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KSP2 Release Notes
Everything posted by 610yesnolovely
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Yes, but the released version puts them at Tier 11 (which is pretty high tech), but the latest GitHub dev version moves them to Tier 1 (yay). All mod parts should appear somewhere in the tech tree, due to the way it's written (there's a mapping somewhere from stock tech nodes to the tech tree equivalents. This can result in parts being in odd places. See: https://github.com/CessnaSkyhawk/SkyhawkScienceSystem/blob/main/Patches/Science/StockScienceSupport.cfg Also any mods which introduce or use tech tree nodes (non-stock), such as mods which place items in the Community Tech Tree will not work properly, may cause issues. Fortunately writing patches to support new mods is somewhat easy (if you're technically savvy) to tricksy (if you've never editted a .cfg before). Copy any of the .cfg files under GameData/SkyhawkScienceSystem/ModSupport into your own personal patch folder Make one under GameData/YourNameHere/someMod.cfg Remove or edit all the blocks like shown below: //Tier 4 spaceplanes4 @PART[blue_steel_engine_s0_1]:AFTER[BlueSteel] // { @TechRequired = spaceplanes4 } The @PART[...] bit basically says "edit this part", "after the mod does its config". So change blue_steel_engine_s0_1 to some mod's part name Change BlueSteel to the name of the mod (usually the directory name under GameData). The @TechRequired bit says "and place it in SSS at this node". All the ModSupport files list all the SSS tech nodes, so all you need is the part name - you can find them in GameData/ModuleManager.ConfigCache (it's a big file) and look for "PART { name = xxx" spread over several lines. I usually search for stuff in the description. There's a mod called PartInfo that will show this in game also. See also @Aelfhe1m's GitHub patch repo, which has a lot of extra mods supported, so a good way to see how to do it, in fact they have a cfg patch for B9 proc wings to move them into Tier 1. Pick any of these and just copy them into your GameData/YourNameHere folder. https://github.com/Aelfhe1m/PatchRepository/tree/main/GameData/zPathesByAelfhe1m/SkyhawkScenceSystem Also people here have occasionally posted ModuleManager cfg files in this forum. I'd recommend storing your own patches on GitHub or GitLab, or at least back them up into Dropbox or a zip file. If you get into this you'll end up with lots of patches. Hope that helps! If you do this, technically you're a modder (ahem... check out my mod Wacapella, which started out just like this and turned into a mini-mod, also it works well with SSS, since that's the Tech Tree I'm using)
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- totm jan 2022
- bluedog
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I'd recommend downloading the Player.log to something like dropbox and post a link (don't post the log here though, they're too big). See here for how to find it: If you look in Player.log (or KSP.log), find "Exception" or "EXC" (or "ERR") and see what they say, there's often things from other mods that are okay, some not okay, and some might stop other mods from working, it's hard to know without some knowledge of how KSP works (and usually needs the whole log, not just a bit). I'd double check that GameData/RocketSoundEnhancement/ contains all the plugin files and GameData/RocketSoundEnhancementDefault/ does indeed contain all the data files. Also "not working" is sort of vague - my guess is you mean "there's no sound at all"? If you're manually installing (ie. from SpaceDock or GitHub, not using CKAN), you might want to check the zips, remove the existing one, and try reinstalling. Or just see what happens if you remove RSE. So much can go wrong... so more info is useful :-)
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- sound replacement
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Sounds like the BDB configs might not be quite right, seeing as how somebody else is having issues there. I've added an issue to GitHub. Usually I do modding on a Friday, hopefully I'll get time to take a look. As I mentioned I use BDB a lot, and I use IVA a lot, but what I didn't mention is that I'm stuck in early career at the moment (probes only) so I've not been using either. Hopefully I'll fix it sooner than when I try to use IVA from Apollo I'll remember "oh... yeah... that bug... yeah, this is broken". :-) https://github.com/harveyt/reviva/issues/10
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- bluedog design bureau
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Need your own thread moved or locked? Post here.
610yesnolovely replied to Rich's topic in Kerbal Network
Please could somebody move the following to "Add-ons - Add-on Releases", it's pretty much done and can now be installed from CKAN, SpaceDock, GitHub. Thanks! -
The above mod mixes together CNAR (Completely Non-Aggresive Rocketry) and this mod to allow building a WAC Corporal sounding rocket, kerbalized as the "Wacapella" (shown below). Thanks to @DylanSemrau, @Beale and @zer0Kerbal who gave permission to use CNAR and Taerobee (via MM). It also includes all the balance snippets, plus some engine rebalancing and some tiny-tinee Communotron 4-S (and 8-S) which provide an alternative to parachute return.
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All the MM scripts have been packaged into an actual mod, now released (soon on CKAN). Thanks to @DylanSemrau, @Beale and @zer0Kerbal who gave permission to use CNAR and Taerobee (via MM). It also includes all the balance snippets, plus some engine rebalancing and some tiny-tinee Communotron 4-S (and 8-S) which provide an alternative to parachute return.
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Wacapella: Early sounding rockets By: 610yeslovely Wacapella provides a very early stockalike replica of the WAC Corporal sounding rocket first launched in 1945. The parts are created using only ModuleManager by duplicating and/or modifying existing parts from CNAR and Taerobee and available in the start node. There are three different science payloads as nose cones, so several launches are required to gain science, and so are very useful for starting more realistic based careers. The name is derived from WAC (probably stood for Without Attitude Control) and Capella, which is the Kerbalized name in CNAR for the Corporal rocket system used on the Bumper replica. Source Source is available on GitHub. KSP Forum is the home page for discussions. Origins This mod was originally a bunch of ModuleManager patches and fixes from CNAR KSP forum topic. Seemed like it would make a good mini-mod however. Installation I highly recommend installing mods using CKAN as it will correctly add required dependencies, however for those who like a more tedious life you can manually install them and possibly get less of my attention if there are issues. Alternative installation: Install from SpaceDock Install from GitHub Required Dependencies: ModuleManager CNAR NOTE: This mod is only compatible up to 1.8.1, but it works fine in 1.12.x. Install the latest version (1.0.2) by explicitly picking that version in CKAN, or the less recommended option is to allow all mods from versions of KSP from 1.8 onwards by using "Settings -> Compatible game versions". This is less safe because some older mods may not work and you may accidentally try to install these. Taerobee Recommended Dependencies: BDB - which will provide some other early US rocket systems. Suggested Dependencies: History of Spaceflight - which provides a large set of contracts based on history. I'd recommend the "Pocket Edition" unless you want to faithfully recreate every single launch and failure. Skyhawk Science System - which is a very good "Probes-Before-Crew" style tech tree, and works great with BDB and History of Spaceflight. Flight Instructions To build a replica of the first WAC Corporal, see the Blue Prints. Starting from the top with a command/nose cone, there are three science variants: Capella Control Unit with Thermometer Experiment Capella Control Unit with Barometer Experiment Capella Control Unit with Goo Experiment Capella Inline Parachute. Capella Engine. Disable the shroud. Capella Fins x 3. Tiny Tim Decoupler. Tiny Tim. The first stage SRB. Tiny Tim Fins x 3. Colours: Most parts have either a black and white or black and yellow colour variants. Staging: Stage 0: The Tiny Tim and any launch clamps. Stage 1: The Tiny Tim Decoupler and the Capella Engine. Historically the Capella Engine was actually in Stage 0, you can try but things may explode. Stage 2: The Capella Inline Parachute. In stock if you launch straight up it is highly likely that the parachutes will be destroyed on re-entry. Even deploying parachutes near apogee at around 66km. Launch to a lower altitude, launch more at an angle, don't use parachutes and use the provided Communotron 4-S to transmit science. Experiment like they did historically to find the right way to get back safely. License All content is MIT licensed. Note that this mod does not contain any works, content or assets from CNAR or Taerobee, but it does use them via ModuleManager scripts. Still permission to have something using them was obtained from the owners: The original and current author of CNAR Dylan Semrau: The original author of Taerobee, Beale: The current owner of Taerobee, zer0Kerbal The remaining balance fixes were posted on CNAR KSP forum topic as follows: OrdinaryKerman posted: Fix Engine to have better bottom node for launch pads Beetlecat posted: Fix Fins to actually attach properly Gordon Dry posted: Fix CapellaExperiment2 to be pressure (not temperature) DaveyJ576 posted: Fix experiments to have a bit more EC
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Yes, I will be testing Stock, KSRSS Reborn and RSS - I use KSRSS Reborn personally. Can't promise I'll finish, but I'll be using it myself, so there's some motivation to progress, though perhaps only as fast as I actually play. The other thing to remember is KSP2 comes out early next year, so everybody will probably get distracted.
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Thanks for all your great plane mods. I'm making K-Planes mainly because I miss GAP and Kerbinside, but I thought rather than replicate them exactly I'd cover building X-Plane and SSTOs - I've not seen a contract pack that really does that. It'll also be agnostic to planets and try to model atmosphere layers and Mach speeds as goals. As for help, there may be some tricky bits. I'm going to try to get the contracts to work without adding code as follows: Alt and Speed is already easy as GAP does it, parameters with exceeding and duration at speed/alt or both. Distance will be done by using the CC waypoint generator - min/max distance random points at half the goal distance - the player will have to return to near the KSC (or land on runway for bonus). The waypoint will give the player a solid goal, rather than having to figure out distances and need a mod. Heli/VTOL/Seaplane taken from GAP. I'll add Jet and Rocket VTOL variants by disallowing/requiring certain parts/fuels as in GAP. Unlike GAP, the speed/height/distance will allow rocket engines for the first version, and let versions will exist that disallow it. The X-1 was rocket powered, but later on they worked out how to build jets, so there will be a Mach 1 and a Mach 1 Jet contract later on. Now comes the trickier bits: For most contracts I will disallow any staging/decoupling with NoStaging parameter in CC. However for payload contracts I think a Not containing a NoStaging with a limit of one time, probably at a certain altitude and/or after reaching space. A Behaviour that triggers on say reaching space would record vessel mass, and the Not NoStaging (hahah lame) would deduce the payload mass from vessel mass. I suspect however that Not NoStaging parameter would fail immediately, so if that doesn't work, I'd code up an extension to do basically that (I'm a coder, so wouldn't be too tricky, I had a look at other mods that do this, RP-1 for example). If I get payloads working, a more complex option would be to allow "air launch" - a single staging (with restrictions) where a secondary vessel is undocked which must then be validated as having wings, control surfaces, jets, no-oxidizer/no-srbs and both have to land safely. Likely there would be a specific "Air Launch" contract just before Mach 1 where the goal is to do this successfully, and then after that it's an option (but not a requirement). For SSTOs, its similar to GAP restrictions but with a twist: SRBs are disallowed, but rockets or dual mode engines requiring oxidizer are allowed, but can only drain resources above a certain height (high stratosphere, so 10km up for stock). Shuttles: anything goes, including SRBs, rockets, decoupling, but the returning vessel must have wings and must land. Parachutes are allowed on vehicles but can only be deployed after landing (not sure if I can do that). Some how I'd like to have the mod pack provide helpful hints on how to build succesfully: certainly in the contract description, the progression of contracts also helps understand how to build something that can go fast on jets, then quickly reach the mesosphere/sub-orbital/orbital, add payloads etc. Might also provide example Stock craft that work (I'd have to build them anyway for testing). Probably also have links in the README/OP here to good videos on the subject. This is quite lot of work, so the least I shall try to achieve is a first working release with the GAP contracts, distance, and some extra height/speed based on those.
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Progress so far: Rewards scaling based on planet scale Goal heights, speeds, distances likewise based on scales Descriptions, titles, etc have things like "at least 12.00km (Stratosphere Low)" where the values scale depending on the planet scaling Contracts are generated from a table, so I can balance/add/remove easily Partially localized There's still only two semi-working contracts, the others currently won't work, so don't try to use head of GitHub right now. However I'd think it won't take too long to get all the milestone contracts from GAP ported. They will likely have slightly different targets, but should be enough for a pre-release that's interesting. I also had a think and learned a bit more about Contract Configurator, hopefully I can work out how to do distance contracts (waypoints), and dual engine SSTO designs (resource consumption limited by speed and/or altitude). Payloads might be trickier, but CC allows code extensions.
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Contract Pack: K-Planes By: 610yeslovely The K-Planes contract pack adds various contracts to encourage and reward building of planes from very early stages, through X-plane style rocket planes, to SSTO (single-stage to orbit) planes. Origins This mod is inspired by and indeed uses some assets, configuration from the original GAP mod, which is also a MIT license. The original author of GAP inigma gave blanket permission to use anything and everything from GAP on the KSP Forums. Purpose This pack is planet pack agnostic and tech tree agnostic, but the description assumes either Stock, semi-Stock (2.5x or 2.7x scale like JNSQ or KSRSS), or Earth-scale planets (RSS/RO/RP-1). The pack can also be used alongside GAP or deriviatives and does not need them for any shared assets, though some of the early contracts are almost the same as the milestones from GAP (because they were copied and made planet agnostic). Initially you will find contracts to build your first powered aircraft, then several contracts which increase the speed, height and/or distance that plane can travel. Bonus points are usually awarded for landing back at the KSC Runway, but you can land anywhere that is safe. After these the real K-Plane contracts arrive: building rocket powered air-launched X-1 style aircraft, acheiving Mach 1, 2, 3, getting to the stratosphere (18km to 50km for Earth scale) for sub-orbital flights. Later contracts are more speculative and involve reaching Mach 4, Mach 5, to space (80km), and orbital. Some contracts require SSTO (single-stage to orbit) and some let you use boosters, but still require wings (think Space Shuttle), and some involve leaving satellites or cargo in space. Far future contracts might include taking certain tonnage to other moons or planets and returning the craft and landing back at Kerbin/Earth. Installation I highly recommend installing mods using CKAN as it will correctly add required dependencies, however for those who like a more tedious life you can manually install them and possibly get less of my attention if there are issues. Required Dependencies: ModuleManager Contract Configurator, which has releases for the latest 1.12.x compatible RO fork, see the forums Contract Configuration KSP Forums) Recommended Part Dependencies: Firespitter for very early airplane parts KSPWheels and Kerbal Foundries for better landing gear (and rover wheels). AirplanePlus for airplane parts Eskandare Aerospace for even more airplane parts KAX for more airplane parts QuizTech Aero Pack for advanced airplane parts C.E.D.A. Aeronautics for moar airplane parts (you cannot have too many right?) B9 Aerospace Parts for advanced airplane, space plane parts B9 Procedural Wings for procedural wings of any size and shape Mk2 Expansion for advanced airplane, space plane parts Mk3 Expansion for larger space plane parts OPT Spaceplane Continued for high tech space plane parts Recommended Helper Dependencies: AtmosphereAutopilot for a very good aircraft autopilot and SAS replacement NavUtils for runway landing navigation Waypoint Manager for managing waypoints Contracts Window for viewing contracts outside of Mission Control CapCom for accepting contracts outside of Mission Control Recommended IVA Dependencies, to fly inside the plane: RasterPropMonitor (or RPM) allows IVA to be interactive. MOARdV's Avionics System (or MAS) the successor to RPM. Reviva which is one of my other mods, allows much easier installing/switch IVA mods. How Scaling Works Speeds Speeds are measured in m/s and are always the same for any planet. Roughly speaking Mach numbers are multiples of 343 m/s, though the actual Mach number will vary depending on pressure, temperature and altitude. However, since speed records are usually constrained by altitude, which do scale, non-stock scale planets will be harder due to the altitude requirements. Correctly limiting to an actual Mach number is pretty complicated, in the future this may change. Altitudes Altitudes are scaled by the planets FlyingHigh, SpaceLow and SpaceHigh altitudes as follows: TroposphereLow : ~15% from sea level to FlyingHigh. TroposphereHigh : ~30% from sea level to FlyingHigh. StratosphereLow : ~40% from sea level to FlyingHigh. StratosphereHigh : ~70% from sea level to FlyingHigh. MesosphereLow : always equals FlyingHigh. MesosphereHigh : ~20% from FlyingHigh to SpaceLow. ThermosphereLow : ~40% from FlyingHigh to SpaceLow. SpaceLow : is where space starts in KSP. SpaceLEO : is roughly how high ISS travels, or about 12% from SpaceLow to SpaceHigh. SpaceMEO : always equals SpaceHigh, which in KSP seems to mean MKO / MEO (Mid-Kerbin or Mid-Earth Orbit). The computations are algorithms which will work for any planet scale, but here are examples for common scales. For Stock (1x): TroposphereLow: 3 km TroposphereHigh: 5 km StratosphereLow: 7 km StratosphereHigh: 13 km MesosphereLow, FlyingHigh : 18 km MesosphereHigh: 30 km ThermosphereLow: 40 km SpaceLow : 70 km SpaceLEO : 90 km SpaceMEO : 250 km For KSRSS, JSNQ (2.7x), the atmosphere is usually very similar to stock scale, though SpaceLow is usually 10km higher. Therefore only slightly harder for Modern / Future contracts. TroposphereLow: 3 km TroposphereHigh: 5 km StratosphereLow: 7 km StratosphereHigh: 13 km MesosphereLow, FlyingHigh : 18 km MesosphereHigh: 30 km ThermosphereLow: 40 km SpaceLow : 80 km For RSS (Earth), the atmosphere is much thicker, so much higher altitudes are needed. Hard mode! TroposphereLow: 5 km TroposphereHigh: 10 km StratosphereLow: 20 km StratosphereHigh: 45 km MesosphereLow, FlyingHigh : 50 km MesosphereHigh: 70 m ThermosphereLow: 85 km SpaceLow : 140 km Distances Distance contracts are scaled by the planets circumference, again using algorithms that work for any scale. Below are examples for common scales. For Stock (1x): Shop Hop : 50 km Domestic : 100 km Continental : 250 km Intercontinental : 750 km Polar : ~1,885 km Equatorial : ~3,770 km For KSRSS, JSNQ (2.7x), over twice as far, not that much harder. Shop Hop : 130 km Domestic : 250 km Continental : 700 km Intercontinental : 2,000 km Polar : ~5,000 km Equatorial : ~10,0000 km For RSS (Earth), distances are ten times stock scale, so this is Hard Mode! Shop Hop : 530 km Domestic : 1,000 km Continental : 2,700 km Intercontinental : 8,000 km Polar : ~20,000 km Equatorial : ~40,000 km Changes 0.3.0 Release - Start and Early contracts second pass (17th Dec 2022) Fixed distance contracts, now seem to work better. Added Polar, Circum-Polar and Round The World distances. Some testing, but still not recommended for general gameplay. 0.2.0 Release - Start and most Early contracts (17th Dec 2022) Most of the GAP milestone contracts now present. Progression should work, and everything should scale to homeworld scale. Only slightly tested, so probably still not recommended for general gameplay. 0.1.0 Release - Start contracts (1st Dec 2022) Not really functional, but general idea started. License All content is MIT licensed. KASA logo derived from NASA svg downloaded from Wikipedia KACA logo dervied from NACA svg downloaded from Wikipedia Source Source is available on GitHub. KSP Forum is the home page for discussions.
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Using this mod, and I love it. Noticed a slightly weird thing in that the window position moves down and right each time you click something like "Achievements" or "Log" or open or close it.The default starting position for me was somewhere in the bottom right, so after closing Space Age via the icon I thought I had disappeared for ever. The solution was putting it at the top right and moving it back every so often :-) I took a look at the code, possibly the issue is in UndisplayData(): https://github.com/GarwelGarwel/SpaceAge/blob/af500c541acc95418a46a7afe6f3d27664f59804/SpaceAgeScenario.cs#L799 windowPosition = new Rect(v.x / Screen.width + 0.5f, v.y / Screen.height + 0.5f, windowWidth, 50); I think adding 0.5 isn't required and causes this behaviour?
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[1.8+] Kerbal Health 1.6.8 (2024-01-22)
610yesnolovely replied to garwel's topic in KSP1 Mod Releases
Another great mod that for some reason I didn't know about. Thanks for all the hard work on this, looks like I can really make Kerbals life trickier in spaaaace. I'll be using this with Space Age, TAC-LS, CLS, Skyhawk Science, KCT, KSRSS, History of Spaceflight, and a bunch of other mods for a stock slightly harder/realistic (but not too much). The idea there is to prefer probes before crew, but sending Kerbals to their doom experience and get more science is an end goal.- 1,032 replies
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
610yesnolovely replied to tony48's topic in KSP1 Mod Releases
Download reborn branch zip https://gitlab.com/ksrss/KSRSS/-/archive/reborn/KSRSS-reborn.zip Install all the dependencies (I use CKAN) listed here https://gitlab.com/ksrss/KSRSS/-/blob/reborn/README.md Install Parallax 2.0 - and Parallax Stock Textures, Parallax Stock Scatter Textures (again I used CKAN) Delete "GameData/Parallax_StockTextures/_Configs" Delete "GameData/Parallax_StockTextures/_Scatters/Configs" Above should be correct, but it requires a bit of fiddling. It works great for me, looks as good as I remember KSRSS 64K. Just be aware, needs a decent machine to run on (I use my work machine a 32 core CPU, 64GB and a 24GB 3090ti), and even then loading will be much longer, pauses before game finishes loading (5secs) and occasional long pauses due to demand loading huge textures.- 1,942 replies
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
610yesnolovely replied to tony48's topic in KSP1 Mod Releases
Pretty much as I understand it. BallisticFox started out doing Gas Giant expansion for KSRSS, then moved onto resurrecting it, before finally moving over to join working together on Gitlab. So GitLab is the official source, GitHub an old fork of pre-Reborn. I believe that's the story. The "reborn" branch on GitLab is a pre-release preview of what's coming next including the work that BallisticFox did, and yes, includes newer Parallax 2.0 support. I'm currently using this, and it's amazing. It can take a bit of fiddling to get installed right, particularly if you want to use Parallax 2. My suggestion is use the official one and CKAN and Parallax 1.x if you just want things to work and don't feel like using Git, command lines and trawling through forum posts.- 1,942 replies
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@PART[CapellaExperiment1,CapellaExperiment2,CapellaExperiment3]:NEEDS[CNAR]:FINAL { // Other bits... // Without these many Contract Configuration contract packs will not work. %vesselType = Probe %CrewCapacity = 0 } After much gnashing of teeth I found that the above extras are needed. Without them most contracts would not work if the Capella nose cone is the only command - the ship type was set to Debris (you can set it manually to Probe tho even without this). I updated the original post, but to save anyone any frustration...
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I pretty much (in non-RO/RSS/RP-1) use these: Must Have: Career Evolution, History of Spaceflight Pocket Edition (recommend with BDB), GAP (Stock/JSNQ), KerbsideRemasteredXXX (Stock/JNSQ). Others I use and do work: Anomaly Surveyor (Stock only), Field Research, CommNetRelays, CleverSats, KerbinSpaceStation, Tourism Plus, InterplanetaryMountainer (Stock only), GrandTours (Stock only).
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Yes you are right, I read the WAC Corporal pages on various sites and the nose cone should decouple to release the parachute. That would make it become slightly less ballistic. Actually, reading more through more references the nose does disconnect, it remains connected via a chord. FYI: For those wanting to fiddle the WAC Corporal parts are quarter scaled 0.625m (size0), half 0.3125m (size00, Taerobee, some BDB parts) or 0.156125m (size000? Capella/CNAR) - in reality the WAC was 0.30m (well 12 inches) diameter, but KSP scaling typically is about half sized and balanced best for 2.5/2.7x Kerbin, JNSQ or KSRSS.
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[1.12.x] Kerbal Launch Failure Revived
610yesnolovely replied to linuxgurugamer's topic in KSP1 Mod Releases
I was looking at the various different failure mods and this definitely looks the easiest to understand and most "fun". Occasionally I like to read the source of mods to really see what it's doing (nerd), and spotted: Typo in the "Easy" setting have "80%" chance of explosive failure. I think that is a typo and should be "0.08" (8%) comparing to the other difficulty levels? Possibly one could argue that it _is_ easier if on failure your rocket just explodes and you can shrug and revert to launch without worrying about how to prevent such things... the Game Difficulty Settings page has all the percentages as either 0 or 1 - just start a new game, hit the "Settings" button and try Easy/Medium/Hard. (Tested without any other mods on a fresh 1.12.4). I think because the values are loaded into the "Percentage" rather than "Perc" versions (due to some bug fix ages ago). Sent a pull request (tested and "Works On My Machine"): https://github.com/linuxgurugamer/ksp-KerbalLaunchFailure/pull/18 Workaround: Until this is fixed, when starting a career, after selecting "Easy" or whatever in the main settings, make sure you check the Kerbal Launch Failure settings, they will probably default to the wrong values. -
[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
610yesnolovely replied to tony48's topic in KSP1 Mod Releases
I also supplied a "Where Can I Go?" config for KSRSS Reborn which is now included, that's a mod that shows you all the delta-V for everywhere in game in a table, in the editor. I find it a great first pass "this design might get there". (Basically the delta-V map, but the computer does the maths for you). I'd still recommend final checks of actual Delta-V map and KRASH simulations :-) Above is generic stock, the KSRSS config will show "KSRSS Reborn detected at XXX scale (...)" and tell you if it's showing default (2.7x) or stock (1/9th) scale. That's all automatically detected, it's just letting you know it got that bit right. The actual data is sort of complicated to encode, and is a very rough guide (usually it's conservative), but if you think you spot an issue post here and I'll try to fix it.- 1,942 replies
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But wait theres a little more, bonus MM patch to create a Communotron 8-S and 4-S: these are half and quarter sized surface attach antenna. Obviously one could TweakScale these, but just in case. They are pretty useless except for sub-orbital Kerbin/Earth range science tranmission for sounding rockets. I use the 4-S on the WAC Corporal as an alternative to transmit science and not have parachute recovery of the WAC Corporal which can be dicy (the thing can hit 600km/s after 60km apogee with the parachute semi-deployed, not recommended). Gives the player some choices and things to experiment with. Read up on the real rocket and they had all sorts of failures, particularly with parachutes and recovery.
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I've made a set of ModuleManager patches only, that draws together all the previously suggested rebalances, added some extra fuel and thrust, and then added some duplicated parts from the Taerobee mod: I wanted as close a stockalike version of the WAC Corporal buildable in the start node, and in KSRSS Reborn I can get one to around 60km and return the science. There's even some stock variants to colour it yellow. See https://en.wikipedia.org/wiki/WAC_Corporal for the real history and read the part descriptions. You can also obviously stick one on a Titov and make a RTV-G-4 Bumper. Included below with absolutely no license or waranties, anyone/mod authors feel free to leverage the code. Copy these into two "WhateverYouWannaCallIt.cfg" files somewhere in your GameData, I have a personal patch folder, you probably should too. First up, an MM patch with just the forum fixes with links, thanks to those people, who I assume they have no license restrictions, but I've kept those separate. This can be used on its own, or not at all. This first patch does *not* require the Taerobee mod. Next up is the WAC Corporal, read the description the the CapellaExperiment1/2/3 for a sensible build. This patch below only works if you also have the Taerobee mod linked earlier installed. Again can be used either/or with previous snippets. Note: This patch does a few things that you may wish to change: Moves the Capella Experiments into the Pod category as they are odd beasties which are nose cones, probe control and an experiment all-in-one, but usually when starting a rocket I look for a root probe/cm part in there, so I think that makes more sense. Feel free to delete the "@category = Pod" lines if you don't like this. Makes the Capella Experiments (Temperature, Barometer, Goo) and all the other parts all available in the start node. You have to swap the nose cone to do the other science, and you have to either recovery that science or try to stick on an antenna, so usually you're going to need three launches or more (unless you build a weird rocket and cheat). Feel free to delete the "@TechRequired = start" to stop this, though perhaps only one the Goo (and one other) experiment. Balancing early game without knowing tech trees is tricky. Uses FINAL as it assumes this is a local user patch, if it was for reals in a mod those should be more sensible. This will also undo any Tech Trees which place the CapellaEngine and CapellaExperiments somewhere else. I've been using Skyhawk Science System recently and this works fine with that. And now... here's one I made earlier. Pretty much just CNAR and Taerobee. I'd recommend Modular Launch Pads (which is what I usually use) which has a nice small rail launcher.
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[WIP][1.9.x?–1.12.x] OSE Workshop continuation (name TBD)
610yesnolovely replied to Alphathon's topic in KSP1 Mod Development
Again a great deal of work and thought into the details. Great to see you back working on the mod. From what I understand, for using this, the workflow for parts like procedural wings, RCS or anything with a lot of config sliders are probably built best by selecting an existing craft with them already set up and building those parts. So that mean that it might be best to build a sort of "dummy" craft with parts you need in the VAB - eg. a line of structural girders with various RCS, wings or whatever you need, set them up in the editor, save it as "PartsToBuild" and then load that in some workshop to print, and then deselect the structural girders? Also, no pressure, but have you considered releasing a "Beta" (with lots of No Support if the Kraken eats your install) at some point for those eager to try it out?- 82 replies
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
610yesnolovely replied to tony48's topic in KSP1 Mod Releases
Back a few pages, I tried just such an "all the visual mods on extreme" on my work PC (which I can use for play too fortunately). It has a 3090TI and basically maxed out at 20Gb of RAM (but only 4% of CPU), and pegged the GPU at 100%, but "only" 14Gb of it's 24Gb of video ram. The liquid coolers and fans were working overtime, but it ran at roughly 60FPS (with no other mods). I'll try that again when @blackrackreleases the new super volumetric clouds in EVE. I may have to dig out my portable aircon and point it at the machine tho.- 1,942 replies
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