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610yesnolovely

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  1. I'd try Completely Non-Agressive Rocketry and/or Taerobee - both have good starter sounding rockets. For bonus points Wacapella (which needs both, which I wrote) which is a config that provides WAC Corporal parts. I do think however that using BDB makes this contract pack work even better, but yes, that's not "smallest stock alike" ;-) - I use KSRSS Reborn, Skyhawk Science System, BDB with this mod, a great combo.
  2. Yup, you need a bunch of mods to make Reviva shine as it's just a tiny part of getting IVA to work really nice. I also recommend FreeIVA so you can leave your seat and explore your ship. Come join us in modded land. Use CKAN to automatically install everything. I have over 300 mods, and it's very pretty... and yes, this picture is KSP1. Mods that make this look like this: KSRSS Reborn, Cape Canaveral for KSRSS, EVE (Volumetric Cloud Patreon edition) and Atmospheric Beats for EVE VC, and of course Reviva and it's definitely required mods, plus I think either DE IVA or perhaps Warbirds IVA.
  3. FYI: Reviva has been transferred on GitHub to https://github.com/FirstPersonKSP/reviva - so a bunch of people can collaborate better. Consider this also a confirmation of transfer of any license to that organization, and the right of that organization to change license and do whatever they think is best (I'm part of the organization of course, but more people is better). The old links will still work, so nothing should be impacted.
  4. Find the KSP game root folder (C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program - if you use Steam), put text in some file with a ".cfg" extension under the "GameData" folder. My recommended is make a folder based on your name, and file based on mod, so "...\Kerbal Space Program\GameData\MarxMan28Patches\EskandareAerospace.cfg". Typically people post fixes like this for mods, so you can repeat the same pattern. I have about 30 or so files like this. There's several players out there who put their patch folders on GitHub.
  5. Release 1.0.5 - kOS Support (19th Feb 2024) Adds: Very very small kOS processor for each Capella Nose Cone, to allow for very basic programs and/or simulate control via radio.
  6. With 2.0.3 release I got 4 ModuleManager errors - details here https://github.com/JadeOfMaar/RationalResources/issues/61 with simple one liner fix that seems to resolve it.
  7. This is great, exactly the sort thing I was looking for as I also use Skyhawk Science System and wanted appropriate kOS machines to appear on probes and CM in a balanced way. Thanks!
  8. JonnyOThan is awesome! He's now a co-contributor for Reviva on GitHub (ie. has full power and authority to do anything with the mod), he's got my energy and time than I have, so expect some more cool things soon. Who knows, it may motivate me to help out too :-)
  9. You could also try FuelVent - it's different and weird (it's actually a tiny LFO engine) so it probably still works in space. I like both for different reasons.
  10. For anyone using this mod, works great in 1.12.5! One minor set of fixes I use ensure the Radio Biome science part works - it was slightly broken: The experimentID was incorrect. The usage requirements was incorrect: You need crew in the vessel (value 3), not the part (value 5) which would be impossible, so it can't be used on a probe, by design. // Fix Science @PART[EHI_ball]:AFTER[Eskandare_Heavy_Industries] { @MODULE[ModuleScienceExperiment] { @experimentID = ballbiomeanalysis @usageReqMaskInternal = 3 } }
  11. I automate all my launches using anything reasonable: typically the Scripting Module in MechJeb which is easier than kOS. Probe science and launces are two clicks "Start" on MechJeb script and then "Launch" on NASA Countdown (which automates some pre-launch sequencing via staging). Sometimes I restart my career, and it's always fun to launch several rockets in a row and just watch it go and take pictures. If Kerbals are present, I switch to using some automation and Kerbals 1st person in IVA - both fun alternatives. Below is Pioneer-1 in BDB, with KSRSS Reborn, Skyhawk Science System and History of Spaceflight contract. The script has a "parallel" section where the left panel is sequencing the staging to orbit, and the right panel is doing roll, pitch and circularizing. The last four actions are using action groups to collect science. I just unlocked MechJeb's Ascent Guidance, so it gets easier to program as you get more MJ modules. Usually later though I have multiple programs (launch, orbit, transfer, return).
  12. Paying the screenshot tax: Shinyyyy Atlas A / SM-65A - yes, the prototype one without the central sustainer or stage-and-half.
  13. For those that use this mod. I'm still around, and back playing KSP recently. I use this mod myself with KSRSS Reborn, and it works quite well as-is. I still intend to develop the mod further, but that's likely going to be demand driven by my career progress, so be very patient if you want more. :-D
  14. Congratulations on the in-dev beta release. I may ignore your warning and try it on a 300 mod career game because "I live dangerously" (and I know what I'm doing, in theory). Dear readers, do not try this in your home without suitable backups!
  15. Actually, yeah, that should be fine. I had a look, Reviva config wins the Module Manager patch wars because it's changes have 'FOR[zzz_Reviva]' which means they're applied after.
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