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Everything posted by pap1723

  1. Hi @Angel-125, I have approval from Raidernick to use the models in ROEngines.
  2. I am good with anyone updating / fixing / releasing / destroying anything to do with this. I haven't messed with it in a really long time as my time has been moved to Realism Overhaul.
  3. Hello all! I am looking for a solution to the following situation. I want to pay an amount of funds based on how much of a resource was delivered to a specific orbit. This isn't something that can be set in the contract beforehand, it all depends on what the player does. Basically it works as a BONUS payout. So there will be the regular reward in the contract, and then based on how much resources there are, it is paid out in addition. I am almost positive I have made contracts with bonus payouts before, but cannot remember the syntax on it. Thanks!
  4. Yes, in regular KSP, there is very little to gain from having an actual space station. The main thing that it can provide is a refueling spot for crafts heading to Duna and beyond.
  5. Sorry, I understand the situation now. OK, the contract they will have to complete will be the most Payload they would have to carry. So do not worry about the payloads. It will be handled with a proper contract design.
  6. Payload is just a requirement of the contract. It is essentially a resource that needs to get to a specific orbit.
  7. No worry, I had to run. Once the specific craft proves that it can accomplish the mission, then, once it is built again, the player can choose to automatically accomplish the same contract.
  8. Essentially yes. This is what we would want: Contract A is offered. It has requirements of X amount of Payload to Y Orbit Player launches a craft that achieves the contract The player can now build that same craft (using KCT of course) and the contract would be simulated Profit
  9. Hey @linuxgurugamer Over at Realism Overhaul / RP-1 we are looking to use this to automate some of the repeatable contracts that exist. From what it looks like, my guess is that it would not interface (as it is currently written) with Contract Configurator to recognize a New Vessel and then give credit for a completed contract? If it does not, would that be something that could be added? If yes to the above, would you be willing to have it supported for 1.7.3 as well (since no Kopernicus still)? THANKS! Pap
  10. I think I prefer having the buttons on the screen. I don't care about the clutter and I think it is more straightforward for the player. Whichever one "wins", I think it is an AWESOME addition and thanks to @todi for the initial PR!
  11. RP-1 Realistic Progression One Welcome to Realistic Progression One (RP-1), one of the most challenging and rewarding experiences available in KSP. RP-1 provides a well-developed and carefully balanced career mode for use in conjunction with Real Solar System (RSS) and Realism Overhaul (RO). As the sequel to RP-0, realism, features, and gameplay experience are improved and deepened. We used to say that it was a lightweight career addon, but it has become a lot more in the recent years. RP-1 is the ultimate community effort. There have been contributions from 76 different community members since the inception of the project so many years ago. As RP-1 has grown and matured, the need for better documentation has grown as well. Community members @nepphhh and @Norcalplanner have put in a tremendous amount of time to create detailed documentation that provides installation instructions and gameplay tips and tricks. Join us on our Discord Server! https://github.com/KSP-RO/RP-0/wiki Completely rewritten and updated, the RO/RP-1 wiki is the current and future home of up-to-date information for RP-1 players both new and experienced. The wiki includes: • Introduction to RP-1 and overview of the mod’s main features • Easy-to-follow installation instructions • Comprehensive and annotated mod recommendations list • Loads of guides for new players • Troubleshooting and help for broken installations and rocket design • Frequently-updated FAQs and How-To guides • Myth-busting false KSP lessons to help ease the transition from Kerbin to Earth • A first launch tutorial with thoughtful discussion and careful explanations • Links to other important resources to help get you started with Principia, ROKerbalism, kOS, and Mechjeb PVG ascent guidance Check out this awesome video from The Destroyer that shows off some of the crafts that have been made by this awesome community! Download & Installation Download from Github Also Available from CKAN Follow all instructions from the RP-1 Wiki or no support will be given! Installation Instructions Licensed under CC-BY-4.0 Here is a collection of images taken by RP-1 career players: https://imgur.com/gallery/QUMU6JA All credit goes to everyone that has contributed to this huge undertaking. Especially: @NathanKell @pjf @siimav MikeOnTea @rsparkyc Wrobz
  12. Hey @whale_2! I am wondering if you would be alright if I took the code for your runway fix and integrated it directly into the RSS.dll? As you mention, it fixed a LONG, LONG, LONG time issue that has plagued us for a long time!
  13. I don't have a starting build to go with, but I am interested in building a new computer. I want to keep it to less than $1500 USD and if I can be significantly less than that, it would be ideal. I mainly play KSP, KSP2, Minecraft (heavily modded), and some Paradox stuff. I would like to be able to play KSP2 with some decent graphics, but I don't need FPS 4K gaming. My last upgrade was 6 years ago and I would assume my next one would be at least as far away. I REALLY do not care what this thing looks like, I need no pretty colors and no pretty cases. Thanks for the help!
  14. Don't know if you have your answer already, but I was told that the dirty Window call has been changed so you have to approach it differently to get an update.
  15. The fork of CustomBarnKit for RO does have the ability to gate building levels behind tech tree unlocks. I haven't looked at the code, but maybe by looking at it and reverse engineering it, you can accomplish your goal.
  16. It is absolutely possible to do and there has been a lot of work on it by some people (namely @ferram4): https://github.com/ferram4/ProcEngines/tree/master/ProcEngines Also @soundnfury has made a different style, but much simplified version: What it really boils down to is that the mathematics behind it, and everything that affects it, and the limitations based on materials and technologies, and the fact that it is ACTUAL rocket science is the reason it is such a high barrier of entry to get one completed.
  17. When they are below about 0.23m, they have a negative decoupler power and KSP does not like that.
  18. If I have to guess, you have an SSTU procedural decoupler on there that is smaller than 0.25m, make it at least 0.25m and the problem will be fixed.
  19. Why not just create a procedural part with Lead Ballast in it? After I posted I realized that my answer comes from a place of Realism Overhaul and Real Fuels where the tanks are easily configured like that.
  20. We have talked to the KSP devs about this. It has to do with how the struts are handled and an event not firing. It should be fixed with the next KSP bug fix patch and then we can look at what we need to do to get it working.
  21. If you look here: https://github.com/KSP-RO/ROEngines#where-are-my-parts I give instructions on how to show the hidden parts using Patch Manager. I apologize as I thought I included these instructions before. SSTU is very broken in RO 1.6.1 due to some massive changes from SSTU side of things.
  22. How can you use the Launch Camera on the pad? I am assuming I am missing something, but in order to use it, doesn't that mean it needs to be attached to the craft you are launching?
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