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MatterBeam

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Everything posted by MatterBeam

  1. Has anyone been able to make RSS-dev actually work? Tested with a completely new install, high graphics, full res game, GameData contains only RealSolarSystem and Rss-Textures (4k). I can confirm that the dev build just does not work right now. The game even runs at 1.3Gb in the RAM: the RSS textures weren't even loaded. Experimentation and testing It seems that contrary to the expert opinion of the posts above me, you actually need a separate Kopernicus folder next to 'RealSolarSystem' and 'RSS-Textures'. However, I might be missing something else, because I currently get this while trying to launch a ship:
  2. I don't think I understand how any of this works. Started new career with 7 missions that had zero requirements, all prestige = trivial. Use cheat menu to achieve maximum reputation, upgraded mission center to allow for maximum 7 contracts.... Only mission3 shows up. Not mission 0 or 1, like before, just mission 3. Just tell what you need to debug the situation, please.
  3. I just double checked: all my prestige lines read 'Trivial'.
  4. Thank you! I think it's about... 4725? Much less than stock. However, it's balanced for ROCK: normalized science return from other planets, step-by-step science rewards from storyline missions, reduced ability to spam fuel-expensive interplanetary missions and biome hoppers and the absence of randomly-generated contracts. In about 15 minutes of gameplay, you can start building heavy SSTOs, in about an hour, you can launch 2.5m rockets carrying offworld mining colonies. The tech tree really isn't 'restrictive'.
  5. I tried force checking requirements or outright removing requirements. No change. As for exceptional and three star contracts, how do I create contracts that don't run into this problem? My previous tests included a MissionSettings.cfg file that removed all stock contracts (set their max availability to zero). It worked, but the only contract offered was mission1 and nothing else.
  6. I... well, I haven't seen it do anything so far. Matrixmage, does it only work under specific conditions? I continued testing by launching a craft with cargobay closed or open, and it has no effect on the contents of the cargobay for the moment...
  7. Updated OP with a screenshot of the completed tech tree. I'm having quite a few problems with Contract Configurator, but I've prepared 7 missions so far.
  8. More information: I currently have 7 missions. I tried started with putting them inside one .cfg file, like this: CONTRACT_TYPE { Mission0 } CONTRACT_TYPE { Mission1 } but only mission 0 loaded into the game. No error report, all green (except for the last two, where I changed Agent. The second Agent, defined exactly the same way as the first one, is incomprehensibly bugged out as an error). I tried placing each Mission into separate .cfg files, so that my ContractGroup folder contained Mission0.cfg, Mission1.cfg and so on. All missions appeared in the Alt+F10 debug menu, all green, no error messages.... but only Mission0 actually appears in the offered menu. The rest of the missions never appear. Here's my entire ContractGroups folder: https://www./folder/nhl767xihh9r0/ContractGroup Here are some screenshots:
  9. This does't work either. The resource costs in the game are still stock.
  10. No, that wasn't the problem. With only GameData/RSS and /RSS-textures, I loaded into the stock game. Many error messages here: Output.log
  11. Ah, that might be the problem. I'll try that.
  12. Does your translation plugin have a cfg file I can edit?
  13. I'll post a screenshot of the GameData I have shortly. PS: When I download RealSolarSystsem from RO-RSS, I have to get the entire Master file which contains Source and other stuff. Are they needed?
  14. Hello. I come with a new set of problems. CONTRACT_TYPE { name = Mission0 title = The World Ends group = ContractGroup description = The Kerbals once formed a vast civilization that spanned their entire planet. Simple-minded yet technologically advanced, they saw their home as their playground and never dream of going higher than the sky. Over the course of millennia, they drained their planet dry. However, millions of light years away, a massive star collapses to form a black hole. The energies released as gamma rays converge on the Kerbol System and blast it with billions of yottajoules of energy. All life is extinguished on Kerbin's hemisphere instantly. The atmosphere bursts into flame and the oceans rise as titanic walls of steam. In the last instants before the thermal wave engulfs the planet, a few scientists and engineers manage to reach underground bunkers lock themselves up. synopsis = The Beginning. completedMessage = The sensors detect cool, dry air outside. Slowly, the bunker doors open... agent = TheSurvivors minExpiry = 1000.0 maxExpiry = 1000.0 deadline = 1000.0 cancellable = False declinable = False autoAccept = False prestige = Trivial targetBody = Kerbin maxCompletions = 1 maxSimultaneous = 1 rewardScience = 20.0 rewardReputation = 0.0 rewardFunds = 0.0 failureReputation = 0.0 failureFunds = 0.0 advanceFunds = 0.0 weight = 1.0 PARAMETER { name = Timer type = Timer duration = 10s } } { name = Mission1 title = The Beginning group = ContractGroup description = The world ended with a violent flash of gamma ray light. It's been 100 years now. We survived in this bunker, but it isn't the only one we built. Others could have pulled through, in other protected facilities... Can we visit the old research center to see if there's anyone left? They built the first bunkers. Government officials would have been the first to be protected. They'd know what to do. synopsis = The first steps. completedMessage = Sadly, it seems that we're on our own now. There's no trace left of the green cities, nor any government. You're the highest authority now. agent = TheSurvivors minExpiry = 1000.0 maxExpiry = 1000.0 deadline = 1000.0 cancellable = False declinable = False autoAccept = False prestige = Trivial targetBody = Kerbin maxCompletions = 1 maxSimultaneous = 1 rewardScience = 5.0 rewardReputation = 20.0 rewardFunds = 1000.0 failureReputation = 0.0 failureFunds = 0.0 advanceFunds = 0.0 weight = 1.0 PARAMETER { name = All type = All title = Send a Pilot PARAMETER { name = HasCrew type = HasCrew trait = Pilot minCrew = 1 } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 0 distance = 10000.0 title = Get within 10km to get a good look. } } BEHAVIOUR { name = WaypointGenerator type = WaypointGenerator WAYPOINT { name = Ruins targetBody = Kerbin icon = thermometer altitude = 1000.0 latitude = -1.8 longitude = -72.0 } } } First of all, the debug window shows no problems, but here they are: -Mission0 becomes available. If the player accepts it, he automatically gains the rewards (20 science) but the contract never completes. It gets stuck at time 0:00:00:01 and just lingers in the contract window. -Mission1 never becomes available. It doesn't even show up in the debug window.
  15. Hello. Is it possible to modify the career start-up messages that appear to explain what things are for a first-time player? I cannot find their .cfg files.
  16. Hi. I can't get the dev version to work. I took the Kopernicus from here: https://github.com/ThomasKerman/Kopernicus/tree/development/Distribution I took the RSS from here: https://github.com/KSP-RO/RealSolarSystem And installed 4k textures correctly.... except only the stock system appears. Am I missing something?
  17. I edited the default file to no ill effect... but I'll follow your instructions.
  18. I'm sorry :/ Either it did not work, or it did not have the intended effect. I built a 227 part plane, containing about 211 parts inside MK2 cargo bays. Normally, it would lag like a 227 part plane when the cargobay is open, but fly like a 15 part plane when the cargobays are closed. Results: 134 fps when viewing the space center. 15 fps in the SPH. 12 fps in flight (cargo bay open) and 12 fps with the cargobay closed. More interestingly, the fps seemed to slow down over time, but that might just be flight behaviour. Imgur album:
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