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pap1723

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Everything posted by pap1723

  1. OK, I moved the stuff around and I completely agree with you! The H-1C was exactly the same as the H-1D, one was the exterior engines and the other was the interior engines.
  2. There was a mistake in the tree with the Advanced Metal Works tech slot. That has been fixed. Also, I found the error with the 5m Fairing. There will be an update tomorrow (Friday at the latest)!
  3. Hello @nightingale Is it possible to square numbers? Or more importantly to take square roots and cube roots of numbers? I am trying to accomplish figuring out the SMA required for a Synchronous orbit. In order to do this I need to get the cube root. In Excel it operates like this: number ^ (1/3) The operator ^ is to take the power of something. Thanks!
  4. Please see the spreadsheet that I am linking on here as I may or may not be grouping things in the right area. For example, the Sarnus rocket parts that are included in the release so far are parts for the S-I and S-IV stages that were originally used on the Saturn I which had its first launch in 1961. If these parts are supposed to be representing the S-IB, then I will of course move them. OK, instead of asking about individual items, I am going to post the Spreadsheet that I use to figure out when the things should be placed on the Tech Tree as well as what I thought they corresponded with based on the names, descriptions and values. If things need to change, I absolutely will move them as BDB is one of the types of mods that works perfectly with a tree like this. https://docs.google.com/spreadsheets/d/1F6xfr26PzXLv3ZGT1kw9fFciDRWhciK5FN6TJixorKI/edit?usp=sharing
  5. This! This is needed! I manually do it now through Config files, but it is painful when mods get updated.
  6. THNAKS Porter John! I look forward to seeing your streams! See this link: https://docs.google.com/spreadsheets/d/1M84iOCHrRSnigvD8HLR__cQCToDachJohacKVtVZEb8/edit?usp=sharing There are the correct altitudes to get to Geostationary, Half stationary, etc.
  7. Gemini 7 should be launched first and should be up in orbit for 10 days and then you should launch Gemini-6 to go and Rendezvous with it and then you should return both pods home.
  8. VERSION UPDATE!!! This will fix all of the contracts not generating. This should also not ruin any previous saves. Brand New Financial Reward System - This is completely based on the radius of your Home Planet. If you have a larger size Homeworld such as a resized Kerbin or RSS build, then the funds rewards will adjust accordingly to meet the increase costs required to accomplish mission goals Zond Orbit Parameters updated REMOVED: Venera 3 as it was essentailly a failed mission and Venera 4 was a repeat Fixed Phobos 2 prerequisite to allow mission to actually fire correctly Adding correct sorting for all contracts so they will show up in order in the Mission Control building interface Fixed prestige settings of all missions Apollo 14 and Apollo 16 will go to Minmus (unless you have some version of RSS installed and then it will be the Moon) Fixed issue where Venera 9 wouldn't check off Orbit Parameter when switching to the Lander
  9. This may have been addressed somewhere, but I have read back about 5 pages so I didn't see it. The LEM works for me if I use different legs as has been discussed, however, my Kerbals cannot leave the LEM to do an EVA as the game says that the hatch is obstructed. Is this a known issue? Thanks!
  10. This will be fixed for the next version release. Thanks for the feedback!
  11. So I just looked, the boosters you are referring to are the Muo 1 based off the Atlas 1 that was developed and had the first flight in 1990. The Atlas you are thinking of is the Atlas LV-3B which is properly unlocked with the Muo engines in Tier 4 at the time of the Mercury missions.
  12. What mod are you referring to? I probably mistyped a part, however, there are also Atlas variants that have been created up to modern day and are still being modified.
  13. So you have your main CONTRACT_GROUP of Giving Aircraft a Purpose, that does not get a sortKey, it is not needed. Each group underneath it does get one however and you can put them in any order you want. My rule of thumb has been to separate them by 5 so that if I add contract groups later, I can insert it wherever I want without having to change a bunch of other values. CONTRACT_GROUP { name = SSI Aerospace-Economy displayName = SSI Aerospace Market minVersion = 1.17.0 agent = SSI Aerospace maxSimultaneous = 0 maxCompletions = 0 } CONTRACT_GROUP { name = SSI Aerospace displayName = SSI Aerospace Contracts minVersion = 1.17.0 agent = SSI Aerospace maxSimultaneous = 0 maxCompletions = 0 sortKey = 1 } CONTRACT_GROUP { name = Kerbal Aircraft Builders displayName = Kerbal Aircraft Builders minVersion = 1.17.0 agent = Kerbal Aircraft Builders maxSimultaneous = 1 maxCompletions = 0 sortKey = 6 }
  14. They are on my list to support in the future, don't know when I will get to them though.
  15. I just wanted to let people on here know that I have included BDB in the Historical Progression Tech Tree. The parts will unlock at the proper places on the tech tree. I love what you guys are doing!
  16. Version 1.6 Update NEW MOD SUPPORT Airplane Plus Bluedog Design Bureeau RemoteTech US Rockets updated to latest version
  17. Yes, that is the right syntax. Sorry I was on mobile and didn't have it in front of me. It has something to do with the new way the contracts are generated since 1.15. But trust me, I was pulling my hair out because my contracts wouldn't generate. Then I figured out it needed to be a false requirement.
  18. When that happens, it means that you did not install the RSS Textures, or did not install them correctly.
  19. Hey Jimbodiah, Here is a link to a Google Sheet with all of the relevant information on there: https://docs.google.com/spreadsheets/d/1M84iOCHrRSnigvD8HLR__cQCToDachJohacKVtVZEb8/edit?usp=sharing
  20. Hi @megaman, That is actually how it is supposed to be working. Many of the parts got moved to the first tier of nodes. It costs very little science to unlock however. NICE! The problem with trying to get this to work with RO is that there is a lot of changes that RO makes to the parts and game. I don't completely understand them so it will be a while (if ever) before I sit down to determine where everything should be placed. As far as RP-0 is concerned, there are so many changes to the techs and tech tree that it would be difficult to get tthem to match how the RP-0 creators intended.
  21. I have borrowed and used ideas from many of the great mod authors from this thread and I wanted to provide something that I thought works really well for Contract Packs. @nightingale has done a great job of making it so that these Contract Packs can work whether the player is using the stock system, or any other number of the custom universes that are out there. One of the biggest things that I have found is that there is a big discrepancy in the amount of rewards that the player should receive depending on the size of the solar system they are using. I came up with what I think is a rather clever system. The Funds Rewards and Advances are all based on the Radius of the Home Planet. That way, if the player is playing on stock size, 2x, 6.4x or RSS scale, the payouts would scale with the sizes. Now, there will obviously still need balancing based on your contract system, but these are the numbers that I have found work for what my contract pack looks to do. The great thing about this is that you can change the payouts of all of your contracts very quickly by changing only a couple of numbers. The information for payouts is stored in a DATA node that is loaded with the CONTRACT_GROUP. This allows the payouts to be available for every contract. Here is my syntax: DATA { type = double Kerbucks = ( HomeWorld().Radius() / 1000 ) * 20 Kerbucks2 = (( HomeWorld().Radius() / 1000 ) * 20 ) * 2 Kerbucks3 = (( HomeWorld().Radius() / 1000 ) * 20 ) * 3 Kerbucks4 = (( HomeWorld().Radius() / 1000 ) * 20 ) * 4 Kerbucks5 = (( HomeWorld().Radius() / 1000 ) * 20 ) * 5 Kerbucks6 = (( HomeWorld().Radius() / 1000 ) * 20 ) * 6 Kerbucks7 = (( HomeWorld().Radius() / 1000 ) * 20 ) * 7 Kerbucks8 = (( HomeWorld().Radius() / 1000 ) * 20 ) * 8 Kerbucks9 = (( HomeWorld().Radius() / 1000 ) * 20 ) * 9 Kerbucks14 = (( HomeWorld().Radius() / 1000 ) * 20 ) * 14 Kerbucks17 = (( HomeWorld().Radius() / 1000 ) * 20 ) * 17 Kerbucks21 = (( HomeWorld().Radius() / 1000 ) * 20 ) * 21 Kerbucks42 = (( HomeWorld().Radius() / 1000 ) * 20 ) * 42 Kerbucks125 = (( HomeWorld().Radius() / 1000 ) * 20 ) * 125 title = Money, money, money, money! } I understand that the code cold be cleaned up a little, but this is what worked best for me. Here is what it is doing: It takes the radius of the planet, which is returned in Meters and converts that to kilometers. Then it multiplies that value by 20 to get the base value for each contract. Stock Kerbin = 12,000 base payout (600,000 m Radius / 1000 = 600 * 20) 2x Kerbin = 24,000 6.4x Kerbin = 76,800 Half Size RSS = 63,710 RSS = 127,420 The rest of the values allow me to control the rewards and payouts for each individual contract. My numbers correspond to the amounts that I want to reward for each contract. Obviously there are times where the numbers do not work out perfectly, but I believe those are rare situations. You could also simplify it by just taking the radius of the planet and dividing it by 100. For Kerbin, that would give you a base value of $6,000 and for RSS it would give you a base value of 63,710. When it comes time for you to set the rewards for your contracts, it is very easy to reference: rewardFunds = @HistoricalProgression:Kerbucks advanceFunds = @HistoricalProgression:Kerbucks2 The @ sign is what calls the data, the part before the : (colon) is the name of the Contract Group and then obviously afterwards are the variables that you are calling for each contract. Hopefully this makes sense to all of you and please let me know if you have any questions about how I implemented it and anything that I may have not made clear.
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