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Pehvbot

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Everything posted by Pehvbot

  1. I wonder if that specific IVA is an issue or something to do with another mod. This is a side-by-side of an adjusted vs unadjusted IVA using the stock Mk1 Inline Cockpit + nose cone. What does the cutaway/interior overlay view look like?
  2. Sounds good. I've started to play with things a bit as well, but it still needs more testing. This is taken from the RealismOverhaul stuff. In theory the rescale numbers should be just 1.6, but the visuals gets a bit glitchy with some parts so I've been scaling them down. Ideally the numbers would be set for each specific part, but the numbers below seem to work for the parts I've tested it with. Individual parts can be adjusted later if these don't work. //IVAs @INTERNAL[*]:HAS[!MODULE[ModuleTagNotRescaled]]:FOR[zLRTR]:NEEDS[LRTRRescale] { %scaleAll = 1.45, 1.45, 1.45 @MODULE[InternalSeat],* { %kerbalScale = 1.2, 1.2, 1.2 %kerbalOffset = 0.0, 0.0, 0.0 %kerbalEyeOffset = 0.0, 0.0, 0.0 } } If you get bored and want to test these out, that would be very helpful. I'm putting it at the end of the GameData/LRTR/rescale/rescale.cfg file.
  3. It's a 'known issue' (i.e. things I knew about but I don't really know how to fix this yet). I've just returned to modding so I'll put it on my list of things to look at.
  4. You would need Deadly Reentry, LRTR is basically just stock physics plus the changes made by RSS.
  5. Honestly, there isn't much. The science tree is a direct copy of the RP-1 tech tree, which is also basically empty at that point in the timeline. Far Future Technologies uses some of it, but I think that's about it. If there are part mods that you think should be there let me know, I would be happy to add them. Any parts at that level would need to be manually added to the various nodes.
  6. Mostly, but not without doing some... unconventional stuff. In the advance configs it will literally create a new part type so that the onrails stuff will work. I'll also need to create a set of configs for each KerbalismConfig out there and I've only just started working on the 'stock' configs. It's a big task and will take time to make it fully functional. The processors and science stuff works but the setup stuff (choosing which processors to use when you create a vessel) will never work. This isn't a huge problem since Kerbalism/Setup does pretty much the same thing as RackMount, dynamically add processors or science. In practice that means I'll need to create and configure a bunch of parts for rackmounting all the various processors (scrubbers, pressurization, etc). Since the science parts already exist, those have already been added, although the crew reports/experiments will need parts. Also, this is still very much a work in progress. I'm sure there are any number of bugs and incompatibilities to deal with. I'm not even 100% convinced the advanced feature set will really work. This is still very experimental.
  7. Version 0.3.1 is now available for download https://github.com/pehvbot/RackMount/releases/tag/v0.3.1 This is a significant rewrite of the mod, it adds support for more mods, makes the advanced config more viable, and improves the UI. The project has been dormant for over a year, but I figured it was time to dust it off and see what I can do with it. It's still very much a work in progress, but I'm happy with how it's shaping up.
  8. Yep, it's basically the idea that by 1950 we've already explored the ground and lower atmosphere.
  9. I'm not sure if this is the issue but in Real Solar System you don't get science from the the Earth's surface and it returns 0 science. You absolutely should be able to get science while in flight so if that's not happening, something has gone wrong. Are you able to generate science while flying?
  10. It sounds like something has gone wrong with the install since you should be seeing the RP-1 style tech tree not the stock one. LRTR uses the RP-1 tech tree and contracts to simulate just post WWII technology. Tier 1 technology should be only 1 science per node and you should be seeing this in the VAB at the start of the game: One tricky thing about the mod is it really needs to be installed on a completely clean KSP install. It's very difficult to account for all the various interactions that can happen with other mods. I would suggest starting with a completely clean install and just installing only required mods using CKAN. CKAN can try to include some suggested mods that may cause problems, so ignore those for now. The only strongly suggested mod I would add to start with is ReStock and ReStock+. Be sure to avoid any mods that alter the tech tree. Let me know if that helps.
  11. I'm not sure since it depends on which features you want to disable. You can't pull the contracts out of LRTR very easily since it's all tied together in a giant knot with the other parts of the mod. You could turn off KerbalConstructionTime (from the KCT control panel) and this would mean you don't have to worry about build or research times. This would reduce costs and 'Kerbalize' the experience a bit. You can disable the astronaut training from the KSP Settings window. There are still some 'monthly' costs baked into the mod that can't be disabled, but without KCT or astronaut training, they are not as much of a burden. Is this pointing you in the right direction?
  12. Sadly no. It's theoretically possible to adjust all the contracts but they are all hard coded so it would mean a complete rewrite of all those contracts. This is another case of using the original RP-1 code (see above). The mod will work in KSRSS, which is 2.5x, if that helps.
  13. I wouldn't say 'intended' but it is because LRTR using the RP-1 (old version) branch of KCT which does not integrate with ScrapYard. Unfortunately there's no good work around. It needs those RP-1 features and it's just too different to try and work ScrapYard back into this version of KCT. At some point I would like to revisit all of this, but I just don't have the time or energy to do a full rewrite.
  14. Honestly I'm not sure. One of the 'joys' of KSP dev work, especially one that uses so many other mods, is they are all moving targets. It's entirely possible that RealFuels has made changes that break compatibility LRTR. Unfortunately I now longer have the bandwidth to keep up with KSP stuff. If RealFuels isn't looking for the LRTR specific Kerbalism config, it may just assume Kerbalism isn't installed at all, so it won't be adding in standard supplies. This is something that could likely be fixed but I have no idea when I would have time to look at this. I know it kind of sucks but this basically means you would need to remove Real Fuels, Kerbalism, or LRTR. At least for now. I haven't abandoned KSP entirely so at some point I hope to have both the time and the mental energy to go through and fix issues like this. One fun but sometimes frustrating option is to dive into KSP modding yourself! The learning curve is steep but it can be done if you take it step by step. Most modders started by either trying to fix something they liked but didn't work, or adding in features they wanted but didn't exist. LRTR was a bit of both since I wanted to play 'stock' parts in the real solar system and the options at the time didn't really work for me. In general if you can play KSP you can learn to mod KSP.
  15. Hmm... you should be getting 1 day of consumables per seat for any crewed part. Do you have a mod that is adding the ability to add consumables directly to a part? It might be playing with existing resources on parts. NOTE: This is just a guess though since I don't know of any mods that do this. I didn't add MechJeb by default on purpose but there's a fairly simple mod out there that should add it in (MechJeb for All maybe?).
  16. Failure mods maybe, it forces redundancy, escape systems, etc. I use my own Less Real Test Flight (a TestFlight add-on for stock-ish games) but there are tons out there so finding one that fits your gaming style shouldn't be too difficult. It's still in 'beta' mostly because it needs a good optimization pass, but otherwise it's basically done.
  17. Version 2.0.7 is now available. https://github.com/pehvbot/LRTR/releases/tag/v2.0.7 This fixes tech tree issues with Kerbal Construction Time launchpad recovery as well as a tech tree fixes for MechJeb, RealFuel-Stock, and Procedural Fairings. It should now be possible to recover vessels launched from a launchpad once you have researched Spaceplanes Era Materials Science.
  18. Yep, it's broken, along with a few other things for the same reason. I made some changes to the tech tree a while ago but didn't update this setting so launchpad recovery is set to a tech node that no longer even exists. I'll post a fix as soon as I can. Thanks for letting me know, reports like this are very useful. It helped me fix a few other problems as well.
  19. It depends. Aircraft (things launched from the runway) should be recoverable right away, rockets launched from a launchpad needs one of the techtree nodes unlocked. I don't remember off the top of my head but it's one of the middle/late era aircraft nodes, Space Shuttles maybe. You should always be able to recover an unlaunched vessel.
  20. Personally I would either dive straight into the deep end and use the CKAN express install of RP-1 -OR- start going through your list one mod at a time to see how you like it. Just be sure to have only one life support mod and one failures mod installed at the same time, otherwise it things might go sideways. My favorites are Kerbalism and Dang It but really, it's just about personal preferences. History of Spaceflight + Kerbal Construction Time is a good combo and I like Strategia as well. A few items on that list are really just support mods. Contract Configurator and Custom Barn Kit don't really do anything by themselves but they are used by other mods. Another option is to use my own Less Real Than Real(ism) + Less Real Kerbalism It uses the RP-1 tech tree, science, and contracts, plus crew training stuff but with a much more 'Kerbal' feel. It works with both RSS and KSRSS and is pretty tolerant of other mods. I made the mod specifically so I could play a fairly 'light' game since it only needs stock parts and Restock+ to be completely playable. It pairs well with Near Future as well. I wrote a failure mod (well technically it's and addon for another failure mod) called Less Real Test Flight specifically for LRTR but can certainly be used without LRTR as well.
  21. RP-1/RealismOverhaul is the gold standard and combines most of the other realism mods available. What types of mods are you interested in. E.g. life support, part failure, fuel types, contracts, etc?
  22. Use CKAN to install and manage mods. It's not perfect, but it's much better at keeping track of dependency mods, applying updates, and avoiding conflicting mods. You will want to start with a completely clean install to avoid hidden issues from previously installed mods. https://github.com/KSP-CKAN/CKAN/releases
  23. Word of warning: KCT is fully integrated with LRTR (as it is with RP-1), so deleting it will break other things as well. You'll need to replace it once you are done testing. Beyond that, there's nothing else in LRTR that touches launches. What happens if you remove LRTR entirely?
  24. No clue but the only thing that messes with launching is Kerbal Construction Time. Because it's a modified version of the RP-1 version (e.g. not the stock version), it's certainly possible this is the cause. Does it still do this if you disable KCT?
  25. Version 2.0.6 of Less Real Than Real(ism) is now available: https://github.com/pehvbot/LRTR/releases/tag/v2.0.6 This adds CryoEngine and DeepFreeze support (thanks mateusviccari) and ORANGES support. Fixes biome issues with Phobos ROC features. Cleans up some unneeded warning messages.
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