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


MedievalNerd

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WOW! WOW! WOW!

OMG! look what "honeyfox" did.... light speed ninja medal awarded!

Posted by honeyfox > "have been fixing some bugs and do more tests, and working with several modeling guys.

And here's something to show

screenshot108.png

Yes, i'm playing KSP with NathanKell's wonderful RSS and this platform is located at Lat 0, Lon 154W, same location as the "Ocean Odyssey" in RL."

give he man a cookie!

Edited by Guest
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Is there some secret I don't know about on how to get a crap load of science? I just did a tech cost tally in linux and came up with 80426. Compared to that vertical tech tree mod which is 24190. I want to play this but I am already getting stuck and it seems like there is no way to gather that much science, even with the probe specials(unless the eve and duna flybys are drastically more then what you get from the kerbin and mun probes).

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Is there some secret I don't know about on how to get a crap load of science? I just did a tech cost tally in linux and came up with 80426. Compared to that vertical tech tree mod which is 24190. I want to play this but I am already getting stuck and it seems like there is no way to gather that much science, even with the probe specials(unless the eve and duna flybys are drastically more then what you get from the kerbin and mun probes).

I would start by doing the stayputnik mk1/mk1 and QBE mk1 custom experiments, using their points to get aircraft parts and all the science parts you can afford then draining every biome of kerbin (on surface, flying, high atmosphere, near space and high space) with every science experiment available, get comms units that can reach moon then moving to the moon doing QBE mk2 experiments & draining every biome on it (on surface, flying, high atmosphere, near space and high space) with every science experiment available. Then move on to custom probes for mars and venus building landers that drain them of points (on surface, flying, high atmosphere, near space and high space) with every science experiment available. Repeat this process with every body you can reach. check out the RSS craft mega thread if you need design pointers, keeping in mind that final payoad weight will have major impact on your Dv

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I'm really loving your tech tree and science rebalancing effort here, but I'm a little confused why robotics (something that's been around for decades) is sitting in the tech tree above hover lasers, tractor beams, and death rays (the realm of sci-fi)... My thinking is that this should be one of the more basic tech items and would probably be much more appropriately placed in concurrent development with KAS. Is there any specific reason you've set things up this way?

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I'm really loving your tech tree and science rebalancing effort here, but I'm a little confused why robotics (something that's been around for decades) is sitting in the tech tree above hover lasers, tractor beams, and death rays (the realm of sci-fi)... My thinking is that this should be one of the more basic tech items and would probably be much more appropriately placed in concurrent development with KAS. Is there any specific reason you've set things up this way?

There's also the oddity of Kethane - it produces fuel that none of the real fuels engines can use and due to the license on that mod I doubt anyone can change it to be useful.

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There's also the oddity of Kethane - it produces fuel that none of the real fuels engines can use and due to the license on that mod I doubt anyone can change it to be useful.

I'm not sure I understand. Kethane can produce real fuels, there are a few configs floating around out there that modify it to do so. Also, the license doesn't have any impact on this type of modification.

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I have a problem with this tree. I can't use stretchy tanks from first tech tree node even when it is unlocked. Its giving me all other parts from this node. All these tanks are not greyed out in the R&D. And i can also use these tanks in sandbox.

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I'm not sure I understand. Kethane can produce real fuels, there are a few configs floating around out there that modify it to do so. Also, the license doesn't have any impact on this type of modification.

Majiir tends to freak if people modify Kethane. Have you got links to those configs? Maybe he's lightened up on some of it recently.

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Majiir cares if you (a) reuse/modify Kethane assets, or (B) reuse/modify Kethane code. Adding converter functionality by Module Manager patch is fine.

Are we currently able to make "real fuels" with kethane in RPL? If not if there a patch to add the ability?

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I have a problem with this tree. I can't use stretchy tanks from first tech tree node even when it is unlocked. Its giving me all other parts from this node. All these tanks are not greyed out in the R&D. And i can also use these tanks in sandbox.

This is not the fault of RPL, but rather changes made by NathanKell to the newest release of Stretchy Tanks. He's deprecating the variety of different diameter tanks in favor of the single super-stretchy tank. He's left the old parts in the mod, but unfortunately, you need to unlock a lot of techs to get the super-stretchy to work at larger scales. To get the old tanks back in the VAB, you just need to change the "-1" on the category line of their configs to read "propulsion".

Are we currently able to make "real fuels" with kethane in RPL? If not if there a patch to add the ability?

http://forum.kerbalspaceprogram.com/threads/64118-0-23-Real-Fuels-v5-3-21-14?p=897356&viewfull=1#post897356

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This is not the fault of RPL, but rather changes made by NathanKell to the newest release of Stretchy Tanks. He's deprecating the variety of different diameter tanks in favor of the single super-stretchy tank. He's left the old parts in the mod, but unfortunately, you need to unlock a lot of techs to get the super-stretchy to work at larger scales. To get the old tanks back in the VAB, you just need to change the "-1" on the category line of their configs to read "propulsion".

Thanks for help but that makes these parts stuck on loading. Anyway i managed to get this working by editing save tree.cfg and adding super stretchy tank to thew starting node. i also had to change tech.cfg from Stretchy Tanks to get tanks bigger than 25 cm on the start.

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Thanks for help but that makes these parts stuck on loading. Anyway i managed to get this working by editing save tree.cfg and adding super stretchy tank to thew starting node. i also had to change tech.cfg from Stretchy Tanks to get tanks bigger than 25 cm on the start.

Not sure why it froze the parts on loading, but your approach also works. Personally I added the old ones back and turned the tech.cfg into a .bak file to remove the limits entirely, but it cuts out some difficulty, which is why I didn't mention the second option.

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After alot of looking into RO/RSS threads and this one i have compiled a list and easy install zip package, with "Holinam", of mods and RSS/RO fixes that seem to make RPL an easy: FIXED to 0.23.5 now

1. install fresh ksp > load once and set settings as desired (with 1/2 res textures, to avoid/lessen crashes). apply, exit KSP

2. DELETE entire GameData & Parts folders in KSP main folder

3. Copy GameData & Parts folders from zip file into KSP main folder to replace deleted folders

4. Start KSP and start new save (may have a "red earth", or KSC replaced by 100% cloudscape 1st modded load, if so exit and restart again)

5. Select RPL tech tree from list & PLAY

Launch site and RT2 ground station default to > French Guiana, Guiana Space Centre, Kourou @ 5.23739°N 52.76950°W (alt launch site list HERE)

List of mods included (some other folders are present for needed plugins/dll's): HERE

ZIP of Gamedata and Parts folders to be used as instructed above: HERE

Still some minor bugs (like the odd pod with probe attached, EVA to pod reentry from EVA causing a crazy collision as cited in post above this one) but its very solid and has had MANY unneeded/redundant parts removed

check it out and let me know what you think.

Note: i have added the "RPL probe sensor reading" to the explorer probe part, as it only existed on M38 unmanned probe that was as heavy as a manned pod (yikes) making its 10pt per situation non-scaling return more accessible

Added B9 & Home Grown Rocket Parts (HGR fixed for RO for reaction wheel/power supply, may need masses checked) missing from list (will update list once i'm sure nothing else is to be added)

**victory dance ensues**

Edit: updated pack for everything out as of 9pm EST april 7th 2014

**KSO (kerbal shuttle orbiter) RSS/RO cfg is being tested, file supplied by "frozenbacon"** (KSO IVA/EVA suites came with my texture replacer download, so they are added aswell)

**attempting to add more detailed textures to other planets, using texture replacer, textures are a mix of Endraxials Planets and Moons and the universe replacer 8k pack (files renamed to TR naming system) being used as place holders for "real planets", if real planet surfaces become added at later date**

I will try to update the package every week if possible, keeping it updated daily is very time consuming.

Edited by Guest
april 10 repack
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After alot of looking into RO/RSS threads and this one i have compiled a list and easy install zip package, with "Holinam", of mods and RSS/RO fixes that seem to make RPL an easy: FIXED to 0.23.5 now

1. install fresh ksp > load once and set settings as desired (with 1/2 res textures, to avoid/lessen crashes). apply, exit KSP

2. DELETE entire GameData & Parts folders in KSP main folder

3. Copy GameData & Parts folders from zip file into KSP main folder to replace deleted folders

4. Start KSP and start new save (may have a "red earth", or KSC replaced by 100% cloudscape 1st modded load, if so exit and restart again)

5. Select RPL tech tree from list & PLAY

Launch site and RT2 ground station default to > French Guiana, Guiana Space Centre, Kourou @ 5.23739°N 52.76950°W (alt launch site list HERE)

List of mods included (some other folders are present for needed plugins/dll's): HERE

ZIP of Gamedata and Parts folders to be used as instructed above: HERE

Still some minor bugs (like the odd pod with probe attached, EVA to pod reentry from EVA causing a crazy collision as cited in post above this one) but its very solid and has had MANY unneeded/redundant parts removed

check it out and let me know what you think.

Note: i have added the "RPL probe sensor reading" to the explorer probe part, as it only existed on M38 unmanned probe that was as heavy as a manned pod (yikes) making its 10pt per situation non-scaling return more accessible

Added B9 & Home Grown Rocket Parts (HGR fixed for RO for reaction wheel/power supply, may need masses checked) missing from list (will update list once i'm sure nothing else is to be added)

**victory dance ensues**

Edit: some parts still need to be located and deleted, very few remaining redundant fairings/fuel tanks and such (anyone that can list them and their file locations, that would be helpful)

So I'm going to jump straight in and ask what I'd need to do to this to modify your release to work in the stock Kerbol system? I use everything in the RO / RPL list right now except for RSS because I haven't been able to tweak all of the planetary surfaces into something I'd want to visit just yet. The fact that you've relocated the RT2 base indicates that I'd probably have to do more than just delete the RSS folder out.

On the other hand, will RPL work with .23.5 as is assuming I'm able to collect all of the other parts together?

EDIT: Maybe a better question is what exactly changed between .23 and .23.5 as it relates to mods? What types of things could I expect to be broken and what could I expect to keep working?

Edited by SpacedInvader
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So I'm going to jump straight in and ask what I'd need to do to this to modify your release to work in the stock Kerbol system? I use everything in the RO / RPL list right now except for RSS because I haven't been able to tweak all of the planetary surfaces into something I'd want to visit just yet. The fact that you've relocated the RT2 base indicates that I'd probably have to do more than just delete the RSS folder out.

On the other hand, will RPL work with .23.5 as is assuming I'm able to collect all of the other parts together?

EDIT: Maybe a better question is what exactly changed between .23 and .23.5 as it relates to mods? What types of things could I expect to be broken and what could I expect to keep working?

Not exactly the best person to answer in detail, "slightly" changing the work others have done, once i understand it, is possible for me, anything past that and i defer to the people that really understand how its done. But i would assume removing RSS should be the bulk of it, i would remove anything related to RT2/RSS then put a fresh RT2 in there.. It works with 0.23.5, i'm playing it. BUT REAL FUELS, DREc (& RSS also) have just been updated....time to fix package...again lol

I will try to update my post to detail on going work on package and post an "updated version" weekly. Note that this package is built around RSS using all the updated RO suggestions & fixes i have found, i am unsure how this will effect "stock size" kerbin solar system

VOTE TIME - I want to Include 1 "default" RPL EVA/IVA suit, just to make as a base to allow easy suit swapping for those that wish to use it (including a suit should make it easy to understand how the files work)

We have a few options for space suits: Stock, which is always an option by not using the TR suits, but this isnt an "option" its a default inclusion, I have KSO suits in pack currently (they were inside the package i downloaded)

#1 is Armageddon ARM suits, modeled from movie of same name, just seems fitting with the ARM release

#2 is any suit pictured here (http://greenskullinc.imgur.com/) the Armageddon and KSO suits are also pictured here

I wanted to make sure i got RPL users opinions before i just picked one at random. Seeing as anyone can replace the suits in the package with a small bit of reading at the texture replacer thread its not a huge deal but i might as well include the most asked/voted for one in the package to save people time/effort (the whole reason i put package together). So please PM me a message with what your vote, the 1st suit with 10 votes goes in unless there is overwhelming votes that come after that point for another option

ALSO, i have put the highest quality textures, ideally 8192x4096, in for planets that i can find that maintain their original surfaces, If you have a suggestion or link to a very high quality planet/moon texture (that maintains their original surfaces), but not earth as nathan kell provides his own in RSS thread which is included in package, please let me know so i can put them in my pack.

Anyone, maybe amo28, have biome maps for custom biomes and very good quality (8192x4096) texture maps of the "real planets" in our solar system? If so maybe in the future we can have the real surfaces of the Moon, Mars ect for RSS to land on, although thats way above my ability to include, but i would like to collect good material to pass along to the RSS thread. For anyone wanting to see an outstanding earth check out the "High-res normal map for Earth" in the OP of the RSS thread, it is AWESOME in the literal meaning of the word

AndreyATGB posted real moon/luna surface maps for use with RealSolarSystem.cfg edit, it looks better than i could have hoped for! will add to pack

Edited by Guest
IVA/EVA suit poll, planet/moon texture link requests
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Question: The guide provides an option for playing without Realistic Solar System, but one of the dependencies, the Realism Overhaul Tweak lists it as a required mod. I want to play in the original Kerbol system - what do?

not that my answer is tested or even overly knowledgeable, but i would assume that no rss means no RO tweaks, parts tend to be designed with the stock games scale in mind. I would try with everything but RSS and the RO tweaks/fixes, (i think there is a real fuels setup for stock scale posted HERE in the post directly under the OP starting with the lines "Engine Configs") and reporting back here with your results so everyone can have a read of your experiences with this method

But i would give RSS/RO a shot, i was hesitant at first but its not really hard to get used too, it just takes a few tries to get the feel for it and its much more rewarding IMHO

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With science not having exploded in this most recent update. I'm pretty sure I'll have a working RPL update in 2 weeks. Thanks for all the support and patience!

That's music to my ears! Now let's hope that .24 fixes some of these .23.5 bugs and doesn't break anything else!

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not that my answer is tested or even overly knowledgeable, but i would assume that no rss means no RO tweaks, parts tend to be designed with the stock games scale in mind. I would try with everything but RSS and the RO tweaks/fixes, (i think there is a real fuels setup for stock scale posted HERE in the post directly under the OP starting with the lines "Engine Configs") and reporting back here with your results so everyone can have a read of your experiences with this method

But i would give RSS/RO a shot, i was hesitant at first but its not really hard to get used too, it just takes a few tries to get the feel for it and its much more rewarding IMHO

Hmm, it seems to be working, but I still have to give it more time to see if there are any anomalies. I have noticed that one research tree node has no parts (besides the root), I don't know if that is in any way related.

But yes, I did exactly what you proposed, and it seems to be working! Thank you very much. Now I just have to accomodate myself and learn again, because this is the first time I have played KSP non-vanilla.

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That's music to my ears! Now let's hope that .24 fixes some of these .23.5 bugs and doesn't break anything else!

Bugs? Please say it's not science bugs? D:

I have someone who reported that performing an experiment and crashing (die without transmitting), the experiment is apparently still considered 'performed'. But when he/she told me it was also occuring on stock parts, I assumed that's actually a 'stock' issue?

Anybody else noticed this? That or perhaps the person hadn't retired the space craft, so I'm assuming if you have an active flight with the experiment on board, you can't send a second ship and do the experiment again. (Until it's cancelled or destroyed? /shrug)

I just need to sort damn tree, please people don't break anything! lol

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Hmm, it seems to be working, but I still have to give it more time to see if there are any anomalies. I have noticed that one research tree node has no parts (besides the root), I don't know if that is in any way related.

But yes, I did exactly what you proposed, and it seems to be working! Thank you very much. Now I just have to accomodate myself and learn again, because this is the first time I have played KSP non-vanilla.

like to the left of the start node? If so I believe thats where AIES science parts end up (you would need to alter each of these science parts part.cfg to have "xmitDataScalar = 1.0" to match the RPL tweaked stock ones), which is currently your only source of a seismic sensor after interstellar made the stock one an "impact sensor", also i think a few ore bins or such from extraplanetary launchpads ends up in this node.

do you have AIES Aerospace and extraplanetary launchpads installed? if not that could be why the node is "empty", I would install these mods as they add helpful parts to the game esp for career mode progression (atleast there are very useful parts in the packs for playing RSS)

see the one off to the left from start, the gear like icon, is that what your seeing empty, if so thats what my reply is talking about

RPL_V18_Release.jpg

Edited by Guest
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