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[WIP][TechTree @ 0.23.5] - [MS19e] - Realistic Progression LITE


MedievalNerd

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Guy please help, I recently installed interstellar and stupidly clicked on the update tech tree, its now entirely back to stock/horizontal, 50+ hours lost if I can't get it back to the original RPL tech tree D: HELP! PLZ!

EDIT: Never mind I managed to fix it

Edited by pingopete
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Sorry to double post, but I think quite a few people in this thread will be interested:

I now have full Mechjeb functionality, including the manuever planner. It seems that rovers (3rd level of landing tech) need to be researched to unlock that. Hope this helps.

oohh i will get onto it and let you know thanks old boy

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oohh i will get onto it and let you know thanks old boy

rats ! i dont have the 300 points to unlock the teir, grhhh maybe i shud restart my career or i dont know what wud you surgest ? new career difernat name but with my ships i have built or maybe some other way ?

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Assuming you have the science instruments (gravimeter, geiger counter, etc.), and a sufficiently powerful antenna, I suggest a simple out-of-earth's-soi mission. Just achieve escape velocity in ANY direction and timewarp till you get out of the Earth's SOI. This should give you about 300 science.

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Other options that do not require much precision:

a) get an astronaut into orbit and do EVAs above different biomes

B) get a probe into high Earth orbit (apoapsis anywhere above 35 000 kilometers) and use gravimeter above different biomes (it's biome-dependent even when in high orbit, so you can get quite a lot of science this way)

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Nice mod, although couldn't find last essentialist on list (soviet engines).

There are some funny compatibility issues like getting achievements/flags in simulator. Oh and this simulator is from Construction Time mod.

Also I have A LOT of parts on start - there were some free nodes, that should have some certian parts later like Interstellar tanks or earlier/on start like Firesplitter parts.

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Hey I was wondering if anyone could help me install this whole pack together with clear and concise instructions. I apologize for contributing with the flood of tech support, but the instructions are very unclear and seemingly out of order. (I'd be happy to help clean this post up if we can figure this all out together!)

My first problem was: installing the "essential" mods requires multiple ModuleManagers. Should I just use the one this mod requires, even if it is outdated?

Where do the "RPL Tweak Pack" files go? (step 3a). Some in this rar file seemingly require placement in different areas, but I just put them in the gamedata folder besides the remotetech settings.

I should be able to figure out what to do from there. I appreciate the support, and I hope this is the right place to post this!

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Abalash: I recently installed it again (1 week ago) and it was pretty easy, although time consuming. Just download all the essential mods + mods you like (e.g. docking alignment, precisenode, EVE+Astronomer's pack, distant object, ...), put them in the GameData folder and you're basically done. The only thing left is to delete all the ModuleManagers, except the newest one (it should be 2.1.5 as of now), to move RT2 config file from RPL/Tweaks folder to RT2 folder and in EngineIgnitor folder, extract the 2 archives.

I did this and it worked flawlessly :)

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Are Hooligan Labs mods supported? They add airships and submarines, so you could shift trough atmosphere like zeppelin.

It looks like this mod removes cerian nodes:

REMOVENODE

{

name = node5_actuators

}

REMOVENODE

{

name = node4_spaceExploration

}

REMOVENODE

{

name = node5_advExploration

}

REMOVENODE

{

name = node8_aerospaceTech

}

REMOVENODE

{

name = node8_experimentalMotors

}

REMOVENODE

{

name = node7_advancedMotors

}

REMOVENODE

{

name = node6_advAerodynamics

}

REMOVENODE

{

name = node2_stability

}

REMOVENODE

{

name = node8_experimentalAerodynamics

}

REMOVENODE

{

name = node7_advUnmanned

}

REMOVENODE

{

name = node8_experimentalMotors

}

REMOVENODE

{

name = node8_experimentalAerodynamics

}

REMOVENODE

{

name = node8_aerospaceTech

}

REMOVENODE

{

name = node6_advAerodynamics

}

REMOVENODE

{

name = node7_advUnmanned

}

REMOVENODE

{

name = node5_actuators

}

REMOVENODE

{

name = node7_advancedMotors

}

REMOVENODE

{

name = node5_advExploration

}

REMOVENODE

{

name = node4_spaceExploration

}

REMOVENODE

{

name = node2_stability

}

What happens, if part is unlocked of these nodes? Are they moved somewhere else automatically?

Here is my transdimensional infinite wall of mods (40 or so add parts)

MehanicKASCompability V5: http://forum.kerbalspaceprogram.com/threads/71683-A-Mechanic-Is-Jeb-or-KAS-For-Almost-Everything

LoadonDemand V3.1: http://forum.kerbalspaceprogram.com/threads/73236-WIP-Loading-textures-only-as-required

ModuleManager V2.1.5: http://forum.kerbalspaceprogram.com/threads/55219-Module-Manager-1-5-6-%28Jan-6%29

ResearchThemAll V1.1: http://forum.kerbalspaceprogram.com/threads/78067-0-23-5-Research-Them-All-1-0-%28April-27%29

000_Toolbar V1.7.2: http://forum.kerbalspaceprogram.com/threads/60066-0-23-5-Toolbar-Plugin-1-7-1-Common-API-for-draggable-resizable-buttons-toolbar

AerojetKerbodyne V1.1: http://forum.kerbalspaceprogram.com/threads/76170-0-23-5-Aerojet-Kerodyne-%28Service-Module-NASA-Extension%29

AIES_Aerospace V1.5.1: http://forum.kerbalspaceprogram.com/threads/35383-0-21-1-AIES-Aerospace-v1-4-2

AJE (Realistic jet engines) V1.4: http://forum.kerbalspaceprogram.com/threads/70008

B9_Aerospace V4.0c: http://forum.kerbalspaceprogram.com/threads/25241-0-22-B9-Aerospace-Pack-R4-0c-New-pods-IVAs-engines-fuselages-structures

BahaSP (Taurus) v1.1: http://forum.kerbalspaceprogram.com/threads/75074-Taurus-HCV-3-75-m-Stock-ish-Crew-Pod-now-with-internals!-v1-0-1-April-20-2014

blizzy (Achievements) V1.6.0: http://forum.kerbalspaceprogram.com/threads/52535-0-23-5-Achievements-1-6-0-Earn-136-achievements-while-playing

BobCatind (HOME) V2: http://forum.kerbalspaceprogram.com/threads/81754-Release-BobCat-Ind-Space-Planet-products

BoJaN (Q Struts) 27-2: http://forum.kerbalspaceprogram.com/threads/71030-Quantum-Struts-Continued-%282014-02-27%29-Tweakables-KAS-grab-attach

BoulderCo (EVE/Better Atmospheres) V5M: http://forum.kerbalspaceprogram.com/threads/77523-Better-Atmospheres-V4-April-23rd-2014

ConnectedLivingSpace V1.0.6.0: http://forum.kerbalspaceprogram.com/threads/70161.

CoolRockets V0.5: http://forum.kerbalspaceprogram.com/threads/68196-CoolRockets!-Cryo-and-Launch-Particle-FX

CustomAsteroids V1.0.0: http://forum.kerbalspaceprogram.com/threads/80483-0-23-5-Custom-Asteroids-1-0-0

DeadlyReentry V4.7: http://forum.kerbalspaceprogram.com/threads/54954-0-23-5-Deadly-Reentry-Continued-v4-7-5-5-14

DistantObjectEnhancement V1.3: http://forum.kerbalspaceprogram.com/threads/69907-0-23-Distant-Object-Enhancement-v1-3-Planets-satellites-in-the-night-sky!-%283-3%29

EditorExtensions V1.1: http://forum.kerbalspaceprogram.com/threads/38768-0-23-5-Editor-Extensions-v1-1-2-Apr-2014-%28EdTools-Editor-Tools-replacement%29

EngineIgnitor V3.2.0: http://forum.kerbalspaceprogram.com/threads/51880

EnvironmentalVisualEnhancements V7.3: http://forum.kerbalspaceprogram.com/threads/55905-0-23-5-7-3-EnvironmentalVisualEnhancements-NEW!-VolumetricClouds!

EvaLoading (EVA Parachutes)

EvaMechJeb V2-20: http://forum.kerbalspaceprogram.com/threads/70328-EVAMechJeb-%282014-02-20%29

ExsurgentEngineering (B9's plugin): http://forum.kerbalspaceprogram.com/threads/66020-B9-0-23-fixes

ExtraplanetaryLaunchpads V4.1.2: http://forum.kerbalspaceprogram.com/threads/59545-Extraplanetary-Launchpads-v3-4

FASA V4.91: http://forum.kerbalspaceprogram.com/threads/24867-22-FASA-2-42-Now-With-Science!-Oct-30th

FerramAerospaceResearch V0.13.3: http://forum.kerbalspaceprogram.com/threads/20451-0-23-5-Ferram-Aerospace-Research-v0-13-3-4-30-14

Firesplatter V7.0 PRE2: http://forum.kerbalspaceprogram.com/threads/24551-Firespitter-propeller-plane-and-helicopter-parts-v6-3-%28May-6th%29-for-KSP-0-23-5

ForScience V2: http://forum.kerbalspaceprogram.com/threads/76437-WIP-Plugin-For-Science!-Automated-experiments-data-collection-%28May-2-2014%29

FShangarExtender V1.1: http://forum.kerbalspaceprogram.com/threads/65747-0-23-Hangar-Extender

HabitPack V0.4: http://forum.kerbalspaceprogram.com/threads/64442

HooliganLabs (Airships/Subs/SQUID) V2.6/1.3/1.5.1: http://forum.kerbalspaceprogram.com/threads/53961-0-23-5-HL-Mods-on-Curse

HullCameraVDS V0.3: http://forum.kerbalspaceprogram.com/threads/46365-0-23-5-Hullcam-VDS-Converted-DEA-to-MU-Updated-29-Apr

ImprovedChaseCamera V1.3.1: http://forum.kerbalspaceprogram.com/threads/80112-0-23-5-Improved-Chase-Camera-v1-2

JSI (RPM) V0.16: http://forum.kerbalspaceprogram.com/threads/57603

KerbalAttachmentSystem V0.4.7: http://forum.kerbalspaceprogram.com/threads/53134-Kerbal-Attachment-System

KerbalConstructionTime V6a: http://forum.kerbalspaceprogram.com/threads/69310-WIP-0-23-5-Kerbal-Construction-Time-PreRelease-5-%284-30-14%29

KerbalFlightIndicators V2: http://forum.kerbalspaceprogram.com/threads/80277-Kerbal-Flight-Indicators-%2817-05-2014%29

KerbalJointReinforcement V2.3: http://forum.kerbalspaceprogram.com/threads/55657-0-23-5-Kerbal-Joint-Reinforcement-v2-3-4-14-14

Kethane V0.8.6: http://forum.kerbalspaceprogram.com/threads/23979-Kethane-Pack-0-8-5-Find-it-mine-it-burn-it!-0-23-5-%28ARM%29-compatibility-update

KineTechAnimation (B9)

KittopiaSpace (Terraforming Tools) V0.141: http://forum.kerbalspaceprogram.com/threads/68619-Plugin-WIP-KittopiaTech-Ingame-Terraforming-Tools-V0-131

Klockheed_Martian (Asteroids) V0.5: http://forum.kerbalspaceprogram.com/threads/79675-Klockheed-Martian-Asteroid-Cities-V0-2-Improved-conversion-and-detection

KSPScienceLibrary V1.1: http://forum.kerbalspaceprogram.com/threads/78305-0-23-5-Science-Library-v1-1

KWRocketry V2.5.6B: http://forum.kerbalspaceprogram.com/threads/51037-0-21-X-KW-Rocketry-v2-5-29-09-2013

LoadOnDemand (CFG + Cache)

MagicSmokeIndustries (Infernal Robotics) V0.16.2: http://forum.kerbalspaceprogram.com/threads/37707-0-23-5-Magic-Smoke-Industries-Parts-Infernal-Robotics-0-14-stable%29

MechJeb V2.2.1 (Build 261): http://forum.kerbalspaceprogram.com/threads/12384-PART-0-23-5-Anatid-Robotics-MuMech-MechJeb-Autopilot-v2-2-1

MechJeb2RPM

ModsByTal (Cargo Tansportion) V0.3.4: http://forum.kerbalspaceprogram.com/threads/77505-Cargo-Transportation-Solutions-%28WIP%29

ModuleRCSFX V04: http://forum.kerbalspaceprogram.com/threads/77398

ModZero: B9 KSPI Fix

MP_Nazzari (Hot Rockets) V7.1: http://forum.kerbalspaceprogram.com/threads/65754-HotRockets!-Particle-FX-Replacement-Tutorial

NasaMission (Stock)

Nereid (Final Frontier) V0.4.5: http://forum.kerbalspaceprogram.com/threads/67246-0-23-Final-Frontier-0-3-9

NovaPunch V2.05: http://forum.kerbalspaceprogram.com/threads/3870

OpenResourceSystem V1.1.0: http://forum.kerbalspaceprogram.com/threads/64595-Open-Resource-System-%28ORS%29-Mod-Resource-API-version-1-1-0

PartCatalog V3.0 RC4: http://forum.kerbalspaceprogram.com/threads/35018-0-23-5-PartCatalog-2-4-3-0-RC2-released

ProcedualDynamics V0.7: http://forum.kerbalspaceprogram.com/threads/29862-0-23-Procedural-Dynamics-Procedural-Wing-0-7

ProceduralFairings V3.05: http://forum.kerbalspaceprogram.com/threads/39512-0-23-Procedural-Fairings-2-4-4-tech-tree-and-minor-improvements-%28March-31%29

ProcedualParts V0.9.14: http://forum.kerbalspaceprogram.com/threads/70676-WIP-Procedural-Parts-Parts-the-way-you-want-em

Protractor V2.4.7: http://forum.kerbalspaceprogram.com/threads/83173-23-5-Protractor-Continued-Rendezvous-Plugin-v2-4-7-%28June-14th-2014%29

R&SCapsuledyne (Taurus) V1.1: http://forum.kerbalspaceprogram.com/threads/75074-Taurus-HCV-3-75-m-Stock-ish-Crew-Pod-now-with-internals!-v1-0-1-April-20-2014

RealChute V1.1.0.1: http://forum.kerbalspaceprogram.com/threads/57988-0-23-x-RealChute-Parachute-Systems-Presets!-v1-1-0-1-27-04-14

RealFuels V6.2: http://forum.kerbalspaceprogram.com/threads/64118

RealismOverhaul V5.1: http://forum.kerbalspaceprogram.com/threads/59207-0-23-5-Realism-Overhaul-ROv5-1-Modlist-for-RSS-5-7-14

RealSystemPlugin (BA Atmosphere fix)

RemoteTech2 V1.4.0: http://forum.kerbalspaceprogram.com/threads/83305-Development-Resumed-RemoteTech-2

ResGen V0.28: http://forum.kerbalspaceprogram.com/threads/28895-0-20-2-Resource-Generation-Module-%280-28%29

RftS (Early space race) V2: http://forum.kerbalspaceprogram.com/threads/57833

ROMFARER (Lazor) V33: http://forum.kerbalspaceprogram.com/threads/9923-0-23-5-Lazor-System-v33-%28April-17%29

RPL_Tweak_Pack V19e: http://forum.kerbalspaceprogram.com/threads/58135-TechTree-0-23-5-MS19e-Realistic-Progression-LITE-%282014-05-11%29

SCANSat V7 RC2.4: http://forum.kerbalspaceprogram.com/threads/80369

SCANSatRPM

ScienceAlert V1.5: http://forum.kerbalspaceprogram.com/threads/76793-0-23-5-ScienceAlert-1-5-Experiment-availability-feedback-%28April-26%29

ShipManifest V0.23.5.3.3: http://forum.kerbalspaceprogram.com/threads/62270-0-23-5-Ship-Manifest-%28Crew-Science-Resources%29-v0-23-5-3-2-3-11-May-14

SmokeScreen V2.0.1.0: http://forum.kerbalspaceprogram.com/threads/71630-0-23-SmokeScreen-Extended-FX-plugin

SovietPack: http://forum.kerbalspaceprogram.com/threads/81754-Release-BobCat-Ind-Space-Planet-products

Squad (Stock)

TextureReplacer V1.5.10: http://forum.kerbalspaceprogram.com/threads/60961-0-23-5-TextureReplacer-1-5-10-%287-6-2014%29-IVA-Helmets-Removal/

ThunderAreospace (Life Support) V0.8: http://forum.kerbalspaceprogram.com/threads/40667-0-23-0-23-5-WIP-TAC-Life-Support-0-8-22Dec

TimeControl V11.1: http://forum.kerbalspaceprogram.com/threads/69363-0-23-5-Time-Control-4-23-14-v11-1

Timmers (KeepFit): V1.0.44: http://forum.kerbalspaceprogram.com/threads/67739-0-23-WIP-PLUGIN-KeepFit-Kerbal-fitness-degradation-mod-v1-0-43

ToadicusTools (Tweakables Plugin)

TreeLoader V1.0: http://forum.kerbalspaceprogram.com/threads/53192-0-22-TreeLoader-Custom-Career-Tech-tree-Loader-1-0

TriggerTech (Alt. Resource Display) V2.2.3.0: http://forum.kerbalspaceprogram.com/threads/60227-0-23-5-KSP-Alternate-Resource-Panel-v2-2-0-0-%28April-19%29

TweakableEverything V1.2: http://forum.kerbalspaceprogram.com/threads/64711-0-23-TweakableEverything-For-all-your-part-tweaking-needs

TweakScale: V1.20: http://forum.kerbalspaceprogram.com/threads/80234-TweakScale-Rescale-Everything!-%28Version-1-19-Updated-2014-06-06-10-56-UTC%29

UmbraSpaceIndustries (MKS) V0.17.0 (Airbags V0.1.3): http://forum.kerbalspaceprogram.com/threads/79588 / http://forum.kerbalspaceprogram.com/threads/83134-23-5-Deployable-Airbags-%28plugin-version%29-v0-1-3-2014-06-18

US_Core (Universal Storage) V0.71: http://forum.kerbalspaceprogram.com/threads/75129-Universal-Storage-0-7-%28For-KSP-0-23-5%29-1st-June-2014

US_KAS (US KAS Support) V0.7

US_PartCatalog V0.7

VNG V1.2: http://forum.kerbalspaceprogram.com/threads/25305-0-23-Vanguard-Technologies-EVA-parachutes-23!-Sry-4-not-fixing-earlier-%28Dec-30%29

WarpPlugin (Interstellar) V0.11: http://forum.kerbalspaceprogram.com/threads/43839-0-23-5-KSP-Interstellar-%28Toolbar-Integration-New-Models-New-Tech%29-Version-0-11

WorldCup2014 V2: http://forum.kerbalspaceprogram.com/threads/82936-SQUAD-S-Kerbin-Cup-Add-On-Discussion-Thread

Edited by raxo2222
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@MediavalNerd

Is this some bug, or is it my installation?

Basically all engines having fuel options for only one fuel or fuel balance of 100:0% have seriously bad dV when using that fuel.

7,6t test craft (mk1 pod + stretchy tanks service module)

EDIT: Engines at level 4

LV-N Atomic Rocket Motor

Propellants

LiquidH2 271,5/sec

NuclearFuel 0.0/sec

Alternative propellants Ammonia / Methane

100% LiquidH2 (hydrogen) - 350m/s

100% LqdAmmonia - 1387m/s

100% LqdMethane - 1272m/s

Compared to Optio(30kn)

18% Kerosine / 82% HTP

5150m/s vac-dV

0 % Amines / 100% NitrousOxide (actually engine specs say it wants amines ?!?)

2200m/s vac-dV

Even if I add second tank and force both fuels, I get no more dV.. actually less due to

higher mass.

Edited by prc
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Nuclear rocket engines burn usually just one liquid fuel type, like specified. Hydrogen gives best Isp but requires HUGE tanks to get any decent dV. LiquidMethane gives slightly weaker Isp but doesn't require so huge tanks and is not cryogenic, i.e. it doesn't boil of over time like LH2.

Option is an (O) or orbital engine that used hypergolic fuel mixture and hence gives best dV although not so great Isp (usually around 320-350), the second fuel mixture could be a error in configs and probably belongs to...Nathans work as it is his 'baby', the RftS engine pack, that is :D

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Abalash: I recently installed it again (1 week ago) and it was pretty easy, although time consuming. Just download all the essential mods + mods you like (e.g. docking alignment, precisenode, EVE+Astronomer's pack, distant object, ...), put them in the GameData folder and you're basically done. The only thing left is to delete all the ModuleManagers, except the newest one (it should be 2.1.5 as of now), to move RT2 config file from RPL/Tweaks folder to RT2 folder and in EngineIgnitor folder, extract the 2 archives.

I did this and it worked flawlessly :)

Yeah I was feeling a little stressed because I don't normally use a ton of mods =) but I appreciate it! I ended up using a different set of mods instead.

The tech tree was acting funky after this installation as well, but if you had no troubles with it, it was probably something I did somewhere. Thanks!

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prc: compare stats with, say, 5t payload, the LV-N, and 40 tons of fuel. Not a set volume, a set mass of fuel. You will see LH2 is the best.

LCH4 (Liquid Methane) is cryogenic, but mildly so (like LOX): it will boil off, but slowly. It's usually the best bet for NTRs, since it's denser (and yields higher thrust) without losing much specific impulse.

In KSP, unlike real life, fuel ratios are given as volume ratios, and in RF fuels are taken as 1 liter at STP. Nitrous Oxide is a gas at STP. So it's like 0.0003% Amines, 99.9997% Nitrous Oxide by volume at STP, which translates into a mass ratio of 6.3 kg of Nitrous Oxide per kg of Amines. Use that mode and autofill your tanks; it'll work fine.

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Alright, I've been attempting to use this, and on the whole have been very satisfied. However I have come across one problem and wondered if this was a problem with my odd machine and set up or if this has cropped up with the mod before. Any RCS ports that use the RftSengine plugin don't work, no matter how I configure the fuel they use, or the monoprop tanks they draw from. I even tried putting them on the same zone in case the fuel rules had been changed. I'm using LLL pack, and those RCS are as normal and use normal monoprop by default, so that seems to work, but the Squad ones or KW Rocketry ones do nothing no matter what TL or fuel I set them or their tanks for.

Is this just my odd bad comp/Linux system or has anyone else had this problem before?

EDIT: Sorry, forgot to say I'm using the normal Kerbal system, not RSS, but followed the rules (the second option) for dealing with that, plus I haven't installed RemoteTech2. I haven't installed the other engine plugin, just the RftS version. Other than that the essentials are in I believe, though I only have most of the KW pack due to issues with my graphics card (or lack there of. Long story)

Edited by Patupi
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I had that same problem a while back, then i realized that the moduleRCSFX is really needed as most RCS blocks uses it rather than stock behavior. There should be link either in top two posts here or in Realism Overhaul threads top posts.

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Hey sorry about this, I ran into a small problem... I see things like starchy fuel tanks in the tech tree I cant really seem to find any fuel tanks smaller then an atlas, or larger then a small probe tank. but can not find them in the vab, I the problem is the nut behind the key board... I think I have every thing that is a must have

Edited by tmikesecrist3
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