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Posts posted by Probus
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Very strange. It worked for me.
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14 hours ago, Sea_Kerman said:
that doesn't appear to do anything
You need to use it on a part that already has symmetry.
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I'm really excited about the new science update \o/ but yeah, what's up with the overlapping windows? Why did someone not figure this out in play testing before the release? In KSP1 we had a bunch of "Experimental" testers with all different configurations of computers testing the releases. Is this not happening this time around?
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I've been playing Kerbal Space Program for 10 years now. I am so excited about the new science update and started playing KSP2 again. But for the life of me I couldn't figure out how to remove symmetry from a pair of antennas. So I googled it. It turns out you have to press left alt, left shift and then left click to remove the symmetry. Please tell me there is an easier way? Maybe I missed it?
Come on now, that's like knowing how to press ctrl-alt-del the first time you set down to a computer. We need a button or option to do this that only takes a one or two mouse clicks. I'm way too lazy to press buttons on the keyboard.
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When is KSP2 Science supposed to drop today?
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7 hours ago, likke_A_boss said:
Fun to see you still active Probus. After setting up a deeply modded game back in 2020, my hardware failed and I never got to do my playthrough. Writing this from a 4090 system now though and setting up modlist at moment and looking back at all the work you've discussed without release. Could you use an extra hand in developing the next update for release? My dev skills are pretty novice but learning all the time.
Thanks for the offer! I'm in the process of moving houses and I don't see me doing any work on this until the new year. If you are still interested then, I will run it by you.
Wow! A 4090! I'm jealous!
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On 7/28/2023 at 9:59 PM, c0deMonkey said:
I would love to try out the Engineering Tech Tree but when I install it (even with no other mods but its dependencies) it looks all tangled like this and is nigh impossible to navigate. Other screenshots I've seen don't look like this so I assume this is not right.
I've only seen one other post that looks related: https://www.reddit.com/r/KerbalSpaceProgram/comments/6brso7/tech_tree_mod_help/
but according to the thread it was a result of installing multiple tech trees. I have no other mods installed except ETTs dependencies
Right now its kinda broken. You can only have one tech tree file in the GameData directory. So if you install ETT right now, you have to rename GameData/Squad/Resources/TechTree.cfg to TechTree.old.
This will fix this problem. But you may want to make a backup of the Kerbal Space Program directory.
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Has anyone happened to see when KSP2 is going to get a career/science mode?
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Have anyone heard if KSP2 will have binary star systems? I was wondering how the planets would orbit the pair. Seems to be several types of orbits.
It will make for some interesting Hofmann transfers.
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Thanks a bunch LGG!!! I’ve had my eye on this mod for a long time. Can’t wait to try it out.
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On 11/17/2022 at 7:46 AM, ToxicFrog said:
I'm also only just getting back into KSP after a long break and it would be great to see ETT again; I'm using TETRIX at the moment but ETT was always my favourite tech tree.
I will get back to the ETT, eventually...
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9 hours ago, septemberWaves said:
I'm working on building a tech tree with this mod now, but the stock tree doesn't get removed. Is that just because the stock tech tree still has parts assigned to it because I've not reassigned them to my custom tree yet? Will the stock tree be removed when the nodes are empty? If not, what can I do to remove the stock tech tree?
Well, as a quick workaround, I rename the stock tech tree to ".old". There may be a betterer way, but this works. You might ask @linuxgurugamerif he knows of a better workaround.
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Has anyone ever been able to create a mod that keeps separate parachute canopies apart? I heard that was a feature of 1.12, but I'm not seeing it. Maybe because I have RealChutes installed?
Also, what is the mod that makes parachutes open in a sort of mushroom shape as some do in real life? Open with a small opening then eventually fully inflate.
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I've been adding some more parts and nodes to the ETT. Also testing some new concepts with the icons. As you can see below, the tree is using size, color and tech nodes as labels. The tree itself is fairly muddled up at this point, especially in areas where it has grown. Now it really looks like a tech tree that was dropped on its head. I add the new nodes, add parts to them and then move them to their final location. There is a method to my madness...
Its hard to tell exactly what has changed by a couple of screenshots. But some of the new features include:
- New icons
- Experimenting with icons that have differing sizes, colors and depth
- Separation of fuel tanks from engine tech
- Better definition of SRBs by potential energy
- A new 'micro' tech branch
- Separation of RCS from gyro based controls
- Better separation of space based vs land based colonization tech
- And gave aviation a bit of attention
I may end up making all the icons of a particular branch the same color. So engines might be red. Control systems yellow and so on.
Also, it is still several months away from being ready for a release. Not because there is that much work, but because I'm just plain slow.
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On 1/24/2022 at 2:05 PM, Dash8466 said:
Heya, just wanna let you know that this is by far my favorite tech tree mod out there.
I would like to know if there is any chance for it to be updated.
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.
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@zer0Kerbal, what was I supposed to do with test flight? I've forgotten. I was on a break playing wargames for a bit.
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13 hours ago, CessnaSkyhawk said:
Any chance you'd be open to releasing your partially upgraded tree? I'm sure I'm not the only one who'd be interested in playing around with it a little bit, even if its not fully complete.
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.
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2 hours ago, ilovespace said:
can u say any descent non replica kind of part packs(i use restock already.) and i dont want to rush u but can i know when u will release updated ett.
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 Technologiesor Interstellar
D) Stock Station Parts Expanded
E) NovaPunch
F) ReStock
G) AIES
H) SpaceYI) MRS - Modular Rocket Systems (lite)
to name a few...
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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.
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12 hours ago, billtetley said:
With KSP now in it's (pretty much) final release has it been speculated as to whether or not this along with RO will be updated to run on 1.12?
I'll speculate... Of course it will. This is probably like a hallelujah event for some mods like this one & Kopernicus.
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Well, June 24th won. Who was that?
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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?
On 6/16/2021 at 9:55 PM, ilovespace said:what would u recommend me. AND i play on laptop. so can u suggest few food and light weight mods
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.
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On 6/20/2021 at 7:01 PM, NovAlpha said:
Any plans to revive this old mod? I'd love to see it working again in newer versions of KSP!
No plans to. Not any time soon anyways.
Docking and relative velocity
in KSP2 Gameplay Questions and Tutorials
Posted · Edited by Probus
Step 2 is <DEL> to enter docking mode. What is the key to enter target mode, step 3? I've totally forgotten.
EDIT: Click the yellow tab next to the nav ball...