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Mulbin

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Everything posted by Mulbin

  1. Ok, so while creating my own tech tree I am getting a lot of this... Can anyone give me any hints to why I have disappearing icons and lines? I have had the problem before due to a spelling mistake but everything seems to check out this time. There is one line in the code for each node that I don't really understand which may be a factor - Nodename For example you might get "nodeName = node0_start" or "nodeName = node1_basicRockets".... what does the number mean? I have tried changing various names to node2, node3 etc but I have no idea what it does. Any help gratefully received!
  2. No idea, I've never used it! What makes you rage... the fact it's in the docking section? Or that it's after docking ports? If it's the former, that just seems the logical place for something that docks with something else after a rendezvous... if it's the latter... pretty sure Gemini docked with Agena before Philae landed on an asteroid. Or are you just raging at Squad about the claw in general? Anyway - Update! Got through about the first ten nodes before I realised I really needed to go back to the blueprint and carefully plan out the costs for each node.... this is the bit I most expect to get wrong on the first release but will only smooth out with testing. Aiming to have a total tree cost around 20-30k to unlock... only a little more than the stock tree.
  3. Update... "Blueprint" is finally finished (taken nearly 2 weeks to get it all mapped out!). So I'm moving on the stage two - creating the cfg files! This might take a while as there are a lot of nodes and parts.
  4. Can anyone tell me is there is a limit to the physical dimensions of a tech tree? My current project is producing a very, very tall, narrow tree and I want to avoid problems further down the line!
  5. Update Not too much left to layout on the blueprint. I have also started creating the final files and have found that the process is actually quite smooth now I have the blueprint to work from! I may turn the whole thing on its side to make it fit...
  6. This is fantastic! Fuzzy on my licenses... MIT can be distributed with credit given? Working on a tech tree mod that would work far better if it was bundled with a copy of this (to adjust tech cost levels). Is that ok?
  7. Fantastic! It's on an MIT license too so I should be able to bundle a version with the tree with the appropriate credits. Thanks!
  8. Can anyone tell me if there is a config file somewhere I can use to alter the stats from a building upgrade? I'd like to alter the science complex so that the first upgrade is required to unlock tech nodes of 20 science and above (instead of the current 100 science) to make it more compatible with a custom tech tree I am working on. Thanks in advance!
  9. Never mind, found the problem! lower case instead of upper case. Mods feel free to lock / delete.
  10. UPDATE - This mod is now live. Release thread is here http://forum.kerbalspaceprogram.com/threads/123417-1-0-2-SuperStock-Ground-UP-Rebuild-of-Stock-Tech-Tree I have been trying out various tech tree re-works and while there are some fantastic trees currently in development none of them quite meet the criteria I am looking for. SuperStock will have two core design parameters; 1. Designed for 100% stock parts* 2. Logical technological progression from part to part. * I will also be looking at releasing various config files to allow use of mods with stock parts - for example configs to use mechjeb, scansat, remotetech, life support... using just stock parts for those that want the functionality. This is how I already play KSP! Current stage STAGE 4 - Released!... much testing to be done for future balancing. STAGE 3 - Populating the nodes with parts. I'm now on the final stage before release. The tree is finished and I am not creating the module manager file to assign all of the parts to their nodes. It won't be long before release! STAGE 2 COMPLETE! - Creating the node file. This is now all laid out and ready to be populated with parts. Shouldn't take too long... STAGE 1 COMPLETE - planning, below is my blueprint for the new tree. I have methodically laid everything out first to make the creation of the custom tree config and part module file much less of a headache. As you can see many parts will occupy their own node with some key nodes having several.
  11. I too am now obsessed and checking the forum every few hours. Take your time of course... but it will be your fault if my head explodes!
  12. Sorry if this has been mentioned! As of 1.0 KSP is no longer a Beta but is now the complete game. So what happened with courage and stupidity stats? They still serve no function and appear to be an unfinished part of the game. As I say, this may have been covered but I've not seen an explanation. Perhaps it's a mechanic reserved for a later addon?
  13. It should register as a station when you dock your first ship... as it will have a command module!
  14. Done! Sorry, for some reason I didn't notice this thread had new posts. Your panel is looking good!
  15. Just a quick update - this isn't dead!... our house is now on the market and we are looking at new homes with garages large enough for me to have a workshop, in which I will build the cockpit enclosure My wife is happy as long as it isn't in the house
  16. I've just stopped my current play through as the stock tree has just gotten really stupid the further I go through. Will hold off playing KSP until this amazing mod is finished! Fingers crossed for a dev release to test soon!
  17. I would very much like support for multiple small stations so I can run my program in a similar way to the russians (they put a lot of small salyut stations up before building Mir) Possibly separate missions something like this. 1. Launch station core to hold 5 kerbals - can be done in stages if needed. (no need for lab / cupola etc.) NOTE - I'd like resupply, crew rotation etc available from this point. Then these optional missions in no fixed order... 2. add lab to station 3. add power array to station (is it possible to determine a minimum power gen?, if not a part count of panels?) 4. add cupola And I'd like to be able to go through this process with multiple stations around Kerbin! Is this possible?
  18. That looks great but its not really what I'm looking for, I'd like a fix for the stock parts, not new parts. sadly after looking at the part folders it doesnt seem as simple as changing the ejection force in the config ( as you can with decouplers ).
  19. Apologies if this has already been requested! I really can't stand the way the stock fairings fire off into the distance at high speed. Can anyone make a mod that allows you to tweak the ejection force... Id like to create fairings that float away slowly (like the apollo LEM fairings). I would also love a mod that makes jettisoned fairings into persistent debris. (please don't just suggest procedural fairings! It's a great mod but I like to play stock on at least one save). Thanks in advance!
  20. Is this abandoned? No word from author for 3 months. Any plans for 1.0? I started writing my own but the sheer amout of text editing needed now without an editor or gui is massive.
  21. I have only been given worlds firsts for Mun - no explore contract for anywhere yet. Also noticed there seems to be hidden code that prevents a seemingly randow section of worlds firsts being completed by unmanned ships.
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