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Everything posted by hemeac

  1. Designing the tech tree mod was a lot of fun, but definitely a lot of work as well. Take any code you find useful, but if you are just placing the parts and not modifying in any way, it may also be worthwhile to also look at something like _Zee's Probes Before Crew or theonegalen's Unkerballed Start. Those were my initial inspiration and have a similar license. I think to answer your question, if you copy "a lot" of code, just an acknowledgement is all that is necessary and the part that you've used should be under an MIT license, the stuff you write can be within whatever license you choose. No need to officially acknowledge if you just use my tree as inspiration. If you have a lot of experience with scripting in Excel, I created a tool to generate the code for sorting and you can find the version I had been tinkering with in the dev branch: kiwiTechTree/TechTree_270422.xlsx at dev · hemeac/kiwiTechTree (github.com) If you are interested, send me a message and I can help provide some documentation for using it. That would be best paired with a tool such as this which can dump a lot of part data into a csv file and should hopefully save you a lot of time in the long run
  2. That was the idea. When working on my tech tree mod, found it was a bit too easy to get to knock out a few of the first contracts and I actually like the challenge of the first challenges, so that's what inspired these small rockets. Have you found those videos on YouTube or elsewhere? Always looking for more reference material. Here's an animation test of the parachute in Blender, going first to semi-deployed and then onto full-deployed. Next step will be trying to get it in the game and see how it goes, but if anyone has any feedback on the parachute, would be appreciated. The "inspiration" on the deployment came mostly from the Orion parachute test: https://youtu.be/aYGN1Y2bfIs?t=200
  3. Have been tinkering a bit in 3D modelling again for the last few weeks as bored with playing games, and given that KSP 2 has been delayed, I am currently inspired to actually try and finish a release of this mod. I won't feel bad if you are skeptical. Have been really enjoying the direction of BDB so the art style on this has shifted. As the sounding rocket mod does not appear to be in current development, I thought I would go back to my pre-MCR idea and work on the Aerobee 150A. My idea is to keep the mod relatively compact and give a spattering of small, early rockets to give a bit more challenge to early game in 2.5x planet packs due to lower thrust and ISP. My goal is to model the AJ11 Engine (Aerobee 150A); AJ11x4 (Aerobee 300A); XLR-11; XLR-99 alongside some basic fuel tanks, nose cones, decouplers to get them off the ground and be useful. Hopefully have some relevant parts to conduct some science as well. These will be modelled at Kerbal scale, so the Aerobee 150A will be 0.2344m (smaller than Luciole), Aerobee 300A and XLR-11 will be 0.3125m and XLR-99 0.625m Modelling on the AJ11 and the XLRs are done, but not textured. Don't think that I will end up modelling cockpits and fuselage parts to recreate the Bell X-1 or X-15 as I think that would force me to be more creative on how to build those parts than I am in reality, the current parts are basically traced from diagrams. However, have made enough progress on the tanks and SRBs for the Aerobee 150A that wanted to show off a bit. These are rendered using Cycles in Blender so the visual results may be more aspirational than what will end up in KSP. The SRB, Fins and Tanks of the Aerobee 150A are finished and textured with just some fiddly work on the normal map. The goal is to have texture switches to also have white, black, and white/black variants to allow some better matching with Restock and other mods. Work on the parachute (absolutely petrified on trying my hand at animations):
  4. I haven't played KSP for awhile, so not sure what is the default settings in Kerbalism.
  5. Just wanted to pop in here to basically to admit to myself that KTT is functionally dead at this point (or at least my involvement with it). I had a glimmer of hope that I could keep my interest going with it a few months ago, but have been busy with work and other hobbies. Just looking at my schedule for upcoming work and it isn't likely to get any better for awhile. My job involves text editors and spreadsheets, so my mind is usually craving other form of entertainment when I log off from work. So if anyone wants to take on this project or just cannibalize it for your projects, feel free to go ahead and not worry about asking my permission first. I also want to thank everyone again, it was a lot of fun to have a chance to contribute something to KSP and hope you got some entertainment out of it.
  6. Should be able to do another pass to see how they fit in with other pieces.
  7. If it takes too long to get setup, just send me DM with a link from Dropbox or something similar.
  8. 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 }
  9. Congrats, we can never have enough new part mods!
  10. 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.
  11. Lockdown 5 in winter was definitely the motivator for getting started again on the mod , but things are still pretty good here.
  12. 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.
  13. 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.
  14. 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.
  15. 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 :-).
  16. 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.
  17. @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!
  18. 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.
  19. It's hard to get mad at them even when chewing on the carpet. They are Havanese
  20. Thanks everyone for responding to queries from other users. Time is still a bit tight with work, but my schedule is looking to free up a bit in July. I have at least opened up KSP this week to see where I left off with KTT and will start lurking through the forums to see what everyone has been up to while away. If you are feeling sad/angry that KTT has not been upgraded, these two guys are the primary reason for my lack of spare time recently and really helped me realize how sedentary I was last year:
  21. I just wanted to pop in and give a quick update and apologize for ignoring the recent posts with some questions. Some new work and life obligations (good) have come up in the last couple of months and have been keeping me busy. The next month and a bit will be particularly busy, so there definitely will not be any new development on this until then. Given the time since I've last worked on this, I'm more than happy if someone wants to use some/all of the ideas in this tech tree and adapt it for their own tech tree. Just shoot me a pm here if you want as that gets forwarded to my e-mail. Hoping that I will have some more time over the Australian winter, but can't promise at this point.
  22. This looks great! This is definitely an under utilised aspect of the game.
  23. I've been a bit unmotivated recently and caught up in a X4 Foundations campaign during my free time. But the general plan is to finish up a few custom parts for the early tree and then rollout out the 2.0 update. It will happen, but I think at my current pace, it will likely be a few more weeks.
  24. @Kwebib, thanks for the feedback. The next update has taken a bit of a back burner as have been working on a part mod and have had some work projects with deadlines, but will be looking through all of the balancing issues more closely and hopefully will be able to start making progress on it again soon :-). @guto8797, I would differentiate and say there are two sets of "recommended mods". The first which on top are some gameplay mods that can make the game more challenging, but don't necessarily interact directly with the tech tree mod. These are listed at the top of my OP. The second are the part mods which I configure various engine or other type of upgrades for. Those can be found in the drop down list in the OP under "Current Supported Mods". My Github page which again is linked in the OP has details on how I patch the parts for each mod. In general Near Future and ReStock Plus was the baseline in which I tried balancing the tech tree. Non-supported part mods will show up in the tech tree where they are placed in the Community Tech Tree. It is hard to tell exactly how unbalanced they will be, but I think I have the major engine mods covered other than BDB, so generally should not be too far off. I don't have any mods from Rover Dude supported yet, but that is generally on my to do list.
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