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Everything posted by Probus

  1. 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.
  2. 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.
  3. 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.
  4. @zer0Kerbal, what was I supposed to do with test flight? I've forgotten. I was on a break playing wargames for a bit.
  5. 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.
  6. 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...
  7. 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.
  8. I'll speculate... Of course it will. This is probably like a hallelujah event for some mods like this one & Kopernicus.
  9. Well, June 24th won. Who was that?
  10. 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.
  11. 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"
  12. 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
  13. 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.
  14. @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.
  15. 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.
  16. Yeah, you never know when a new tech tree may come out with jetpacks after crewed flight. Just sayin', it happened to me.
  17. I totally respect that way of playing. Most of my games are similar. I use MechJeb to do a lot of the math heavy lifting and automating burns and such. MechJeb is my NASA rocket scientists and I believe practically all spacecraft are automated. Another thing I also do would be to send a series of probes to check some aerobreaking altitudes. I try not to eyeball anything unless I have to and MechJeb is not always reliable (although I prolly did something to mess it up too, GIGO). I've never tried Kerbalism, believe it or not. Might need to check that one out.
  18. 1800 on Steam, but I rarely play on Steam, Prolly closer to 10,000+ since 2014. Played it exclusively 2014-2018 (and was on the experimentals team).
  19. That's what's great about this game. With mods, you can pretty much tailor it to your playstyle. Whether it be Sadistic (Danny2462), Normal (You), or a bit Masochistic (me). My background is as a test engineer for the Air Force. That means my job was to figure out what could go wrong and what needs to be done to have a backup (plan or equipment), and a backup to the backup (and in some cases, a backup to the backup to the backup, I kid you not!). So my brain is pretty much trained to look at things that way (also a lot of chess). I even play with mods like DangIt! and OhScrap! as if me screwing up a totally good mission was not enough. So in some missions with strict dV requirements there is no backup, except for the second backup mission I send along with it (such as Viking 1 and Viking 2). If I have dV and funds to play with I'll always add extra batteries & backup batteries. Extra RCS, extra antennas, and in some deep space cases extra engines (why use 1 when a smaller 5 pattern will work) and extra probe core. And usually a Deep Space 1 and Deep Space 2. Scott Manley says when things go wrong, things get interesting. I've found that to be true. Except for extreme kraken attacks such as switching from a ship full of kerbals and switching back to it and all the kerbals now being listed as MIA. That kinda stuff I'm willing to dig into the save file to fix. It really does make you fully test your new rocket designs before spending the cash to send the real thing. Also makes pressing that launch button extra exciting even with a fully checked checklist. That may seem like too much work for some people (most people), but that seems pretty normal to me. I only wish I had an Alt-F12 button for real life!
  20. @zer0Kerbal, have you ever tried Testflight's Engine Failure mod with OhScrap!? You know, typing this I got to thinking. If you turned OhScrap!'s engine failures off, then I bet it would work just fine with TestFlight.
  21. You two hit the nail on the head. I'm not arguing that with you. But it does make you think twice before you hit that launch button. It definitely increases the suspense.
  22. Hey @zer0Kerbal, your icon turned into a white square. :) (Just installed the newer version)
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