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About Frostiken

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    Junior Rocket Scientist

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  1. It think it would be interesting to have the community tech tree have a fork between chemical rockets and cryogenic rockets.
  2. This is one of my favorite mods, it's so professional-looking and useful. There are a few things I'd like to mention. 1) A radially-attached payload/experiment bay. As-is right now I usually just use tweakscale radially-attach the experiment container in an empty node and shrink it to fit, so this currently has a workaround. 2) Long-term, and probably not feasible, but I kind of really want a 0.625m Universal Storage mount. I imagine something like an offset truss, and the parts stack vertically. This is just a brainstorm, nothing super important. Many of the US2 items look like they'd fit in the 0.625m cylindrical bay... if it had a radial node stuck on the back wall. 3) The one thing I really did want to mention: the Remote Operations System... right now it's a 2-slot item, but I feel like it should be 1-slot. It's just a radially-mounted Hecs probe core. I feel like it needs to do something more for the space premium. I don't mind a radially-attached probe core, but for 2 slots? Eehhhhhh...
  3. EEX may need a setting to disable autostruts from working on/through robotic parts. I had the damndest time figuring out why my robots kept refusing to move, turns out they were glued together with autostruts. Parent autostruts might be okay, but grandparent struts definitely aren't gonna work for you.
  4. Well I guess the real determining factor is that the US basic core for wedge support isn't available until Adv. Construction on Tier 4, so it doesn't make sense to have science modules for US unlocked before Tier 4. However, this means DMagic would need to move his modules around, and at the very least the Atmospheric Testing wedge should at least be placed on the Miniaturization tier. Definitely needs to be moved off of Space Exploration. While Space Exploration is obviously a necessary tier, it's usually one of the last Tier 4 nodes I unlock because I simply need stuff in the other tiers first. Having the dumb thermometer locked into that tier is kind of annoying.
  5. The science modules really need to be moved down the tech tree one or two tiers. I unlock the barometer and the thermometer in the first and second tiers, but the Universal Storage combined wedge is the fourth tier. There's not really a reason for this. Universal Storage is largely an aesthetic/design mod, and since I could just slap those two science parts on my rocket anywhere it's not really doing anything for me gameplay-wise having them locked behind the 90-science node. Or, at least put them on the Miniaturization tree where the goo and the materials bay is so I can have access to the rudimentary basics with just one R&D node (on top of the node I need for the structural basics needed for US2) That, or DMagic needs to move his science parts around, because they're available on tier 3.
  6. For the most part I like what this mod is seeking out to do, but it's absolutely got problems that reduce usability. Here's a great example: Universal Storage and DMagic. Installing this mod RECATEGORIZES a lot of Universal Storage parts into their own category. This completely strips them from the default categories. This, to me, is a problem because it makes finding parts HARDER, not EASIER. When you run a lot of part mods, you usually end up browsing through part categories looking for what fits. I have too many parts to remember what I have unlocked in the tech tree. Problem is once you start moving parts around to special categories, now suddenly it's easier to overlook various parts, because I'm not going to see them. Why the hell wouldn't the DMagicOrbitalScience pieces be available in the Science tab? This mod moves them somewhere else. So when I'm looking for experiments to put on my craft, I go to the Science tab, where 90% of the experiments are located... except some of them aren't, because this mod moved them. Now I don't see them, and I don't remember that I have a bunch of experiments available. Additionally, this mod completely breaks the search function. If I install this mod and type in 'universal' in the search bar, almost nothing comes up for Universal Storage. There's no rhyme or reason for why it wouldn't show up excepting the possibility that this mod somehow completely cripples the ability of the search bar to find parts it renames. Again, this by itself wouldn't be an issue, except with certain parts that get recategorized, well, now when I type 'GORE' looking for the GORESat experiments from DMagic, the Universal Storage GORESat doesn't show up. This becomes a bigger problem, because now I have to question how many parts I have that are ALSO recategorized that I'm not seeing beyond just US/DMagic.
  7. Universal Storage looks like it's missing stuff at complete random. For example, the 'small' decoupler is just straight missing from the US tab, but the large one is there. Also, why can't use the search function to find US parts?
  8. How do I blacklist certain science categories? The SIGINT from DMagic was already mentioned, but there's also problem with the WildBlue MOLE experiments (it keeps popping "Empty slot for an experiment" which isn't possible to complete). I found this: @CC_EXPERIMENT_DEFINITIONS[StationScience] { @EXPERIMENT,* { ignored = true } } But... I don't know what the hell this is saying.
  9. I have a family of lifting rockets from an older version that have probe cores built in to them. But I was having problems on 1.7 making them work, the rockets were dead on the launched with no communication. I had the "renaming rules" set to priority 1, type "debris", so any leftover upper stages are just marked as debris and I don't have to worry about clutter. However this is 100% for sure making them unusable. If I change them to any other vessel type they suddenly get control back on the launch pad. If I change the vessel type on the pad it does nothing (in either direction... setting them to debris doesn't lose control, setting them to vessels doesn't gain me control). It specifically is only when launching from the VAB that is giving me grief. What the hell is this? I am NOT using Remotetech.
  10. @Nertea - Missing history and Restock have a minor conflict, you end up with two Valiant engines. Should I just dump Missing History altogether?
  11. The problem with this, and I'm not sure exactly what the problem is, is I always have this weird bug where many, if not all, of my crafts say "This craft has locked parts", but they're 100% buildable without issues. Like, even basic rockets made on the second tier of the tech tree are saying this. EDIT: On the topic of features, could I recommend a 'quick-exclude' function? Like holding shift or ctrl while clicking a tag will exclude it?
  12. For me the primary issue is the shading. We have black, black with white stripe, white with gray stripe. The white shade of the pod doesn't blend in with anything else - it's far too bright and doesn't match the fuel tank colors on offer. Additionally, black is black enough to blend in with the 'dark' fuel tank colors, but it doesn't blend in with the dark gray of the 'Orange and Gray' fuel tank options. The stock pod color offerings, the 'white' and 'white and gray' offerings blended in with fuel tanks. So basically I'm just suggesting two more shade options, one that is a gray that matches the fuel tanks, and one that complements the 'orange and gray' tank color. The lattice I can live with.
  13. Not an engine, but I do want to say I'm not a fan of the Mk1 pod retextures. I would prefer 'smooth' textures instead of the lattice-lined (whatever you would call that), and I feel like the loss of the all-white and the lack of gray isn't enough variety. I personally turned off the Mk1 textures for that reason.
  14. @Geonovast - I did a full-blown wipe like you recommended, and it didn't work, they all came back. I then did the same thing but with @Boyster's reocmmendations and it looks like it did the trick. I had save games from like 1.5 still floating around, hah.