ragusila
Members-
Posts
35 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by ragusila
-
does this mod have any issues working with Principia?
- 116 replies
-
- realism overhaul
- stock
-
(and 3 more)
Tagged with:
-
Thanks! will install Nertea mods and see if they are enough. BTW, looked more into SSTU, there are only 4-5 tanks (each can be modified in many ways) so changing mass to a 4% ratio is not hard at all. Will just write a small script for it. Curious, what tanks and engines do you usually use with SMURFF? The stock ones?
-
hey, awesome mod! Been playing with RO(and real fuels) for a few years, but I want to try the MKS and OPT spaceplane mods, and want to see the interior of ships at correct scale...so trying out the SMURFF in KSP 1.3.1 with RSS The stock tanks seem to be changed well, to around 3.125% of their wet mass, but other tanks dont seem to be affected as much. Specifically, the SSTU configurable tanks are at around 12% of their wet mass, the LCA Energia tanks get changed from 12% to only 8%. The OPT spaceplane tanks seem to be correctly changed to around 4-5% of their wet weight. Trying to understand how the mod works...does it change the mass of dry tank based on it's fuel load, or based on its original weight? Or is it a combination of both? Can it affect configurable parts (SSTU, Procedural Parts) or are those out of the question? Thanks!
-
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
ragusila replied to RoverDude's topic in KSP1 Mod Releases
curious if anyone got a RO/RSS config for this. I think i will try to write one myself, but wanted to check if it had been done. -
Any mods that change from Kerbal scale to human scale?
ragusila replied to Mitchz95's topic in KSP1 Mods Discussions
Realism Overhaul scales the parts so the rockets are the correct height (and does a lot more changes) -
[1.12] KSP-RO - Realism Overhaul [16 May 2022]
ragusila replied to Theysen's topic in KSP1 Mod Releases
curious if anyone knows whether RO patches exist for OPT Spaceplanes...thinking to make some myself, but wanted to see if anyone got it to work with RO/RSS so far, I installed it directly into my RO/RSS/TACLS game, and the tanks work ( i can select whatever fuel I want), the cockpit work but have no sesources set and no TACLS modules (air scrubber, etc). The scale is of course wrong, everything being tiny. The engines do not work at all, requiring Liquid Fuel. Havent tested yet whether the aerodynamics work. Is it really hard to make the IVA work in RO scale? I love the IVAs from the OPT Spaceplanes, and I am generally a sucker for IVAs...- 2,214 replies
-
- realism overhaul
- ro
-
(and 1 more)
Tagged with:
-
EDIT FIXED: hey @raidernick I found this issue in RO, which was closed and fixed. RN plume issues on multiple engines from multiple mods#1492 I had the same issue, and updating SmokeScreen did solve it for the Soyuz booster engines. However, i have the same issue (no plume coming out) for the Zenit RD171, even after updating SmokeScreen. Did you test that one with the new SmokeScreen? THE FIX: In Ro_realPlume config files, the rd171 was referenced as zenit_rd171 and not rn_zenit_rd171. fixed that in the RO folder and it all works great.
-
having a weird bug. It appears when I have mechjeb2 installed, if I delete it it goes away. In space, when I decouple something that doesnt have command ability (old stage, fairings, etc) that part/subassembly starts accelerating down (towards earth). If I switch to it, i cant switch back, as it says "part under acceleration". Is this a feature of mechjeb to clear the space of useless junk? Or is this a bug? How do I post logs? I have FAR, DR, RO/RSS Kerbalism and a bunch of part mods. The bug only dissapears if and only if I delete mechjeb. cheers
-
having a weird issue with spent stages accelerating down after I stage. I "think" it might be kerbalism, but since I installed it with a RO/RSS for 1.2.2, it might be a bunch of stuff...anyone seen this bug before? Edit: NVM, without Kerbalism stages still accelerate down, once I am in space.
-
EDIT: FIXED> Updated with the latest module manager, modular flight integrator and dev version of FAR. Works beautifully (RSS, RO, Kerbalism ,1.2.2) @raidernickhaving some weird problems in 1.2.2 with the soyuz crafts. The aero center seems to be at the base of the VAB for every part. needless to say, this makes reentry difficult. I deleted all the mods, and only have the soyuz, and squad parts. I used the RN_SovietSpacecraft_v1.5 variant For my 1.1.3 install, with the appropriate mod version, it works great.
-
I see, thank you. I did make a new profile, and it works, but I thought an MM patch would be a more elegant solution. Will finish the profile then by changing everything manually.
-
@ShotgunNinja The mtbf modification worked great! So I kept trying to see if the "rate" can be set up the same way, so I dont have to modify each rule manually (and make it easier to modify future rules). So i tried variations of @Profile:HAS[@Rule[*]]:FINAL { @Rule[*] { @rate *= 400.0 } } I also replaced Profile with PART, tried a few things but I am still learning how to use MM patches. Do you have any ideas? (I made the rule *= 400 so i can see if it is modified easily). Also a question on Modding workflow, and please let me know if there are any good references for this. Do you modify each cfg file and then start the game to see the effects? It seems like it takes forever to load the game to just test modifications. Any faster way to understand the effects? cheers
-
Slick!! Man, this modding business is fun. I see where you are going with the Nitrogen -> Atmo. Since RaiderNick's ships have very different sizes and look realistic, I will probably make them all ships leak-proof so they dont need giant tanks. I love the idea of still needing Nitrogen to re-presurize them. I see a lot of fun in putting all the crew to a small, shielded capsule, depressurize the big ship, then put them all back when going thru radiation belts. Maybe when I learn to do some better modding, I will try to implement a fire failure, where you have to depressurize that part of the ship. To get the ships to be leakproof I tried Process { name = atmo leaks modifier = surface,breathable input = [email protected] // (really small number) } and it seemed to do the trick
-
I like how you made the antennas longer. Is it correct to apply the same approach to mtbf? Since I am converting to 24h days, I dont want my parts to fail 4 times faster @PART[*]:HAS?? { mtbf *= 4 } Not sure what to add at HAS??.
-
wondering how the Nitrogen Pressurization works...is it supposed to require a lot of storage space? I am trying to set up the Salyut station, and everything adds up corectly, Food is at 85days, oxygen at 100+. water at 100+ and Nitrogen is at 7h. To get the Nitrogen at closer to the correct duration, 100+ days, I need a giant tank and 8 extra tons is this something expected, and thus I should modify the parts ( make them lighter, add in the tank capacity in the part), or am I missing something?
-
@ShotgunNinja looking to modify things for the 24h day. The rate of eating seems prety straight forward, modified the rule as follows: Rule { name = eating input = Food output = Waste rate = 3.145 // 1.77 Kg per-day interval = 43200.0 // 2 meals per-day //old one was 10800 degeneration = 0.03333 // 30 meals, 15 days warning_message = $ON_VESSEL$KERBAL is hungry danger_message = $ON_VESSEL$KERBAL is starving fatal_message = $ON_VESSEL$KERBAL starved to death relax_message = $ON_VESSEL$KERBAL is enjoying some snacks right now } What I am not clear on is the degeneration...tried to understand on wiki. It is 1/30, but not clear how it works.... Also for Climatization Rule { name = climatization input = ElectricCharge rate = 0.0002 // per-kelvin (temp diff), per m^3 (living space), per-second degeneration = 0.00000345 // 30min modifier = temperature,volume,per_capita warning_message = $ON_VESSEL$KERBAL feels cold|$ON_VESSEL$KERBAL is sweating danger_message = $ON_VESSEL$KERBAL is freezing to death|$ON_VESSEL$KERBAL is burning alive fatal_message = $ON_VESSEL$KERBAL froze to death|$ON_VESSEL$KERBAL was burned alive relax_message = $ON_VESSEL$KERBAL hypothermia is under control|$ON_VESSEL$KERBAL is hugging the climatizer } I assume I dont need to modify the rate, as it is per second, not day. However, what is the degeneration in this case? cheers, and there will be more questions. Let me know if they get annoying or if these are well explained somewhere else. EDIT: new question, for breathing there was not rate set, so I assume the default sets in at 1/second. As such, I will make the rate=4 to consume 4 times less than before Rule { name = breathing input = Oxygen output = WasteAtmosphere rate = 0.02758 // 0.84 Kg per-day interval = 4 // 4 times longer than the previous value degeneration = 0.0055555 // 3 minutes modifier = breathable warning_message = $ON_VESSEL$KERBAL can't breathe danger_message = $ON_VESSEL$KERBAL is suffocating fatal_message = $ON_VESSEL$KERBAL suffocated to death relax_message = $ON_VESSEL$KERBAL is breathing again }
-
awesome, thanks! Love your wiki, read it and now will try to apply it to the antennas and the pods in RaiderNick's mods. I havent moded things before, so this should be fun
-
hey yall. I am trying to set up my ideal KSP setup: so far, RSS and most of RO (real fuels, the beta of RO, and RaiderNick's rockets and probes) working beautifully, would love to add Kerbalism I will be trying to set up first the antenas for the US probes, then mod the RaiderNick's Soyuz to last a bit more than 2 -3 days (Especially the LOK). But first, is there any patch to make Kerbalism work with RO or at least with Real Fuels? I will try to mod it myself otherwise to use resources available in RF. I looked in the last 10 pages but nothing there... Is it ok with ShotgunNinja if I post modifications to Kerbalism or other mods in this thread?
-
[1.8.x - 1.12.x] Salyut Stations (Salyut/Almaz) - 8-26-21
ragusila replied to raidernick's topic in KSP1 Mod Releases
thanks Cheesecake! that worked great, put all the modules for the science first, and everything is great. -
[1.8.x - 1.12.x] Salyut Stations (Salyut/Almaz) - 8-26-21
ragusila replied to raidernick's topic in KSP1 Mod Releases
possibly dumb question: Trying to add science lab functionality to the Salyut stations, and as soon as I modify the cfg file I cant right click on the part in VAB or on launchpad. I use 1.1.3 with RO/RSS and the mod release for the 1.1.3 version. I open the salyut7.cfg and add the following lines: " MODULE { name = ModuleScienceLab containerModuleIndex = 0 dataStorage = 750 crewsRequired = 1 canResetConnectedModules = True canResetNearbyModules = True interactionRange = 5 SurfaceBonus = 0.1 ContextBonus = 0.25 homeworldMultiplier = 0.1 RESOURCE_PROCESS { name = ElectricCharge amount = 10 } } MODULE { name = ModuleScienceConverter dataProcessingMultiplier = 0.5 // Multiplier to data processing rate and therefore science rate scientistBonus = 0.25 //Bonus per scientist star - need at least one! So 0.25x - 2.5x researchTime = 7 //Larger = slower. Exponential! scienceMultiplier = 5 //How much science does data turn into? scienceCap = 500 //How much science can we store before having to transmit? powerRequirement = 5 //EC/Sec to research ConverterName = Research StartActionName = Start Research StopActionName = Stop Research } " , which I copied from the squad lab file.... I am not very familiar with modding, I read the wiki on how to mod cfg files. It is weird that all the modifications I do to the part look corectly, I can mod the mass and location of part (from pod to science) but as soon as I add it to VAB, I cant right click on anything! Right click only works if I exit and re-enter the VAB and dont use the modified part. Anyway, thanks for the help. I would love to send some Salyut stations to Mars and the outer planets and act as the local science lab. -
KSP1.1.3, RO, RSS: how high of a orbit (Starting from Florida) have people been able to achieve with the Soyuz + R7? I got a salyut parked at 500km and cant get soyuz to reach it... not sure if I launch it wrong or it is just not able to get to this altitude. I can get 200km. Question 2, are there any fairings that allow the R7 to launch the LKO service module with the soyuz on top? cheers
-
yaay favourite mod is back in 1.2! Curious, the cost of modules seems to be off for R7. I had it installed with CKAN, then uninstalled it there, deleted files, installed in manually, same issue... a Venier engine seems to cost 12500, which sounds realistic in $ but not in KSP money... // --- editor parameters --- TechRequired = generalRocketry entryCost = 70 cost = 12500 category = Propulsion subcategory = 0 title = R7 Vernier Engine manufacturer = RN Industries description = Vernier engine for use on the booster and core stages of the R7 rocket. Attach in 2X symmetry! Everything foor the R7 seems to cost 12500 ... Am i doing something wrong? I dont use RO/RP0 (since they are not ready)