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Everything posted by JohnMcLane
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
JohnMcLane replied to Theysen's topic in KSP1 Mod Releases
Try to make a Ro config for the RCS from Nearfuture Spacecraft. Question 1:The thruster works, but i see no plume....any ideas why?! Question 2: See below the code. RCS Thruster: //// Near Future Spacecraft 0.5.4 // Shielded 5-Way RCS Block PART { // --- general parameters --- name = rcsblock-aero-5way-1 module = Part author = ChrisAdderley // --- asset parameters --- MODEL { model = NearFutureSpacecraft/Parts/RCS/rcsblock-aero/rcsblock-aero-5way-1 position = 0.0, 0.0, 0.0 scale = 1,1,1 rotation = 0, 0, 0 } scale = 1 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_attach = 0.00, -0.0, -0.00, 1.0, 0.0, 0.0 // --- editor parameters --- TechRequired = specializedControl entryCost = 1800 cost = 65 category = Control subcategory = 0 title = #LOC_NFSpacecraft_rcsblock-aero-5way-1_title manufacturer = #autoLOC_501631 description = #LOC_NFSpacecraft_rcsblock-aero-5way-1_description // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,0,0,0 // --- standard part parameters --- mass = 0.05 dragModelType = default maximum_drag = 0.001 minimum_drag = 0.001 angularDrag = 2 crashTolerance = 15 maxTemp = 2300 bulkheadProfiles = srf tags = #LOC_NFSpacecraft_rcsblock-aero-5way-1_tags // --- rcs module parameters --- EFFECTS { running { AUDIO_MULTI_POOL { channel = Ship transformName = thrustVector clip = sound_rocket_mini volume = 0.0 0.0 volume = 0.1 0.0 volume = 0.5 0.025 volume = 1.0 0.1 pitch = 0.0 0.75 pitch = 1.0 1.5 loop = true } MODEL_MULTI_PARTICLE { name = FX1 modelName = NearFutureSpacecraft/FX/fx-rcs-large-01 transformName = thrustVector emission = 0.0 0.0 emission = 0.1 0.0 emission = 1.0 1.0 speed = 0.0 0.8 speed = 1.0 1.0 } MODEL_MULTI_PARTICLE { name = fx2 modelName = NearFutureSpacecraft/FX/fx-rcs-small-01 transformName = thrustVector emission = 0.0 0.0 emission = 0.2 0.0 emission = 1.0 1.0 speed = 0.0 1.0 speed = 1.0 1.0 localRotation = 0, 0, 0 localOffset = 0, 0.1, 0 } } } MODULE { name = ModuleRCSFX thrusterTransformName = thrustVector thrusterPower = 0.7 tagingEnabled = False resourceFlowMode = STAGE_PRIORITY_FLOW resourceName = MonoPropellant runningEffectName = running atmosphereCurve { key = 0 280 key = 1 100 } } } My config: @PART[rcsblock-aero-5way-1]:FOR[RealismOverhaul] { %RSSROConfig = True @PhysicsSignificance = 0 !MODULE[TweakScale] { } @mass = 0.00379 @MODULE[ModuleRCS*] { @name = ModuleRCS @resourceFlowMode = STACK_PRIORITY_SEARCH @thrusterPower = 0.445 !resourceName = DELETE PROPELLANT { name = MMH ratio = 0.456 } PROPELLANT { name = NTO ratio = 0.544 } @atmosphereCurve { @key,0 = 0 300 @key,1 = 1 100 } } } Question 2: If i want to be free to choose which fuel the thruster should use, i need to add a Module [ModuleEngineConfigs] where i add a configuration: @MODULE[ModuleEngineConfigs] { @configuration = Nitrogen } Thanks!- 2,215 replies
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
JohnMcLane replied to Theysen's topic in KSP1 Mod Releases
Noticed that, some idea what needs to be done with the RO Patches? With some pointing i could try fixing it.- 2,215 replies
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Do someone here knows whats going on with Real Exoplanets? AndrewDraws closed the thread and the download link isnt available anymore. I read he wanted to do something new in that direction (" I'm thinking about creating a new mod that is like RSS Expanded but a million times better. "). I am starting to get out of destinations in my RO game and wanted to add the exoplanets mod.... nooooo
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
JohnMcLane replied to Theysen's topic in KSP1 Mod Releases
Thank You! Great Work again, there is no better way teaching your daughter about rockets, than with Kerbals and RealismOverhaul- 2,215 replies
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Thanks for the reply. I checked, i used CC 1.27.2 for 1.3.1 and 1.27.1 for 1.6.1. I am not sure why this is... if its not a common problem i am glad. I dont use Scansat, so i dont care if i dont have the scansat option on the us probes. If there is something more that i can figure out i let you know...
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You can hover over them on ckan an get the info: stars are dependencies, thumps up are recommendations and i symbols are suggestions. Backports are mostly for 1.3.1 because some mods are only getting further developed on the newer versions of the game, like 1.6 and 1.7. And the team wanted some of there functionality so they backported them to work with 1.3.1.
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I installed Rp-1 in 1.6.1, no problems so far. RP-1 Contracts show in new game settings, but if i add Raidernicks US Probes pack, the contracts disappear. With probe pack dependencies and without US Probe pack contracts are there... will test if thats the same in 1.3.1 Edit: with RP-1 V1.0 the problem wasnt there i could play with the US probes pack and had Contracts available. With V1.1.1 the problem appeared. Can someone confirm that or do i have the problem alone? LOG: https://drive.google.com/open?id=1seFb7BhtHsZJJ6m7fAMRSJM2JkDKXM-L SOLVED: deleted the RN_US_Probes->Rn_Scansat.cfg and it works again.
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There are some part changes that caused some of my craftfiles to not work anymore. Did not check if RO or RP-1 related. But there seems to be a problem with the RP-1 contracts not showing up. Did two installs, both via https://github.com/KSP-RO/RP-0/wiki/RP-1-v1.1-Installation-Instructions and both times there were no contracts at all. In the Settings also was no option to select the RP contracts. ContractConfigurator is version 1.27.2 RP-1 from https://github.com/pap1723/ContractConfigurator/releases/tag/1.27.2 the version file says 1.27.1. And i did delete the old version, no overwriting Someone with the same experience? EDIT: On the third try, it seems to have worked... EDIT2: There is a mod i installed not compatible with ContractConfigurator, after installing part packs, no contracts again. i will find out and post it here
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Now I installed it manually like i always do, but just the thought of doing it with ckan gave me some hope not to sit an hour on installing all the mods. On my old 1.3.1 RP-0 install, i can find RP-1 on ckan, seems something with my install is messy. nobody needs to worry about that.... Thanks for the reply anyway!!
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Sounds like you are missing parts. I the parts where locked in the techtree, you would get an locked parts message.
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kopernicus [1.3.1] Real Exoplanets v0.2.0 [12/12/18]
JohnMcLane replied to Andi K.'s topic in KSP1 Mod Releases
Can someone with game experience in this mod tell me about the perfomance you get with Real Exoplanets installed. If i remember correctly in earlier installs i had a little less frames with the mod than without?! -
[1.12] KSP-RO - Realism Overhaul [16 May 2022]
JohnMcLane replied to Theysen's topic in KSP1 Mod Releases
make a qucik config yourself, MM-Patch for the parts: @PART[partname]:FOR[RealismOverhaul] { %RSSROConfig = True @rescaleFactor = 1.625 } that would be a base, i dont know the mod, but i guess most of the parts than will be fine. LifeSupport is added by TAC. If parts have stock resources, that also has to be changed to realfuels and resources.- 2,215 replies
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
JohnMcLane replied to Theysen's topic in KSP1 Mod Releases
They work, if there is no incompatibility between mods. But they are build against stock kerbal system and maybe underpowered or not working as intended. I used Interstellar with RO, no problem, but with configs its more immersive and realistic- 2,215 replies
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
JohnMcLane replied to Theysen's topic in KSP1 Mod Releases
See first post of the thread for mods that RO is supporting, for other mods there are no RO configs yet, so there are not supported and will show in the VAB/SPH under non RO parts. And for RP0/RP1 its the same.- 2,215 replies
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I had the problem with the black textures, because of a other mod that wasnt working on my used version of ksp. Make a new install an check that every version is for 1.5.1 or post your ksp.log. That makes helping easier.
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Copy the text into a text file and name it somthing.cfg, and put it into your saves->savename->ships->vab folder
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Does the robotcontroller works for every canadarm i construct or just the on you use in your videos?
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You should ask that in the RO thread. Because there are no RO configs for all the parts of sstu. You can easily make them yourself, take a look at the Ro folder-> suggested mods->sstu for examples.
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Hey could use some input! I try to make a Space Shuttle RP0 NoCost config. Using this mod: There are two important numbers: Estimated cost per launch in 2011: ~ 450mio $; Estimated cost for whole Space Shuttle program (Launches included): ~196bill $; Estimated cost per launch 2011 ~ 450mio $ 2011to1965/1000 = 63.000$ in RP0 Money EntryCost for all parts combined = 63.000$ * 20 = 1.260.000$ in RP0 Money That are nice numbers, with recovery its a win after a few flights, of course not very realistic because of this number: 196bill $. The Development/ maintanace cost are not really included: 196.000.000.000 - (135 (flights)* 450.000.000) = 135.250.000.000 $ 2011to1965/1000 = 18.940.000$ not included in my calculations above. 18.940.000/135 = 140300 per flight needs to be added. 63000 + 140.300 = 203.300 $ per Launch (EntryCost 4.066.000$) that number on the other side is to high i think, mainly the per launch cost because i can build a proc parts shuttle for around 50.000 and allready have the Entrycost paid. What advise would you give me? Launch cost of 63.000 and the higher EntryCost, because Shuttles are expensive...1:64 cost ratio and not 1:20