Jump to content

[WIP][TechTree @ 0.23.5] - [MS19e] - Realistic Progression LITE


MedievalNerd

Recommended Posts

I really hate asking this, because IMO, real life comes first. But I only ask because I just got a brand new computer and want to know if I should hold off or not.

Do you have a "hopeful target date" for when you want to publish RS19. I know, any dates provided are not set in stone, I am not looking for something to hold you accountable to nor am I wanting to pressure you. I just want to know if I should bother downloading RS18 and spending the time fixing it for .23

As always, thanks for all your hard work and dedication, it is greatly appreciated.

Howdy blipadouzi,

I'm hoping for this weekend. I'm finishing coding evenings, then it's experiments and the manual reroll of antennas. That should pretty much cover it. :)

Fingers crossed, and please don't chase me down the streets with torches and pitchforks if I don't make it! ;)

Link to comment
Share on other sites

Hey MedievalNerd. I forgot my torch and pitchfork with the last random mob I joined, so no worries. Again, huge thanks for all the work.

I seem to have a problem with the HECS MK2 Duna probe, which runs under local control, even though its not part of a manned ship. Not the biggest problem, but it does ruin the point of setting up a comm network, and the fun of signal delay. Do you know what's causing it, and if there is an easy fix?

Link to comment
Share on other sites

Hey MedievalNerd. I forgot my torch and pitchfork with the last random mob I joined, so no worries. Again, huge thanks for all the work.

I seem to have a problem with the HECS MK2 Duna probe, which runs under local control, even though its not part of a manned ship. Not the biggest problem, but it does ruin the point of setting up a comm network, and the fun of signal delay. Do you know what's causing it, and if there is an easy fix?

Hmm, that sounds like it would be a missing SPU node within that probe's config file. Feel free to add it, and it should fix it for your live game. :) I'll do a sweep of each custom part before release to make sure they all have it set properly. Thanks for pointing that out!

Link to comment
Share on other sites

Hmm, that sounds like it would be a missing SPU node within that probe's config file. Feel free to add it, and it should fix it for your live game. I'll do a sweep of each custom part before release to make sure they all have it set properly. Thanks for pointing that out!

That fixed it. Wow, I have now mucked about with KSP mod code, and nothing exploded. 3 whole lines! I think that justifies me adding "Programmer Extraordinaire" to my resumé.

Link to comment
Share on other sites

I thought I saw this asked somewhere already, but I can't find it, so forgive me for asking again. Does RT2 have the correct comm ranges for this tree and RSS, or is it for the stock game, and if its for the stock game, how can I adjust the ranges to fit with RSS?

The ranges are correct if you use the tweaks provided by this mod. Follow the instructions though as you have to move a file.

Just be aware that some antennas don't have the RT config, so look in the right click tooltip to make sure it does.

Link to comment
Share on other sites

That fixed it. Wow, I have now mucked about with KSP mod code, and nothing exploded. 3 whole lines! I think that justifies me adding "Programmer Extraordinaire" to my resumé.

lol!

The config system they did for the files is really great, that combined with Module Manager tweaks, it's a very comprehensible and flexible system.

Making plugins is a bit more difficult, but if you know a bit of C# and have friendly programmer friends. Then you should be good. :D

Link to comment
Share on other sites

If I didn't want to use this for the realism pack and just played with stock ksp, would this tech tree essentially do the same thing?

Technically, if you don't use any realism tweaks, apart from my RPL tweak pack. (Contains the plugin, new probes, experiments, etc.) Then I'm assuming it would still work, albeit maybe not the best balanced. You would have to use whatever KSP equivalent to Nathan's RftEngines engine tweaks. It escapes me but MFT branched into RealFuels and... something. Sorry, sort of at work right now so cant' check.

Maybe Nathan will pass by and correct me. :P

Link to comment
Share on other sites

If you want to play this sort of thing (RPL, RF, RO, etc) on stock KSP there's two routes:

1. Use KIDS to rescale Isp to "Raw real" aka 0.33333x, 0.33333x. This will let you play in the stock KSP solar system, but you will still need rockets as big as you would for RSS.

2. OR, open RealFuels/RealSettings.cfg and find the line useRealisticMass = true then change the true to false

that will give your engines and tanks the same weight they would in stock KSP, so you will need (roughly!) stock-sized rockets.

EDIT: for correctness. Use RealSettings.cfg.

Edited by NathanKell
Link to comment
Share on other sites

Thanks Nathan, I'd just been scrolling through this thread looking for precisely this information. I've some stuff planned that needs to be in Kerbin, but this mod looked interesting to try. Now I know it's at least possible to do it that way without loosing all the engine+tech level do-hickies. :)

Oh, and thanks to bulletrhli for asking the question I was going to ask!

Link to comment
Share on other sites

Just for my benefit (so I don't have to scroll through how ever many pages back I would need to), if I download everything from page 1 and set everything up properly and follow all the directions and yadayada, will it work properly? I only say that because when I downloaded the complete list of stuff back a few weeks after 0.23 came out it was horribly broken and I couldn't completely debug it myself.

Link to comment
Share on other sites

Just for my benefit (so I don't have to scroll through how ever many pages back I would need to), if I download everything from page 1 and set everything up properly and follow all the directions and yadayada, will it work properly? I only say that because when I downloaded the complete list of stuff back a few weeks after 0.23 came out it was horribly broken and I couldn't completely debug it myself.

read the last 2/3 pages, someone just asked this and Nathan gives a good explanation. :) I also put a note on the top of the OP. Until I release Milestone 19, it'll be a bit of hassle to get it to work since the instructions on the OP are technically for 0.22.

Link to comment
Share on other sites

Howdy all!

Mini update!

Ugh, so coding is not like riding a bike. lol, just took a few weeks away from it and I had to spend quite some time reading over my own code. :P Fear not, figured things out and I think I got the chemical release program working! Well, in theory within the code it looks good. Going to test it out tomorrow. But I have a sneaking suspicion I'm overlooking something.

Once that's done, and working. I'll add those new types of experiments this weekend most likely. Snap on some custom rolled antenna ranges/power/transmission costs, and that should make a decent update for Milestone 19. I'll post a full changelog upon release obviously. A lot of changes to the tech tree too!

Anyway, enough for today work beckons in the morning.

Thanks for checking it out for those braves ones, and the feedback is always welcomed!

Night!

Edited by MedievalNerd
Removed title that made no sense, lol
Link to comment
Share on other sites

Hey everyone! I'm too impatient to read back three pages! :D

Yea...ironically I started reading on the page that Nathan states exactly what I was looking for, but somehow I did not see it.

If you are too impatient to review a few pages on the forums, I doubt this tech tree / mod pack is for you my friend. Especially if you want to get it to work with 0.23 prior to the update.

Try a little harder, and read the quote in my sig.

Edited by MedievalNerd
Link to comment
Share on other sites

Well, in my defense there are 53 pages here and the front page doesn't really specify what you need to do to get it to work in 0.23. Speaking of that, I am having issues with certain parts, namely the stayputnik mk1:

2yyw.jpg

I'm sure I'm just being impatient and missing the explanation for this in the 53 pages of forum posts. :)

Look, I am not an impatient person, I just don't really like scouring through a forum trying to find an answer to a problem that might not be there. I will do whatever I need to do to get this thing running properly.

Edited by captainradish
Link to comment
Share on other sites

Well, in my defense there are 53 pages here and the front page doesn't really specify what you need to do to get it to work in 0.23. Speaking of that, I am having issues with certain parts, namely the stayputnik mk1:

http://imagizer.imageshack.us/v2/800x600q90/856/2yyw.jpg

I'm sure I'm just being impatient and missing the explanation for this in the 53 pages of forum posts. :)

Look, I am not an impatient person, I just don't really like scouring through a forum trying to find an answer to a problem that might not be there. I will do whatever I need to do to get this thing running properly.

Someone literally asked this a few days ago, just backtrack from the last pages. You won't need to go that far.

I'm currently quite busy getting the update ready, so I don't want to waste time updating the OP for a half/working work around to get it to work for 0.23.

Sorry mate, but I'm seriously saying the answer is just a few pages back! :D

Link to comment
Share on other sites

Ok, well if the answer is there then I'll look for it. I have absolutely no problem going back a few pages to find an answer I know is there.

And btw, keep up the good work. I was able to get a version working previously by chopping out a lot of stuff that didn't work and the tech tree was great.

Edit: can anyone give me a hint as to where the answer to this issue is? I went back to page 25, which is well before the last time I tried this mod, and didn't see anything.

Edited by captainradish
Link to comment
Share on other sites

MedievalNerd could you please update OP to no longer mention Modular Fuels? Real Fuels superseded it, and *only* Real Fuels should be installed. :)

MFS of any sort won't work in .23.

Here's what you're looking for. That'll be $35, you can send it to me via Paypal or as a Steam gift. :P

Link to comment
Share on other sites

I don't *think* I have modfuels, just realfuels. I made sure I deleted the modular fuels that came with the minipack and installed realfuels in its place.

Edit:

Ok, this is the order I installed stuff in:

The minipack over a completely new install of KSP, no mods.

Deleted the modular fuel tanks folder.

Installed all the essential mods overtop of what was there.

Installed everything else.

Edited by captainradish
Link to comment
Share on other sites

The safest way to making it work would be to download the minipack, ONLY keep the RPL folder.

Manually download all the latest version of the mods you want/interested in. (Essentials should be there ideally)

For REALFUELS, you HAVE TO use the RftsEngine config, not the RealEngine config. If you use the latter, you'll have engines of weird tech levels in odd places.

That should do it. Then again, I could be wrong, and have been before. lol

EDIT: Give me a sec. I'll reupload the RPL pack ONLY. That way no deleting/messing around. Sorry for the madness everyone. :(

Edited by MedievalNerd
Link to comment
Share on other sites

THAT worked, thanks!

Apparently something did not quite mesh when I simply overwrote the mods.

Cool!

OK, well I did update the OP anyway, so hopefully newcomers won't suffer your fate. :/

Would you mind just going have a look at the OP and tell me if it makes more sense to you now? I'd appreciate it.

Cheers,

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

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...