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Joesk

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Everything posted by Joesk

  1. Well the way I figured it out, was to look at some of the config files for parts in the RP1 mod directory. But I think some of the ways it works have changed since the move to PLC. I see that the KNES parts have been added with RO specs, but haven't been balanced for RP0. Look in the RealismOverhaul directory in the RO_suggested_mods to see them. Then I guess try and make your own cfg adding what is needed to the parts.
  2. What I have experienced since I am still learning this stuff my self, is that not all RO parts are also RP-1 patched. I think not all of the RO patched parts have been vetted for there cost/performance so haven't added to the MMpatch for RP-1. Also another thing that could be in play is that in the difficulty setting for the RP-1 game you can set what tech level is available (Operational thru Sci-Fi) that determines what parts can be used in the game. The UI popup help text gives an idea of what is available in each setting. Again still learning this stuff myself so may be way off. When I was playing RP-1 (now known as legacy) I made my own MMpatches for parts from mods that I liked to work in RP1. But now I don't cause they have either been added or I found better ones in the new RO-engines.
  3. I had to build a new LC at 2 Tons which allowed 1-2 ton builds. I currently have a 3 ton 10 ton and 20 ton LC which seems to be good for the early carrier.
  4. Just started a new RP-1 V2.0. Like it a lot. However having an issue in the VAB. Some of the menu's (mainly the re-color window) have oversized text that makes it hard to use them cause they don't resize the windows to accommodate the larger text. Was wondering if there is a setting to change the font size for individual windows? Thank you for all the work on this mod by all of you. Here is some pics to show my issue. from before RP1 programs (legacy RP0) With RP1 ver2 UI settings
  5. It does not work with RP-1. I tried to get it to work but my knowledge of the coding is still in it's infancy. But I believe (Not sure tho) That it is a conflict between the mods with the barnyard kit mod. Since they both modify the ksc.
  6. Hmm if I restart my USSR game (I am like 4 years behind history) I might have to try this out. Cause it seems that there rockets were much heavier then ours at the time.
  7. I had that issue with the RCS on one RN pods I use. I had to enable the RCS manually since there was no way to stage it. If the RCS is stagable it should activate on stage even if it is disabled.
  8. When I was using them on my Xplanes I had to set them to deploy on ground contact. And when I would touch down they would auto deploy. I think you have to select each one if you have two to set them. For me the symmetry button didn't work. Also set the deploy time to as low as possible.
  9. I believe (i'm assuming) that all the parts mods are part of the RP1 express install from Ckan. The only parts mod I am using not part of the express install is the Fasa mod. And on the sputnik there are no parts from that mod on it. As for control on early satellites most had no avionics on them. The control for them till they are "boosted" into orbit was on the previous stage. Check out the Vanguard in the LCDev crafts. As for why the RCS wasn't working I can't tell from the picture why. If you have mechjeb installed and you can't control craft but if you max the throttle and rcs fires it might be an avionics issue. I am still learning how everything works in this game too and as in RL failures teach more then successes. Took me like 4 failed launches of my sputnik till I figured out what I was doing wrong. All the elements were there I just didn't execute correctly. RP0 is unforgiving in that aspect.
  10. I have used kerbalx to upload my soviet build ships. The sputnik I put up there will just make orbit and has science on it. Took me 4 attempts to make it though due to engine failures. You could DL it and try it. https://kerbalx.com/Joesk/RORP-sputnik-1 It will be expensive to tool tho. Also for US based craft. Try this at github https://github.com/NathanKell/LCDev/tree/main/lcdev/Ships/VAB
  11. I was wondering if the empty NoNonRO, NoNonRP0 directories are still needed with the new difficulty setting in RP1 for the speculative level of parts?
  12. Ok changed over to ksp 1.12 and loaded all the mods. But when I tried my save from 1.10 version. One craft (my Venera 1 probe for the USSR mission) has the part Microengine.V2 as missing so it doesn't load the vessel. I looked in the files for it and it is listed as both a vens part and squad part in the 1.10 ver. But in 1.12 version I can't find it. Was it a changed to a RP/RO excluded part?
  13. Quit playing for a month and this appears when I log on. Cool. But now I have to see if all the other mods I use support 1.12
  14. So adding a + to all the .dll's in the mods will clean up the logs? Did not know this. Been playing for a little bit and am just now doing more advanced stuff. Too bad there isn't an option in Ckan to just automatically add the + to the dll's. Thank you. I'll see what if it fixes anything or at least makes it clearer what mod is disrupting the RP-1 app window.
  15. Got an issue I can't figure out to correct. The RP1 App sometimes will not open the window correctly. The mod is working, but I can't change the kerbols training or view the vehicle stats in the VAB/SPH. Here is the stack trace for the error And the Info output to show mods I thought at first that the Research bodies mod was the thing blocking it, but I removed the mod and the App would still not open sometimes and it would throw the same error but instead of saying observatory it would say window size out of range. So I am thinking it is some other mod which is causing the conflict. Also sometimes I can not open the observatory either. But it doesn't throw an error. Also sometimes if the app doesn't open I can go into the VAB and if it is the first thing I open after selecting a root part, the app will begin to work. Otherwise I have to re-load the game to get it working again. As a note I have been using CKan on a clean install as suggested in the FAQ.
  16. After starting two times I have to say it is a good start to a mod. Its works as is. You can configure some beginning stats/facilities. I used the USA and Soviet starts on two builds. The USA Cape start works well. In the soviet one (Which is my main play) it says that all the facility upgrades are locked to the Canaveral KSC. I was able to go into the save file after starting it and changed all the upgrades to the Baikonur KSC with some editing. It really makes the start a lot more challanging even with the facility upgrades. I didn't get sputnik up till a year later then historical. Mainly because it starts you in 1957 and it doesn't account for engine test data you would have generated up to that point. My first 5 sputnik tries failed due to engine failures. So even though I had all the tech to build the R-7 right away it was still taking 100+ days to build If I try it again I will build test stands for the motors first. With my experience with the game. I would recommend a min of 16Gb but 32 is better.
  17. Well I guess I should have read the whole .cfg file before posting here. I found the Mod that uses it (configurablestart) was the dependency and serched github and found it. Will try it out on a quick soviet restart. Hopefully it is not too buggy.
  18. There is two ways in the KCT settings. To disable it entirely unselect the tech time button. the other is you can change the formula that it uses to calculate the time. Both are accessed by using the settings window for KCT.
  19. Just a question. I just started a new RP session and noticed a file in the RP1\Missions directory 1957Start.cfg and was wondering if it is still used? It looks like it can somehow start with different levels of research and set for different countries. Thank you
  20. Was wondering if there is a way to not have the stock parts load and just the BDB parts load? Will probably be doing another restart again due to the new update. Thanks by the way for your work on this awesome mod. Joe
  21. So thats why it has failed on me twice. The best I can do with what I have is about 100 days transit, unless I am missing something. Thats with a probe with about 2200 dv after orbital insertion.
  22. Ok. Sounds good. Didn't know about the cheat alt-f12 thing. But I did get it to complete finally by removing the vessel requirement for the docking maneuver. I tried several edits on it (I don't know the scripting language for this game) and nothing worked till I removed that. I don't know why it worked since that requirement is the same in all the previous missions that did work. At least it is a bug you can squash in an update. Thank you BTW for the mod and your work for the advancement of game. Maybe I will be brave enough in the future to try one of the realism mods with this as the guide to see if I have the right stuff.
  23. It doesn't complete the docking part. Everything else seems to work. Ive tried different vessels and different docking ports but same result.
  24. I am using this mod. Great btw. Thanks for the work. Was going good, but i am now having a problem completing the castores V mission. Its the one where you have to have a castores (Gemini) command pod and need to dock. I have tried several times in different ways, but just can't get it to complete the docking portion. Here is the mission script from my persistent save, if it helps.
  25. Just started playing last month. finally made a station. its a one piece launch for a mostly complete (at least what I can use. playing career mode). Note two can be put together to make a larger station as shown. It meets the requirements for most contracts. Seats nine kerbals has science lab and generates power. It has enough fuel and engines to get it to the mun and minus. When two together it can reach any where (I think haven't tried yet)
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