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Everything posted by pap1723
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[1.2.2] Half Size RSS v1.7 (Updated 2-8-2017)
pap1723 replied to pap1723's topic in KSP1 Mod Releases
Cloud configs are not included as of yet. It is something I am not very good at so I am trying to learn how they work. I will hopefully update them sometime soon. There really should not be any conflicts with other mods. Really, the only issue would be if another Kopernicus planet pack existed in the same install. I have been playing the test version with 60 mods that are visual, parts packs, life support, etc. -
[1.2.2] Half Size RSS v1.7 (Updated 2-8-2017)
pap1723 replied to pap1723's topic in KSP1 Mod Releases
Thanks for the kind words! I will be creating a new Delta-v map for the mod, but it takes about 6650 Delta-v to get to a Low Earth Orbit. If you use an existing RSS Delta-V Map, you can figure out the requirements with the following math: Square Root of 0.5 x Number shown on Delta-V Map -
[1.2.2] Half Size RSS v1.7 (Updated 2-8-2017)
pap1723 replied to pap1723's topic in KSP1 Mod Releases
Thanks @Starstrider42! I modified the one that was with RSS to HalfRSS sizes, I will look more into the one you just provided as well! -
Half Size Real Solar System (5x Kerbin scale) HalfRSS is a mod that uses the great work from @NathanKell and creates our Real Solar System in a smaller scale in KSP. At half the size of the RSS, HalfRSS is still 5 times larger than stock KSP and provides a huge challenge to players, but can be achieved with stock parts. I always loved the idea of playing in our Real Solar System, but I am not a good enough player to be able to accomplish that on the grand RSS scale. The guys over at Stock Size RSS gave me the inspiration for this with their awesome work, but I found that size to be easier than I hoped for. I am hoping that this is a good balance between stock sizes and full size RSS. You can play this without using Realism Overhaul and without having to create super huge launchers to get anywhere. SPECIAL THANKS: @NathanKell and the entire Real Solar System group for creating almost everything that is released in this mod @CaptRobau for letting me use his planets Thatmo and Slate from the Outer Planets mod as two of the Dwarf Planets that we know almost nothing about @OhioBob for creating the atmospheres that are present in the mod The entire Kopernicus team for creating the mod that makes this all possible! @Thomas P. @NathanKell @KillAshley @Teknoman117, Bryce Schroeder @ImkSushi and @pozine for their work on Real Solar System Expanded that provided Ceres and Vesta PLANETARY BODIES INCLUDED: DOWNLOAD: GITHUB: https://github.com/pap1723/HalfRSS/releases SPACEDOCK: http://spacedock.info/mod/787/Half Size RSS https://github.com/pap1723/HalfRSS-Textures/releases - These are the textures that are necessary to download Included in the download: Half RSS Mod files Module Manager (by @sarbian, @swamp_ig, @ialdabaoth) See thread for details, license, and source: http://forum.kerbalspaceprogram.com/threads/55219 Kopernicus - See thread for details, license, and source: http://forum.kerbalspaceprogram.com/threads/114649 A configuration for Custom Asteriods by Starstrider42. See thread for details, license, and source: http://forum.kerbalspaceprogram.com/threads/80483 INSTALLATION: Extract to KSP/GameData. You should have one dll (Module Manager) in the root of GameData, and three new folders: HalfRSS, Kopernicus and ModuleFlightIntegrator. However, you are NOT DONE YET. TEXTURE INSTALLATION: Now, you must select a texture resolution. Download a pre-made pack (8192, 4096, or 2048) and then, if desired, selectively replace with different-resolution texutres. Note that 8192 is dangerous: you will almost assuredly run out of memory on 32-bit versions of the game. You can get the textures from: https://github.com/Pap1723/HalfRSS-Textures Go to the releases page and grab one of the resolution packs, then (optionally) get replacements from the repo itself. The path of the folder will be KSP/GameData/RSS-Textures Make sure you download from here and not the other RSS versions. There are additional biomes as well as additional planets that are included with the HalfRSS version. RECOMMENDED MODS: Custom Asteroids by @Starstrider42 - http://forum.kerbalspaceprogram.com/index.php?/topic/72785-11x-custom-asteroids-131-may-7/ Parts Mods can be helpful to have larger launchers (SpaceY, RealScaleBoosters-use stock config, KW Rocketry, etc) This list will continue to grow as I add more of the mods I love to use with it FUTURE PLANS: Create RemoteTech Configs (this is done, just need to test for release) Configs for AntennaRange (this is included, but need to test for ranges) Configs for Kerbalism New Science definitions for new planets and moons Height maps for all of Saturn's moons New Biomes for all of Saturn's moons More, much, much more! CHANGELOG Version 1.6 Updated Kopernicus and ModuleFlightIntegrator to newest version Changed Time Warps to be same as RSS (much faster than stock) Version 1.5.1 Europa Hotfix (actually included the correct file this time) 1.5 Planet Config Issues YOU MUST DELETE YOUR HalfRSS FOLDER FROM YOUR MAIN GameData FOLDER PRIOR TO INSTALLING THIS UPDATE Fixed an issue where Miranda, Ariel, Oberon, Umbriel and Europa were not loading 1.4 Visual Atmosphere fixes Updated visual effects of atmospheres 1.3 RemoteTech Fixes - June 27, 2016 Updated all configs for RemoteTech compatibility Modified all RemoteTech antennas to work with the new size Modified high space over Earth value 1.2 Major Bugfix - June 24, 2016 Fixed the way that gravity parameters were being calculated. Thanks @MattMarquo 1.1 Updated Release - June 23, 2016 Updated Kopernicus to the newest version that fixes bugs in 1.1.3 Updated the Custom Asteroids config with a file provided by @Starstrider42 1.0 Initial Release - June 23, 2016 LICENSE: CC-BY-NC-SA If I have made the error of forgetting to include you in my thanks, or if I did not give you credit for work that is yours, I sincerely apologize. Please contact me and I will fix this oversight immediately!
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@NathanKell I know the release version is on Github, but it has the old version of Kopernicus so it is not working with 1.1.3. If you delete the Kopernicus folder from your download and use the new Kopernicus 1.1 from their site it works. Just wanted to let you know!
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
pap1723 replied to nightingale's topic in KSP1 Mod Releases
So I took your advice and it works! But there is a slight issue. in the Contract Debug screen it is showing as the following error: [WARNING] ContractConfigurator.PartValidationFActory: CONTRACT_TYPE 'Sputnik-1'; PARAMETER 'HasAntenna' of type 'PartValidation' unexpected attribute 'partModuleType' found, ignored. The strange thing is that the requirement is not ignored and it is correctly attributed when there is an Antenna on the craft. Here is the contract: CONTRACT_TYPE { name = Sputnik-1 group = EarlyMissions title = Sputnik 1 notes = Launch the first artificial satellite of HomeWorld() synopsis = Launch Sputnik 1 into orbit of HomeWorld() description = The Sputnik 1 spacecraft was the first artificial satellite successfully placed in orbit around the Earth and was launched from Baikonur Cosmodrome at Tyuratam in Kazakhstan, then part of the former Soviet Union. The Russian word "Sputnik" means "companion" ("satellite" in the astronomical sense).\n\n<b><color=white>Objectives:</color></b>\n\n1. Design an unmanned rocket with an antenna \n2. Launch the Rocket \n3. Reach Orbit \n\n Significance:\n Sputnik 1 was the first artificial satellite orbiting Earth. \n\n Historical Launch Date: October 4, 1957 completedMessage = Success! Sputnik 1 is one of the most significant events of the Space Race between the USA and USSR. This monumental achievement was proof of how far ahead the USSR were at this point in history. prestige = Trivial minExpiry = 1 maxExpiry = 30 agent = USSR deadline = 70 maxCompletions = 1 cancellable = false declinable = false targetBody = HomeWorld() rewardScience = 5 rewardReputation = 5 rewardFunds = 15000 failureReputation = 10 failureFunds = 30000 advanceFunds = 20000 weight = 999 PARAMETER { name = Sputnik1 type = VesselParameterGroup title = Launch the Sputnik 1 probe into orbit. define = Sputnik 1 PARAMETER { name = Crewmembers type = HasCrew minCrew = 0 maxCrew = 0 title = Unmanned } PARAMETER { name = HasAntenna type = PartValidation partModuleType = Antenna minCount = 1 title = Craft has a transmission device } PARAMETER { name = Orbit type = Orbit targetBody = HomeWorld() minAltitude = @targetBody.AtmosphereAltitude() disableOnStateChange = true } } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = V-2 minCount = 1 maxCount = 1 cooldownDuration = 0d } }- 5,228 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
pap1723 replied to nightingale's topic in KSP1 Mod Releases
Thank You! I will let you know about the Rich Text markup. Another question...when using PartValidation, can I use partModule = Antenna ? I am trying to limit the amount of coding I need to do, but I ran into an issue where I was running RemoteTech and it would not recognize partModule = ModuleDataTransmitter as it changes the name. This is the code that is in the stock Squad Contracts that I was wondering if it is useable to make it easier coding... MODULE_DEFINITIONS // Modules that contracts consider for certain things { Antenna = ModuleDataTransmitter // Part module considered to be an antenna by career Antenna = ModuleLimitedDataTransmitter // Part module considered to be an antenna by career Antenna = ModuleRTDataTransmitter // Part module considered to be an antenna by career Antenna = ModuleRTAntenna // Part module considered to be an antenna by career Dock = ModuleDockingNode // Part module considered to be a docking port by career Grapple = ModuleGrappleNode // Part module considered to be a claw grappler by career Power = ModuleGenerator // Part module considered to be a power generator by career Power = ModuleDeployableSolarPanel // Part module considered to be a power generator by career Power = FNGenerator // Part module considered to be a power generator by career Power = FNAntimatterReactor // Part module considered to be a power generator by career Power = FNNuclearReactor // Part module considered to be a power generator by career Power = FNFusionReactor // Part module considered to be a power generator by career Power = KolonyConverter // Part module considered to be a power generator by career Power = FissionGenerator // Part module considered to be a power generator by career Power = ModuleCurvedSolarPanel // Part module considered to be a power generator by career }- 5,228 replies
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[1.2] Kerbal Kommander: a new way to play KSP
pap1723 replied to gagarinekerman's topic in KSP1 Mod Releases
This sounds very interesting. You should follow the rule of no images, no clicks! People want to see your work.- 275 replies
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The issue is with Kopernicus. Once that gets updated, then you'll be able to play the RSS update.
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
pap1723 replied to nightingale's topic in KSP1 Mod Releases
Thanks a lot for updating already! A couple of questions for you...I know that you can create a new line in the text areas by using \n but are there other ways to add underline, or bold? Second question...I have a contract that I created that generates a tourist. He is actually a Chimpanzee that is used as a test subject for the Mercury-Redstone. I have the contract set up so that MaxCrew = 0 and that having teh tourist on board is mandatory. The Uncrewed portion of the contract cannot be completed when I add the tourist in. Is this an issue in the way I am trying to implement? Thanks!- 5,228 replies
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The issue with ScanSat and SSRSS has to do with the changing sizes. Sigma dimensions rescaled the ideal Heights correctly based on the numbers changing. The issue with SSRSS is that they are changing the ScanSat values twice. RSS has a config file that fixes the ScanSat values for their larger planets. This file still exists in SSRSS. Sigma then changes this file that overwrites the correct file back down to 1/10th of the proper values.
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[1.11] RemoteTech v1.9.9 [2020-12-19]
pap1723 replied to tomek.piotrowski's topic in KSP1 Mod Releases
Looking for a little bit of help please. I am creating a mod that is 5x larger than KSP and am re-working all of the antennas. I do not need help on figuring out the numbers for distances or editing the config files, but I DO need help on cone angles. I have done the trigonometry involved with it and I understand how to calculate all of it, but I am curious what the players of Remote Tech think... Should I change the sizes of the cones to cover the entire SOI of the planet the antenna is designed to reach to? Or should I have it cover a smaller area that would cover all of the planets moons? This is an issue because of the huge distances out at 5x scale. Thanks for your help! -
[1.5.1] Cacteye Optics Community Takeover: Updated 10/22/2017
pap1723 replied to icedown's topic in KSP1 Mod Development
@icedown I am glad to see that you are working on this and good luck with the camera issues! I have an idea and I guess a request. There are big differences in the technology that make up many of the orbital observatories that have been launched throughout the years. As part of the interchangeability of the mod parts, how hard would it be to add different types of telescopes? What I mean is this...could it be made where different types of telescopes are used based on technology. The way it has worked in our history is that we went from Orbital Ultraviolet Telescopes to Infrared to Microwave to Hubble. -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
pap1723 replied to nightingale's topic in KSP1 Mod Releases
I am trying to write a satellite contract that requires a synchronous orbit. Is there an easy function that allows me to pull the sidereal period of a body to be orbited? Thanks again for your great mod!- 5,228 replies
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[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
pap1723 replied to sDaZe's topic in KSP1 Mod Development
How do I do this with my multiple monitors!?- 2,401 replies
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[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
pap1723 replied to sDaZe's topic in KSP1 Mod Development
How do you run KSP on multiple monitors!?- 2,401 replies
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I would maybe create a new Github for it?
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
pap1723 replied to nightingale's topic in KSP1 Mod Releases
@nightingale I apologize if this is an easy one, but I cannot find the logic anywhere in the stock contracts or in the documents for the mod. Can I set a parameter so that a mission has to travel a certain distance away from where it starts? Essentially I want to require that a missile has to travel a certain distance to be considered an ICBM. Thanks and sorry if this is an easy one that I missed!- 5,228 replies
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[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
pap1723 replied to sDaZe's topic in KSP1 Mod Development
I didn't modify any of the visual settings as you guys have done a great job of making it look great. Any settings you recommend changing- 2,401 replies
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[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
pap1723 replied to sDaZe's topic in KSP1 Mod Development
Did something change with the 1.1.1 release? In the 1.0.9 version that I was playing before, I was running Ultra EVE and SVE settings with no framers the issues. Now my framerates are very low until I get to about 50k on Earth. I am only using Medium settings and I still get the issue.- 2,401 replies
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[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
pap1723 replied to sDaZe's topic in KSP1 Mod Development
OK all, I have figured out the culprits of the SCANsat issues. There is a config file in the Sigma installation that modifies the altitudes based on the rescale that Sigma provides. What it is doing is essentailly changing the altitude heights of the scanners to 1/10th of their normal size. If you remove the SCANsat config file from the Sigma directory then you are good to go!- 2,401 replies
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[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
pap1723 replied to sDaZe's topic in KSP1 Mod Development
Actually, scanning on Earth is not working. I am trying to do an Altimetry scan. I tried with the config file removed and I also tried with the config file in the folder. It is strange that it doesn't work now but was working back before.- 2,401 replies
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Frustration in the VAB
pap1723 replied to Lunar Sea's topic in KSP1 Gameplay Questions and Tutorials
It sounds like you need to change the the root part of your Rover. I have run into that issue with ComSats to put onto a launcher. When I had the probe core as the root part they wouldn't attach to the new ship. When I changed the root part to a Decoupler on the bottom of the ship, they attached just fine. Hope that helps. -
[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
pap1723 replied to sDaZe's topic in KSP1 Mod Development
Sounds like you didn't install the RSS Textures- 2,401 replies
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[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
pap1723 replied to sDaZe's topic in KSP1 Mod Development
There is a config file in the SSRSS compatibility folder for ScanSAT. Delete that file and all is good.- 2,401 replies
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