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Cruesoe

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Everything posted by Cruesoe

  1. Updated to 1.2 Changed Blue Sky node icons, previous full colour icons looked strange when In Progress orange overlay was applied. Small adjustment to node positions Alternative larger layout included for those with higher resolution screens - see instructions included in download on how to apply
  2. I am aware that the way the current Blue Sky nodes are coloured it can look weird when that research node is in progress, but looks fine when unlocked. (Due to the orange overlay applied to in progress nodes) I'm redoing the style of the Blue Sky nodes to remove this issue.
  3. Updated to 1.1 Nodes are now coloured to match the blue sky node required to unlock them. Various layout changes based on user feedback More feedback welcome, let me know what you think!
  4. I released a new mod over the weekend. Please let me know what I need to do to add it to ckan. Thanks
  5. RP-1 Tech Tree Kompacted Often frustrated with the general large and overwhelming layout of the RP-1 Tech Tree I decided to see if I could rework it into something neater. No parts have been changed this is layout only mod. Lines to 'Blue-Sky' nodes have been removed to offer a cleaner overall look to the Tree. The dependencies remain. Blue Sky nodes are in line with the items they unlock. Row order has been re-arranged to try untangle as many lines as possible. Too small on your giant screen? Alternative larger layout included for those with higher resolution screens - see instructions included in download on how to apply Download: CKAN! RP1 Tech Tree Kompacted on SpaceDock Dependencies: Module Manager RP-1 Realistic Progression One Licence This work is released under a Creative Commons Attribution-Non Commercial 4.0 license. Change Log: 1.0 - Initial Release 1.1 - Various updates Colour coded nodes added Adjustment of node positions based on feedback Further adjustments to fit entire tree in default view
  6. Just like many others the release of Parallax sucked me back into KSP. I absolutely loved the size and feel of JNSQ, 12 hours days, 2.7x size just felt right. I want to remain in the stock system and use Parallax but I want to bump it up to 2.7x as it's just too small, I landed on Mun too damn easily! I used to know every mod that was out there but I'm completely out of the loop now. I have no idea if sigma dimensions is still a thing or is there a new and improved way to adjust the scale. Can someone point me in the right direction please!
  7. Just scroll up to find the answer. It always pays to read the last few thread pages before you post!
  8. Well not to be too blunt but clearly you haven't installed it correctly or it would work. You can't say you don't want to follow the instructions and then expect help when you fail. One of the most common causes of your issue is incorrect versions of mods installed, for example Parallax, don't install the latest it won't work. Incorrect versions of each mod could cause your install to fail. We can't possibly talk you through each mod in turn. Especially when there are pages and pages of the same questions asked and answered in this forum post already. The team have taken dozens of mods by dozens of authors and put them in a package install that's tested, bug fixed and given love to ensure it works for the end user. If you really want to play RSS/RO/RP1 use the install instructions, it's how it works. It's as simple as that.
  9. Excellent, I shall give it a go and I'll also update JNSQ Real Date to support KSRSS.
  10. How long is a day in the 2.5 size? Is it 12 hours a day, 365 a year like JNSQ?
  11. As this contract pack is a little out of date you need to update one part name in one file to make it work. See this post.. https://forum.kerbalspaceprogram.com/index.php?/topic/132844-122-contract-pack-clever-sats-14-13122016/&do=findComment&comment=3938345
  12. Updated to 1.6 New support added: RP-1 Realistic Progression One Download: Tech Tree Kompacted Comments: Having recently got into RSS/RP1 myself, I once again was frustrated at being unable to see the entire tree at once. I have shrunk and squished the tree to just fit on a single screen. I have removed some of the parent lines on the tree just to make everything easier to see. The parent connections to the Era nodes still exist but lines aren't drawn. Most nodes are in a vertical line with the Era nodes required to unlock them. so it should be clear even without the lines. I am brand new to RP1 so any feedback is appreciated as I am still using this now in my own playthrough. ** No parts have changed, no costs have changed, layout only! **
  13. You can change the starting date by editing the JNSQRealDate.cfg file. You'll find this in your game folder, in GameData\JNSQRealDate. The year appears as 2001 and is in three places. Replace all three with what ever year you want to start with.
  14. Sorry, my fault, real life, etc. Update is up on Spacedock now, CKAN to follow shortly. Thank you @Beetlecat for the poke. Change log: Removed initial rotation of Kerbin, now a base JNSQ feature.
  15. Following the update to JNSQ this mod requires an update to work correctly. It's a tiny fix as I already included the Kerbin rotation now added to the base mod. I will push out an update this evening after work.
  16. 0.5 Update New Basic and Advanced Fusion Rockets nodes added Enhancements to USI Suite - Focus has been on MKS IDFlags Mod Support - Added Plantary Base Systems - Added HabTech2 - Added Updates to Localisation Optional Science Rework - Incomplete - Reduction and re-balance of Science amounts to support the "Unkerballed" start of this tree. File exists in the mod but is flagged as disabled, use at own risk, not tested fully. Greatly reduces Science gain, if you use this do not lower science below 100%. Kerbal Experience Change - Change to Experience gain for Kerbals, allows Kerbals to gain level 3 without leaving the Kerbin SOI
  17. JNSQ Real Date 1.1 Mod updated on SpaceDock, CKAN should pick it up soon. ChangeLog: Config update to resolve issue experienced by a few users that prevented the Day being reset at the beginning of the month. Thanks to @OhioBob
  18. Thanks for this, I'll make some changes to the config. I have an updated version ready to go already when your update drops. I'm using the master on my own play through right now and already caught initialRotation issue and corrected JNSQRealDate in preparation for the update. I'll push out a small update to fix the D / Dm issue people are seeing.
  19. I couldn't get that to work myself. I, and the PBC did it by naming the values to match. @EXPERIMENT_DEFINITION:HAS[#id[atmosphereAnalysis]] { @baseValue = 10 @scienceCap = 10 } But I was changing the values anyway so I just used Excel to write the code string.
  20. With the costs for all parts set to zero, the expenses that remain are Kerbal hire, fuel (?) And facility upgrades, is that it? So some mechanic to get just enough funds to upgrade the facilities is required. World firsts might work, or a strategy to turn science to finds. I'm excited to experiment and see what we can build.
  21. Now this I would enjoy. I like career and some of its limits but after you have done the contacts a thousand times it gets stale. I'd rather impose my own limits based on the archivements of science mode. I sadly do not know if it's possible.
  22. You can use Community tech tree as a dependentcy in your mod. That's fine. As you said KiwiTechTree, as well as Probes before Crew, Unkerballed Start and my own CSI TechTree do this. We all use the CTT and change node positions, create new ones and swap things around as well as move all the parts around.
  23. It's not a Kerbalism thing as far as I know. You can try Kerbal joint reinforcement, or maybe even World Stabilizer, but I think that's for ground bases.
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