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Everything posted by Raptor831
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[Stopped] 6.4x Kerbol System v2.0.1 - RSS Config [11/16/14]
Raptor831 replied to Raptor831's topic in KSP1 Mod Releases
So, is there a way to get an exponential modifier within a PQS mod? My original thought about tweaking the terrain was pretty much scale the height with some kind of exponential curve. So, height 20 in the heightmap comes out height 40, but height 200 in the heightmap comes out 800. The idea being the grasslands and such stay lower in absolute altitude with the peaks rising (relatively) quickly from them. I like the gradual rise in terrain (which feels more realistic to me), but I do miss having definable peaks. -
Ok, so I've got an odd problem. Downloaded TweakScale with the new Klockheed Martian special parts, but the TweakScale portion didn't seem to work. So I grabbed the latest release from GitHub, thinking it might just not be the right version with all of my other mods. Still no joy. The worst part is, I can't find any errors in the log to point me in any direction. Basically, the tweakable scale in the right-click menu does not show up. I've got ProceduralParts, PFairings, and the like so I'm used to the interface. I've tried editing the configs for the KM parts, which didn't work. So I installed one of the default configs (for SpaceplanePlus) to check and make sure TweakScale itself was working, and still nothing. And any time I check the log, I can't find anything helpful. So, I was hoping someone here might have fresh eyes on this, or is simply more aware of what to look for. I think there are some warnings related to the KM parts (script not found) that don't seem to break anything so I haven't traced those yet. Logfile here: http://cl.ly/033Z0P3V2X2d I'm sure it's something I've done, or possibly a mod conflict since I have a ton installed. Any ideas?
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[Stopped] 6.4x Kerbol System v2.0.1 - RSS Config [11/16/14]
Raptor831 replied to Raptor831's topic in KSP1 Mod Releases
I'm trying to get a bit better looking terrain, on Kerbin at least. I have to go through and test individual settings to see what I can come up with, but once I hit on something good I'll let everyone know. -
[Stopped] 6.4x Kerbol System v2.0.1 - RSS Config [11/16/14]
Raptor831 replied to Raptor831's topic in KSP1 Mod Releases
I shall quote myself, emphasis for effect: I need at least a 2.5m rocket (single core) to get a 1-kerbal pod into orbit. You could probably asparagus your way into orbit with 1.25m parts though. I haven't gotten a reasonable 2.5m rocket to push the 3-kerbal pod to orbit, at least without using some boosters (a la Titan IIIC). I can make a Saturn-V-alike rocket with 5m parts from NovaPunch, KW, FASA, or SXT. Note, this is all with Real Fuels + my stockalike engine/RCS configs (link in sig), which decreases the mass of engines and tanks. So if you're trying to use straight stock parts, you'll be throwing many boosters on to make this work. Also, RE: career mode. I have no idea how this handles in a career setting, mostly because I can't ever seem to play that way. I know RSS/RO is not set up to deal with that, and the 6.4x size is closer in style to full RSS than stock. That said, if anyone has some configs to make this play nicely career, do let me know so I can post it and/or link to it. I like this size because it still represents a challenge to get to orbit and beyond, but it still doesn't feel like hard-core mode. You can always upgrade to full RSS/RO if you want, which I'd like to try at some point. But that's for another time... -
[Stopped] 6.4x Kerbol System v2.0.1 - RSS Config [11/16/14]
Raptor831 replied to Raptor831's topic in KSP1 Mod Releases
I've put up the delta-V calculator on the web, so you'll be able to plan your trip accordingly. Link is here: http://ksp.joshuawagneronline.com/dvcalc64/ It all should be accurate, and the stuff I've checked has been. But, do take those numbers with a grain of salt, too, since they assume perfect transfer burns. In other words, take some extra fuel! Also, they don't account for any possible aerobraking, so for example, you can shave some delta-V off the Duna transfer since you can aerocapture there and then circularize your orbit. -
Eyes Turned Skywards UPDATE now with Signup Sheet
Raptor831 replied to NathanKell's topic in KSP1 Mod Development
It's looking good, all. Can't wait to see some stations in-game with these parts. -
[Stopped] 6.4x Kerbol System v2.0.1 - RSS Config [11/16/14]
Raptor831 replied to Raptor831's topic in KSP1 Mod Releases
As far as I know, none exists, so have at it. I know there's a 1/10th scale solar system (i.e. kerbal-sized), so between that and the default RSS one you should be able to get a good start. To get off Kerbin, you'll need about 7.5km dV. For a Munar transfer, you'll need around 2km dV, and for a Mun landing and takeoff you'll need at minimum 1500 m/s dV each if you do it perfectly. I'd bring 2km dV per if you can swing it. And Moho is, well, insane... One of the things I've been working on as an extension of this config is a delta-V calculator for this scale. I've got a modified version of Alex Moon's calculator (found here) that appears to work fine, which I will hopefully be putting up somewhere soon. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Raptor831 replied to Raptor831's topic in KSP1 Mod Releases
Ok, configs are updated. Updated the engines config with the new RLA (except for the new arcjet and resitojet), in addition to the previously posted changes. Also, "released" the RCS config, which now utilizes ModuleRCSFX instead of the stock version. The ModuleRCSFX.dll is included in the download, since Nathan offered that. Link to the repository is on the OP, and it's up to date as of this evening. If you have ModuleRCSFX from Realism Overhaul, you probably won't need it, but it's there just in case, since most of us who use the stockalike engines probably aren't using RO. There shouldn't be any weirdness, but let me know if something crops up. -
[Stopped] 6.4x Kerbol System v2.0.1 - RSS Config [11/16/14]
Raptor831 replied to Raptor831's topic in KSP1 Mod Releases
+1. Thanks! Was planning on posting that at some point, but you beat me to it. -
[Stopped] 6.4x Kerbol System v2.0.1 - RSS Config [11/16/14]
Raptor831 replied to Raptor831's topic in KSP1 Mod Releases
Ah, gotcha. Thanks for the tip. -
[Stopped] 6.4x Kerbol System v2.0.1 - RSS Config [11/16/14]
Raptor831 replied to Raptor831's topic in KSP1 Mod Releases
Yeah, the more I think about it the more I'll probably make some adjustments. The island runway is pretty much on a cliff, and that island is like a mountain sticking up from the sea. Needs work... If the landclass is controlled by the slope, getting that slope to be a bit smoother would probably help with the texturing as well. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Raptor831 replied to Raptor831's topic in KSP1 Mod Releases
The "Unknown Thrust" is occurring on both ModuleRCS and ModuleRCSFX, I believe. But, it doesn't seem to be the rounding errors like I suggested before. I'll check it out some more and see if I'm doing something silly with the configs. And thanks for the offer for distribution. Would make things a bit easier on this end. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Raptor831 replied to Raptor831's topic in KSP1 Mod Releases
It's typical for me. The RCS works properly, to my knowledge. The thrust is generally less than 1 for any of those RCS pods, so I don't know if the display renders that low. I believe the standard fuel for those is hydrazine, which comes out to like 0.48 thrust in-game. If it's rounding to the nearest integer, then it'll come up with zero. Heck, the helium thrusters operate at something like 0.005 kN! Also, I was going to release the updated configs (RCS/engines) tonight, but hoojiwana had to go and release a new version of RLA Stockalike. Have most of those in the config new, but I need to test them to make sure first. -
[Stopped] 6.4x Kerbol System v2.0.1 - RSS Config [11/16/14]
Raptor831 replied to Raptor831's topic in KSP1 Mod Releases
As an update, I checked out the biomes, and they seem to be showing up properly. It's just feels much bigger than stock Kerbin, so getting to the mountains to the west of KSC is no picnic. That, and the "grasslands" between them look more like the badlands to me. Dunno if I can adjust the texturing of the terrain, but I'll take a look. I don't want to mess with the height too much, because that was already tweaked to get the mountains at a decent height (IIRC). -
[Stopped] 6.4x Kerbol System v2.0.1 - RSS Config [11/16/14]
Raptor831 replied to Raptor831's topic in KSP1 Mod Releases
Yeah, EVE doesn't play nicely out-of-the-box with any RSS rescale. There are RSS configs floating around, but I don't think any were set up for the 6.4x rescale. I stopped using it for that reason and the RAM issues. I need to stop adding mods... Anyway, you should be able to adjust the cloud layers and such to get something that works. If you come up with a working setup, post about it and I'll link it in the OP. I'm planning on adding some "utility" configs to help get other mods (ex: DeadlyReentry, RemoteTech) to line up with the 6.4x scale, so any help would be nice! You're welcome! I'm no expert, but I can hack through enough stuff to just make it work. So hopefully that'll be enough. Closest thing I know of is this: https://github.com/NathanKell/RealSolarSystem/wiki/PQSMods-supported-in-the-cfg. You could probably ask in the main RSS thread also, since NathanKell, et al, would probably know better. Hrm, I'll have to check that on my install. I don't play much with career, so the biomes generally fly under my radar. -
[Stopped] 6.4x Kerbol System v2.0.1 - RSS Config [11/16/14]
Raptor831 replied to Raptor831's topic in KSP1 Mod Releases
Thanks. Didn't think it was *that* bad of a thread. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Raptor831 replied to Raptor831's topic in KSP1 Mod Releases
Sweet! I saw that thread earlier today, so I need to check that out now especially. Nice! Went through the config again, and it looks great. If you'd be willing, I'd like to incorporate those into this config (with due credit of course). Alternatively, if you'd rather keep it all together, I can post a link to your config in the OP. As kerbal as that sounds, no, it's not intended. Sounds like that might be the bug NathanKell mentioned a few posts back. I've switched them over to ModuleRCSFX (which worked previously) in my test configs and will be testing them out shortly. You can get the latest MRCSFX in the Realism Overhaul pack or from Nathan's GitHub repo here: link. If you want to make the current config work and you have MRCSFX, you can adjust it to change the ModuleRCS to ModuleRCSFX (i.e. add @name = ModuleRCSFX to each ModuleRCS node) and set the ModuleEngineConfigs to type = ModuleRCSFX (instead of ModuleRCS). Or wait a bit, and I'll have it out soon. Also, for everyone, I've made some adjustments to the main config: tweaked the KOSMOS engines, added Methalox as a fuel type for the KSLO and B9 (rocket) engines, and replaced any engine using MonoPropellant to use Hydrazine. This should be released with the updated RCS configs soon. Once the RCS config is finished, I'll be releasing a config to (hopefully) catch any MonoPropellant tank in a part (i.e. command pods) and switch it to hydrazine. Makes it easier to use the stockalike RCS config, IMO. As always, let me know if you've found any good engines that need a config. -
[Stopped] 6.4x Kerbol System v2.0.1 - RSS Config [11/16/14]
Raptor831 replied to Raptor831's topic in KSP1 Mod Releases
My assumption is that the biomes would be pretty close to the originals, since the "map" hasn't changed. But, I may be wrong, so if you find anything way off, let me know. And you're welcome! -
No worries, actually, the config didn't need much updating after all. I have a feeling I'll end up trying the full-scale solar system eventually, but for now I'll keep up with the 6.4:1 version (which is marked as public domain in your readme file). That being said, I've got a new thread up for the updated configs. Link here.
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6.4x Kerbol System - RSS Config Development stopped! Use 64K instead! LINK HERE This is a config for Real Solar System that increases the size of the Kerbol system by about 6.4x. Also, distances are scaled to match, so the Mun is the same relative distance from Kerbin, but takes 2000 m/s delta-V to execute the transfer burn. This results in an RSS-lite feeling game, in which launchers need to be larger than in stock KSP, but you can still use stock-sized parts (i.e. not Realism Overhaul adjustments). DOWNLOAD Source on GitHub Requirements Real Solar System Suggested Mods Real Fuels Stockalike Engine Configs Ferram Aerospace Research Deadly Reentry Procedural Parts The config will work without these mods, but you'll be well served with the above installed. Note, that you can use any engine config you want with Real Fuels, but the RealEngines or the RftS engines will probably give you larger/more powerful engines that you need. Installation 1. Install RealSolarSystem. 2. Install RemoteTech if you want to use that mod 3. Copy the folders in this archive into the <KSP root>/GameData/ directory, allowing overwrite. 4. If you wish to use a 6-hour day or a 24-hour day, overwrite the RealSolarSystem.cfg with the file found in those folders. Discard them otherwise. You should have overwritten 3 files in the RealSolarSystem folder and one file in the RemoteTech folder. They control the settings for scaling everything up to 6.4 times stock. The /64x/ folder contains ModuleManager configs to adjust other mods' settings to scale with 6.4x Kerbol System. NOTE: The RemoteTech/RemoteTech_Settings.cfg will overwrite your current settings! If you've made changes to the settings, make a backup first just in case, and re-edit the file after installation Notes Kerbol is modelled after a K-type main sequence star (0.64sm, 0.84sr). Jool uses the density of Jupiter but is otherwise unchanged in physical characteristics (aside from upscaling). Every other body has its density fine-tuned to arrive at the gravity values of the stock game. Orbital period has been calculated from the orbital values of the bodies and will significantly differ from stock. Rotational period is calculated using tidal locking values or through some fudges. Kerbin has a 12-hour day. Any body with an atmosphere has its scale height and maximum altitude increased by 32%. Flying threshold for science is based on either the max atmospheric height or the radius of the body. Space threshold for science is based on the body's radius and whether it is a moon of another body. For the purposes of this file a moon is any body with an SMA < 5,000,000,000m. PQSMod_VertexHeightMap values are 1.5 times larger in deformity (except Kerbin, which is now customized a bit) with offsets fudged to make oceans look proper. Acknowledgements This config was created by regex. I consider myself caretaker, so credit should go to regex, Lack, and White Owl. Paul Kingtiger, with his 64x package, updated this mod while I was away for a bit. Big thank you for that. License Config is public domain, as with the original. Auxiliary Items Delta-V Calculator for 6.4x Kerbol based on Alex Moon's work (webpage) - BASED ON v1.1.1 Delta-V map of Kerbol system - by nebuchadnezzar - BASED ON v1.1.1 EVE Overhaul 9-2 config for 6.4x Kerbol System - by nebuchadnezzar - BASED ON v1.1.1
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Every log has that (for me anyway) whether it's running well or not. I think those have to do with the shutdown procedure of the program, but I figure if I'm not noticing anything wrong I'm not going to hunt for problems. Alas, it seems the 6.4x config is less broken than before. The resizing works properly at this point, but the launch sites don't get loaded in. Which is pretty much all the log says on that note. I'll see if I can make it work properly. If I do get it rolling, I'll probably make a new thread and post that link here for reference.
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Why did I know you'd ask that. Was already planning on it if no one else had. Last time I checked, the config simply didn't get loaded properly, and the logs (link) seemed to imply something off with the AtmosphereFromGround and the LaunchSites.cfg. The former one may have been fixed in 7.1, but I haven't tried it since. It was also during the .24.x switchover so other un-updated mods may have been playing spoiler. If you see anything important in the logs, let me know. Otherwise, I think I have a project for this weekend.
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Has anyone upgraded the 6.4x Kerbin config to the new RSS? Regex's (now locked) thread said he wasn't going to be able to update, and I'm still using RSS v6 since his config doesn't work on v7. Would be nice to use the proper version of RSS.
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Raptor831 replied to Raptor831's topic in KSP1 Mod Releases
Good to know. Thanks for reporting back. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Raptor831 replied to Raptor831's topic in KSP1 Mod Releases
Did not know that, bummer.