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Grunf911

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Everything posted by Grunf911

  1. That is exactly what i did, now, can you look at my folders in post above and confirm 2 things: We are using same folder structure We are using same file dates. My guess is i messed up either when: Zipping the master in step 1 Installing it in KSP Home I am on irc now #ETT Does KSP need to be running when you start tree editor or ?
  2. I am sorry i forgot to write it, but i did tell tech tree editor of my KSP_Home, ...and when i press Load Stock Tech tree and select EngTechTree.cfg from ETT folder i get the picture above from previos post, but if i try to load Yonge: Now i can conclude if you look at the picture from my previous post that my mods loaded correctly when selecting Load StockTechtree, as you will notice Cormorant Aeronology in the mod list. My question is why can i not see tech tree. Here is what my folders look like: My question is what was
  3. Hi @Artfact Sorry for a stupid question but how do i get the editor, there is no download link and i am not github kind a guy> EDIT / nevermind got it UPDATE: Tried to load EngTechTree with Tech Tree editor that i downloaded with your master, and when i try to load the EngTechTree.cfg (using Load Yonge Tech Tree LSP 1.04) i get: Input string was not in the correct format. Ok let me go through what i did: Went to this page: https://github.com/ProbusThrax/ETT Went Clone or download -> ZIP Extracted the zip in my KSP HOME, so the GameData/ETT/EngTechTree.cfg was taken from the master Went to KSP_HOME/KSPTechTreeEditor/ and ran KSP Tech Tree Editor v0.3.exe I could only select KSP1.04 Load STOCK not Yonge, and selected GameData/ETT/EngTechTree.cfg Then i got this, and As far as i understand i should see some tech nodes but i do not see them, see image What am i doing wrong
  4. @Pak - Awesome work, like StevieC said if you could make space between 2 windows white that would totally sell it as Buran. I am really excited for this mod. Allow me to see if i can pitch in regarding the Engineering tech tree. With your permission, i will take a look at your parts, and see if i can provide a config so it integrates in the ETT: My only request if possible is double check that all parts come from the same manufacturer: cormorant aeronology or something. Its not a hard requirement though, just it will be simpler for me to isolate parts. I will let you know when i am done
  5. Hi @Artfact, Is there a way how i could contribute in terms of getting the rest of the mods from my list proper assignments. I could download ETT, and then provide configs to place the mod packs according to my judgement and then send you the updates to integrate with the rest Would that work ?
  6. Anyway for you shuttle lovers, there is a mod that i just found that would complement this one pretty nicely: I have noticed some bugs if you use IR presets, but overall looks kinda nice and works well with Cormorant :-)
  7. Awesome mod, my only issue with it is that it is impossible to put a decoupler below the engines, otherwise, love it. EDIT: found out how to do it: Just add to the following files: GameData\BoxSatPrototypes\PayloadFrame\62cm_BoxSat_LFOEngine_PayloadModule.cfg GameData\BoxSatPrototypes\PayloadFrame\62cm_BoxSat_MPEngine_PayloadModule.cfg ...add in Text editor following line: node_stack_bottom = 0.0, -0.275, 0.0, 0.0, 1.0, 0.0, 0 below the: node_stack_top = 0.0, 0.275, 0.0, 0.0, 1.0, 0.0, 0 - line Will there be a 1.1.2 version ? EDIT: - Seems to be working with 1.1.2
  8. Looks legit :-). While we are on the subject:
  9. Will there be an update for this one for 1.1.2
  10. It's basically an alternative tech tree that requires much more science to be collected than the stock, and it has also many more nodes. I am no expert on it, but if it is anything like ADIOS tech tree that i was modifying for 0.90, then you should just be careful to spread parts to their relevant research nodes, or even better, check one of the mods that is recommended and supporting it and check their ModuleManager configs for tech tree i suppose. Or, alternatively spread parts across stock nodes and contact author to add your parts as well :-). That worked when i asked him to add some other mods
  11. Hi @Crzyrndm i noticed that you have recently shifted editing wing thickness from right click menu to holding the button and dragging so pretty much as everything else Would there still be a way to access those sliders (i mean wing tip thickness, wing root thickness etc. and i am talking Procedural Dynamics Wings not the B9 Pwing)
  12. Now when you said that, i remembered i had issues manually inputting negative values, hmm i think you are right
  13. I am not sure if i did something wrong, but with when i detach boosters i hear no sound of the shuttle engines, dunno if that is supposed to be or not. Also may i suggest you put Mk3 cockpit as a default IVA ?
  14. Hi, Love the looks of the mod, can you check the IR presets (adding them), cause when i was in VAB, setting IR presets for the canadarm (As in your tutorial), for the shoulder Pitch (i used subassembly), and few more, I set the angle using arrows, and when i press add preset (so it remembers the angle, it puts in 0 for some reason. This happens on several pieces (shoulder, wrist etc) with ready made subassembly. I did not test if you put it there from scratch though. I am not sure if it is IR issue or Canadarm, but please check, as manual control in space is kinda lame, presets look really cool Also magnet is not grabbing kind of. But i really like the looks of it
  15. Hi @Artfact, I checked the front page, and for the mods I listed i did not see any info, so I was hoping some1 in the thread played with them and had any comment if it was working or not :-)
  16. Definitely interesting. @Pak also one small request. Can you make sure Cormorant plays well with Engineering tech tree: ...for progression's sake
  17. Hi, I am making modlist for my next playthrough and would like if anyone knows if following mods are playing nice with ETT: Links provided for easier check :-) Karbonite Karbonite Plus kOS Autopilot BoxSat OctoSat USI Alcubierre Warp Drive Procedural Dynamics - Procedural wing B9 Procedural parts Adjustable Landing Gear Mark IV Spaceplane Quiztech Aero Cormorant Aeronology Space Shuttle System ShadowWorks Stockalike SLS Dr Jet's Chop Shop USI Exploration Pack USI Freight USI Survivability USI Asteroid Recycling Surface Experiment Pack Inline Ballutes CactEye
  18. Then may i suggest you do the same thing you did for shuttle nose, adding just slightly different texture, or make your existing shuttle nose just to support slightly different paint scheme by using texture switcher, i think that should do it. The biggest giveaway between the 2 (if you ignore windows) is that shuttle has circular nose black paint while Buran has white in straight line best visible in pic 2. I think your nose with different texture should do the trick Keep up the great work, Love the mod, and the fact it adds up to stock Mk3 parts I am preparing KSP 1.1 playthrough starting mid-june and would love for this mod to be a part of it. That being said i have another small request. Can you make sure it is ETT compatible ?, as this is something i am planning to use BTW made a Buran video with Energia, will post it soon here. I was hiding OMS pods from Shadow Works, but if you would be able to deliver the RCS pods and cockpit soon and provide it for test, i might re-shoot the video. Not trying to put a preassure on you, but I just wanna make really cool Buran
  19. Hi, Here is although low-res picture of side by side: Buran in front, shuttle in back. Some differences i noticed 1. Cockpit - paint and windows - texture switch should work here 2. Rear - RCS looks the same. IMHO just make a duplicate rear RCS unit just without the OMS pods.Here is a good pic of Buran-'s rear 3. Lifting body - just switch texture to display Buran in cyrilic: Бура́н 4. Wings- also texture switch from USA to CCCP - so it kinda fits the theme So overall i think that is it, not too many changes, but would be cool to get that one
  20. Felipe, thx for the most awesome game that I have ever played. This is the first game that got me to actually be excited about space exploration, regardless of some more popular space game names recently. It got me interested to a point where i started making mission and exploration stories on reddit first, and then got me to start YouTube-ing. All because of KSP and how awesome and captivating it is. I wish you all the best in your future endeavors and given your level of creativity, I can't wait to see your next game.
  21. Hi @Pak would it be possible to add Buran cockpit or a nose mask same as you did for the shuttle ? I think that is the only thing needed to make a Buran, there is already Energia rockets modm and all other your parts are similar Some links for reference: http://www.nasaspaceflight.com/2013/11/remembering-buran-shuttles-estranged-soviet-cousin/ http://www.buran-energia.com/ Hi @Pak would it be possible to add Buran cockpit or a nose mask same as you did for the shuttle ? I think that is the only thing needed to make a Buran, there is already Energia rockets modm and all other your parts are similar Some links for reference: http://www.nasaspaceflight.com/2013/11/remembering-buran-shuttles-estranged-soviet-cousin/ http://www.buran-energia.com/
  22. I was getting the same issues when making the video. However i succeeded a couple of times, and this is what I did: (Periapsis set to 32 - 35 km) 1. Maintain high angle of attack (say 40 degrees) in higher atmosphere (up to around 30km) just pointing up, deployed big wing flaps to 2 and big flap fully 2. After 30 Km (you should be around 1600 m/s), Reducing flaps, slowly easing the nose down to 10-20 degrees (also transfering monoprop to cabin as much as possible and locking it helps), i continue to burn RCS fuel for stabilization 3. The critical part comes around 500 - 1000 m/s. The shuttle starts pointing more down and falling like a brick - trick is to very slowly react with controls and slowly pull it out of dive, if you do it too quick, you get the ass first issue. Alternatively slap airbrakes, and add little thrust. but if you wanna be purist try deploying spoiler on the tail, i found it helps a bit 4. If you managed to get shallow dive and speed below 500m/s you should be golden, just ease on the controls (even decreasing deflection helps). Remember, shuttle is not a plane, hell its not even a good glider. Think of it as flying brick with miniwings. Let me know how it went
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