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610yesnolovely

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Everything posted by 610yesnolovely

  1. Oh my shadows and rain at 2:37 :-O Staaaaph with teeez! Gib naow! Seriously take your time to get it right! (But not too long)
  2. Yes. Install Reviva (by myself) and then get MOARdV Avionics System and also MOARdVPlus - the latter covers two variants of the Apollo CM: Retro and Future. Reviva provides support for switching IVA and configuration for the BDB Apollo (instead of FASA) and also adds support for various other IVA packs. For the LEM I'd recommend Max-KSP IVA which is MAS based. For other BDB check the Reviva README.md (link at bottom of OP below), there's a huge table of supported IVA in Reviva and links on where to get the IVA pack. Reviva currently provides support for RPM/MAS for the BDB Mercury, Gemini, Apollo and LEM with a bunch of different IVA mods (including configs for IVA usually for Stock pods remapped onto BDB, eg. RPM ASET Mk1-3 in the BDB Apollo is quite nice). Apollo with MOARdVPlus Glass: LEM (Max-KSP)
  3. Depends on the mods installed, on a default minimum install I think I used the Eaglet and 0.625m stuff in start and got at least 30 in the first launch. It's incredibly hard to balance a TechTree without knowing what could be installed. Personally I improved the starting experience by: Tuned the RDNode to 5, 10, 20, 40 (from 1, 5, 12, 35) - mainly because I have a ton more mods, science mods included and want to spend a bit longer in the early phase. Installed CNAR and Taerobee mods and made sure some appear in Start node. Moved the 0.625m rockets and fuel into either Tier 1 or 2. Installed KCT and Krash to slow down building things. Jumped in the deep end with Skyhawk Kerbalism - this really slows the science down. I also installed History of Spaceflight: Pocket Edition - as that helps me remember what early rockets to build, seems to work well so far. First launch got me just over 5, enough to unlock one node in Tier 1. Took me about 4 or 5 launches of Sounding Rockets, at least to get all of Tier 1 unlocked, and onto Tier 2 Redstone style rockets. (Also note: I'm using KSRSS Reborn which is 2.7x scale, but I think you're using JSNQ which is the same scale. Using stock size would again, make things to easy, and SSS is probably best on 2.5 or 2.7 scale).
  4. Standard practice is to have a personal patch directory under GameData, say "CAPFlyerPatches", and then put each snippet in a suitably named file like "Skyhawk-Fixes.cfg". I'd recommend having this stored also in Dropbox, or even better in GitHub so you never lose it (and can make changes). Don't edit the ModuleManager.ConfigCache directly, but that is useful to read it to see what the game sees after ModuleManager has finished it's work. Also Logs/ModuleManager contains more information about issues and what MM has done. Often people have their patches published on GitHub, a somewhat well known example: https://github.com/Wallum/KSP-Patches For Skyhawk in particular this one has been mentioned (and I find useful): https://github.com/Aelfhe1m/PatchRepository For more information on what all that MM cfg does, check the forum posting (and changelog): The wiki: https://github.com/sarbian/ModuleManager/wiki And also unofficial help thread: Basically all the "xxx.cfg" files found under GameData are read by ModuleManager, and they are a sort of configuration programming language which modifies the game's part description language which describes all the parts and modules and other configuration. This is why you'll see "xxx.cfg" files supplied with mods, they're using ModuleManager to provide definitions and often to modify stock or other mods to work with that mod. Your personal patches are almost no different (in fact there are some mods which are just a .cfg file!). In fact MM .cfg files are a super-set of stock .cfg files (check out the KSP wiki for parts, each part has a link to the stock .cfg file for that part). A "@PART[mk1pod]" line for example is equivalent to saying "edit the PART with name = mk1pod and ...", then there's stuff in "{" ... "}" which is what is modified/changed in the stock mk1pod. There's a lot of syntax about when it applies changes (BEFORE, AFTER, FIRST, LAST, FINAL) and if it should do it (NEEDS, HAS). Writing MM can be a bit tricky, and I usually get it wrong. Best way is to have a seperate copy of KSP for testing that only has the mod(s) you're trying to fix and then staring at ModuleManager.ConfigCache, logs and wikis... Apologies if you knew some or all of this, but this might be useful info, esp. for people who are not familiar (as I was a few years ago).
  5. Found a better fix for early sounding rocket probe parts that should have a HardDrive but don't in SkyhawkKerbalism. I think it's due to an issue in SKFreeAgents.cfg tying the HardDrive to the sounding rocket science payload, but something goes wrong (probably having any other science on the part). I think the intent is to stop these parts from being used sneakily as generalized HardDrives. The temp fix is something like this: // Fix early sounding rocket probes which have broken hard drives. @PART[*]:HAS[@MODULE[HardDrive]:HAS[#experiment_id[sss_soundingRocketPayload]]]:FINAL { @MODULE[HardDrive] { // Delete extra fields !title,1 = DELETE !dataCapacity,1 = DELETE !sampleCapacity,1 = DELETE // Delete tie to experiment so it works !experiment_id = DELETE } } Note this also removes some duplicate fields as the SKFreeAgents.cfg does "title = ..." (add) instead of "%title = ..." (add or replace). I make this subtle mistake occasionally too. The main bit is removing the "experiment_id" field.
  6. Modpacks for KSP arn't really a big thing, I use CKAN which is close enough. I think just Skyhawk Science System and it's dependencies, the Hard and Soft mods from the Mod Support would be enough for a simple and small mod pack. Add Coatl Aerospace, and all the Nertea mods (Near Future, Far Future, Space Station, Atomics, System Heat, etc. etc) would give a very broad and deep coverage of the tech tree. After that I've gone through the Mod Support and click on Skyhawk in CKAN and look at the Recommends/Supported, and on things I know to be useful/good and ... hmmm... usually end up with 200-250 mods installed (and have to wait 20 mins for it to load). A good source for ideas are YouTube videos from seasoned KSP players, they usually list the mods they use in the descriptions. Just be warned, adding SkyhawkKerbalism means you have to pay much closer attention to what's installed, as some mods just don't work with Kerbalism, and Nertea's mods required specialized GitHub only helper mods (KerbalismSystemHeat, KerbalismFFT).
  7. If anyone is using SkyhawkScienceSystem and the new BDB 1.11, then they may get some ModuleManager and/or B9PartSwitch warnings/errors. The following MM magic seems to fix them, just put this in a SSS-BDB-Fixes.cfg in your personal patches folder (you have one of those right?), inside GameData. No guarantee I've got this right, may delete entire universe, etc. etc. You may also want the MM patch to fix a possible BDB 1.11 issue mentioned in
  8. Possible issue, though completely fine without mods, when I install with a bazillion other mods I have a couple of MM error/warnings from GameData/Bluedog_DB/Patches/Thermal/engines.cfg: [LOG 15:28:08.940] Applying update Bluedog_DB/Patches/Thermal/engines/@PART[bluedog*,Bluedog*]:HAS[@MODULE[ModuleEngines*],!MODULE[ModuleAblator]]:LAST[Bluedog_DB] to Bluedog_DB/Parts/Apollo/bluedog_Apollo_Feetshield.cfg/PART[bluedog_Apollo_Feetshield] [WRN 15:28:08.941] Cannot find key thermalEfficiency in PART [ERR 15:28:08.941] Error - Cannot parse variable search when editing key thermalWaste = #$thermalEfficiency$ [WRN 15:28:08.941] Cannot find key thermalEfficiency in PART [ERR 15:28:08.941] Error - Cannot parse variable search when editing key heatProduction = #$../thermalEfficiency$ [LOG 15:28:09.037] Applying update Bluedog_DB/Patches/Thermal/engines/@PART[bluedog*,Bluedog*]:HAS[@MODULE[ModuleEngines*],!MODULE[ModuleAblator]]:LAST[Bluedog_DB] to Bluedog_DB/Parts/Skylab/bluedog_Skylab_VFB_entryProbe.cfg/PART[bluedog_Skylab_VFB_entryProbe] [WRN 15:28:09.038] Cannot find key thermalEfficiency in PART [ERR 15:28:09.038] Error - Cannot parse variable search when editing key thermalWaste = #$thermalEfficiency$ [WRN 15:28:09.038] Cannot find key thermalEfficiency in PART [ERR 15:28:09.038] Error - Cannot parse variable search when editing key heatProduction = #$../thermalEfficiency$ I think the problem with those parts (bluedog_Apollo_Feetsheild, bluedog_Skylab_VFB_entryProbe) is they both have ModuleEngineFX and ModuleAblator but do no set thermalEfficiency, so the engines.cfg patch does not set a default and cannot find that value to do it's work. Solution is probably adding a value to both (or catching this case in engines.cfg and using default of 0.9). Possible MM magic cfg file that would temporarily fix this (no guarantee I get this right) included below:
  9. Reviva 0.7.7 released with slight BDB 1.11 IVA support/improvements (previous Reviva versions are fine however).
  10. Release 0.7.7 Adds: Slightly improved support for BDB 1.11 Release. Hermes/Mercury: Added Placeholder (empty) and BDBAlternate (super minimal, non-functional) Vinci/Gemini: Added Placeholder (empty) and BDBAlternate (old FASA, non-functional) Kane/Apollo: Added Placeholder (empty) and BDBRPM (functional RPM variant of non-functional BDB) Sina/LEM: Added Placeholder (empty) and BDB2 (new BDB non-functional IVA), the older BDB remains unchanged for compatibility. NOTES: Previous Reviva 0.7.6, 0.7.5, 0.7.4 will still work fine with BDB 1.11 - though the new non-functional LEM IVA will not be selectable. Currently no LEM variants have IVA switching: ie. no engine cover, Taxi, Lab, Shelter. You get the BDB default only. Similarly any Mercury, Gemini or Apollo variants (eg. Big Gemini or Apollo 5-Crew) do not have IVA switching, BDB default only.
  11. From testing, the current version of Reviva will be okay for BDB 1.11, but you won't see a selection for the shown LM IVA (non-functional). I'll still be updating today, basically because I'm about to play with BDB 1.11 today so I'm waiting for me patiently also :-D
  12. Yes, the BDB 1.11 LM internals have changed names, so it'll mean Reviva will probably show nothing for the default selection. I'll be adding support for the Placeholder plus MEM IVA switch, plus checking the Gemini, Mercury and Apollo configs today (as I'm using BDB 1.11 personally)
  13. Thanks, sure helps. I was about to use this mod and saw the current version does not work with the latest release of Kerbalism. I'm guessing the "~" means 3.16 also, as the changes from 3.15 to 3.16 shouldn't impact this mod?
  14. I'm using KSRSS Reborn with both of these fine, but finding the latest version of the plugin for footprints took a time. Here's what I'm using: - Kopernicus: https://github.com/Kopernicus/Kopernicus/releases Release 139 (also is what CKAN will install) - KEX Plugins: https://github.com/VabienArt/KopernicusExpansion-Continueder/releases/download/Beta9-1.11/KEX-Plugins.zip
  15. I had similar issues with CNAR, possibly those CapellaExperimentX [1-3] need vesselType = Probe (and CrewCapacity = 0) for other parts of SkyhawkKerbalism to do the right thing, but that's because they are also ModuleCommand. Also I spotted that if the HardDrive module has an assigned experiment_id, that can cause issues. Check the ModuleManager.ConfigCache to see what the results of all patches are. @PART[CapellaExperiment1]:NEEDS[SkyhawkKerbalism]:AFTER[CNAR] { %vesselType = Probe %CrewCapacity = 0 %MODULE[HardDrive] { %title = Sounding Rocket Storage %dataCapacity = 0.25 // data size in Mb %sampleCapacity = 0 // sample size in slots %RESOURCE[ElectricCharge] { %rate = 0.020 } } } Try setting the Vessel to "Probe" in Rename Vessel in the PAW, that temp fixed it?
  16. It works fine for me in 1.12.3, yet to notice any issues. I posted KSRSS (pre-Reborn) configs above, used those in 1.12.3. Also played modded Kerbal stock 1.12.3 fine quite a bit for the past six months. I find it super useful when in the designing phase to get something sensible for testing with KRASH or just HyperEdit/revert.
  17. I may have worked out why early sounding rockets may not work well (no harddrive, experiments and/or not fly or show delta-V), possible fix included in GitHub issue below. https://github.com/CessnaSkyhawk/SkyhawkKerbalism/issues/31
  18. Oof, my bad... sometimes it's hard to know if "Releases" are current on various GitHub projects, or the master branch is better (or not). Happy to live dangerously. Thanks so much for the mod (and thanks @Katniss218 for the original), looks pretty, and especially like the alternative runway having collision (trying out older alternatives I got surprised when I sank into the sea).
  19. Thanks @CessnaSkyhawkfor this amazing looking and well thought out pack - including the Kerbalism support. I recently spent a little while setting up KSRSS Reborn (2.7x scale) for BDB (which is too easy at stock scale for me), and remembered I had not really given your pack a good try out. I came back and was pleasantly surprised that you'd done all the Kerbalism support too (that wasn't around when I last read through). About to embark on using it with KSRSS Reborn, BDB, Kerbalism, KCT, Near/Far Future, Benjee's stuff, plus most of the mods you support as well as History of Spaceflight (Pocket Edition), which looks like a neat way to remind me on what order to build things. Very exciting! I may end up sending some GitHub PRs, from the looks of things it's fairly easy to add part style mods (I previously spent several days trying to balance BDB in UKS, oof, appreciate your efforts all the more).
  20. Spent today getting KSRSS Reborn working, plus the usual visual mods: EVE, Scatterer, Katnisss's Cape Canaveral (Truthful Gnome's fork), Parallax 2.0, TUFX, PlanetShine, DOE, etc. Runs at 55-60 FPS (with fans on quite loud) on my work machine (which I can fortunately use for gaming), specs are: NVidia GTX 3090Ti LC 24Gb GPU + AMD 3970x 32 Core CPU + 64Gb RAM + Gen4 SSD). KSP was using 22Gb of RAM, GPU was pegged at 100% and using 14Gb of GPU RAM. The CPU however was at about 8%. Obviously I was maxing out absolutely everything, so I'd probably wait for the release with different texture scales and pick and choose what visual mods to use depending on the machine spec.
  21. I think the latest KSRSS Reborn (as of https://gitlab.com/ksrss/KSRSS/-/commit/79108ac108493ba1834209c3314065f35b6fa686) on Sep 5th 2022, changed the name of "Earth" to "Kerbin" so Parallax would work. However this breaks this mod if you've downloaded KSRSS Reborn from gitlab since then and are only using V1.0 of this mod from the releases on GitHub. I believe using the master branch direct will fix it. If you only see the map, with the KSC on, but no other KK statics, as @Fabled_Mikehas mentioned then you'll likely have this problem. Check the file GameData/KSRSS/Configs/03_Earth/03_Earth.cfg - if it says "Body { name = Kerbin" near the top, then you'll need the master branch of this mod.
  22. FYI: For those that noticed this issue, @JonnyOThan fixed this in RPM itself in the recently released version 0.31.8
  23. Sounds like (hah) the sound issue fixed by KSPCF a while back. The bug was that almost all sounds would disappear, typically after some sort of scene change (eg. enter/leave of map): Quote above is from below, so try installing this mod also. I used to get this issue say 1 in 5 games, and now with KSPCF fix never had it again.
  24. I provided what I believe is Canaveral for KSRSS Reborn in my first answer above (KatnisssCapeCanaveral for KSRSS v1.0), scroll down to "Download" for the GitHub link, which I shall provide here: https://github.com/Truthfulll/KatnisssCapeCanaveral-KSRSS Again, I've not tried any of this with KSRSS Reborn, so I may be misreading, and this may be all tricky to get working right.
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