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  • About me
    Those who forget the past are doomed to repeat it.
  • Location
    Mustang, Oklahoma
  • Interests
    KSP, Spaceflight, Ancient Coin Collecting

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  1. Thanks Dash! There is a chance. In fact a strong probability. I either need an update to the Tech Tree editor or a conversion of the ETTtech tree into a source file similar to the CTT's mod in something like excel for easier management. My RegX skillz are lacking though.
  2. @zer0Kerbal, what was I supposed to do with test flight? I've forgotten. I was on a break playing wargames for a bit.
  3. I think that I can do an 'unofficial' intermediate release with the stuff I was testing. I think you will have to rename the Squad tree to get it to work in anything after 1.8.1. Its the 4th of July, so it will have to be a bit later. Gotta go fire off some mini solid rocket boosters.
  4. I always play with Modular Rocket Systems (MRS) Lite. I like AIES for its Antennas and Landing legs but engines are a bit overpowered. Here’s a list: Add 1 or 2 part packs. My favorites are: A) FASA or Blue Dog Design Bureau B) Planetary Base Systems C) Near Future Technologies or Interstellar D) Stock Station Parts Expanded E) NovaPunch F) ReStock G) AIES H) SpaceY I) MRS - Modular Rocket Systems (lite) to name a few...
  5. I'm glad folks are using it. I've already done a lot of work on it that I never released due to a lingering health issue. Including: cleaning up the branches aesthetically separating the chemical engines into types such as boosters, sustainers, high efficiency, and of course SRBs SRBs are now broken up by potential energy. Adding new color icons of varying sizes Antenna roles (relay vs direct) Miniaturized technology branch A lot of work on Aero parts And separation of colonization tech Every time I add more nodes, I have to rebalance the tree. Plus I believe a lot of technologies should start massive and get smaller as tech increases eg ISRUs, nuclear reactors, control systems... And, as always, I'm always open to suggestions.
  6. I'll speculate... Of course it will. This is probably like a hallelujah event for some mods like this one & Kopernicus.
  7. Well, June 24th won. Who was that?
  8. Well, now that KSP has hit 1.12 and isn't going to change much anymore, I'm starting to feel a little more motivated to update and clean up this Tech Tree. Is anyone still interested? I would recommend the Community Tech Tree with PBC and the rearranged engine placement. That's what I've been playing around with. If you are on a laptop I would suggest picking one major parts mod and stick to QoL and UI enhancement type mods. I really like a lot of different part mods. For realistic models I would suggest FASA over BDB because BDB is soooo big for a small laptop. I also like many of the Near Future mods or Interstellar mod. Soooo many great part mods out there.
  9. Well I stand corrected @ShuttlePilot. We really couldn't understand what you were trying to get at. You know they say: "Communication with an engineer is only slightly more difficult than communication with the dead"
  10. I'm no moduemanager expert. I've just scanned the manual and asked on the forums. Can anyone point us to a good (video) tutorial for module manager if one exists? Let's see, for waterfall what are the key variables. Thrusttransform is one
  11. Did you use CKAN. It helps keep mods separate that are incompatible. It probably has something to do with stock and restock waterfall being installed simultaneously (just a guess). CKAN is here: https://github.com/KSP-CKAN/CKAN/releases You will need to edit module manager config files. If you feel comfortable doing that, I can point you in the right direction.
  12. @ShuttlePilot, are you even reading the responses? Can you give us an example or are you purely trolling? I don't think he is even reading your responses guys.
  13. Luckily Waterfall is very adaptable as is Real Plume. Do you have any videos of RL plume expansion that you would like to share? I thought some plumes matched the Merlin engine and were very realistic for instance.
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