Pehvbot Posted April 26, 2022 Author Share Posted April 26, 2022 8 hours ago, Pointblank66 said: Got an issue with BDB and LRTR. This part especially isn't getting correctly rescaled. Before installing LRTR And after installing LRTR Can this be fixed? Is the part a fairing base? The rescaler scales fairings asymmetrically. I did this because stock fairing bases are too thick when scales 'correctly'. Quote Link to comment Share on other sites More sharing options...
Vovical Posted May 21, 2022 Share Posted May 21, 2022 Is there a way to use the mod without the resized but rather the rebalance, as if playing with Smurff? The part resizing breaks my existing craft files and SMURFF doesn’t work for me Quote Link to comment Share on other sites More sharing options...
Pehvbot Posted May 21, 2022 Author Share Posted May 21, 2022 2 hours ago, Vovical said: Is there a way to use the mod without the resized but rather the rebalance, as if playing with Smurff? The part resizing breaks my existing craft files and SMURFF doesn’t work for me Yes, but doing this will also break your craft builds and it’s completely untested and means editing the rescale.cfg file. I think there’s a description up thread on some pointers to how to do this A good option might be to use KSRSS, the Kerbal Sized Real Solar System mod instead of RSS. Existing craft should work just fine and LRTR is fully balanced for it. Quote Link to comment Share on other sites More sharing options...
Vovical Posted May 21, 2022 Share Posted May 21, 2022 12 hours ago, Pehvbot said: Yes, but doing this will also break your craft builds and it’s completely untested and means editing the rescale.cfg file. I think there’s a description up thread on some pointers to how to do this A good option might be to use KSRSS, the Kerbal Sized Real Solar System mod instead of RSS. Existing craft should work just fine and LRTR is fully balanced for it. Yeah I opted to just use KSRSS instead. I prefer the scale of RSS but oh well. May I ask, what is the purpose of LRTR on KSRSS? Since the parts are already balanced for KSRSS/2.5xKSRSS. Is it for RP-1 features? Quote Link to comment Share on other sites More sharing options...
Pehvbot Posted May 21, 2022 Author Share Posted May 21, 2022 7 minutes ago, Vovical said: Yeah I opted to just use KSRSS instead. I prefer the scale of RSS but oh well. May I ask, what is the purpose of LRTR on KSRSS? Since the parts are already balanced for KSRSS/2.5xKSRSS. Is it for RP-1 features? Yep. It gives the RP-1 tech tree, contract tree, etc for stock sized worlds. Quote Link to comment Share on other sites More sharing options...
Pehvbot Posted August 30, 2022 Author Share Posted August 30, 2022 Version 2.0.5 of LRTR and version 1.0.7 of it's KerbalismConfig are now available. They fix some issues with science, including problems with low atmosphere science in RSS. https://github.com/pehvbot/LRTR/releases/tag/v2.0.5 https://github.com/pehvbot/LRKerbalism/releases/tag/v1.0.7 Quote Link to comment Share on other sites More sharing options...
Russekof71 Posted October 26, 2022 Share Posted October 26, 2022 Hello, I would like to play in sandbox but the patch which looks like RP-01 prevents me from playing correctly in sandbox what do you advise me? Quote Link to comment Share on other sites More sharing options...
Pehvbot Posted October 26, 2022 Author Share Posted October 26, 2022 5 hours ago, Russekof71 said: Hello, I would like to play in sandbox but the patch which looks like RP-01 prevents me from playing correctly in sandbox what do you advise me? One possible issue is that sandbox does not turn off the Kerbal Construction Time feature automatically. If you want to turn that off, go to the main KSC scene, right click on the KCT icon at the bottom, and de-select the 'Mod Enabled' button. Another is the crew training. To disable crew training go to the game Difficulty Options, look for LRTR, and unclick the crew options. If it's something else, let me know. Quote Link to comment Share on other sites More sharing options...
Pehvbot Posted November 16, 2022 Author Share Posted November 16, 2022 Version 1.0.9 of the KerbalismConfig is now available. This fixes an issue where monoprop is not being loaded onto a Kerbal on EVA. https://github.com/pehvbot/LRKerbalism/releases/tag/v1.0.9 Quote Link to comment Share on other sites More sharing options...
Zyberdash Posted March 19, 2023 Share Posted March 19, 2023 Hello this mod seems to disable my mechjeb2 altogether in sandbox (haven't tried the career mode). Is this something known? Quote Link to comment Share on other sites More sharing options...
Pehvbot Posted March 20, 2023 Author Share Posted March 20, 2023 2 hours ago, Zyberdash said: Hello this mod seems to disable my mechjeb2 altogether in sandbox (haven't tried the career mode). Is this something known? There may be two things going on here. One is that mechjeb is removed form most parts and you need to use the mechjeb part itself. The other (and I'm not sure if this is a problem in sandbox) is that the techtree info is somewhat broken. Try removing GameData/LRTR/support/mechjeb.cfg to see if things work as expected. Quote Link to comment Share on other sites More sharing options...
mateusviccari Posted March 20, 2023 Share Posted March 20, 2023 23 hours ago, Zyberdash said: Hello this mod seems to disable my mechjeb2 altogether in sandbox (haven't tried the career mode). Is this something known? I can assure you it does work even in sandbox. Make sure you use the mechjeb case part (or have MechJeb For All mod), and that when you create your game you check that option "All part upgrades available in sandbox" or something like that, because AFAIK the mechJeb modules are upgrades unlocked from the tech tree so you probably need that option Quote Link to comment Share on other sites More sharing options...
mateusviccari Posted March 22, 2023 Share Posted March 22, 2023 I just noticed I was playing for a long time with a broken config, probably due to a conflict between the rescaler and CryoTanks Fuel Tank Switcher patch. Now I feel very stupid because my tanks have lower mass than they apparently should: Notice how the dry mass of the LF/OX setting remains the same as it should with LRTR only. But on the second image, some tanks (LH2) have negative dry masses! Playing the stock game with CryoTanks should give these dry masses for this tank: lf+ox=2 t lh2+ox=0.892 t lh2=0.84 t lch4=1.135 t lch4+ox=1.676 t I know that CryoTanks is not officialy supported, but do you think there is something we can do? If not, I'll try to make a patch myself to remove the B9PartSwitches from CryoTanks and make one exclusively for LRTR. Quote Link to comment Share on other sites More sharing options...
Pehvbot Posted March 24, 2023 Author Share Posted March 24, 2023 On 3/21/2023 at 5:26 PM, mateusviccari said: I just noticed I was playing for a long time with a broken config, probably due to a conflict between the rescaler and CryoTanks Fuel Tank Switcher patch. Now I feel very stupid because my tanks have lower mass than they apparently should: Notice how the dry mass of the LF/OX setting remains the same as it should with LRTR only. But on the second image, some tanks (LH2) have negative dry masses! Playing the stock game with CryoTanks should give these dry masses for this tank: lf+ox=2 t lh2+ox=0.892 t lh2=0.84 t lch4=1.135 t lch4+ox=1.676 t I know that CryoTanks is not officialy supported, but do you think there is something we can do? If not, I'll try to make a patch myself to remove the B9PartSwitches from CryoTanks and make one exclusively for LRTR. Unfortunately I won't have time to work on this for a while so I would say give it a shot. I don't know where CryoTank changes the dry mass but it may be basing the numbers on a stock sized tank. If you can find where it does this you might be able to adjust these number either directly or using a MM patch. Quote Link to comment Share on other sites More sharing options...
mateusviccari Posted March 26, 2023 Share Posted March 26, 2023 On 3/24/2023 at 3:14 AM, Pehvbot said: Unfortunately I won't have time to work on this for a while so I would say give it a shot. I don't know where CryoTank changes the dry mass but it may be basing the numbers on a stock sized tank. If you can find where it does this you might be able to adjust these number either directly or using a MM patch. Done! Took me a good time to figure out what was happening on cryo tanks side, but the patch itself is quite simple. Turns out it was considering the stock dry mass/volume ratio instead of the rescaler. I just submitted a pull request if you're interested. It fixed the switcher from both stock and procedural parts tanks when using the rescaler, I don't think it will impact anywhere else. Quote Link to comment Share on other sites More sharing options...
mateusviccari Posted March 26, 2023 Share Posted March 26, 2023 Is it OK if I make some changes to the tech tree, to accommodate the engines from cryo engines? Quote Link to comment Share on other sites More sharing options...
Pehvbot Posted March 26, 2023 Author Share Posted March 26, 2023 1 hour ago, mateusviccari said: Is it OK if I make some changes to the tech tree, to accommodate the engines from cryo engines? Absolutely, the default placement isn't great. I'll be back in the real world in a week or so. Quote Link to comment Share on other sites More sharing options...
eagleswing12 Posted March 28, 2023 Share Posted March 28, 2023 Hello - Can configs be made for the ORANGES mod? It's a replacement for reDIRECT. Quote Link to comment Share on other sites More sharing options...
Pehvbot Posted March 29, 2023 Author Share Posted March 29, 2023 18 hours ago, eagleswing12 said: Hello - Can configs be made for the ORANGES mod? It's a replacement for reDIRECT. That should be doable. i won't have a chance to look at it for about a week though. Quote Link to comment Share on other sites More sharing options...
eagleswing12 Posted March 30, 2023 Share Posted March 30, 2023 Thank you for your quick response! Quote Link to comment Share on other sites More sharing options...
Pehvbot Posted April 17, 2023 Author Share Posted April 17, 2023 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. Quote Link to comment Share on other sites More sharing options...
Wheat Bread Posted April 22, 2023 Share Posted April 22, 2023 Is this mod compatible with Kerbal Konstructs, because i've tried to launch from a kk pad and it always spawns me on the KSC launch pad Quote Link to comment Share on other sites More sharing options...
Pehvbot Posted April 22, 2023 Author Share Posted April 22, 2023 9 minutes ago, Wheat Bread said: Is this mod compatible with Kerbal Konstructs, because i've tried to launch from a kk pad and it always spawns me on the KSC launch pad 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? Quote Link to comment Share on other sites More sharing options...
Wheat Bread Posted April 22, 2023 Share Posted April 22, 2023 (edited) 39 minutes ago, Pehvbot said: 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? Yes it does, i've even deleted the kct folder and it still does this. Edited April 22, 2023 by Wheat Bread Quote Link to comment Share on other sites More sharing options...
Pehvbot Posted April 22, 2023 Author Share Posted April 22, 2023 16 minutes ago, Wheat Bread said: Yes it does, i've even deleted the kct folder and it still does this. 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? Quote Link to comment Share on other sites More sharing options...
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