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Grunf911

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Everything posted by Grunf911

  1. I actually found a cool and easy way to do it. 1. Disable all your horisontal engines by setting thrust limiter to 0, or alternatively putting them in second stage 2. Use RCS build aid mod, selected on engines, just make sure all are in VTOL mode. Add RCS thrust controls to liking Works like a charm for me. will post craft i managed to make with it Update: Here it is: Craft file available at: http://kerbalx.com/Grunf/PL---Cargo-VTOL-Mk1---Valkyrie
  2. Love the parts, Made a spaceplane and featured it on my video channel: For those interested .craft is available here: http://kerbalx.com/Grunf/SPL%20-%20VTOL%20-%20Mk2a%20Brunhildr
  3. Hi, new to the thread I have a specific question. I started a save using a custom tree (ADIOS), and now have found some additional parts (1 mod) that I would like to somehow "Integrate" in the ADIOS tech tree for that particular save. Now, I do know how to modify the ADIOS tech tree but given that I have already started the save BEFORE modifying the tech tree i am not sure what would happen: (depending on how techmanager handles trees) 1. Does the techmanager just "point" to a correct tech tree ? - in which case if i have correctly post-added parts, they would show up in nodes i have assigned them to .... or.... 2. Does techmanager "load" the tech tree on first run, and then copies the tree for the current save ? - in which case my new parts would show in a default node, regardless on me editing the tech tree, which would require me to re-load the tech tree if i would want to get them in the correct place ...if it is case 2, i have a follow up question. is there a way to fiddle with persistence file, so i could manually place the parts where i would want them to, and if so, how ? The reason why I am asking is since I have already made a couple of youtube episodes to be aired soon for this save, and I would really really like to avoid to re-shoot them. *UPDATE* I did some Exploration, and found the case to be the following: 1. TechManager Loads tree during the load of the game (initial boot, not savegame load) 2. So, assuming that you have not yet researched mod parts node (where they belong) in the tech tree if you updated the tech tree before the load of the save you are golden, all will be updated a. If you did research the mod parts node, simply go into persistent.sfs, find the parts in the file (somewhere under ResearchAndDevelopment - states Available above), and just delete them after you have updated tree, and restart KSP and reload save That's it.
  4. I have found the following bug. If i revert flight in SPH next time i see my plane i have 2-3 IBA icons in the toolbar (stock not blizzy's) for some reason. This could be caused either by: 1. reverting 2. detaching an optimized engine and replacing with another (put on double exhaust with mirror symmetry)
  5. Hi Arachnidek, I have 2 questions: 1. Could you please include support for this mod in your next release ? https://kerbalstuff.com/mod/612/QuizTech%20Aero%20Pack (i would suggest cockpits go under cockpits, same as Mk2 from porkjet, and engines and fans under VTOL) 2. I am using a modified version of your unmanned v15 in an existing save. Now if I would want to add the mod from above in the tech tree OF THE SAVE, how would i do that ? - I am aware that if i just add mod, it will probably pop up under unmanned flight or something, but i would really like to put it under cockpits and vtols for the existing save as described. Would modifying the tech tree be enough, or would i need to fiddle with persistence file in a way. (i am not sure how treemanager loads the tree - does it simply point to your tree, or once tree is loaded into save, it sticks there) I already started making a new youtube series and would hate to have to re-do things as i could not add the parts to relevant nodes *UPDATE* I did some Exploration, and found the case to be the following: 1. TechManager Loads tree during the load of the game (initial boot, not savegame load) 2. So, assuming that you have not yet researched mod parts node (where they belong) in the tech tree if you updated the tech tree before the load of the save you are golden, all will be updated a. If you did research the mod parts node, simply go into persistent.sfs, find the parts in the file (somewhere under ResearchAndDevelopment - states Available above), and just delete them after you have updated tree That's it. That being said Arachnidek, I have proposal for allocation Quiztech Aero Parts: - name = mk2-1AdapterIntakes - under - title = Air Intake - name = KFAN, name = razorMk1, name = cyclone, name = K-35B - under title = Vtol - name = quizTechMk1EagleCockpit, name = quizTechMk2ThunderboltCockpit - under title = Cockpits - name = mk2ProbeNose - under title = Advanced Cockpits - name = rcsJet - under title = Advanced RCS
  6. Hi and thx for the reply magico13. I have tried it a bit, and like it so far (playing with instant unlock for the tech nodes). However my question is why do you have separate build queues for VAB / SPH. Would it not be more convenient so you have a single list (i.e. like alarm clock, and use buttons to filter our the rest, so i.e. if i press SPH i only see sph). My reasoning is then "if i want to see the build queue i would like to see relative percentages and completion rates for ALL of my construction / research, and not having to look for VAB, SPH, or Tech". However, I have played with this mod so little that I can imagine if there are some specific reasons for separate queues, but it's just a little bit counter-intuitive for me. Maybe my perspective will change with time as i play it. I do like what it does to game though. :-)
  7. I have just seen Scott Manleys mod spotlight and this seems like a fun mod to try. Can any1 tell me about memory footprint. I would assume it is very small due to no parts, but just wanted to check. I have 60+ mods in my save so i am VERY short on memory and using every method known to man (ATM, OpenGL, Deleting Parts, you name it). I would also love to hear from those who played with mod some of the stories this mod creates (i.e. missed launch windows, failed to rescue kerbals despite heoric attempts etc), as i am tweaking the mod list for my new youtube series i plan to launch soon, so I naturally want to know how it will affect my save. I am a bit concerned that my start might be too slow due to waiting for construction. Is it so ? Please share your experiences with the mod. Thx in advance EDIT: Tried it and have a question - is there any way you can customize the location where will all KCT windows appear, as in some cases some windows seem to be fixed location for me so it overlaps with others ?
  8. @Arachindek - Thx for the updates - yes the Ejection seats and parachutes are from the Vanguard EVA parachutes - the thread you suggested, but i could not get them working in any node apart from unmanned rocketry for the life of me. Dont know why. Will try the tech tree and come back to you. My focus is on planes, so someone else propose changes for rocketry :-)
  9. @Arachnidek - did you by any chance look at my suggestions ? I did the modifications on my private version of your tree, let me know if you want it to speed up integration. (provided you think changes are ok, of course)
  10. Just edit RemoteTech.cfg and put the variable signalDelay or something to false. As simple as that
  11. Hi Arachnidek Decided to put an effort into rebalancing a few parts according to common sense (or at least what makes common sense to me ). I like where you are going with it, but figured especially spaceplanes could use a little improvement. I used no-tech cost tree for testing. V14 Since there are many suggestions i will keep the following format: Part Name -> Originating Tree Node (Where it is) - Suggested Tree Node (where i would put it) ....so here goes -----------As suggested above---------------------------- PWing - Mark 2 -> Unmanned Rocketry -> Aerodynamic Surfaces PWing - Mark 2 Tip -> Unmanned Rocketry -> Aerodynamic Surfaces PWing - Mark 4 -> Unmanned Rocketry -> Aerodynamic Surfaces AllmovingPWing - Mark 1 -> Unmanned Rocketry -> Aerodynamic Surfaces PWing - B9 SH -> Unmanned Rocketry -> Experimental Wing Construction PWing - SP+ -> Unmanned Rocketry -> Experimental Wing Construction PControlSurface - Mark 1 -> Unmanned Rocketry -> Experimental Wing Construction PControlSurface - B9 SH -> Unmanned Rocketry -> Experimental Wing Construction -------My own additions--------------------- Sabre M Precooler -> Cockpits -> Advanced Air Intake Mk2 Crew Tank -> Cockpits -> Advanced Multi Personnel Spaceflight I-LS AA Cockpit -> In-Line Cockpits -> Advanced Cockpits Mk3 Cockpit -> Advanced Cockpits NOTE: You have 2x Advanced Cockpit nodes after each other - I assume the following one to be Experimental Cockpits ---- OPT I-J Space Plane Cockpit -> Advanced Cockpits -> Experimental Cockpits Elevon 1 -> Aerodynamic Surfaces -> Control Surfaces Elevon 2 - 5 -> SAME THING Adjustable Landing Gear (Small) -> Heavyweight Landing Gear -> Landing Gear Linear Aerospike Rocket -> Advanced Jet Engines -> Future Spaceplane Engines Sabre S Engine -> Turbojet -> Rapier Sabre M Engine -> Advanced Turbojet -> Rapier KAE-750 PropFan -> Rapier -> Advanced Jet Engines KAE-150s Inline Turbojet -> Advanced Jet Engines Mk1 Liquid Fuel Fuselage -> Unmanned Rocketry -> Flight SUGGESTION: RENAME Escape Boosters -> Abort Modules (or Ejection Systems) X-1100 Self Destruct (from TAC Self Destruct) -> Unmanned Rocketry -> Abort Modules VNG-XE Ejection Module -> Unmanned Rocketry -> Abort Modules VNG-PB Parachute Box -> Unmanned Rocketry -> Chutes D.E.R.P. Lifeboat Module -> Manned Spaceflight -> Abort Modules CORRECTION: Lightweight Boosters should be precursor tech for Booster Miniaturization (or vice versa, not sure on flow), not Heavy Boosters. (just taking other node for precursor) Universal Storage Core - Quad -> HeavyWeight Construction -> Science Storage ------- If you find changes useful, feel free to just include them in V.15
  12. Awesome, and I saw you introduced some additional Experimental cockpits and other stuff, nice work. Thx
  13. Cool, Dark drive is to use if you wanna make ssto to eloo. Just dont nerf it. 1 can be OP. We need engines that pack a punch
  14. Hi K.Yeon. Love the 1.6 parts, it woulf be greatly beneficial if you could post reasoning behind each engine type. I am playing with ADIOS tech tree that i am modifying a bit, and i just wanted to know which tradeoffs did you have in mind with propulsion. I.e. Linear aerospike - crazy thrust, heavy fuel consumption, Dark drive - great ISP, etc... Dont mind its a bit OP i will jut put it very high in the tech tree, probably just before rovers alcubierre drive
  15. Arachidek, OPT got updated to 1.6. just yesterday. Any chance on re-updating it in ADIOS ?
  16. My favorite tool for installing KSP mods is Total Commander Works like a charm
  17. Amazing reply and good luck with keyboard. I have just upgraded mine recently. If I may add my 2 cents. I am looking at your distribution of Jet engines, and I would suggest following: - I would add 1 node after Rapier Engine - Experimental Propulsion -Perhaps upwards - There I would put: - OPT Dark Drive - Waaay to high ISP and insane thrust - OPT Linear Aerospike - Insane thrust ...when I use either one of those (combined with ARIE) I almost achieve Mach 1 before takeoff, even with their stock craft. Just figured it would merit more advanced node then rapiers, as it does feel next gen. I am also not sure regarding B9 sabres node allocation, as technically they are same thing as rapiers, but if you move them to rapiers, you are out of engines for the originating nodes. However their insane thrust do come at a fuel cost so it is not too OP - I would move the following: - Mk2 Ram Air Intake - from Turbojet (probably ended here by mistake)-> Advanced Air Intake
  18. Hi Arachindek, I see that you have added in v.11 MkIV. Could you also add perhaps OPT Spaceplane parts, but stick them veeery high on the tree http://www.curse.com/ksp-mods/kerbal/225018-opt-space-plane-parts-v1-5 Some of their engines are very powerful, almost OP, but if you bundle them with say Alcubierre drive, this would give a sense of Future Tech or something. However if you look at their fuel consumption, they are not that much OP, just extremely powerful and extremely thirsty. Alternatively, make a node "Starship parts", and bundle them together with say B9 HX parts. You would expect if you can build interplanetary huge carriers and stuff, to have enough knowledge to build beautiful SSTOs that are capable of interplanetary travel
  19. Hi Naten, I have added some more configs to fix icons for: B9 Procedural Wings RealChute Distant Object Enhancement TextureReplacer SCANSat RCSBuildAid TacFuelBalancer Trajectories Planetshine EnhancedNavball ...and few others You can download the fix from here: https://www.dropbox.com/s/re9dqg589018pu6/Naten_ATMconfigs_Grunf_Fix.zip?dl=0 All i request that you in the original post put attribution that I have contributed with these configs, otherwise feel free to use it. Let me know when you integrate my CFGs, then I can take down dropbox link BR, Grunf
  20. Is there a way to fix it ? I kinda need tweakscale for the Infernal Robotics, and between IR and B9 is a hard choice
  21. Just reported a bug in your github. Airbags placed in VAB in MM symmetry do not inflate. Just the one you placed manually, the mirrored one is pretty much dead Its regarding the Radial Airbag (Small) - that part i did not write in bug description, sorry
  22. Funny part is if you track this page for compatibility: http://forum.kerbalspaceprogram.com/threads/55401-Community-Mods-and-Plugins-Library When rover updates his mods, suddenly half of mods become 0.90 compatible ;-) Awesome work Rover, thx for all your mods :-) @Rover - may i just suggest that on USI main page, you add link to All-in-one pack, together with list what is included (i.e. if single part releases like alcubierre drive, or safety light etc are included also)
  23. Rover, Could you please update your USI Catalog page with things in development: i.e: - this alcubierre drive - regolith I do not mind it states dev only, just finding forum posts related to these mods is becoming increasingly difficult as your constellation grows. :-)
  24. Will there be a new All-In-One, now that FTT ad Exploration and ART are updated ? Soon ? Is SafetyLight included or dropped ?
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