Pehvbot Posted June 28, 2024 Author Share Posted June 28, 2024 On 6/27/2024 at 8:38 PM, 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. Expand Yep, it's basically the idea that by 1950 we've already explored the ground and lower atmosphere. Quote Link to comment Share on other sites More sharing options...
SheepDog2142 Posted July 18, 2024 Share Posted July 18, 2024 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? Quote Link to comment Share on other sites More sharing options...
Pehvbot Posted July 19, 2024 Author Share Posted July 19, 2024 On 7/18/2024 at 3:42 PM, 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? Expand 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. Quote Link to comment Share on other sites More sharing options...
SheepDog2142 Posted July 22, 2024 Share Posted July 22, 2024 Does this mod handle making re entry mode deadly or is Deadly Reentry needed for that? Quote Link to comment Share on other sites More sharing options...
Pehvbot Posted July 24, 2024 Author Share Posted July 24, 2024 On 7/22/2024 at 3:03 PM, SheepDog2142 said: Does this mod handle making re entry mode deadly or is Deadly Reentry needed for that? Expand You would need Deadly Reentry, LRTR is basically just stock physics plus the changes made by RSS. Quote Link to comment Share on other sites More sharing options...
SheepDog2142 Posted July 24, 2024 Share Posted July 24, 2024 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. Quote Link to comment Share on other sites More sharing options...
Pehvbot Posted July 25, 2024 Author Share Posted July 25, 2024 On 7/24/2024 at 6:32 PM, 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. Expand 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. Quote Link to comment Share on other sites More sharing options...
SheepDog2142 Posted July 25, 2024 Share Posted July 25, 2024 (edited) On 7/25/2024 at 3:41 AM, 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. Expand 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 July 25, 2024 by SheepDog2142 Quote Link to comment Share on other sites More sharing options...
Pehvbot Posted July 25, 2024 Author Share Posted July 25, 2024 On 7/25/2024 at 2:00 PM, 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. Expand 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. Quote Link to comment Share on other sites More sharing options...
SheepDog2142 Posted July 25, 2024 Share Posted July 25, 2024 On 7/25/2024 at 5:06 PM, 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. Expand 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 != #$../rescaleFactor$ } } Quote Link to comment Share on other sites More sharing options...
SheepDog2142 Posted July 25, 2024 Share Posted July 25, 2024 (edited) On 7/25/2024 at 5:06 PM, 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. Expand 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. Edited July 25, 2024 by SheepDog2142 Quote Link to comment Share on other sites More sharing options...
SheepDog2142 Posted July 25, 2024 Share Posted July 25, 2024 (edited) 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 July 26, 2024 by SheepDog2142 Quote Link to comment Share on other sites More sharing options...
Pehvbot Posted July 26, 2024 Author Share Posted July 26, 2024 On 7/25/2024 at 10:35 PM, 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. Expand 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? Quote Link to comment Share on other sites More sharing options...
SheepDog2142 Posted July 26, 2024 Share Posted July 26, 2024 (edited) On 7/26/2024 at 12:42 AM, Pehvbot said: 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? Expand 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 July 26, 2024 by SheepDog2142 Quote Link to comment Share on other sites More sharing options...
SheepDog2142 Posted August 23, 2024 Share Posted August 23, 2024 So ive noticed with LRTR Kerbalism configs allot of parts no longer have science even though in the any other set of configs they do. So I think something was missed. Quote Link to comment Share on other sites More sharing options...
JD_ Posted March 13 Share Posted March 13 Is the rescaling blanket applied to everything or does it need to be custom configured? Quote Link to comment Share on other sites More sharing options...
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