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Yemo

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About Yemo

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  1. Not sure but maybe you had SETIrebalance installed last time, which introduces telemetry "experiments". Other mods might do this as well, but I dont remember which.
  2. I do not know of any actual incompatibilities so far, but I have not tested. That is just a warning that compatibility has not yet been fully checked with the newer version. From a modding perspective, 1.3 is the stable version for the general public, while 1.3.1 is the dev version for mod creators and beta testers. Due to the nature of the SETI mods, they will stay with 1.3 until 1.3.1 is more widely supported. Oh, I forgot about that. Will have to take a closer look. Cant help you without at least screenshots of your gamedata folder (or ckan install list) and the lo
  3. I consider the settings in this thread to be the default challenge for myself. It also goes into more details on what to expect and what changes compared to stock. Especially the house rules are important to me, eg not exploiting KSC science. Also the Anomaly Survey mod and RCS build aid were not available on ckan last I checked. While nearly no one is interested in installing a mod pack for challenges, I did specify 3 so far for the SETI meta mod pack, the links to those are also in the OP of the SETI main thread (this one). I have ideas for 4 more of them, but well, may
  4. I now only support TAC Life Support, since USI changed too much too often for me to keep track of. I liked USI Life Support when it was small and steady and intuitive. I just cant be bothered to recheck the values every time I come back to ksp and learn which part gives a supply duration bonus. In TAC there are recyclers which simply do what you would expect. In USI (at least when I last checked), the mobile processing lab gives a bonus to supply usage?
  5. SETIcontracts (I guess that is what you are referring to) only specifies "72 hours". No changes to the internal workings of USI life support from any SETI mod.
  6. Looking at career streams/youtube videos, there are a lot of people skipping the early tech tree by using the KSC science exploit. I m wondering how many do this and what are the reasons to do so?
  7. Yes, many later tech nodes are used by interstellar (which has some learning curve comparable to colonization mods ). But also keep in mind that CTT is a framework for modding in progress, so for some nodes there might not even be mods (yet).
  8. Done, SETIremoteTechConfig should now self-deactivate when GPP is installed.
  9. Hey all, I ll probably have time for ksp again soon (and thus the end of the quarter). Will have to catch up on the thread and all the accumulated issues, thank you all for your feedback and especially for the support you provided here. I can not test it myself at the moment, but I just made a micro update to SETIremoteTechConfig which should make it self-deactivate when GPP is installed. The rest I will have to check at the end of the week.
  10. SETIremoteTechConfig and SETIcontracts were made quite some time ago, before CommNet and GPP were a thing and the latter one when ContractConfigurator was brand new. Imho both SETI and GPP touch further than the usual (part) mod, no need to blame the older of them for not adjusting quick enough to the newer. These things happen, especially when changing the core game instead of just adding stuff on top of it (eg there is no issue with OPM). I m thankful for all the feedback and sorry for the inconveniences caused, but such problems are the inherent price of modification over addition. I m
  11. Hm, that sounds like an installation issue. Try a new, separate ksp install. Then only install UnmannedBeforeManned via ckan. That should work. For the old install, I would need a screenshot of your gamedata folder and your log file. There were some issues with old module managers, so please delete the old module manager tech caches as well. And make sure you do not have any other tech tree mods installed except CTT. UbM will deactivate itself if it detects folders of conflicting tech tree mods (ETT, Historical, etc)! Yep they should have a combined
  12. Hey, anyone know where the experimental motors node went? should be at the same position as the new specialized landers node.
  13. @Tux1 Looks good, added to leaderboard! Did you have any issues with the challenge or the mod pack? What were your biggest obstacles for completing the challenge? My main issue was going too high and then burning up on the steep descent. There are 2 more SETI challenges released so far, one to the mun and one to deploy a mini sat with a plane. The even numbers are probe-focused while the odd numbers have a manned focus. Challenges 4 and 5 are in the making as well, which should make it worthwhile to install the mod pack.
  14. Hm, no idea, I do not check with real fuels or mft. But I can of course change my MM statements to check for real fuels and mft as you suggested and when they are detected, to not apply the patches. Interesting, I ll have to check how that search works. I ll have to do something about the SETIcontracts. It seems they are a bit buggy due to new ksp versions. Saw some problems when Quill18 used them last week or so. It is a standalone, no other files needed. Hm, I might have to lower that level. Thank you! I ll
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