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KSP2 Release Notes
Everything posted by hargn
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From @sarbian's Jenkins build server : https://ksp.sarbian.com/jenkins/job/MechJeb2-Release/lastSuccessfulBuild/artifact/MechJeb2-2.6.1.0.zip But I think this post is misplaced...
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I'm experiencing these flashing, and from the map view too. I think to have understood that it could come from first initialization of scenery, so what I do just after the first career loading, is to go to the tracking station, then return to the KSC. Here the scenery is in all white painted, so I return to the tracking station and then return back to KSC. After that, it seems that the shaders work fine : I do not have the flashs after 140km, but I still have flashs in map view during reentry, under 140km when the vessel is returned into the atmosphere. I'll do another test this evening, with the last backported version of Kopernicus (I saw that I too do not have Saturn's ring anymore), to confirm that it works or if I'm wrong with that.
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On first screen, I can still read KSP v1.2.2 then I would tell you Yes. But RO/RP-0 change so many gameplay mechanics that, it's nearly a new game. Anyway, with last RSSVE, it has never been so beautiful. I believe that it's @raidernick's Soviet Spacecrafts : https://github.com/KSP-RO/SovietSpacecraft
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Today was the launch of the second Kerbal ever reaching orbit in my RO/RP-0 career and with the last RSSVE version that takes into account the last effects from scatterer. Launch of Cassiopée Mk1 with Eduard Permyakov, second Kerbal to reach space : Passing over clouds Stage II ignition Fairing separation Amazing sunset colors Reaching orbit ! One of the two Astris engine failed during the circularization burn. Decision has been taken to continue as the vessel has been designed to be reliabe in such case. Reentry over atlantic ocean after 18h passed at 300km over Earth Landed into the ocean, enjoy the new water refraction effects
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The issue is not CKAN itself, but rather the mod authors that don't update the .netkan or .version files of their mods CBK v1.1.13 has declared that the min KSP version is v1.2.2 so ckan will install it for KSP V1.2.2 For MagiCore, it is weird because the version v1.3.0 is declared as compatible for KSP v1.2.2 But maybe I'm wrong about this...
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
hargn replied to Theysen's topic in KSP1 Mod Releases
Hi @Alex38, Do you use AmpYear ? I've seen that this mod brokes all command modules in KSP 1.2.2 + RO+RP-0, so I had to uninstall it.- 2,213 replies
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
hargn replied to Theysen's topic in KSP1 Mod Releases
Hi, Just create a new folder NoNonRP0 in your GameData folder. It will hide all the not ro/rp-0 parts from your game. EDIT : Can you please update the OP with the new RP-0 thread : Thanks- 2,213 replies
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Ok, uninstall the both mods did the trick : the RSSVE config files are parsed properly by ModuleManager so I have the cloud. Sorry, I don't have time to investigate more this evening, I'll test tomorrow for which of the both mods is breaking my RSSVE. I saw that there is EVE v12.2-1, but I don't see any AnyCPU-EVE-Release.zip. So, I should take the EnvironmentalVisualEnhancements-1.2.2.1.zip artifact? Maybe the wiki and the OP should be updated with this.
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Hi, @Phineas Freak I think I have the same issue as @KAO : my log show the same EVE errors as his one (except the RSS missing textures), and of course, I got the same behavior in game. I've started from a clean KSP 1.2.2 install, with the last versions of RO, RSS and RP0. I've dropped EVE-AnyCPU-Release v1.1-2, scatterer v0.0300 and RSSVE v1.2.2-RC3 in my GameData folder (as it is explained in the wiki and your video), so I think RSSVE is properly installed. Maybe it is an issue with last Distant Object Enhancement or PlanetShine versions that are installed too? So, if you or @KAO know how to fix this, thank you for telling me.
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
hargn replied to Theysen's topic in KSP1 Mod Releases
If you have TestFlight installed as recommended by RO, then you have your explanation. TestFlight simulates the lack of reliability of untested rocket engines : more you fly with an engine, more it is reliable. You can also pay for R&D for engines that increase their reliability for the first time you fly with them. I encourage you to read the mod's thread to know how it works.- 2,213 replies
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@gemini4 If I correctly remember, CC has a VesselParameterGroup parameter. I don't know where it saves the list of the vessels included into the groups defined by the contracts, but I would search into your career file for the groups spaceStation and spaceStationsEarth and the name (and/or id) of your deleted station. EDITED : in fact, that is the spaceStation vessel group as you can see in the crew rotation contract file. For the flyby contracts, the minimum altitude parameter is the same for all the extern planets (or gaz giants). It should be adjusted for the sphere of influence (in KSP) of the planet to reach. As the flyby contracts are meant as milestone contracts, they have to be reached before to have contracts that satellite contracts are offered. That's is the way of these contracts are implemented yet, I don't know the reasons, but it seems right because you should demonstrate that your space program were able to reach a planet before to send other probes, satellites or more. For the NewVessel parameter, I think again that it is right like this : the available tools we have help us to know the planets we can reach for a given amount of dV for a specified window, so we can select all the flyby contracts we can fill by launching a new probe. But maybe we could add contracts that offer a new destination for a probe that has visited an external planet. I believe that it won't be so hard to implement.
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
hargn replied to Theysen's topic in KSP1 Mod Releases
Hum... Unless for space suits, I don't believe that Texture Replacer add some realism. I believe that it doesn't make the game more difficult too. Maybe the color isn't chosen very well? I also think that the links should be updated. But thanks to you @Theysen for this new thread (where I've a good place too )- 2,213 replies
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The updates done by @rsparkyc to fix all errors and warnings that come with the last CC versions should also be merged with the master branch : https://github.com/KSP-RO/RP-0/pull/606 I prefer to start from a working base before to modify the Groups.cfg and other existant contracts, because I'm really too much lazy to solve conflicts that I could bring
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Hi @gemini4, I'm working on these kind of contracts since I've raised this issue on github : https://github.com/KSP-RO/RP-0/issues/562 One of the constraints I want to implement for these contracts is to require a minimum mass of monopropellant that your satellite must have to validate the contract. But when I started to work on these contracts, I've found a lot of bugs in contract configurator and these bugs have been fixed in the CC releases that run on KSP 1.2. So I add no way to continue to works on these new contracts until the next RP-0 release for KSP 1.2 (In fact, since a pre-release of RO is available, I should now be able to work on it. I've planned to rework on from next two weeks when I would have the time)
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So you have two choices : You buy and dowload Visual Studio, you learn to use it, then you read the posts on this forum to learn how to develop addons for KSP, then you will know enough to configure Visual Studio for RP-0 and all of its dependencies. Then compile it (in release configuration for obvious performance reasons), you fix all errors that will be raised, you compile it, you fix... and then you'll be able to put your RP-0 into your gamedata folder. Else, you wait for the great guys that works on the RO/RP-0 suite decide that these mods are playable and stable enough to be released. Personnaly, I've chosen the second solution while I'm software developer (for my defence, I could do it, but I miss time to work it on).
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I don't see any errors related to Taerobee, so I don't know what was happening here. Seems that I was not reading the good one Did you install your mods in using CKAN? I also want to suggest you to uninstall all mods that are not recommended or suggested by RO/RP-0 : KRASH, RasterPropMonitor and StageRecovery (your version was a pre-release) for example. TweakScale is also known as incompatible with RO so you probably want to uninstall it.
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Currently, we cannot help you more if you don't provide your ksp.log, and maybe your installed mod list. For the NonRP0 parts, you can delete them so that will save some memory, or you can use the NoNonRP0 patch as described in the last section of the RP0 wiki : https://github.com/KSP-RO/RP-0/wiki/FAQ
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Hi @HeartofGold I never have encountered this issue, does the name of the Taerobee decoupler contains NonRP0 or NonRO (or something like that) ? Because in such case, the part is not configured for RO or RP0 and so, you shouldn't use it. I would aslo recommend to you to use the procedural interstage bases and fairings. They are much more versatile than the other decouplers.
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
hargn replied to nightingale's topic in KSP1 Mod Releases
I think not. I need it to create a milestone contracts for RP-0 : the first molniya (and after tundra) orbit. For it, the orbit parameter set the conditions to fill in order to be in these kind of orbits : Apoapsis, Periapsis (I add the orbit's period of 12h and 24h because they are easy to understand). But these orbits have their periapsis at the lowest latitude (and respectively the apoapsis at the highest latitude). So the AOP has to be 90°. As RP-0 comes with MechJeb, it is easy for the user to add maneuver points to fill this parameter. So I would need the maxAOP and minAOP parameters to define the range allowed to fill these contracts.- 5,201 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
hargn replied to nightingale's topic in KSP1 Mod Releases
Hi @nightingale, I have a request for CC, that I think would not be too hard to implement : Could you please add the argument of periapsis parameter into the Orbit Parameter? I would need it to validate molniya orbit without using the orbit generator : molnya orbits have AOP=-90. Thanks if you do it!- 5,201 replies
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Hi, This is a known bug in RCS build aid (issue #13), this happens with all other propellant than stock monopropellant, and I'm not sure that will be soon fixed. Else, people who want to fix the Weather Satellite Contracts before the release of the next RP-0 version, download this file : https://raw.githubusercontent.com/hargn/RP-0/fix/GameData/RP-0/Contracts/Satellite/WeatherContracts.cfg And replace the WeatherContracts.cfg in you GameData/RP-0/Conctracts/Satellite folder.