Probus

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About Probus

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    Those who forget the past are doomed to repeat it.

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  1. Nice! Just what I needed for those fast approaches with Near Future Engines.
  2. Thanks for the feedback @markinturamb! I really appreciate it. I just re-read your banner comment and I understand what you mean. That is a great idea. I'm going to try it out and see what it looks like. I'm making these changes using the tech tree editor for convenience. All of them could be done using module manager I believe.
  3. I've been trying to push the envelope on what can be done in the tech tree. Its made it look way too complicated so I thought I'd see what could be done to clarify things. I've been trying a lot of different experiments. I've put red stars besides some of the experiments. This is not close to being done but I thought I would include a teaser for some feedback. See below: Ideas tried so far: Color icons by tech branch. Adjust the size of the icon to make the part look bigger as the size of the parts get bigger. Use multicolored icons instead of white. Create an icon using KSP Craft and Kronal Vessel Viewer to capture a picture. Use real blueprints to sketch an icon of an aircraft or rocket. Try large unconnected tech tree nodes as banners around a branch e.g. "Jet Engines". Use icons larger that the 32x32 standard. I love feedback if you have any ideas. The picture above should serve as a good "Before" picture of the ETT.
  4. Hi LGG, As requested: Reminder. Fix the default checklist position.
  5. I originally asked this in another topic, but I think it would fit better here: I go through this pre-launch routine every time. I was wondering if there a simple MM patch for setting the default view on some preferred launch configurations: Expand staging bar to show numbers Change to orbital AP and PE numbers Pop out the resource levels on the bar
  6. @stupid_chris, it must be really difficult to have several chutes open and they not overlap or you would have done it already. Would it at least be doable if they were completely symetrical? For instance, 3 around a 1.25 LFO Tank.
  7. I go through this pre-launch routine every time. I was wondering if there a simple MM patch for setting the default view on some preferred launch configurations: Expand staging bar to show numbers Change to orbital AP and PE numbers Pop out the resource levels on the bar
  8. This is awesome news @stupid_chris! Any luv you throw towards RC will always be appreciated. It is one of my staple mods. When you say work on RC2, was there something more than adding new parts you had in mind?
  9. Balancing a tech tree can be very difficult. Especially when you add the effects of labs and science production. I've been tweaking the way labs process science. Aspects such as using up points faster, scaling science production back, increasing Scientist effect on the above. Just testing now but my intent is to better control the end game to keep it fun and drive the player to every corner of the system. Diminishing returns on science may also be an idea. Ex. First readings at Duna (and/or new biome or experiment) may produce full or scaled up science values. Every reading after that reduces the value by a small percentage. Again, the goal is to drive the player to use new experiments in new parts of the system. Adding the larger EC requirements (and heavier science payloads) will enhance the end game as well.
  10. I see you won the battle with the Riverdancing Kerbals! lol
  11. Congratulations! Looking forward to trying it out!
  12. I know we have a mod that adds the Crew Dragon to KSP, but I didn't know they had KSP on the Crew Dragon! https://twitter.com/taz14912/status/1266776011838033921?s=20 Thanks taz14912!
  13. I think I cheated many years ago and renamed Squad's stock tech tee config file and put mine in it's place. Then loaded TED and loaded stock. Ya know I think there was also a stock tech tree converter utility buried in either the Yongetech or TED mods.