Jump to content

Cruesoe

Members
  • Posts

    275
  • Joined

  • Last visited

Everything posted by Cruesoe

  1. Use the right mouse button, click, hold and drag the main window to reposition it.
  2. The xp modifications are spot on what I was looking for and was unsure how to code. I will add it to my own science modifications that increase Kerbal based science and see how it plays out. Thanks!
  3. I don't think it currently works, files are there it appears but I think 1.11 broke it.
  4. Thanks to all, KSP isn't the same without this glorious mod. Hazzah!
  5. In the Kerbalism config. "Is there anyone still maintaining this mod..." Did you read any of the OP post? Try the discord for support if you want a quicker answer.
  6. I'm holding on for the next update, should eliminate the need for KIS I think?
  7. I wouldn't install things that you don't know what they do or why. It's likely to really mess things up. I saw you have RSS but no Kopernicus so that's odd. What version of the game are you playing? Have you tried a clean install with just this mod, is the issue still there?
  8. This is not the CKAN version of [X] science. Have you tried this one or just the CKAN one?
  9. Are you using Rational Resources? That removes or reduces ore.
  10. Very useful stuff, can't wait to get far enough in this career to give it all a go!
  11. Does this patch still work? I still have to complete the mystery goo three times. I'm an idiot with multiple games on the go, it helps if you patch the right one! Sorry!
  12. Thanks. I'm about to start my first MKS play through, I'm a Kerbalism fan usually. Hardest part of setting up a new mod collection is checking all the potential conflicts!
  13. Does Nertea's suite of mods work nicely with USI Constellation?
  14. Updated to 1.4 This has been updated to 1.4 and UnKerballed Start and Probes Before Crew are now supported. I was generously allowed to use the upcoming Kiwi Tech Tree mod's fonts for some header and footer tier titles. I think it helps the layout immensely. All credit to @hemeac, thank you. File structure has changed so please delete any previous version before installing this one. Change Log: Unkerballed Start support added. PBC support confirmed Header and Footer Tier numbers added to all trees Behind the scenes tidying up
  15. Kerbalism doesn't support the field science contracts.
  16. The work like stock. Kerbalism doesn't do anything with them.
  17. Reading into it further I think I've done everything I should. I just got to wait!
  18. Updated to 1.3 Support added for Modular Launch Pads nodes. Thanks to @OrbitalManeuvers for the request. Unsure of what I need to do to get this on CKAN @linuxgurugamer tips please?
  19. I just wasn't sure if it would work as I haven't got round to testing it yet. Nice to know it's coping ok!
  20. Thanks for the feedback. I'll look at this and get a patch out to fix it. I noticed you appear to have CTT but are missing some nodes, are you using Hide Tech Tree nodes?
  21. Updated to 1.2. This will now work with the Stock Tree as well. Both CTT and Stock have been shrunk to fit on a single screen. Now I have included stock I dropped "Community" from the name, its now just Tech Tree Kompacted. (also I'd like to know if i can move this post to Addon Releases please!)
  22. Tech Tree Kompacted Yes this is another Tech Tree mod. However unlike others this only redraws the layout of the tree. The overall structure is unchanged, the parts are not moved, tech tree layout only. This mod shrinks the Stock or Community Tech Tree so that it fits on a single screen and the entire tree is shown when clicking on R&D. The aim is to reduce unnecessary scrolling and give you an overview of the entire tree. I prefer this overview look and maybe you will too. I would appreciate feedback on, and perhaps some screen shots, of how this looks on your screen. I honestly have no idea how this would work with Hide Tech Tree Nodes. https://imgur.com/gallery/UJzbw8t Download: TechTree Kompacted on SPACEDOCK Dependencies: Module Manager Compatible With: Community Tech Tree Unkerballed Start Probes Before Crew BetterEarlyTree Modular Launch Pads RP-1 Realistic Progression One Conflicts with: SIMPLEX/TETRIX Tech Tree Kiwi Tech Tree and any other Tech Tree Mods that change the layout of the tree. Thanks: Thanks to all that make Tech Tree mods, I appreciate the effort that goes into balancing all those parts! Thanks to @Nertea for the Community Tech Tree @theJesuitfor SIMPLEX that first got me into the notion of personal tweaks in Module Manager and opening my eyes to what could be done with the Tech Tree, and @hemeac for his particularly good Kiwi Tech Tree Licence This work is released under a Creative Commons Attribution-Non Commercial 4.0 license. Change Log: 1.6 - Added RP1 Support 1.5 - Better Early tree and Hide Empty Nodes support, various tidy up to other layouts 1.4 - UKS and PBC support, Header and Footers 1.3 - Modular Launch Pads Support Added 1.2 - Stock Tech Tree Support Added 1.1 - Bug fixes 1.0 - Initial Release
×
×
  • Create New...