Jump to content

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


Pehvbot

Recommended Posts

  • 3 weeks later...
  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.

Link to comment
Share on other sites

  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.

Link to comment
Share on other sites

  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 by SheepDog2142
Link to comment
Share on other sites

  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.

Link to comment
Share on other sites

  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 != #$../rescaleFactor$
    }
}
 

Link to comment
Share on other sites

  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.Screenshot_32.png?ex=66a4264e&is=66a2d4c

Edited by SheepDog2142
Link to comment
Share on other sites

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
Link to comment
Share on other sites

  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  

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?

Link to comment
Share on other sites

  On 7/26/2024 at 12:42 AM, 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?

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 by SheepDog2142
Link to comment
Share on other sites

  • 4 weeks later...
  • 6 months later...

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...