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siimav

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Everything posted by siimav

  1. True but both of those flights were suborbital tests. I think this is what you're looking for. This setting most likely doesn't even have a field in the ingame KCT profile editor since I deemed it to be only useful for RP-1.
  2. Recovering to VAB isn't supposed to be available until the 1980s materials science node is unlocked. This is done for both game balance and realism reasons - STS was the first piece of hardware that saw repeated reuse/refurbishment. I'm not sure how you managed to get it recovered to VAB though. Are there any repeatable steps to trigger that?
  3. It's a bit of a know issue but unfortunately nobody has taken a further look into it. It definitely shouldn't be nearly as bad as you're describing.
  4. After recovering the vessel, open it in edit mode and save changes. This should usually fix the wrong reported size. It's possible you might also need to move it closer to the SPH floor since KCT recovery tend to spawn it rather high up.
  5. @Me1_base It would be amazing if you integrated the TU recoloring support from here. There's also this PR that deserves taking a look at.
  6. @blackrack It looks like you haven't pushed the source code for the latest release back into the repo in GitHub. Is that intentional?
  7. @aluc24 It's a know KSCSwitcher issue when using any location other than the default. The current workaround is to enter and leave the tracking station a couple of times at the start of each gaming session.
  8. In that case I don't see a reason why it wouldn't work in non-RP-1 installs provided that the player is using a tech tree that has all these stock tech nodes. There's supposed to be a "Prep for airlaunch" button in the SPH built vessels tab that works similar to the rollout mechanic.
  9. The airlaunched vessel will just spawn in the air without any carrier plane required. This feature is mostly meant for RP-1 and thus I don't know if it's correctly configured for stock. The config for it is here: https://github.com/linuxgurugamer/KCT/blob/master/GameData/KerbalConstructionTime/AirlaunchLevels.cfg Are these tech nodes names even valid for the stock tech tree? Another issue with the current stock implementation is that it doesn't add dummy PartUpgrade icons into the tech tree so the player doesn't know about the airlaunch tech progression.
  10. This is the formula you mentioned: https://github.com/KSP-RO/RP-0/blob/master/GameData/RP-0/KCT_Presets/RP1_KCT_Presets.cfg#L38 The key part looks to be sign(-[I]) where "I" is the current index inside the queue.
  11. Original Ferram's KJR nor this fork has never had any toolbar icons. No idea about KJR Next though.
  12. RP-1 Realistic Progression One v1.7 for KSP 1.8.1 Note: KCT is now integrated into RP-1 and doesn't need to be installed as a separate mod. All KCT issues or bugs that come up should now be reported to this repo and not to LinuxGuruGamer who will not offer any support for this version of KCT. Changelog from Previous Version KCT Combine VAB and SPH queues into a single shared queue Use "Cape" as the default KSC, not "Stock". This fixes spent upgrade points going missing when installing or uninstalling KSCSwitcher. Vessel recovery improvements Reset engine throttle and activation status Set flaps to 0 Toggle brakes off Reset TestFlight and TestLite reliability/failure statuses Add RP-1-specific descriptions to KSC facility upgrade dialogs Make the "Upgrades" button text green if there's points to allocate Adding a vessel to be build queue will offer to unlock all not yet purchased parts Make parts in development available in the editor (#1351) Can be toggled through a button in the top right of the editor scene Works also for parts from R&D nodes that have been unlocked but not researched yet Uses the KSP's experimental parts feature to add a stock of 1 for each part. These can only be used in the editor or in a sim but vessel with experimental parts cannot be added to the build queue. Fix completed build list vessels disappearing in certain cases Simulate airlaunch by starting a KRASH sim and clicking on the KCT button Contracts Add orbit contracts to Ceres and Vesta (#1319) Increase plane contract soft cooldowns to 120 days Specify which other contracts will be disabled in the description of the First Crewed Orbit contract Do not allow accepting 2 different sets of NavSat contracts at the same time Change Lunar Orbit requirement to have an Apiselene below 2,000km Fix description of contract requirement for 2nd Gen Weather Sat contracts (#1353) Fix Crewed Lunar Flyby contract parameter title Fix copy-paste error in secondgen navsat (#1357) Make Early Nav Sats get destroyed on completion Gate Early Comm Network behind Comm Test Sats Fix the chance of orbit 1 and 2 parameters overlapping for Orbital Flight with Maneuvers and 2+ Crew contract Make the First Scientific Satellite contract require a duration of 1 day (#1362) Parts Move hydrazine back a node (#1241) Add support for new ROCapsules Mercury and Gemini Change the old ROCapsules Mercury Parts to be Non-RP0 Add support for ROEngines RD120, KTDU-425A and KTDU-35 Fix tech tree placement for KVD-1 Fix Lunar Capsules not requiring Early Docking in the Tech Tree Added Support for Conformal Decals Fix ROCapsules Big G Crew Compartment configs Add support for ROEngines LMAE and LMDE Move spaceplane wings to prototypeSpaceplanes node Reduce the sci cost for HypersonicFlight node and upper aviation branch of the tree Do not adjust mass of SXTsciencenosecone Tag airliner fuselages Unpressurized (#1340) Change ROTanks probe core to use the deep space Entry Cost Modifier Remove the base cost of 100 from ROT probe core Add Avionics to Big G Crew Module and Big G SM (#1339) Add Proc Fairings v6.0+ Support (#1335) Add support for ROEngines HG-3 (#1352) Add new Kerbalism ISRU part configs (#1345) Change tech tree placement and Entry Cost Modifier of ROCapsules MOL docking port Fix unlocking Agena A causing the game to freeze (#1364) Add support for ROHeatshields Move ROCapsules heatshields from COMMAND nodes to EDL nodes (#1358) (#1374) Move the Soyuz heatshield from 1960 to 1965 node (#1358) Add support for ROEngines XLR25 Move ROCapsules Apollo drogue to docking port node (#1371) RD-8 and RD-120 cost tweaks (#1346) Add support for ROCapsules GATV Fairing (#1372) Add training times to ROCapsules BigG, Apollo-III and Orion Other Small Procedural Avionics code optimizations Rename the Orphan Parts tech node and encourage people to not unlock it Fill gaps in Tracking Station upgrade requirements, and provide additional info in Part Upgrades in R&D. Fix discrepancies in Comms TL upgrades between patches in RA and RP-1 (missing TL, different upgrade tech requirements) Reduce TS5 requirement to Improved Comms Update ProcAvionics part size limits for ProcParts 2.1+ Changed the Toolbar logo to the RP-1 Logo Change the UI to use KSP style Change upgrade costs and tiers of R&D and Mission Control (#1314) (#1331) Fix random empty months in Career Log Make infinite EC cheat bypass avionics checks Package the parts browser into an executable (#1320) Default to Tooling tab in the editor Reset window size when switching tabs Add ClickThroughBlocker support to RP-1 UI CONTRIBUTORS Thank you to everyone who contributed for this release! @siimav @pap1723 @DRVeyl @leudaimon @nepphhh @Capkirk123 @lpgagnon @StonesmileGit @mattwrobel @Standecco @Ballatik
  13. @nightingale Thanks for getting the performance optimizations into place so quickly. At least for RP-1 players it's going to be a huge QoL improvement.
  14. Btw, that bug is really common in RSS as well. It happens especially often around Phobos and Deimos but I don't think any of the bodies are immune to it.
  15. @DarthGav ScanSat is causing that crash for you. It's probably best if you uninstalled that mod for now because v20+ is known to have issues. Btw, do you happen to be using the 16k texture pack for RSS?
  16. Those file paths are very wrong. I would suggest starting from scratch with a fresh copy of KSP and preferably using CKAN to install RSS.
  17. @linuxgurugamer I've fixed that particular issue in RP0KCT here. The code is so heavily refactored by now that you can't just cherry pick that commit and thus need to find the correct spot in legacy code manually.
  18. Try redownloading CBK. The latest version had an issue at first but it was fixed a few hours later. If that still doesn't work then please try reverting to the previous release.
  19. No, the release version of RP-1 still uses the KCT that is maintained by @linuxgurugamer. This is subject to change in the near future though. The issue above is most likely caused by a bad RP-1 install. The most likely culprit for @ALIO11 is missing CustomBarnKit.
  20. Well, the changelog does say the following: Redistribute part of the huge First Scientific Satellite advance between other contracts. Because planes can take a long time to build and it gets especially bad if you manage to destroy the first one. The contract also has a rather substantial penalty for failure.
  21. RP-1 Realistic Progression One v1.6 for KSP 1.8.1 Note: Postpone updating to this release if you have an ongoing career where you haven't accepted the First Scientific Orbit contract yet. Doing so could possibly leave you with a lower than intended sum of rewards from contracts. Changelog from Previous Version Contracts Improve contract completion requirement info Slightly reduce the amount of contract completions needed to reach higher tier sat contracts Make 'Experimental rocketplanes' contract conflict with the other X-plane High contract as well Increase the 'Break the Sound Barrier (Crewed)' contract deadline to 3 years Add additional hints to sounding rocket contract descriptions (#1296) Split the 'Commercial ComSat' contract into 3 separate contracts based on orbit type Rebalance the rewards for most satellite contracts Remove randomness from a lot of the satellite contracts Redistribute part of the huge First Scientific Satellite advance between other contracts. This brings the advance down from 425k to 250k. Add new 'Advanced Biological Suborbital Experiment' contract Parts Add compatibility with new SCANsat release Move the TD-339 from Early docking to Early landing Move F-1B to NF Orbital Rocketry A lot of engine price fixes (see #1290 and #1309 for full details) Move KIS mountable container to same node as its mount (#1306) Add support for the new ROCapsules Mercury (#1294) Add support for the new ROCapsules Gemini(#1302) Add support for the new ROEngines XLR99 (#1312) Remove all "generic" tanks (#1293) Move Procedural Battery to Orphan node to prevent it from being used (#1293) Rename 'Separate Structure' tanks to 'Stringer' tanks to avoid confusion among new players (#1293) Removed tech requirements for being able to put water in a tank (#1293) Fix Scud engine configs (#1311) Other Remove the CareerLog FundsChanged() logging that got spammy in certain cases Rename the 'Interplanetary Probes' tech node to 'Early Interplanetary Avionics and Probes' to better align with others Add tooling preview button for KCT Reduce VAB/SPH upgrade costs from 1M to 650k Fix kOS upgrades adding mass (#1301) Overhaul the Procedural Avionics UX Improve first load crew retirement dates dialog Update the loading screen tips (#1313) CONTRIBUTORS Thank you to everyone who contributed for this release! @Capkirk123 @siimav @RCrockford @HebaruSan @norcalplanner @lpgagnon
  22. Make sure you have all the ROEngines dependencies installed. Specifically take a look at B9PartSwitch.
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