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lrtr's Introduction

LRTR

Kerbal Space Program - Less Real Than Real(ism)

LRTR is a less real than real(ism) mod for Kerbal Space Program to allow you to to play a Real Solar System RP-1 game without Realism Overhaul.

At it's core it is a modified version of RP-1 (https://github.com/KSP-RO/RP-0) plus a resizing mod to make parts something close to realistic in size, mass, and performance.

It is intended to be as light weight as possible and to be more 'Kerbal' than the full RO/RP-1.

Minimum Install: KSP version 1.12+ Kopernicus Planetary System Modifier
ModularFlightIntegrator
Module Manager
DMagicScienceAnimate
Contract Configurator
Custom Barn Kit
Real Solar System
Click Through Blocker
Magicore
Modular Flight Integrator

Supported Life Support Mods:

Kerbalism - using the LRKerbalism KerbalismConfig folder: https://github.com/pehvbot/LRKerbalism
Snacks!

Suggested Mods:

ReStock
ReStock+
BetterTimeWarp
Kerbal Alarm Clock
KRASH (simulation mod)
Oh Scrap!
Scrapyard
Stage Recovery
Bluedog Design Bureau
Tantaras
Near Future
Real Antennas

License: CC-BY-NC-SA-4.0

lrtr's People

Contributors

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lrtr's Issues

LRTR appears to downgrade SSPX?

No idea why this happens, but the PAS parts revert to their old PTD part name, along with the SDV parts becoming "future part" and "placeholder." I have no idea why this occurs.

Improved TV Camera double mesh

image

It appears that the Improved TV Camera is rendering both an angled and straight mounted variant on top of each other.

So again, the science always shows 0.0/0.0

So i've already made a issue, and it was supposed to be fixed in the latest update. I downloaded the new version, made a clear ksp install, but it still doesn't work :/

RealAntennas support issues

I'm assuming RealAntennas support issues are in scope since there's a config for it.

Firstly, all contracts dealing with antennas are broken, since Contract Configurator is only able to use signal strength as a parameter, which doesn't exist in the same way with RealAntennas since it's all based on gain, and that Contract Configurator simply doesn't have support for checking RealAntenna strength. This would likely require that Contract Configurator gets RealAntenna support similar to its built in support for RemoteTech to fix properly. Probably the closest you could get is checking for an appropriate number of parts with the ModuleRealAntenna for a contract, or adding a warning that the contracts are broken and would need debug completion. I filed an issue on the RealAntennas repo asking for CC support.

Secondly, RealAntennas isn't loading its RealismOverhaul configuration (GameData/RealAntennas/RealismOverhaul.cfg), and since that's what it would be loading under RP-1 it should probably be loading that since it tweaks several things to be more suitable for RP-1, especially the mass of the antennas early on which can be a problem.

Multiple issues with Procedural Parts integration.

In LRTR/support/proceduralparts.cfg, the lines for adding upgrades to the tech tree have the following conditions:

PARTUPGRADE:NEEDS[LRTRTechTree,ProceduralPart]

The mod is called ProceduralParts, so this will never satisfy its needs in ModuleManager and will therefore never load. Correcting this allows some of them to load correctly. However, most still won't load correctly because the tech node names are completely wrong. For example, Procedural Tank min diameter 0.625 lists its required tech as earlyMaterialsScience, but Early Materials Science is referred to as engineering101 internally. The needed changes (assuming the "lrtr" lines reflect the intended node) are:

earlyMaterialsScience -> engineering101
materialsScienceHuman -> generalConstruction
materialsScienceLunar -> fuelSystems
materialsScienceSpaceStation -> specializedConstruction
materialsScienceSpaceplanes -> advFuelSystems
lifeSupportISRU -> basicLifeSupport
experimentalScience -> longTermLifeSupport (?) -- ore tanks seem out of place under Experimental Science, when the largest ore tanks are here
electronicsLunar -> miniaturization
aerodynamicSystems -> supersonicFlightRP0, hypersonicFlightRP0 (consecutively)
effectiveSpaceplanes -> aerodynamicSystems
humanRatedEDL -> flightControl
earlyLanding -> landing
advancedLanding -> advUnmanned

Finally, many of the upgrades have no in-game description of what they do (particularly the SRB upgrades), perhaps this should be corrected.

I have confirmed that these changes make all of the upgrades show up and have attached a modified file for fixing this:
proceduralparts.txt

(rename it back to .cfg since github doesn't allow .cfgs as attachments)

LRTR contracts don't load at all

LRTR/Contracts/Groups.cfg has this at line 224:

	CONTRACT_GROUP:NEEDS[ScanSat]
	{
		name	disabledContractType = = LRTRScanSat
		displayName		= LRTR ScanSat Contracts
		agent	disabledContractType = = #autoLOC_SCANsat_Agents_Name
		minVersion		= 1.15.0
		maxSimultaneous	= 18
	}

The disabledContractType = lines seem to prevent the entire set of LRTR contracts from loading.

There's also another warning in KSP.log related to the Breaking Ground stuff at line 65, but I don't know how to fix it:

[WRN 21:50:57.831] ContractConfigurator.ContractGroup: CONTRACT_GROUP 'LRTR': unexpected child node '[*]' found, ignored.

Lots of errors related to lrtr

So i am getting a lot of errors and crashs, errors from log which i will attach here lots of stuff like this

[ERR 17:35:12.651] [FlowGraph]: Graph already contains item! Part lrtr-early-guidence with id 4285881838

[ERR 17:35:12.651] [FlowGraph]: Graph already contains item! Part basicFin with id 4285760218
its complaingi about those two over and over again, i do have some other issues in the log too but, its too big to post here
250 mb ill clear the log, and let it start fresh when i get my next crash ill post that log here

Kerbalism config broken

Kerbal Space Program 28 08 2022 10_35_54
So as you can see the avaible science to get shows 0.0/0.0. I made a clear ksp install to check it and it only occurs when im using lrtr with lrtr config for kerbalism

having an odd issue with tech tree icons

most of htem are gone i dont know i think i elimated all of my mods except the suggjested ones alternate idea is mabey ckan wasnt truly reinstalling, simply installing a backup of what i had just deleted i dont know. i am testing as we speak downloaded from github deleted repalced games loading now ill delete this post or close it if it works fine, also i cant find any information any where but does your mod make any changes to mechjeb, i usually rely on its delta v stats in the vab i am fine if thats a feature and i just havent unlocked something yet, sorry tried to do websearchs on my own but couldnt find much

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