Bizobinator Posted October 2, 2022 Share Posted October 2, 2022 I'm loving this mod! A question though: is there any way to make it so that add-ons (like Better Burn Time) and the in-game maneuver time-to-burn calculator use my improved engines' parameters? I've noticed, in both cases, that the calculations seem to be using the old/stock performance values. Love it! Quote Link to comment Share on other sites More sharing options...
Nicky21 Posted October 6, 2022 Share Posted October 6, 2022 (edited) Who's ass do i have to kiss to make this mod work with tweakscale? Would a crowdfunding campaign help? I'm willign to throw 200$ for this....... Anybody else? I find the game sooo boring once you unlock the tech tree..... I have no reason to go places anv visit stuff..... Edited October 6, 2022 by Nicky21 Quote Link to comment Share on other sites More sharing options...
Bizobinator Posted October 18, 2022 Share Posted October 18, 2022 Would it be at all possible to also add the ability to lower a part's cost as an R&D option? Quote Link to comment Share on other sites More sharing options...
DeadJohn Posted October 18, 2022 Share Posted October 18, 2022 On 10/6/2022 at 1:59 PM, Nicky21 said: Who's ass do i have to kiss to make this mod work with tweakscale? You'll need to kick your own ass and learn modding I wish it was an easy fix but I trust LGG when he says it's not an easy fix. In theory, KR&D is the best late-game mod because it extends the tech tree forever with small incremental upgrades. In practice, I rarely use KR&D because it doesn't play well with the B9PartSwitch dependency of Near Future, BDB, and similarly great mods. Quote Link to comment Share on other sites More sharing options...
Nicky21 Posted October 19, 2022 Share Posted October 19, 2022 Yeah, its a really hard choice between making your game be interesting and making your game look interesting.... Quote Link to comment Share on other sites More sharing options...
Bizobinator Posted October 22, 2022 Share Posted October 22, 2022 Is it possible to add an R&D category for part cost reduction? Quote Link to comment Share on other sites More sharing options...
Bizobinator Posted October 23, 2022 Share Posted October 23, 2022 On 10/18/2022 at 11:43 AM, DeadJohn said: In theory, KR&D is the best late-game mod because it extends the tech tree forever with small incremental upgrades. In practice, I rarely use KR&D because it doesn't play well with the B9PartSwitch dependency of Near Future, BDB, and similarly great mods. Just experienced this myself :(. I am now the sadz. Quote Link to comment Share on other sites More sharing options...
Bizobinator Posted October 27, 2022 Share Posted October 27, 2022 Hello! I'm having a bit of an issue. I definitely expect it to be because I'm using way too many mods, but I was wondering if anyone had experienced this (and/or knew a work-around). I've got a imgur thing with a bunch of pictures I took. https://imgur.com/a/ecrix4N I upgraded the temperature tolerance of a few parts, only for neither to work. In the VAB, the airbrake shows that the max temperature (in the main info box) is 4800K, but the side/expanded info box shows it's only 1200K/2400K. In flight, it exploded at 1200K. With the waffle-fins, the upgrades don't seem to carry over after leaving the VAB? I distinctly remember upgrading their temperature tolerance only for it to remain at 1600K both in the VAB & in-flight. Any ideas how I can fix or work around this? :p Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 28, 2022 Author Share Posted October 28, 2022 3 hours ago, Bizobinator said: Hello! I'm having a bit of an issue. I definitely expect it to be because I'm using way too many mods, but I was wondering if anyone had experienced this (and/or knew a work-around). I've got a imgur thing with a bunch of pictures I took. https://imgur.com/a/ecrix4N I upgraded the temperature tolerance of a few parts, only for neither to work. In the VAB, the airbrake shows that the max temperature (in the main info box) is 4800K, but the side/expanded info box shows it's only 1200K/2400K. In flight, it exploded at 1200K. With the waffle-fins, the upgrades don't seem to carry over after leaving the VAB? I distinctly remember upgrading their temperature tolerance only for it to remain at 1600K both in the VAB & in-flight. Any ideas how I can fix or work around this? :p Would definitely need more detail, but most likely is an incompatibility between this mod and other mods you have installed. If you have any other mod which changes part starts, such has fuel switches, etc, any parts those touch are incompatible with this Quote Link to comment Share on other sites More sharing options...
Bizobinator Posted October 28, 2022 Share Posted October 28, 2022 Aww, nuts. I had a hunch it would be incompatibilities :p, bummer. Well, in the off-chance it can be looked at, here's the log file: https://www.dropbox.com/s/gzjm512pfp3649l/Player.log?dl=0 Thank you for the mod(s) btw, I love 'em :). Quote Link to comment Share on other sites More sharing options...
Spoonifer Posted November 22, 2022 Share Posted November 22, 2022 On 12/12/2021 at 1:01 PM, Spoonifer said: 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.... So delighted that this mod now works with everything, it's my most missed mod... Quote Link to comment Share on other sites More sharing options...
RB101 Posted February 6, 2023 Share Posted February 6, 2023 @linuxgurugamer Is there any way to purposefully exclude specific parts from this mod? I've got a few problem child parts from various mods that don't interact nicely with KRnD, and would like to restrict their use of the KRnDModule, Would this below config file (if placed within a patches folder within KRnD) work? @PART[bb_Prop|bb_PropSingle]:AFTER[KRnD] { !MODULE[KRnDModule] {} } Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 6, 2023 Author Share Posted February 6, 2023 3 hours ago, RB101 said: @linuxgurugamer Is there any way to purposefully exclude specific parts from this mod? I've got a few problem child parts from various mods that don't interact nicely with KRnD, and would like to restrict their use of the KRnDModule, Would this below config file (if placed within a patches folder within KRnD) work? @PART[bb_Prop|bb_PropSingle]:AFTER[KRnD] { !MODULE[KRnDModule] {} } That looks reasonable. Keep in mind that this mod doesn't play nicely with many other mods, one reason it's not that widely used, I think Quote Link to comment Share on other sites More sharing options...
RB101 Posted February 6, 2023 Share Posted February 6, 2023 1 hour ago, linuxgurugamer said: That looks reasonable. Keep in mind that this mod doesn't play nicely with many other mods, one reason it's not that widely used, I think Would it be possible for you to add a config file that we can add a list of part names to disable KRnDModule interactions? I think it would go a long way to improving this mods compatibility Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 6, 2023 Author Share Posted February 6, 2023 44 minutes ago, RB101 said: Would it be possible for you to add a config file that we can add a list of part names to disable KRnDModule interactions? I think it would go a long way to improving this mods compatibility I'll add an issue on github. Not sure how difficult it would be at this point Quote Link to comment Share on other sites More sharing options...
Kielm Posted March 12, 2023 Share Posted March 12, 2023 (edited) Waaaaay back when (six years ago), I wrote in some "compatibility" for IFS into this mod but the PR never made it in. I say "compatibility" as it was definitely not in the spirit of the word -- it grabbed a reference to the IFS module (public fields) directly from the part that an upgrade was being attempted on at runtime and overwrote them. I'm not sure if "overwriting module fields from other mods at runtime" qualifies as compatibility but hey ho. I remember testing it out briefly without any noticeable issues, but it was mostly a 'proof of concept' piece, and I have no idea how stable or relevant it would be now. Many of the fields in IFS aren't even the same any more. However, should anyone want to take a look and update the code for KSP 1.12.x to try it out, feel free. https://github.com/mmoench/KRnD/commit/d337abdd6cdb4c3f36789683515091bbad2bc2ad https://github.com/MrKiel/KRnD Edited March 12, 2023 by Kielm Quote Link to comment Share on other sites More sharing options...
dave1904 Posted January 16 Share Posted January 16 (edited) Parts that have less than 1 decimal resources end up having no resource at all after this patch is applied. I was having trouble with a small Solid rocket Motor from bluedog not having fuel. It had 0.1 in the cfg. I tested it by editiing other solid rockets and putting their resources to 0.1. Once in game they have no resource. Once I set resource to 1 they have fuel again. Am i making sence? Edited January 16 by dave1904 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 16 Author Share Posted January 16 7 hours ago, dave1904 said: Parts that have less than 1 decimal resources end up having no resource at all after this patch is applied. I was having trouble with a small Solid rocket Motor from bluedog not having fuel. It had 0.1 in the cfg. I tested it by editiing other solid rockets and putting their resources to 0.1. Once in game they have no resource. Once I set resource to 1 they have fuel again. Am i making sence? Given the total lack of activity on this thread, I have no idea what patch you are talking about. It would have been good to quote the post you were referring to. Quote Link to comment Share on other sites More sharing options...
dave1904 Posted January 17 Share Posted January 17 23 hours ago, linuxgurugamer said: Given the total lack of activity on this thread, I have no idea what patch you are talking about. It would have been good to quote the post you were referring to. Sorry. I did not mean patch. The mod in general doesn't work with parts that have resource levels below 0.9. Just edit any config of a part and set the resource to 0.5. You will see when you launch the game that the part will not have any resource at all. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 17 Author Share Posted January 17 (edited) 1 hour ago, dave1904 said: Sorry. I did not mean patch. The mod in general doesn't work with parts that have resource levels below 0.9. Just edit any config of a part and set the resource to 0.5. You will see when you launch the game that the part will not have any resource at all. I haven't checked, yet, but could this just be a display error? Edit: Try setting the resource to .7, looks like it might be rounding. Also try the following please: 1.1, 1.5 and 1.7 and let me know what happens Edit 2: Also, are you looking at max capacity, or current volume? Edited January 17 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
dave1904 Posted January 17 Share Posted January 17 47 minutes ago, linuxgurugamer said: I haven't checked, yet, but could this just be a display error? Edit: Try setting the resource to .7, looks like it might be rounding. Also try the following please: 1.1, 1.5 and 1.7 and let me know what happens Edit 2: Also, are you looking at max capacity, or current volume? Max capacity. Ive tryed if it was a rounding error. Once its set below 0.9 there is no resource in the tanks. 1.1 etc all works. The game recognises it has the resouce in the vab. It will say solid fuel 0/0. When I right click the part there is no resource however. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 17 Author Share Posted January 17 6 hours ago, dave1904 said: Max capacity. Ive tryed if it was a rounding error. Once its set below 0.9 there is no resource in the tanks. 1.1 etc all works. The game recognises it has the resouce in the vab. It will say solid fuel 0/0. When I right click the part there is no resource however. Ok, for now, that's the way the mod works. It deliberately rounds to avoid fractional measurements. The fact that .8 would go to zero is something to look into, and I'll also look into having a min value. Frankly, tank sizes of that size don't really make sense Quote Link to comment Share on other sites More sharing options...
dave1904 Posted January 18 Share Posted January 18 16 hours ago, linuxgurugamer said: Ok, for now, that's the way the mod works. It deliberately rounds to avoid fractional measurements. The fact that .8 would go to zero is something to look into, and I'll also look into having a min value. Frankly, tank sizes of that size don't really make sense They do for Bluedog and some of the minor parts they have. I noticed it on separation motors for the Gemini capsule. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 18 Author Share Posted January 18 1 hour ago, dave1904 said: They do for Bluedog and some of the minor parts they have. I noticed it on separation motors for the Gemini capsule. I'll look into changing it to allow 1 decimal of fractions, will that suffice? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 18 Author Share Posted January 18 3 hours ago, dave1904 said: They do for Bluedog and some of the minor parts they have. I noticed it on separation motors for the Gemini capsule. I sent you a PM with a link to a beta, please let me know how it works Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.