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  1. Should be able to do another pass to see how they fit in with other pieces.
  2. If it takes too long to get setup, just send me DM with a link from Dropbox or something similar.
  3. I don't have any particularly strong opinions about the placements, so have fun :-) https://github.com/hemeac/kiwiTechTree/raw/master/Source/PartList_30Jul2021.xlsx I have developed a template in Excel that I use to make patches, but not sure how accessible it is for anyone, but as a just in case, you can find it here: https://github.com/hemeac/kiwiTechTree/raw/master/Source/Template_23July2021.xlsx. The engine upgrade system that I use is not going to work well with the BDB engines that have part variants, so probably don't use them unless you are pretty comfortable with MM patches. But you will probably want to change around the tech requirements for the engine upgrades. You can generally find them in folders with engines in files called upgrades.cfg. You can patch them using something like: @PARTUPGRADE[bluedog_RL101]:AFTER[Bluedog_DB] { @techRequired = chooseNewTechNodeHere }
  4. Congrats, we can never have enough new part mods!
  5. Definitely not derailing the thread. Most of my testing on KTT career was at the very beginning of the tree and while others have noted that there are some really good career packs out there that are a lot of fun, @KawaiiLucy really nailed in that I don't think any fully capture RP1's early sounding rocket contracts. In the long-run for KTT, I am hoping that people will see the early tiers in the tech tree something to enjoy and not just something to smash through to get to the good stuff of sending off rockets to the Mun.
  6. Lockdown 5 in winter was definitely the motivator for getting started again on the mod , but things are still pretty good here.
  7. Changed for the next update. Not sure what I had been thinking on having OpenCockpit as part of the requirement, that will be fixed for the next version. Glad you liked it! Thanks for all of these MechJeb patches and comments, I don't use it so try not to touch it, so thanks! I've updated my patch for the next release, but this sounds like something else went wrong with your install. Are you still having those issues? I thought I had tested that at the time for it to work, but if you still have your save file handy and want to send over some log files, I can take a look. I'm a personal huge fan of CRE that may help in that regard I haven't been able to reproduce the SAS upgrades issue in my 1.11.2 career that I am testing right now. I have nerfed some of the Kerbalism HD upgrades for the next update.
  8. BDB will be one of the core mods that I use for balancing the tech nodes for 2.0, but given it's size and given that the process on upgrades is different enough between the 1.x and 2.x branch, that's too much time spending on both. But if you are interested in adding some patches for 1.x, let me know and I can generate a part list for you to start working from. Glad to be back myself :-). Nertea's mods were an exception to not adding more support as KTT was originally designed around them, but while Blueshift is definitely on my radar for 2.x.
  9. I've added a light patch for FFT that adds patches for Kerbalism. Otherwise at this point, I'm focusing on updating the existing patches where there are new parts for the next update.
  10. The 2.0 will be a save game breaking update, but at this point, it isn't more than an empty tree and a framework for upgrades. The ETA for release is a big question mark at the moment. But the goal is to go back to the drawing board for placing parts. I've made a note to go through Restock+ to place parts when Making History isn't installed, but I think that if you have already unlocked it in an existing save, it will still be unlocked even if fixed in my config files. But hopefully for the next save :-).
  11. I think that is possible! I had been on the fence on updating the 1.4 version of the tree, but think it deserves at least one more update as I wait for some mods to catch up to 1.12. My big priorities between placing the 1.11 parts will be updating the Near Future suite that accommodates the new methalox engines and also getting Far Future added. No timetable at the moment as I have also been back in Blender looking at where I ended up with the Mid-Century Rockets mod. I think I am going to cycle between these depending on interest and how long we stay in lockdown again in Melbourne.
  12. @Clamp-o-Tron, glad to see you are still alive and kicking. Hoping to keep my motivation long enough to get out a full update!
  13. Definitely did not think it was more than a month since my last post. Work looks like it will be busy so while my original plan was to first finish up a parts mod will be on hold. While that had meant to bring very small parts to correspond to the mid 20th century, still have hopes to get to that at some point. In the mean time I have installed 1.12.1 and have just poked around a little bit and spent today writing up a script to parse through the ModuleManager Config Cache to pull out some more stats for the engines and other components than what I had been able to get using other people's code. That should make the process on sorting parts easier as I will be able to sort by engines's ISP and thrust.
  14. It's hard to get mad at them even when chewing on the carpet. They are Havanese
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