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Realism War Game!


What mods to use?  

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  1. 1. What mods to use?



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I can see this beginning very soon. I'm currently testing the mods to see if my computer explodes or something.

Two questions:

a) does the outdated module manager matter?

B) who is going first?

a. probably not

b. ditto above, blue

Red needs to pick home base first though, and then blue. Also, teams can rename as they wish.

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I fixed Kerbin's slope problem, but I forgot to fix the moon as well! (I assume those two bodies are the only ones we will be using.) The GameData folder will be updated shortly.

Well I believe the rest of RSS uses the stock maps for everything, so only the Moon and Earth are different. once again, you are the best. Maybe let Nathankell know about your fixes? I think he would also appreciate it.

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In the mods list it says "-B9 aerospace (community hotfixes)/D12 Expansion", is the whole of D12 Expansion included? And, it seems with at least 100Km between bases and only 1 guided missile per aircraft but unlimited on ground vehicle, and only landing gear wheels that can go fast on ground, carrying loaded up ground vehicles by air will be favorable. It is OK to pick up a ground vehicle and deposit it near an enemy base? How about launching an aircraft with ground vehicle already conveniently attached in the VAB/SPH as a single craft for later detachment at the target?

Edit - There's two firespitter.dll's in the "GameData", one in B9_R4_Patched and one in FireSpitter, should probably remove one, they appear to be the same version (the FireSpitter folder in B9_r4_patched can be removed). Also it doesn't look like "SkillfulManager.bat" has been run to add the Skillful armour values to the stock and B9 parts - since Skillful is the weapon system it'd be good to use it fully and get armour values for the stock metal plates ect.?

SkillfulManager.bat writes to the original B9 directory/parts, those parts are duplicated in "b9_r4-patched\GameData\B9_Aerospace" and don't load properly, you need to put the folders (and MM file) in "b9_r4-patched\GameData" into the main "GameData" and overwrite the original B9 (at the moment they're in a "GameData" inside ""b9_r4-patched" which is inside the main "GameData"), then run the SkillfulManager.bat B9 option (from inside the Skillful folder).

More teams and shorter turns seems a good idea. Have you considered a limit on game time (only allowed to add so much to game clock each turn)?

I would upload a fixed one but sorry, I'm below 1Mbit :( took over an hour to get that one.

Edit 2 - it seems quite small, the air started to run out around 10Km, had re-entry flames below that, got above mach 5 at 11Km and frac sl density was 0.008, I don't use FAR - is that normal?

Edited by Darren9
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dont think anytime too soon.

the guys making the modpack/gamedata folder themself still havent finished making the modpack. after slapping the mod together, the need to adjust lots of configs just so all the mods work as intended, at least for this war.

and then setting up the server. last troubleshooting, then can we play

Well i do have a gamedata folder with all the required mods, and my ksp runs fine with it. i will post the link as soon as possible

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Blu is builder league united. Red is reliable excavation-demolition. in a war, i think we both know who will win....

At R.E.D. labs one day:

MCA:`jeb please stop destroying our planes

Jeb: but isnt this what we are made to do?

MCA: oh yea

and then red self-destroyed and died

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@Darren9: Thanks for catching that. I think I've fixed everything now. By the way, the low atmosphere density at altitude is from RSS. If people don't like it, I think I can change it.

I will verify that all mods work as intended and then upload the (hopefully) final version of the GameData folder.

Edit: The mods work. The folder will be ready within the next hour (stupid slow internet!)

Link: http://www./download/b2c5tvtvg53ams1/GameData.zip

Edited by QuesoExplosivo
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In the mods list it says "-B9 aerospace (community hotfixes)/D12 Expansion", is the whole of D12 Expansion included? And, it seems with at least 100Km between bases and only 1 guided missile per aircraft but unlimited on ground vehicle, and only landing gear wheels that can go fast on ground, carrying loaded up ground vehicles by air will be favorable. It is OK to pick up a ground vehicle and deposit it near an enemy base? How about launching an aircraft with ground vehicle already conveniently attached in the VAB/SPH as a single craft for later detachment at the target?

Edit - There's two firespitter.dll's in the "GameData", one in B9_R4_Patched and one in FireSpitter, should probably remove one, they appear to be the same version (the FireSpitter folder in B9_r4_patched can be removed). Also it doesn't look like "SkillfulManager.bat" has been run to add the Skillful armour values to the stock and B9 parts - since Skillful is the weapon system it'd be good to use it fully and get armour values for the stock metal plates ect.?

SkillfulManager.bat writes to the original B9 directory/parts, those parts are duplicated in "b9_r4-patched\GameData\B9_Aerospace" and don't load properly, you need to put the folders (and MM file) in "b9_r4-patched\GameData" into the main "GameData" and overwrite the original B9 (at the moment they're in a "GameData" inside ""b9_r4-patched" which is inside the main "GameData"), then run the SkillfulManager.ba

More teams and shorter turns seems a good idea. Have you considered a limit on game time (only allowed to add so much to game clock each turn)?

Edit 2 - it seems quite small, the air started to run out around 10Km, had re-entry flames below that, got above mach 5 at 11Km and frac sl density was 0.008, I don't use FAR - is that normal?

1. I think the rules will need some tweaking, because everything should be a trade-off. So until this is fully underway, I won't know for sure what works the best. Also, afaik all of D12 is included.

2. Awesome catch.

3. I like the suggestion to have a limit on game clock time, it will require teams to work together efficiently. But I have no idea what would be a good allowance on the game clock, like 6-12 hours? Obviously, teams would be allowed to do craft work in other saves of KSP and transfer them in when they get the file. We would probably need to impose a real-time limit on holding the save file... two or three days? Two days for three person teams? That way, BMVs can get in there way more often too.

4. Yeah Earth has a quicker drop-off of pressure than Kerbin but doesn't end for much longer. Weird, but I got used to it pretty fast.

Do you guys want to do teams of 3? That's the first number that comes to mind but that can change.

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Sorry, but I'm gonna have to pull out. My computer does seem to like all the mods. However, I'll be getting a new computer soon-ish (I made a deal with my parents). Until then, I'm TJPrime, don't fly safe. (yes, that was a bad Scott Manley reference)

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I was testing out one of my long-range planes, and I noticed that some of the coastlines are strange. I believe that this is due to my height map fix, but I'm not sure how it can be fixed without going through the height map pixel by pixel. (I know that I got the sea level right, so changing that won't help.)

Is having weird coastlines an acceptable cost for having passable terrain?

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I was testing out one of my long-range planes, and I noticed that some of the coastlines are strange. I believe that this is due to my height map fix, but I'm not sure how it can be fixed without going through the height map pixel by pixel. (I know that I got the sea level right, so changing that won't help.)

Is having weird coastlines an acceptable cost for having passable terrain?

Well, unless we get some naval parts, then yeah. And even then, unless it proves to be physically impassable, it would probably still be fine. Also, how is the Multi-KSC going to work? As I understand it, there is only one KSC at any given time, so are we going to have to change the KSC location every week, day, or days, depending on turn length? And if we do this through Persistence files, what if multiple people make changes at the same time? Then we will have all kinds of confusion.

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Meh the coastline will be okay I think, it's not a big deal.

As for multi ksc: you just go to the obs and pick which one you want and then you launch from there, it takes like 5 seconds. As for persistence files, the switch off between team's should be pretty clean because the end of turns will be defined by a posting of the persistent. Then team members could pass it along to each other, and if they override each others work that's really only their problem. But I think it would be advantageous for only one or two people on a team to actually do stuff with the persistent, the others could build or plan.

On that note, people could really play by themselves if they want... it might make some people's lives easier. But I think then that turn length should reflect (in a positive relationship) the amount of people on a team. For example, one person gets one day, 2 people get 2 days.

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Meh the coastline will be okay I think, it's not a big deal.

As for multi ksc: you just go to the obs and pick which one you want and then you launch from there, it takes like 5 seconds. As for persistence files, the switch off between team's should be pretty clean because the end of turns will be defined by a posting of the persistent. Then team members could pass it along to each other, and if they override each others work that's really only their problem. But I think it would be advantageous for only one or two people on a team to actually do stuff with the persistent, the others could build or plan.

On that note, people could really play by themselves if they want... it might make some people's lives easier. But I think then that turn length should reflect (in a positive relationship) the amount of people on a team. For example, one person gets one day, 2 people get 2 days.

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Wow this seems interesting. I think I would like to be on the blu team, maybe even start my own later.

Hey, can you switch teams if your on one? Not like abusing it to make sure you win, but if you join a team, then make your own/switch teams/switch to black market vending(or even better, doing both simultaneously), would that be okay?

Edited by Uberlyuber
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I'm testing a coastline fix, but not promising anything.

The fix helps, but does not completely eliminate the problem of weird coastlines: I just removed the steepness fix on all terrain below sea level.

New (and definitely final, I've already spent too much time on this) GameData folder: http://www./download/fs4mbk00gvl4h6s/GameData.zip

Edited by QuesoExplosivo
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I'm testing a coastline fix, but not promising anything.

The fix helps, but does not completely eliminate the problem of weird coastlines: I just removed the steepness fix on all terrain below sea level.

New (and definitely final, I've already spent too much time on this) GameData folder: [link will be here once it's done uploading in ~1 hr]

Hmm, I think a few things still need to be changed. We need some form of fairing system, preferably procedural. (ATM I'm using B9 Cargo Bays to put up small payloads, but they really don't cut it.) The terrain feels too flat for stock sizing, but that isn't major, though it will mean that there will never be "High ground" as all of the terrain that I have seen is moderately level. Also, atmo heights need adjusting, IMO. The stratosphere starts 7Km lower than stock, at 5Km, and the Thermosphere is at 15Km, as opposed to the 32Km of stock. I understand we are going for a realism feel, but this feels too short, too small.

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It's certainly difficult slowing down a non-winged craft in so little atmosphere, once you've made the initial mistakes though it's not too bad adjusting. I've been doing weapon testing and had a couple of bugs came up, the craft I was bombing survived the attack but then fell through the ground to it's doom once and another where I exited a craft with bombs loaded to control center and went back to it, the mass of the bombs was gone (they're still there and function) and when I dropped them their mass was then added to the craft. Also the fire spreads quickly when you can't EVA a Kerbal to fight it.

Here's a bit of FOB MK1 testing, a 48T, 147 part armored probe core :) Are you counting struts as parts?

Edited by Darren9
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