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Probus

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Everything posted by Probus

  1. I'd like to see a mod that puts a semi-functional mini-map on your main view. I know putting it on a second monitor is close to being out of the question.
  2. What about opening a sizeable map window on your main screen. This is a realistic possibility if you have a 4K+ monitor.
  3. I'm the only one? I am feeling a lot of peer pressure now... Might have to migrate over. I just like using the Tech Tree Editor. Maybe that editor is just too antiquated and I need to move to the MM method. BTW, the ETT is balanced to not hide empty tech tree nodes. If you use this mod, it will nerf the ETT, but that's the great thing about mods. You can play YOUR way.
  4. My Wife may have been exposed to Covid last week and we are waiting on the test results. I've been quarantined to my game room and my computer is in my office so I'm on my laptop. I know a surprising number of folks still use this mod so I will check this issue out thoroughly when we get the all clear. Don't want y'all to have to delete the stock tech tree to use this one.
  5. You are correct sir. I will load the game up when I get a break between now and new years and see if I can get you what you want and a hotfix of some sort. Usually the problems with the tech tree are pretty easy to fix. The tech tree editor is what gives @linuxgurugamer and I fits when an update comes out.
  6. I will take a look at it shortly. Maybe its an easy fix.
  7. I specifically made this tech tree to limit Mechjeb until you unlocked the right technologies. You would have to create your own module manager files to unlock all of mechjeb right away. Parts are laid out so that you REALLY want to unlock certain nodes to increase stability and give yourself more control, more power. It should feel like going from a patched together rocket like Prof. Goddard, to a V-2 like rocket, and on to R-7/Sputnik/Pioneer/Mercury/Vostok/etc...
  8. I will update for BDB soon. I tried once but BDB is so HUGE!!! It will be my crowning glory to get that integrated @CobaltWolf. Thanks @OwariTY. I can't say for sure that you can with BDB alone. It needs further integration plain and simple. This tree is supposed to be tough but not grindy. That takes a lot of playtesting as you might imagine and I've been distracted playing Combat Mission games lately. I will be back for the release of 1.11 coming up (at least part time). Love Restock. It will be one of the first I hit when I return.
  9. Not sure if this goes here or not because it is a generic mod that can be applied to KSP. A friend was showing it to me for a different game and I thought I would ask if anyone has tried this and released settings for it. If so, is this something we should create configs for and put on CKAN? I loaded it with KSP, but I didn't know what most of the settings and tools do (I would just embarrass myself if I did much more than link to it). Someone with more post processing experience might want to start a thread or post links in this one to some pre configured settings for KSP. Since beauty is in the eye of the beholder, maybe a tutorial for KSP might be an idea. Moderators, feel free to move this to a more appropriate thread since I'm not sure this can be classified as an add on unless add on means you just added on to KSP. I just wanted to get the word out there. Thanks! https://reshade.me/releases
  10. Does anyone remember which release had a patch come out for it like the day after? Was it 1.0 or maybe 1.1.0?
  11. I actually got served up an ad that I thought was worth sharing. $47 Saturn V model: https://www.theologys.com/products/nasa-apollo-50th-anniversary-rocket-model EDIT: LOOKS LIKE A SCAM! BEWARE!
  12. Nice! Just what I needed for those fast approaches with Near Future Engines.
  13. 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.
  14. 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.
  15. 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
  16. @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.
  17. 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
  18. 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?
  19. 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.
  20. I see you won the battle with the Riverdancing Kerbals! lol
  21. Congratulations! Looking forward to trying it out!
  22. 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!
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