, run. There's no KR&D icon. 3) Because I'd forgotten about the dependencies, so I copy over Clickthrough Blocker, Toolbar Control, and space tux library from my old archived install folder. Run. The icon is there but the empty-window bug persists. 4) Delete CB, TC, and STL from my install and go get current copies of them from their respective pages. The empty window bug persists. 5) I'd forgotten about module manager, so I copy that over from my old install. The empty window bug persists. 6) I get a fresh download of module manager, and finally things operate as expected. Afterwards I went back to just add module manager to my old install and hope things would start working correctly again, but that caused the game to hang on load screen. I'll just have to be satisfied and start a new game. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 2, 2021 Author Share Posted December 2, 2021 13 hours ago, Epiphoskei said: I also had the bug where the KR&D window had no text or buttons in it after selecting a piece. Oddly enough the issue for me seemed to be in the Module Manager dll, rather than a dependency with my mods. Order of operations was: 1) Clean install of KSP 2) Download KR&D, move into gamedata folder, run. There's no KR&D icon. 3) Because I'd forgotten about the dependencies, so I copy over Clickthrough Blocker, Toolbar Control, and space tux library from my old archived install folder. Run. The icon is there but the empty-window bug persists. 4) Delete CB, TC, and STL from my install and go get current copies of them from their respective pages. The empty window bug persists. 5) I'd forgotten about module manager, so I copy that over from my old install. The empty window bug persists. 6) I get a fresh download of module manager, and finally things operate as expected. Afterwards I went back to just add module manager to my old install and hope things would start working correctly again, but that caused the game to hang on load screen. I'll just have to be satisfied and start a new game. First, no logs, no support. Second, only guessing, but you probably don’t have the correct versions. You should use CKAN to install it, that way you know you have the correct versions installed. Quote Link to comment Share on other sites More sharing options...
Spoonifer Posted December 12, 2021 Share Posted December 12, 2021 Deeeeyaammm! Caught between the jaws of my two favourite modders, Linuxgurugamer and RoverDude. I think Firespitter is the only installed mod which is preventing the R&D window from showing anything and I need Firespitter to run USI Kolonisation and Life Support mods. ...R&D is awesome though.... Quote Link to comment Share on other sites More sharing options...
pwn Posted March 2, 2022 Share Posted March 2, 2022 would it be possible to add upgrading of the SAS service level? Quote Link to comment Share on other sites More sharing options...
leatherneck6017 Posted March 3, 2022 Share Posted March 3, 2022 8 hours ago, pwn said: would it be possible to add upgrading of the SAS service level? I doubt it because that is tied in with the tech tree. Quote Link to comment Share on other sites More sharing options...
mrgreco Posted April 7, 2022 Share Posted April 7, 2022 i dint know where to put this so i put typed it here,,,,,,,,,,,,,,,,,,,,,,,,,,,,, first off i just want to say R and D mod is amazing mod,, theres an engine in the game ive loved for years its the NV-GL now R and D will let me upgrade it but i cant scale it ,,, is ther any way you can add in R and D to add option (enlarge part) by 1, maybe not change stats but just to enlarge it Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 7, 2022 Author Share Posted April 7, 2022 5 hours ago, mrgreco said: i dint know where to put this so i put typed it here,,,,,,,,,,,,,,,,,,,,,,,,,,,,, first off i just want to say R and D mod is amazing mod,, theres an engine in the game ive loved for years its the NV-GL now R and D will let me upgrade it but i cant scale it ,,, is ther any way you can add in R and D to add option (enlarge part) by 1, maybe not change stats but just to enlarge it No, sorry. This mod does things that are incompatible with other mods, including scaling Quote Link to comment Share on other sites More sharing options...
etmoonshade Posted April 7, 2022 Share Posted April 7, 2022 10 hours ago, mrgreco said: i dint know where to put this so i put typed it here,,,,,,,,,,,,,,,,,,,,,,,,,,,,, first off i just want to say R and D mod is amazing mod,, theres an engine in the game ive loved for years its the NV-GL now R and D will let me upgrade it but i cant scale it ,,, is ther any way you can add in R and D to add option (enlarge part) by 1, maybe not change stats but just to enlarge it I'll add to LGG's comment to say that I played KR&D before the tweakscale blacklist went in and... There's a very good reason for the blacklist entry. It'll straight up break things when you try and tweakscale an improved part. Just don't. Quote Link to comment Share on other sites More sharing options...
mrgreco Posted April 8, 2022 Share Posted April 8, 2022 ok thank you for reaponding Quote Link to comment Share on other sites More sharing options...
schlosrat Posted April 10, 2022 Share Posted April 10, 2022 (edited) On 4/7/2022 at 10:46 AM, etmoonshade said: I'll add to LGG's comment to say that I played KR&D before the tweakscale blacklist went in and... There's a very good reason for the blacklist entry. It'll straight up break things when you try and tweakscale an improved part. Just don't. In a situation like this if you really really want that part one thing you could do is launch a sandbox game with tweakscale, then tweak the base (not yet upgraded) part to the size you want and observe its mass, cost, thrust, etc.. From there you can create a module manager script to copy the part you want something like this: +PART[NBlandingLeg1] { %name = NBlandingLeg1_0.75 %title = MRS 3/4 Long Landing Leg %description = A 3/4 scale large landing leg intended for modesly-sized landers, engineered by the most modest of engineers that can modestly engineer such mediocre parts. %rescaleFactor = 0.75 %scale = 0.75 %mass = 0.075 %cost = 337.5 %maximum_drag = 0.15 %minimum_drag = 0.15 %angularDrag = 1.5 } Here my objective was to create a 3/4 scale version of a particular landing leg I liked the design of, but the process is the same. Find the actual part name (it's in the part's .cfg file, and is not necessarily the same or even similar to the part title which is from a game play sense what the name is). Use a text editor to create a MM script file (add_my_new_part_foo.cfg), placing this config file somewhere in your GameData folder (I use a folder called 000_My_MM_Patches) Copy the old part to a new part (with a new name, title, description, and scaled properties): This is the "+PART[OldPartName]{...}" part where you use MM commands to override the old part's properties as needed (google module manager syntax ksp if you're not familiar with this) Launch game and use KR&D on your scaled part Edited April 10, 2022 by schlosrat Quote Link to comment Share on other sites More sharing options...
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