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Everything posted by boribori
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I don't have the DLC's (and I probably won't ever get them) so I can't do anything there. I'll stick to the mods. Would it be possible to do something like this? @PART:HAS[#CrewCapacity[>0],#TechRequired[start]] { MODULE { name = ModuleUnpressurizedCockpit } } I am quite disorganised and even with the few patches I have it's already a mess. I need to reorder my GameData/RSF folder structure. I guess most of it will eventually be integrated in the respective mods themselves, but until that time I need to keep it somewhere. Is there a mod folder structure best practice guide somewhere? Also I will need to know which patches will be integrated in which mods themselves eventually, I guess most patches could go into Pehvbot's LRTR, but some might change the gameplay in a way that is different from LRTR's vision. I guess I''ll need to separate compatibility fixes from gameplay changes first.
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Did you merge the GameData folders? You should NOT have a GameData folder within the GameData folder. The AirplanePlus folder should be directly under the game's Gamedata folder.
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I've been toying around with the LRTR Tech Tree a bit and added some patches for Airplane Plus, it's not finished yet but any input is welcome: RSF_Tree/RSF_AirplanePlus.cfg
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[1.12+] Less Real Than Real(ism) - RP-1 With Less 'R' [v2.0.6]
boribori replied to Pehvbot's topic in KSP1 Mod Releases
Kerbals need EVA propellant, now they're configured for MonoPropellant, but the pods won't have that. This patch from ROKerbalism adds Hydrazine: // use hydrazine as EVA propellant, instead of Monoprop @PART[kerbalEVA*]:HAS[@MODULE[ModuleTripLogger]]:NEEDS[RealFuels]:AFTER[KerbalismDefault] { @MODULE[KerbalEVA] { @propellantResourceName = Hydrazine } @RESOURCE[MonoPropellant] { @name = Hydrazine } } -
You could try Kerbalism or combine some realism mods like TAC-LS, Remote Tech, Real Fuels, FAR, Real Heat, Kerbal Health, etc.
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It seems not related to FAR unfortunately: clean(ish) install: Player_SXT_202010081025.log
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I was afraid it was like this, I was thinking of somehow changing PFFE to run before all other mods, but I ended up uninstalling it and listing it as incompatible with most mods.
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I think that the mod Procedural Fairings for Everything messes with the LRTR tech tree. I saw this in my log while looking for the reason that the fairings are not where LRTR puts them: ... [LOG 16:15:46.610] Applying update LRTR/tree/parts/Squad/@PART[fairingSize2]:FOR[zLRTR]:NEEDS[LRTRTechTree] to Squad/Parts/Aero/fairings/fairingSize2.cfg/PART[fairingSize2] ... ... [LOG 16:15:51.397] Applying delete ProceduralFairings-ForEverything/ModSupport/SquadFairings/!PART[fairingSize2]:FOR[zPFFE] to Squad/Parts/Aero/fairings/fairingSize2.cfg/PART[fairingSize2] Does this line remove the fairings after LRTR places them in the tech tree?
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[1.12+] Less Real Than Real(ism) - RP-1 With Less 'R' [v2.0.6]
boribori replied to Pehvbot's topic in KSP1 Mod Releases
I said I would report everything I'd find At first glance it looks like your fix also affects other engines, not only solid fuel. I'll need to test a bit more to be sure. Before: After: Stock-ish (No RSS/LRTR): I don't know how this rescaling works, but I'd guess that the TWR should be similar to stock, and the dV could be higher. If that's the case then it is all good now. (Now I understand why I couldn't get into orbit ) -
Thanks to great help from Nathankell I managed to edit the KCT_Presets so that recovered parts now reduce build times: RSF_KCT_Presets.cfg I'm however afraid that the formula I used for the normal parts will not work well for Procedural Parts: EffectivePartFormula = ([PV]*[RV]*[MV]*[C])/(1 + [I]) ProceduralPartFormula = ([PV]*[RV]*[MV]*[C])/(1 + [I]) I will dive into this later, but if anyone already knows how to do this that would be great! More info: RP-0 KCT integration #36 KCT wiki Preset Formulas and Math Parser Documentation https://github.com/KSP-RO/RP-0/blob/master/Source/KerbalConstructionTime/Utilities/Utilities.cs
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@ValiZockt The SXT LV-405 Vanguard still has Liquid Fuel and Oxidizer for its additional RCS engine. I wanted to look into how to write a config myself, but I have no clue yet and that would take a long time. I believe the RO engine config just removes the RCS, that would probably be the easiest solution, if desirable.
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[1.12+] Less Real Than Real(ism) - RP-1 With Less 'R' [v2.0.6]
boribori replied to Pehvbot's topic in KSP1 Mod Releases
@Pehvbot 3 2 things (for now): Can you also add the LRTR Kerbalism Config to CKAN, please? I'm afraid if Kerbalism updates it will overwrite your config. (You cannot install Kerbalism through CKAN without choosing one of the configs there) I think the TWR of the BACC "Thumper" is off. In my LRTR install it has a TWR of 1.4, while in stock it is close to 4 and I think in RO it is the equivalent of the Castor 1 which has a TWR of 8. I have no clue which code is responsible for this, I assumed it had something to do with rescaling, but while writing this I realise that in my stock install I have Real Fuels Stockalike, while in my LRTR install I have RealFuels-Stock, and now I don't know if that can cause it. I'll try again later with LRTR + Real Fuels Stockalike. I compared with a (borked) RO-RP-1 install and in RO, rockets using recovered parts do get build faster, while in my LRTR install they do not. Do you know where this difference could come from? -
[1.4.3 <= KSP <= 1.12.5] KSP Recall - 0.5.0.2- 2024-0521
boribori replied to Lisias's topic in KSP1 Mod Releases
Still the same. I replied with the log on github. I forgot to ask: Looking at what it's doing I assume it cannot be a mod incompatibility, right? Or should I try it on a clean stock install? And should we keep it here or on github?- 633 replies
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[1.4.3 <= KSP <= 1.12.5] KSP Recall - 0.5.0.2- 2024-0521
boribori replied to Lisias's topic in KSP1 Mod Releases
https://drive.google.com/file/d/1tz70DA10woS1VUt-3P32MKXHdFekTUUV/view?usp=sharing BTW, I don't have GameData/000_KSPAPIExtensions- 633 replies
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[1.4.3 <= KSP <= 1.12.5] KSP Recall - 0.5.0.2- 2024-0521
boribori replied to Lisias's topic in KSP1 Mod Releases
Unfortunately I still get the warning: I forgot to mention I'm on 1.10.1 since most things for 1.8 and 1.9 seem to work fine on 1.10 anyway. But maybe I also did something else wrong: KSPe.Light.Recall.dll from KSPe-Issue-6.zip was the same date as the one I had already installed. I did overwrite it anyway. 000_KSPe.dll was new and I placed it in GameData. I ignored the KAX and TweakScale folders since I don't have those installed. I see this in the Player.log: FileNotFoundException: The path GameData/000_KSPAPIExtensions/Plugins/PluginData doesn't resolve to a valid DLL search path! Full log: https://drive.google.com/file/d/1zispgEhIB_YKvWMRVw7OABD_k-jhoJNV/view?usp=sharing But it's not a big deal, it seems to work anyway, at least the drift part and that's why I installed it. I haven't tested it a lot yet, but don't put too much effort in it for the few of us who use links. (Is it only Mac and Linux, I thought windows could also do links?)- 633 replies
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[1.4.3 <= KSP <= 1.12.5] KSP Recall - 0.5.0.2- 2024-0521
boribori replied to Lisias's topic in KSP1 Mod Releases
A tiny issue, I think. I have several versions and combinations of KSP + mods in as many different folders. I link KSP_linux (I'm on linux, obviously) to the one I'm currently using, like this: :~/Games/KSP> ls -lF|grep KSP KSP_linux -> KSP_linux_1.10.1_LRTR_RF// KSP_linux_1.10.1_LRTR_RF/ KSP_linux_1.10.1_LRTR_RF.tar.bz2 KSP_linux_1.10.1_LRTR_RR/ KSP_linux_1.10.1_old_LRTR_RF/ KSP_linux_1.10.1_RO_K/ KSP_linux_1.10.1_test/ KSP_linux_1.7.3/ KSP_linux_1.9.1/ So when I run KSP by following the link it gives me a scary warning that KSP-recall is installed in the wrong folder: in KSP_linux_1.10.1_LRTR_RF instead of KSP_linux and that bad things might happen to my savegame. I assume nothing bad will actually happen since it is actually installed in the correct folder. Am I correct? Is it possible to get rid of the warning in cases like this if it is actually safe? Thanks!- 633 replies
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It works! Thanks! Pehvbot, can you add :NEEDS[!RealSolarFiction] to LRTR/support/proceduralparts.cfg? I will add :FOR[RealSolarFiction] to my patches. Or is there a better way to remove RTR/support/proceduralparts.cfg without physically removing it? One one hand I understand that it might not be realistic to be able to create huge tanks in early career, but on the other hand you won't create them anyway, since you don't have powerful enough engines yet. So from a coding perspective it is much easier to enable all sizes from the start and I don't think it will affect gameplay in any way. And, unrelated to the above, I noticed the progression of the Restock Oscar fuel tanks seem a bit off: B is visually twice the size off A, but the volume is only 1.5 times. While C is 4 times A and D is 2 times C: I haven't looked at any code yet, I will do that later, but if anyone can tell me where to start that would be helpful. Is it RealFuels, Restock or LRTR rescaling that would be responsible?
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Thanks a lot @Pehvbot! I will try it soon.
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And when I uninstall SXT the error is also not there Anyway, sorry to bother you, it doesn't seem to break anything, I just thought the error shouldn't be there
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I think I've been changing too many different things at the same time, or got confused about what I was testing. But for some reason the procedural parts cannot be resized any more in my early career game. I guess it has something to do with the order the patches are loaded, and I thought RSF/RP_Tree_ProcSizes.cfg had to override LRTR/support/proceduralparts.cfg. I tried adding :FINAL to no avail. I eventually even removed LRTR/support/proceduralparts.cfg with no effect. So what is overriding RSF/RP_Tree_ProcSizes.cfg ? Shouldn't this just make all sizes available from the start? @PART[*]:HAS[@MODULE[ProceduralPart]]:FINAL { @MODULE[ProceduralShape*],* { %techRequired = start } @TechRequired = start @MODULE[ProceduralPart] { !TECHLIMIT,* {} TECHLIMIT { name = start diameterMin = 0.01 diameterMax = Infinity lengthMin = 0.01 lengthMax = Infinity volumeMin = Infinity volumeMax = Infinity } } } I am at a loss, what am I missing here?
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Is this an SXT issue, or FAR, or something else? DragCubeSystem: Creating drag cubes for part 'SXTAlouetteI' (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object at ModuleDeployablePart.AssumeDragCubePosition (System.String name) [0x00118] in <948fceea813942b7ac6b6d1b2dc2d0a3>:0 at DragCubeSystem+<RenderDragCubes>d__34.MoveNext () [0x001de] in <948fceea813942b7ac6b6d1b2dc2d0a3>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00027] in <7d9ec060e791409ab3eb85c61e312ed6>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) UnityEngine.MonoBehaviour:StartCoroutineManaged2(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <RenderDragCubesCoroutine>d__31:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) UnityEngine.MonoBehaviour:StartCoroutineManaged2(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <SetupDragCubeCoroutine>d__46:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) UnityEngine.MonoBehaviour:StartCoroutineManaged2(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <CompileParts>d__56:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
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[1.8-1.11] Advanced Jet Engine v2.17.0 (June 26)
boribori replied to blowfish's topic in KSP1 Mod Releases
I am also experiencing negative thrust: I'm on 1.10.1 with LRTR, RSS, RF, RealFuels-Stock, Kopernicus Bleeding Edge and a lot of other mods, so I thought there was some conflict in my install, but reading the comments above it seems more a general AJE issue. I don't see anything relevant in my log. The weird thing is it first happened to an existing plane mid flight during a stall. And now my new plane has it at the runway. I'm testing other things at the moment so I will uninstall AJE for now. But I will test again on a clean install soon. Any things to look out for? -
I tried some config files to fix some of the issues: RF Tank Types -> copied from https://github.com/KSP-RO/RP-0/blob/master/GameData/RP-0/PartHacks.cfg Procedural Parts sizes -> copied from https://github.com/KSP-RO/RP-0/blob/master/GameData/RP-0/Tree/ProcSizes.cfg Move the fairings sooner in the tech tree -> provided by Pehvbot It partly worked, but something disabled MechJeb, at first glance I do not see the connection so this might take some time. (I left a :FOR[RP_0] statement in there by accident)
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I mean this: Apart from changing the Tank Types, RF + RF-stock works perfectly on my LRTR install. I don't have both RO and LRTR installed together. I have a separate install with RO-RP1 to compare stuff. The Tank Types do work on procedural parts, but the procedural part tanks can hardly be resized. Did you move the proc part sizes, or is something wrong in my install? Also early in the tech tree, at Basic Rocketry you get the LV-1 Ant, which needs pressurized tanks that are not yet available without the option to change the tank types. My play-through is going way slower. I also need more control (= LFO rockets with gimbal) to do the more difficult sounding rocket contracts. I guess this is again a FAR thing, but at least half of the available pods and stuff are impossible to get into space without a fairing. I guess I would need to move it to materialsScienceSatellite. Thanks!