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BahamutZer00

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    Bottle Rocketeer
  1. How did you fix this then? I'm having the same issue.
  2. One request from me for this mod would be for the RLA stockalike parts mod to be added to the tech tree
  3. I think realistic progresson -0 mod has its own tech tree progression optimized for placing all the required parts from realism overhaul. I don't think the two would be very compatible with the current version.
  4. Decided to try this tech tree on a new game. I'm playing it in science mode with 50% science, and I really like the way the early game is set up. After a stint trying realism overhaul, I liked the early portion of that game with somewhat uncontrollable rockets and building things that have to spin to go straight. Your mod is set up with a probe that has no control at the beginning, which encourages trying out builds for what are really sounding rockets, as opposed to the full-fledged controllable rockets. The limited science gaining options at the start also make it harder to get a massive burst of points at the beginning that lets you progress too fast. Definitely interested in seeing how it progresses as more tech is unlocked.
  5. I've got hotrockets already installed, and when I tried to install this mod via CKAN, I get a conflict with the HotRockets mod. I saw on the first post that it is compatible (overwrites the configs). Is there a way I can have both installed at the same time? Can't wait to try this out and wanted to request if there's a chance the ksp interstellar mod will get support from this?
  6. I waited to do that particular contract, and I the orbital contract needed LOW kerbol orbit, so it was at less than 1 Mm. Hence the 10,000 dV
  7. I've certainly been using them as guidelines. Just tried to finish the minmus and kerbol contract, along with a orbital survey contract needing low kerbol orbit at the same time. Pulled it off with a probe that had just the bare necessities and still needed 3 stages and 10,000+ delta/v. But I made it
  8. Here is what CKAN outputted for me in BB code mode. Seems to work pretty well! Alternate Resource Panel (AlternateResourcePanel 2.7.2.0) Chatterer (Chatterer 0.9.6) Coherent Contracts (CoherentContracts 1.02) Color Coded Canisters (ColorCodedCans 1.1.1) Community Resource Pack (CommunityResourcePack 0.4.3) Community Tech Tree (CommunityTechTree 2.1) Contract Configurator (ContractConfigurator 1.5.2) Contract Window + (ContractsWindowPlus 5.2) Crossfeed Enabler (CrossFeedEnabler v3.3) Crowd Sourced Science (CrowdSourcedScience v3.0) Custom Barn Kit (CustomBarnKit 1.1.1) DMagic Orbital Science (DMagicOrbitalScience 1.0.7) Docking Port Alignment Indicator (DockingPortAlignmentIndicator 6.2) Engine Lighting (EngineLighting 1.4.0) Environmental Visual Enhancements (EnvironmentalVisualEnhancements 7-4) Environmental Visual Enhancements - High Resolution (EnvironmentalVisualEnhancements-HR 7-4) Filter Extensions - Default Configuration (FilterExtensionsDefaultConfig 2.3.1) Filter Extensions - Plugin (FilterExtensions 2.3.1) Firespitter Core (FirespitterCore v7.1.4) Fuel Tanks Plus (FuelTanksPlus 0.11.2) Hot Spot (HotSpot 0.4.4) HotRockets (HotRockets 1.0.4.1) Interstellar Fuel Switch (InterstellarFuelSwitch 1.15) Interstellar Fuel Switch Core (InterstellarFuelSwitch-Core 1.15) Kerbal Engineer Redux (KerbalEngineerRedux 1.0.18.0) Kerbal Joint Reinforcement (KerbalJointReinforcement v3.1.4) KSP Interstellar Extended (KSPInterstellarExtended 1.2.6) Landing Height Display (LandingHeight 1.4) MechJeb 2 (MechJeb2 2.5.3) Modular Rocket Systems - Parts Pack (ModularRocketSystem 1.7.3) Module Manager (ModuleManager 2.6.6) Near Future IVA Props (NearFutureProps 0.4.3) Near Future Solar (NearFutureSolar 0.5.3) Part Commander (PartCommander 1.0.2.2) RCS Build Aid (RCSBuildAid 0.7.2) RCS Sounds (RCSSounds 4.3) RealChute Parachute Systems (RealChute 1.3.2.3) SafeChute (SafeChute v1.7.1) ScienceAlert (ScienceAlert 1.8.9) SETI-CommunityTechTree (SETI-CommunityTechTree 0.9.1.2) SETI-Contracts (SETI-Contracts 0.9.3) SmokeScreen - Extended FX Plugin (SmokeScreen 2.6.6) SpaceY Heavy Lifters Parts Pack (SpaceY-Lifters 0.17.5) StageRecovery (StageRecovery 1.5.7) Station Science (StationScience 1.5) Stock Bug Fix Modules (StockBugFixModules v1.0.4a.1) Stockalike Station Parts Expansion (StationPartsExpansion 0.3.3) Toolbar (Toolbar 1.7.9) TweakScale - Rescale Everything! (TweakScale v2.2.1) Universal Storage (UniversalStorage 1.1.0.6) Ven's Stock Part Revamp (VenStockRevamp v1.8.1)
  9. I recently tried out KW rocketry without using the SETI-suite, and when next to stock engines, it seems a bit overpowered where I would almost always choose a KW rocket over stock. I've been trying the mods by necrobones, which includes the modular rocket pack, space-y, and the fuel tank plus mods. The modular rockets adds a couple of useful in-between mods for the early LFO without overtaking stock (and adds one or two 2.5 m engines to fill in gaps there as well). The space-Y engines primarily affect 3.75 -> 5 m (and maybe 7.5 m) sizes (so end-game colossal builds). IMO, I think those engines/tanks would make a good addition for balancing with SETI (and it works pretty well even without fine-tuning by Yemo). I've only made it as far as 2.5 m rockets in my current run, and am realizing I really need the 3.75 m or more rockets to get my mega-station up to space. So I'll have to build a smaller station first to test that out. @Yemo: I didn't know about that other mod, I'll have to add it when I feel like restarting career. Still getting a feel for how the mod packs I've got running are working together.
  10. I noticed that there is a bug on the heavier rocketry r&d node. It costs 160 instead of the 300 it should. As a side note, I'm using kerbal interstellar and the LN-V nerv engine is placed in improved nuclear propulsion instead of nuclear propulsion. This seems odd since the nuclear propulsion node has all the fuel and no engine. Not sure if this is something that would be a quick fix, or if its because i'm using interstellar.
  11. I've been using ScienceAlert for a while without issue. After I built a decently heavily modded install, I've been getting spotty results from SA where it would sometimes alert me to new science, but would often also miss alerts on several parts that should be pretty easily caught. Among the mods I'm using that would heavily affect science are: Dmagic Science, Station Science, Universal Storage. Would any of these cause science alert to not work correctly?
  12. Not sure if you need to do anything for it, but do you need to do anything for supporting the necrobones mods (spaceY, modular, fuel tanks).
  13. Actually, I worked out how to get everything working. I think what happened was I was very close to hitting the RAM limit and SETI mods were sending it over. It's the first time I've tried putting this many mods into the game. I found the active texture handler mod which got the game launching stably. Trying this out with a new career mode, and have to say that the higher difficulty in the early game is pretty fun so far. I'm actually using SETI only for contract and tech trees, since others had minor issues with the parts packs I've installed. The progression seems to be distributed correctly with the interstellar, modular, spacey, realchutes, near future, and stationscience mods, so this may be the tech tree I'll go with for the next while. Thanks for the quick help though!
  14. I would like to try this mod out, but I'm having some difficulty with getting KSP to start (crash at title screen) when the SETI-tree and SETI-contract mods are installed. I'm using CKAN and am only getting this error when I put in these mods. Would you know of any mods that conflict with this one?
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