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Bornholio

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Posts posted by Bornholio

  1. On 9/27/2017 at 5:46 AM, John007qwe said:

    https://www.dropbox.com/s/fhvpbmngu3t7kkm/KSP-X-Science modified.zip?dl=0

    I added a couple lines in ScienceContext.cs

    line 385, 386 and 390

     

    It should do that already as long as you haven't loaded a flight yet, as it loads everything the first time while in the space station.

    Note and linky going on the ro/rp0 1.3.1 build sheet,  Thanks a ton

  2. 1 hour ago, JaviLL said:

    Guys, I'm having a problem with RO-RP0. The node "Survivability" has a lot of heat shields, which I desperately need hehe. Now, I researched the node and warped to completion, but the parts are not there in the VAB. Is this a known issue? What am I doing wrong?

    HEEEEEEEEEEELP! :(

    are you using a NoNonRP0 folder?  have you purchased them, are the getting messed up by filter, try typing "heat" in the VAB filter, try in sandbox if that doesn't work. 

  3. @Hunony No release yet but there is working examples, I'm running a pretty complete version using developmental branches of RO/RP0 .  If you aren't used to using github for getting mods its hard to get it working.   Look for my link above to see the spreadsheet We are tracking the state of Mods in the RO suite.  Otherwise check out Nathan Kells Rusty RP-1 videos https://www.twitch.tv/nathankell/videos.  He is using pretty close to the install I am.  Regardless there are still plenty of flaws to work out.

  4. 8 hours ago, sjsharks39 said:

    I have tried a few times in different ways and just cannot get it to work. Anyone with a working rp-1 save on 1.3.1 feel like sending me a copy of your game directory somehow? I am more than happy to prove I own the game on steam, you can add me and see my play hours on Kerbal if you wish. I just want to play 1.3.1 so badly lol

    I'll try (and post a link here) 1gig,  anyone else please try and make your own install. 

    Missing from the .zip is \Squad\ folder

     

  5. On 2/1/2018 at 9:14 AM, AlekM said:

    Hi, I've installed RP-1 on KSP 1.3.1 as per Bornholio's goldenspreadsheet. My problem is that in the VAB I can only configure the tanks for kerosene or avgas. Also the procedural SRB shows up as using solidfuel and tanks want to be filled with LFO/OX. Still the aerobee engine wants to use Aniline etc. Is this something related to RO or RP-0/-1, or rather a RealFuels issue?

    KSP.log : https://drive.google.com/file/d/1gSLNSexGjU3wNJg6mDbcxoMNdhNafPn9/view?usp=sharing

    Preferable is the output_log.txt from the KSPdata64 Folder [ie G:\SteamLibrary\steamapps\common\KSP  1.3.1 RORP0\KSP_x64_Data]  KSP.log does not have the load processing data, it does have a few things easier to find like mod list and gamedata base folder structure

    Also useful is your ModuleManager.ConfigCache from [G:\SteamLibrary\steamapps\common\KSP  1.3.1 RORP0\GameData]

    First thought is are you using the replacement RF .dll from Nathan Kell.

    Looking at the log, you have a known CC_remoteTech.dll problem (feel free to grab the replacement from the list)

    Looks like wild blue tools is possibly the wrong version

    AssemblyLoader: Exception loading 'WildBlueTools'
  6. 15 hours ago, gemini4 said:

    I seem to be having a problem with the "Early Communications Network" contract. The contract stipulated that I needed to put up four communications satellites, all connected to one another, which could cover 60% of the Earth. However, RemoteTech keeps reporting the Earth as having 0% coverage, even though many ground stations are connected to the satellites. I don't really understand why this is happening. If anyone knows how to read the KSP output logs, and could tell me why this is occurring, I would be very grateful. 

    Output Log. Note that there might be some weird exceptions where I tried to screw around with the save files to get the contract working. 

    You may need to let it run for a while in flight mode also you may need more distance or better cones, I like to do 8 Commu16's in Square a tad bit higher that needed. Better yet a 16 antenna GEOSAT quad.

     

    13 hours ago, sjsharks39 said:

    Did the spreadsheet courtesy of the guy above me, crashing on loading DeadlyReentry. Screenshot here
     

    Also, output_log here: Link on google drive

     

    When doing a complex install like RP-1 make sure you load the mods in stages, and check each time to see if it loads successfully. Otherwise its horrible to troubleshoot.  If you think DRE is the culprit just remove it (Just move its folder out temporarily). 

    You have exceptions for CC_remoteTech.dll and Kopernicus.  CC is a simple 1.3.1 conflict and i've added a fix .dll download to solve that temporarily (thanks Vader111).  Kopernicus I'd just remove and replace with latest Github Master  https://github.com/Kopernicus/Kopernicus

    Good Luck

     

  7. On 1/31/2018 at 10:24 PM, imkrazy said:

    Is FASA going to be continued? I really want to try out the mod, but it's not up to date. Does anyone plan to continue this or know of any plans to continue it?

    Here's a link to FASA's post:

    https://forum.kerbalspaceprogram.com/index.php?/topic/22888-105-fasa-544/

     

    It runs fine in 1.3.1 has a few minor flaws but otherwise will all run fine in RO/RP-0 of any flavor up to current developmental work.

    I have a PR that fixes a couple of the minor things mostly texture load errors. 

     

    i prefer running masters instead of release https://github.com/KSP-RO/FASA-RO

    but in this case release 7.2.0 is the same

  8. On 1/31/2018 at 12:52 AM, brooklyn666 said:

    How does RO deal with part volumes for KIS? I've found they're absurdly large. The FASA ALSEP parts can't fit in a 400L KIS container because it says they are something like 10,000 liters which is obviously absurd. Even the wrench is something like 3L. Is there a way to change this?

    Its supported but may need some fixes for 1.3/1.3.1  

    Anyone starting up an RP-1 career I made a list that should work well to get it all installed with notes.  Its Partial CKAN then stages in the mods that take Github or special installation to get everything running smooth  Building a RP-1 Devlopment Build  Note that a few mods are changing somewhat quickly. Several of us are running it without significant problems. Some tuning is happening based on feedback.  Feel free to leave feedback yourself, github is the best place, find the relavent issue and note away.

  9. @Lumaan

    Seeing this exception also with RP-0's Remote tech contracts

    Spoiler

    ReflectionTypeLoadException: The classes in the module cannot be loaded.
      at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
      at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0
      at ContractConfigurator.ContractConfigurator+<GetAllTypes>d__30`1[ContractConfigurator.ParameterFactory].MoveNext () [0x00000] in <filename unknown>:0
    Rethrow as Exception: Error loading types from assembly CC_RemoteTech, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null

    UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    UnityEngine.Logger:LogException(Exception, Object)
    UnityEngine.Debug:LogException(Exception)
    ContractConfigurator.LoggingUtil:LogException(Exception)
    ContractConfigurator.<GetAllTypes>d__30`1:MoveNext()
    System.Linq.<CreateWhereIterator>c__Iterator1D`1:MoveNext()
    ContractConfigurator.ContractConfigurator:RegisterParameterFactories()
    ContractConfigurator.ContractConfigurator:PSystemReady()
    EventVoid:Fire()
    <Start>c__Iterator7A:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

    gives me errors for RP-0 (developmental) contracts

    Spoiler

    ContractConfigurator.ContractType: Errors encountered while trying to load CONTRACT_TYPE 'GeoComSatNetwork'
    ContractConfigurator.ContractType: Errors encountered while trying to load CONTRACT_TYPE 'GLONASSnetwork'
    ContractConfigurator.ContractType: Errors encountered while trying to load CONTRACT_TYPE 'GPSnetwork'
    ContractConfigurator.ContractType: Errors encountered while trying to load CONTRACT_TYPE 'EarlyComNetwork3'
    ContractConfigurator.ContractType: Errors encountered while trying to load CONTRACT_TYPE 'EarlyComNetwork4'

    I'm rooting around looking the the cause since we want to get RO/RP-0 to 1.3.1

     

    My solution is this .dll CC_RemoteTech.dll

  10. weekend updates to RO/RP0 1.3.1 efforts.  https://docs.google.com/spreadsheets/d/1A7gQkIiQKi0VtRecE6p86KCKuoawZPdzk7NlaxssRJ4/edit#gid=0

    RSS master has commits for 1.3.1 if anyone would like to test, please use them.  I'm sure Egg and company would love some Principia testing feedback also

     

    DEV RO https://github.com/KSP-RO/RealismOverhaul/tree/dev is updated to run 1.3.1 as is Developmental RP0 https://github.com/KSP-RO/RP-0/tree/Developmental

    Use Master Realfuels if using either. https://github.com/NathanKell/ModularFuelSystem

    LOTS OF EDITS... Virtually everything has a 1.3.1 version either in a dev branch or master if they are not released already.

  11. On 1/4/2018 at 9:24 AM, slaintemaith said:

    Not sure if this is the place to ask, but is there still a definitive RSS/RO/RSSVE install guide out there somewhere?  I distinctly remember having all of these playing well together in 1.2.2, and even had a MechJeb version with a PEGAS mode.
    Now I'm trying to remember how to scrape it all together again...

     

    Sorry not really,  just first page, the main difficulty will be getting RSSVE working nicely. Installed straight up it will make weird color skys with dx11/ogl running.  As an Alternate some people have put up Dropbox links to a full gamedata folder. I'll scrounge for a link since mine are all messed up for dev.

    Should work fine with a CKAN install, My preference is to install most things with that, then replace the RO/RP0 folders with master version or Dev from Git.  Lamonts Peg version i do the same, install everything via ckAN then replace the folder with his latest dev release.

    Hopefully soon we will have 1.3.1 versions of everything out. have Egg (from Principia) and AWang pushing on it.  Looks like Mech Jeb will have a code base change soon, probably Lamont and Sarbian will work out the kinks and roll PEG changes in to release shortly.

  12. 35 minutes ago, Cdodders said:

    Is there a way to use MJ to land stages a-la-Falcon 9? I tried it a few times but either I focus on the stage and the rest of the rocket/payload won't continue the ascent after 2nd stage burnout and plunge back to kerbin on a ballistic trajectory, or I can't switch back to the main rocket, resulting in the previous, or I manage to switch back/stay with the main rocket but the previous stage won't try to land

    Use the Mod FMRS it will let you pilot both using save state switching. Also use Stage recovery if you are just doing it to recover the cost.  Both mods work together if needed.  This combo is also great for aircraft launcher systems and flyback boosters.

  13. 16 hours ago, Garlik said:

    Great source of informations you bring in your post, thank you for all this, should clearly help me to get started easier in this new campaign.
    Currently, besides your post and the few github wiki pages that have been updated, their is no real info on RP-1. If any of the devs come in, I'dd gladly help on writing down a new wiki/info pages for it


    I tried looking at NathanKell's youtube, he has no "RP-1" videos in it. I quickly looked into twitch (Im not a usual twitch user), only live streams are available? no saved video in there?
     

    Tech tree Testing videos used to be available.  maybe  twitch dropped them or just pushed them private? 

    Hoping NK can feel the urge to do RO stuff.  Him and Pap were really roaring this summer.

  14. 17 hours ago, Garlik said:

    Hi all, 
    Since a few months, I've finally joined the RSS/RO/RP-0 club. After years of playing "stock-ish" KSP this is a great change/challenge. ....

    Seeing an old post from @Bornholio (bellow) I see he was able to get a total of about 65 points by September 1951 and still have about a half a million $ in hand.

    I started with moderate difficulty with 400% cash rewards, that seem to be the recommended settings in RP1. If I continue the way I am doing now, I feel I'll reach 70's tech in 2000 or so... This seems wrong.

    So my question is: what am I missing or doing wrong? How to unlock faster R&D research speed and faster VAB build rates to have reasonable progression?

    Best to all!

    I was abusing every trick i could including taking missions for the upfront cash to add more points.  Decrease the cost of your rockets to the minimum to get the mission done and rush build most of them.  Get a plane started building on day one, a simple prop plane with a pusher puller configuration to be re-used for a bunch of missions and also setup to do the low level science that is hard to get early.  Get a backup rocket building and edit to adjust payloads and add mission instruments. 

    Until you make orbit the missions are grindy sounding rockets and high speed level flights. You need to move beyond this stage fast or it gets painfully slow. 

    Get those points of science spent on nodes fast to get the points early, put them mostly into VAB until you can get missions up on a rapid pace.  Only then is it worth doing science points. 

    Things i did early.  Get a pad upgrade going, make sure you buy extra pads and get a line of pads with bigger lift capabilities and keep lower tonnage ones ready to keep launch costs as low as possible.  VAB build rate is also your infrastructure build rate multiplier.  Everything you do is to bring in the money rapidly.  The first orbital missions will pay for tracking station, pad and mission control upgrades, lunar missions can be combo'd(impactor/orbiter/flyby) to dramaticly increase the pace. Plus lunar science brings points in rapidly.

    One other cheaty thing was doing SO rocketry with X-1 cockpits, its possible to do orbital also but very risky.

    Right now RP-1 dev is partly broken in training so you can hit a wall once you need people in orbit.

    If you want to see the master watch @NathanKell's twitch sessions for dev.

     

  15. 10 hours ago, hypervelocity said:

     re the resurfacing of the boiloff issue - is anyone knowledgeable of the current state of technology regarding this matter? is it *realistic* to plainly remove bolioff as @winged explains in his post, or would it be advisable for realism's sake to try and reduce WallConduction & InsulationConduction to very low levels?

    I mean, I am mostly certain H2 lossless storage can be achieved here on Earth - what would be the electric charge consuption and/or extra mass penalty one could devise to realistically simulate tanks for spacecraft?

    Use radiatiors or better yet starwasters cryo heat pump mod. Either way when higher warp kicks in the change in calculation messes them up and temps get to high for tanks to not boiloff.  Newer releases for real fuels and proc tanks also introduce variable insulation but its a work in progress.  Using methane nukes is a good way to get slightly better than hydrolox dV and have much higher critical temps

    DRA 5.0 Summary the last big analysis of Mars transit describes what is available now, high layer count MLI and brayton cycle cryocoolers run by waste heat from a peewee class (500MW) BNTR would make continuous storage of hydrogen possible. Winged has a great video doing a good job showing a similar mars mission. more recent update

    I put a set of drives based on all the real world NTR's into git for RO.  But generally using the BNTR is a good fallback choice as its similar to the conservative design chosen by DRA5.0

    Current knowledge of long term bio gained from Kelly's long term stay shows that it is unreasonable to make any trip to mars without artificial gravity, generally a spun ship. NTR drives enable the fast transits needed to keep lifetime radiation level below critical points. A large amounts of power are needed to enable a real safe trip.

    I personally like doing ISRU to mars using RealISRU and methane/methalox drives with a mid L/D entry and propulsive landing.

  16. The half-life of uranium-238 is about 4.5 billion years, uranium-235 about 700 million years, and uranium-234 about 25 thousand years.  All too slow

    Pu-239 has a half-life of 24,100 years and Pu-241's half-life is 14.4 years. Pu-239 is energetic but slow, pu-241 is fast but not energetic enough

    Good materials for RTG's each has a high energy output per decay event and a reasonable half life

    https://en.wikipedia.org/wiki/Plutonium-238 87.7 yrs

    https://en.wikipedia.org/wiki/Strontium-90 28.2 yrs

    https://en.wikipedia.org/wiki/Isotopes_of_polonium#Polonium-210 138 days

    https://en.wikipedia.org/wiki/Americium-241 432yrs

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