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SpinkAkron

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Everything posted by SpinkAkron

  1. The two missing nodes were being overlapped by the subsequent nodes, so that's why they weren't showing up. I scooted those back and that is fixed. I then repositioned the lightspeed node to fit better. I put scientific outposts there because I was trying to indicate a mining/resource exploitation line and it seemed more appropriate. CTT has two science lines which I didn't need to I moved and/or combined some of the nodes. Here's the modified InterstellarExtended.cfg if you want to give it a try. Stick it in the UnKerballedStart\Mod Support folder. ---> Dropbox Thanks for finding those errors!
  2. My reasoning is that volume/pressure is the limiting factor in tank size rather than simply diameter. Each tier gives an expansion to the volume of tanks you can build, regardless of the part size. The nodes that have two inputs give a double bonus. This generally increases the number of parts you need which is why I swapped the upgrade costs for VAB/Launchpad
  3. It's already supported. There is a InterstellarExtended.cfg in the Mod Support folder. Is it not working? That's how I did it too.
  4. It's really easy. Take a look at the cfg files in the UnKerballedStart\Mod Support folder
  5. That sounds cool. Nothing is cheaty. However you enjoy playing is the right way. You bought it, play it however you want.
  6. I'm glad you got it sorted. The entire mod is 'source code' as it's all Module Manager patches and not compiled.
  7. I'll take a look. The nodes are adjusted depending on whether Missing History and/or Restock is installed. I just tested with and without the various mods and it's working ok for me. What version of UKS are you using?
  8. Well, I sure botched this one. I missed the changes to the engine names for 1.7 so they were not being moved to the correct nodes. Sorry for the inconvenience 1.0.7 Added the rest of the changed parts for 1.7. Derp. Reduced cost of Custom Fuel Tanks node
  9. 1.0.6 Released to fix a problem with TACLS identified by @Joker58th 1.0.6 Fix misplaced .75m Waste HexCan for TAC Life Support.
  10. Um... oops? All the .75m parts are supposed to be in Enhanced Survivability. I'll fix it. BTW, the current thread for this mod is here.
  11. Episode 7 - Powered Landing - We try to land at the Black Monolith and the Island Airfield. Uses a new set of library functions found here. Many thanks to the author for making it available. Also thanks to CheersKevin for his explanation of PID controllers and all his code samples and inspiration. If you want to get started with kOS, his Kerbal Space Programming playlist is a must.
  12. 1.0.5 Released 1.0.5 Re-disabled the CustomBarnKit.cfg. In previous versions, I had mistakenly included the non-disabled version. Added compatabiltiy for 1.7 Savegame impact - moderate - You'll need to re-enable the CustomBarnKit.cfg if you want to swap the VAB/Launchpad upgrade costs. I changed the thread title to reflect compatability for 1.7, 1.6, 1.5, and 1.4. If there's some reason that is not the case, please let me know.
  13. I'm glad you're enjoying it. As far as the fairing goes, I don't think we put a great deal of thought into it. We just put it one tier sooner than the 1.25m version. You can use it on the early cores if you flare it out.
  14. I've been looking at the changes for 1.7. There's a couple new nose cones I'll have to account for. If I moved them from a node you've unlocked to one you haven't , that would impact your save. I don't anticipate anything more than that. When we release the next version, I'll add a note for save game impact.
  15. Ok, that's where RLA put them. I didn't move that engine type since I'm not familiar with them. Where do you think they should go?
  16. Version 1.0.2 released Name changed to "Good Enough Rocket Science kOS Script Pack" 1.0.2 boot.ks - changed to generic connection check adjustInc.ks - added navigation.ks requirement adjustOff.ks - added navigation.ks requirement adjustPrd.ks - changes for align function ascent.ks - general improvements changeOrbit.ks - changes for align function control.ks - removed RCS from align function. Added functions idle, setThrottleTWR, useRCS. Moved lng2deg to navigation.ks. Added connection info to telemetry function. Added lng2deg moved from control.ks. Added lib_circle_nav.ks requirement recovery.ks - reworked. science.ks - changed to generic connection check. systems.ks - changed deployChutes to use activateModule.
  17. Two new episodes this week since the first has no scripting content. Let's Play KSP Hardercore UKS kOS - ep05 First Orbit with kOS Let's Play KSP Hardercore UKS kOS - ep06 The Recovery Script along with some improvements to the ascent script.
  18. Yes, the part count limit can be changed. See default.cfg in CustomBarnKit folder. My ideal system would be to have the VAB limits/upgrades apply to the physical dimensions and the launchpad be solely weight. So if you want to build a taller rocket, you need a bigger VAB. That's not possible tho. I chose to to swap the VAB/Launchpad because it kept the total cost the same and just changed the order that you upgrade.
  19. Oh crap, sorry. I'll have to fix that. In the UnKerballedStart folder, delete file CustomBarnKit.cfg.
  20. I'd like to make a distinction between compatible and consistent. The only mods that are not compatible with UKS are other tech tree mods (other than CTT obviously). All other mods are compatible. By that I mean they will work as designed and any new parts will show up in the tech tree. However, the position of new parts may be inconsistent with how UKS re-positions parts, in which case we would provide a config re-positioning them. If there is a config for a mod in the UnKerballedStart\Mod Support folder, we have done at least a first pass at making a mod consistent with UKS. Some mods have been looked at and found not to need any adjustments, Near Future Solar, for instance. Generally, if a stock part has been moved, any modded part in the same category should also be moved for consistency. If there is an inconsistent mod you'd like us to make a config for, just let us know and we'll take a look. Thanks again @kcs123!
  21. I dunno. I always have used RemoteTech, have never used the the root model. The way I play, I seldom make it out of Kerbin SOI , so I've never had the chance to see what difference it makes. I'm not expecting to do a manned mission to even the Mun til tech 5. What do you think would be the best setting?
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