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amarius1

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Posts posted by amarius1

  1. 3 hours ago, _Zee said:

    You're right about the github repo being very out of date. It was never used after I made it and PBC updates are rare these days, so its been neglected ever since. I appreciate you submitting the pull requests though.

    I can't say if/when I'll be able to look over new support patches for currently unsupported mods, the handful of recent "maintenance" updates (2.91 - 2.93) that I pushed were a rare exception of free time. But I welcome these submissions because I never know when I might find that extra time again. Glancing through them, it looks like most of what you've submitted is support for the solar-system overhaul mods - very cool. I'll leave the github up for now if any risk takers want to just grab your extra .cfg files to toss in with their PBC folder to give your configs a shot. If anyone wants to give this a go, please let us know how @whitespacekilla's configs worked out for you!

    If you're open to it, a cfg with support for Near Future - Exploration would really be the most helpful right now. I know the antenna ranges and part placements for that one are not in sync with PBC right now and it may be awhile before I'm able to update. Even a rough draft written in my usual format with all the parts listed would be a huge time saver. Many thanks if you do, no worries if not.
     

    This is partially incorrect. PBC can be updated from an old version to a new one in a running save without problems (unless explicitly stated otherwise, which hasn't happened since before KSP 1.8)
    You can test this right now by starting a game with PBC 2.90, save it, close out of the game, replace your PBC folder with PBC 2.93, and you will see the changes to your tech tree in your saved game when you load it up.

    However, @kcs123 is correct in that the CTT itself cannot be added or removed from a running save. You must start the new game with ModuleManager and CommunityTechTree already installed.
    @amarius1, Doublecheck that MM and CTT are installed alongside PBC in your gamedata folder, and if you're still having issues post your logs.

    I do have them installed alongside PBC as my standard install. I used to have PBC in a previous install but now on reinstalling ksp and remaking my mod list it stopped working

  2. 18 hours ago, FreeThinker said:

    Version 3.20 for Kerbal Space Program 1.8.1 - 1.11.0

    Released on 2021-01-14

    • Compatible with KSP 1.8.1 - 1.11
    • Added searching tags to make them easier to find a tank that can hold a specific resource
    • Added FissionParticle and FissionPellets to Nuclear Storage tanks
    • Balance Increased cost Nuclear Storage tanks and slightly increased storage capacity

    Great update! Do you know where I could find configs for Tantares /  Stock fuel tanks? I don't really need the IFS tanks so I just kept the plugin part

  3. On 8/29/2020 at 9:32 PM, Entropian said:

    In my game, occasionally I can't timewarp; something immediately disables it as soon as I engage it.  I think it may have something to do with Persistent Thrust.  Here's a line from my log:

    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

    prelaunch killing throttle

    It spams the log with this.

    I have the same exact issue

  4. 5 hours ago, Starhelperdude said:

    I just replaced the .dll with the .dll from the old version, seems to work for me/ there are the engines and stuff

    yo I can't wait for when this is complete as a testing version at least, the engines look amazing and I can barely imagine what will be possible with them. They also serve as a perfect pack to fill the last end game nodes of the Community Tech Tree which is simply amazing!

  5. 2 minutes ago, HansonKerman said:

    what I meant. I do like it tho. Are the names yours? I never knew anything about them

    Some of the names are mine, some were made up by the original developers of KSP. NovaSilisko was supposed to add a lot of these planets (in his own style) and Fonso was one of those original ones. Sticking to the original idea that I composed with his tips helped me achieve a decent depiction of Fonso. Harvest and Fez were made by developer Harvest in order to test the terrain engine of KSP way back. I brought those into the mod too.

  6. On 4/16/2020 at 9:00 PM, Beale said:

    Alas, yep, you got it! It has ended up a little squashed to fit well in KSP's chunky fairings.

     

    GitHub

    Blue streak adapter tanks, a few tweaks here and there + ???

    https://github.com/Tantares/CRE

    screenshot2640.png?width=1092&height=614

    Hi, just tested what you are working on. I know you probably know about these but here's what needs to be fixed till release: currently the tech tree entries are messed up, 1.875m parts come at a point when only the 0.6 parts of the mod should be usable. generalRocketry would be far more suitable for them as well as basicRocketry for the 1.25m parts and the small SRBs. The mod is amazing otherwise and I really love it. Another thing to note is that skids on symmetry are flipped from eachother, visible when you switch to the 45 degree variants. CRE has become pretty much the best mod for early career playthroughs otherwise and I am really waiting for the next complete update. Also, could we have a nose cone drone core at the start of the tech tree? 

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