Jump to content

ImpartialDerivatives

Members
  • Posts

    7
  • Joined

  • Last visited

Reputation

0 Neutral
  1. The main motivation behind using just the leaves is so career players have a short list of nodes that they need to unlock to use the craft. It should be relatively easy to implement using KerbalX Part Mapper. Here's some pseudo-code that returns the key nodes: requiredNodes := {} for each part in craft { requiredNodes.include(part.RDNode) } unnecessaryNodes := {} // Nodes that don't need to be mentioned for each node in requiredNodes { if node.parents.length = 1 or node.requiresAllParents { for each parent in node.parents { unnecessaryNodes.include(parent) } } } keyNodes := {} for each node in requiredNodes { if not unnecessaryNodes.contains(node) { keyNodes.include(node) } } return keyNodes This should work with any mod since the program can access the modded tech tree.
  2. Would you please add "key tech" to craft pages? I'm not sure how difficult this would be, but having the craft's required tech nodes (leaves only) would really help career players.
  3. Is Methalox ever coming back? I'd love to see this delicious flame in-game.
  4. The game freezes at the black screen just before the KSC view. ModuleManager shows 6 errors related to TestFlightRnD.cfg. Logs
  5. Is there good config file documentation for RO? Specifically, /u/Zarbizaure and I have been having trouble making custom engine configs. The game freezes when trying to load the file. Are there any good resources to get us pointed in the right direction?
  6. Don't worry about the engines; we can say that LiquidFuel is high-quality whale oil.
×
×
  • Create New...