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[1.12+] Less Real Than Real(ism) - RP-1 With Less 'R' [v2.0.6]


Pehvbot

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8 hours ago, spacecommie said:

Thanks for the answer, I didn't remember that. Is it supposed to be 0 in lower atmosphere as well ? I get science in upper atmosphere and above.

Yep, it's basically the idea that by 1950 we've already explored the ground and lower atmosphere.

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  • 3 weeks later...
13 hours ago, SheepDog2142 said:

So most of the 2050+ nodes are blank for me even with far future and such mods. What are some mods to fill out the back part of the tech tree?

Honestly, there isn't much.  The science tree is a direct copy of the RP-1 tech tree, which is also basically empty at that point in the timeline.  Far Future Technologies uses some of it, but I think that's about it.  If there are part mods that you think should be there let me know, I would be happy to add them.  Any parts at that level would need to be manually added to the various nodes.

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On 7/22/2024 at 8:03 AM, SheepDog2142 said:

Does this mod handle making re entry mode deadly or is Deadly Reentry needed for that?

You would need Deadly Reentry, LRTR is basically just stock physics plus the changes made by RSS.

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Another question. Is anyone else having an issue where the IVA's dont scale correctly. Mine are all really small while the parts around them are to large. Creates a issue with prop planes where the prop is massive infront.

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8 hours ago, SheepDog2142 said:

Another question. Is anyone else having an issue where the IVA's dont scale correctly. Mine are all really small while the parts around them are to large. Creates a issue with prop planes where the prop is massive infront.

It's a 'known issue' (i.e. things I knew about but I don't really know how to fix this yet).  I've just returned to modding so I'll put it on my list of things to look at.

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10 hours ago, Pehvbot said:

It's a 'known issue' (i.e. things I knew about but I don't really know how to fix this yet).  I've just returned to modding so I'll put it on my list of things to look at.

Thanks!
Iva already tried scaling it via config, setting up a auto scaler, and adding tweakscale to iva views. Most have an effect in game but not a positive effect. If you ever want some assistance let me know.

Edited by SheepDog2142
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2 hours ago, SheepDog2142 said:

Thanks!
Iva already tried scaling it via config, setting up a auto scaler, and adding tweakscale to iva views. Most have an effect in game but not a positive effect. If you ever want some assistance let me know.

Sounds good.  I've started to play with things a bit as well, but it still needs more testing.  This is taken from the RealismOverhaul stuff.  In theory the rescale numbers should be just 1.6, but the visuals gets a bit glitchy with some parts so I've been scaling them down.  Ideally the numbers would be set for each specific part, but the numbers below seem to work for the parts I've tested it with.  Individual parts can be adjusted later if these don't work.

//IVAs
@INTERNAL[*]:HAS[!MODULE[ModuleTagNotRescaled]]:FOR[zLRTR]:NEEDS[LRTRRescale]
{
	%scaleAll = 1.45, 1.45, 1.45
	@MODULE[InternalSeat],*
	{
		%kerbalScale = 1.2, 1.2, 1.2
		%kerbalOffset = 0.0, 0.0, 0.0
		%kerbalEyeOffset = 0.0, 0.0, 0.0
	}
}

If you get bored and want to test these out, that would be very helpful.  I'm putting it at the end of the GameData/LRTR/rescale/rescale.cfg file.

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2 hours ago, Pehvbot said:

Sounds good.  I've started to play with things a bit as well, but it still needs more testing.  This is taken from the RealismOverhaul stuff.  In theory the rescale numbers should be just 1.6, but the visuals gets a bit glitchy with some parts so I've been scaling them down.  Ideally the numbers would be set for each specific part, but the numbers below seem to work for the parts I've tested it with.  Individual parts can be adjusted later if these don't work.

//IVAs
@INTERNAL[*]:HAS[!MODULE[ModuleTagNotRescaled]]:FOR[zLRTR]:NEEDS[LRTRRescale]
{
	%scaleAll = 1.45, 1.45, 1.45
	@MODULE[InternalSeat],*
	{
		%kerbalScale = 1.2, 1.2, 1.2
		%kerbalOffset = 0.0, 0.0, 0.0
		%kerbalEyeOffset = 0.0, 0.0, 0.0
	}
}

If you get bored and want to test these out, that would be very helpful.  I'm putting it at the end of the GameData/LRTR/rescale/rescale.cfg file.

Testing now. Ill report back in a bit.

Below are some ways ive tried without much luck on these.

@PART[*]:HAS[@INTERNAL[*]]:FINAL
{
    @INTERNAL
    {
        @MODEL
        {
            %scale = 0.625, 0.625, 0.625
        }
    }
}
---------------------------
@PART[*]:HAS[@INTERNAL[*],@MODEL]:FOR[RKerbSize]
{
    @INTERNAL
    {
        %rescaleFactor = #$../MODEL/scale$
        @rescaleFactor != #$../MODEL/scale$
    }
}

@INTERNAL[*]:FOR[RKerbSize]
{
    @MODEL
    {
        %scaleD = #$../rescaleFactor$
        @scaleD != #$../rescaleFactor$
    }
    @PROP[*]
    {
        %rescaleFactor = #$../rescaleFactor$
    }
}

@PROP[*]:FOR[RKerbSize]
{
    @MODEL
    {
        %scaleD = #$../rescaleFactor$
        @scaleD != #$../rescaleFactor$
    }
}
 

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5 hours ago, Pehvbot said:

Sounds good.  I've started to play with things a bit as well, but it still needs more testing.  This is taken from the RealismOverhaul stuff.  In theory the rescale numbers should be just 1.6, but the visuals gets a bit glitchy with some parts so I've been scaling them down.  Ideally the numbers would be set for each specific part, but the numbers below seem to work for the parts I've tested it with.  Individual parts can be adjusted later if these don't work.

//IVAs
@INTERNAL[*]:HAS[!MODULE[ModuleTagNotRescaled]]:FOR[zLRTR]:NEEDS[LRTRRescale]
{
	%scaleAll = 1.45, 1.45, 1.45
	@MODULE[InternalSeat],*
	{
		%kerbalScale = 1.2, 1.2, 1.2
		%kerbalOffset = 0.0, 0.0, 0.0
		%kerbalEyeOffset = 0.0, 0.0, 0.0
	}
}

If you get bored and want to test these out, that would be very helpful.  I'm putting it at the end of the GameData/LRTR/rescale/rescale.cfg file.

Put it at the end of the rescale.cfg and there was no change in game to the IVA itself but my Kerbal is bigger.Screenshot_32.png?ex=66a4264e&is=66a2d4c

Edited by SheepDog2142
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Im going to test below because to my knowledge %scaleAll is not a standard attribute and might not function as intended in this context

@INTERNAL[*]:HAS[!MODULE[ModuleTagNotRescaled]]:FOR[zLRTR]:NEEDS[LRTRRescale]
{
    MODEL
    {
        %scale = 1.45, 1.45, 1.45
    }
    @MODULE[InternalSeat],*
    {
        %kerbalScale = 1.2, 1.2, 1.2
        %kerbalOffset = 0.0, 0.0, 0.0
        %kerbalEyeOffset = 0.0, 0.0, 0.0
    }
}

EDIT: Did not help

Edited by SheepDog2142
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1 hour ago, SheepDog2142 said:

Put it at the end of the rescale.cfg and there was no change in game to the IVA itself but my Kerbal is bigger.

t7MZbFr.jpeg

I wonder if that specific IVA is an issue or something to do with another mod.  This is a side-by-side of an adjusted vs unadjusted IVA using the stock Mk1 Inline Cockpit + nose cone.

What does the cutaway/interior overlay view look like?

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1 hour ago, Pehvbot said:

t7MZbFr.jpeg

I wonder if that specific IVA is an issue or something to do with another mod.  This is a side-by-side of an adjusted vs unadjusted IVA using the stock Mk1 Inline Cockpit + nose cone.

What does the cutaway/interior overlay view look like?

Ill mess with it more and check. I tried stock IVA to and same result. However I bet there is another config causing issues so ill do some more testing and report back.

Edited by SheepDog2142
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