_Zee

Members
  • Content Count

    239
  • Joined

  • Last visited

Community Reputation

241 Excellent

About _Zee

  • Rank
    Rocketry Enthusiast

Recent Profile Visitors

1,618 profile views
  1. Quick update: Sorry to say it guys, but this patch will have to wait. I work in the IT industry and the coronavirus has us working overtime to keep things running. Thankfully, as I understand it the current version of the mod works just fine with 1.9, with just the minor issue of a handful of vanilla parts not being sorted yet. Send me screenshots of your exploits in space so I can remember what it felt like to still have time to play the game.
  2. With the release of KSP 1.9 its about that time for another PBC update. Thankfully, 1.9 didn't do much in the way of altering parts so the portion of updating that typically consumes the most time should be short and sweet. I've got a pretty loaded schedule for the next few weeks though so stay patient. For now, comment replies - Good to hear. The next release will be sure to include the newest AVC files. I wouldn't typically agree to allowing another mod to jump the poll, but MKS is massive and the patch may never see the light of day. It's the unfortunate reality of my circumstances right now, not to mention MKS has radically changed in its format and application every time I've ever checked in on it, going back several years. Snacks is a Life Support mod, and if memory serves it's pretty lightweight in part count, so I'd say it gets +2 to it's priority value that I just made up on the spot. I will try to squeeze this into the next patch. If I understand correctly, you're asking for a version of PBC that uses the vanilla tech tree instead of the CTT? I'm sorry, but this will likely never happen. Too much work, too little time. I can see the merit of the issue you bring up. Instead of re-designing the layer locks for a single mod that some may not even be using though, I think the better solution might be to provide staged rewards for that specific contract much like they work for the mid-game/late-game contracts in this mod. I could provide a single relatively-large payout in science for the "Orbit" step of the contract, and then provide the rest of the rewards at contract completion after "Return" is complete, perhaps with a smaller science payout to compensate. Or... maybe insert a single side contract that is only available if Deadly ReEntry is detected. I'll have to think on this, but I'll make sure some kind of compensator is in place for the next patch. You can actually achieve this on your own in fairly quick and easy order. From the root of my mod, navigate to ProbesBeforeCrew\_Core\Zs_Science.cfg . That "Zs_Science.cfg" is the one and only file you need to replicate my science changes (not including my Planet-Reward-Multiplier changes; those are in Zs_ScienceParamMod.cfg). You could literally just copy paste that file into your Kerbal Space Program\GameData folder and delete my entire mod folder, or just leave the file where it is and delete everything else within my mod folder; either method will work. Out of curiosity, what engine mods are you using that I'm not supporting yet? Thanks for the continued support and interest in my mod everyone. If you guys stopped asking for things I would probably stop maintaining things. So in the words of Scott Manley, "Fly Safe."
  3. Depending on the objective of the mod, it may not be practical to just leave it to the user as well. Some mods (like mine) need to guarantee the contracts are not available.
  4. Only briefly skimmed the thread as @Kwebib tagged me, but yes, MM can be used to disable the vanilla contracts (or any contracts for that matter). This is straight from my mod, hope it helps. // Zee's Probes Before Crew Contract Pack // Version 2.02 /////////// Contract Group @Contracts { @Progression { @DisableTutorialContracts = True @DisableProgressionContracts = True @Funds { @BaseReward = 40000 } @Science { @BaseReward = 2 } @Reputation { @BaseReward = 5 } } } CONTRACT_CONFIGURATOR { disabledContractType = ExplorationContract }
  5. From the OP: So it comes down to how much the unsupported mod in question deviates from the PBC tech tree, and whether or not you are personally okay with it. Some are definitely going to deviate more than others.
  6. 500!? Good grief I knew I was in for a world of hurt, but my imagination didn't even come close to the reality... When BDB gets it's turn, I may come and poke you for any assistance you can provide...
  7. Probably because the amount of work it's going to take will be massive, just like this mod! Kidding aside, BDB is a member of my voting poll and currently in 3rd place. Probably a few more big patches for other mods in front of it, but BDB should get its turn in PBC pretty soon (relatively speaking).
  8. Hey @Wyzard, thank you for providing these patches. The reason I don't have a GitHub setup for PBC is because I create new mod support patches based on my voting poll. As the long wait for this update shows, I have limited time to mod and have to prioritize that limited time. People would likely contribute a lot of patches for mods that I don't have time to review, and even more important than that, we all have differing opinions on where a particular part should go. I think PBC has worked well thus far because the planning/designing of the entire picture is coming from one source, one mind. Whenever someone takes the time to provide me a part-ordering-patch, it's sadly a bit wasted as I need to go through each part (and indeed the entire mod in question) to make sure I agree with where those parts have been placed and how they've been valued. And aside from the text having already been typed out/pasted, at that point it's essentially starting the patch-creation-process from scratch. With all of that said, I DO read every post in this thread and the feedback on part placement is always considered. (case-in-point, v2.8 saw the mass movement of antenna unlocks because of feedback from multiple people). Your MSP-3000 patch is super simple and I see the mod only provides that single part (never heard of it before btw, I like it!), so this one will be integrated into the next release. You pointed out this CryoTank patch is for the CryoEngines and KerbalAtomics mods, which aren't in the line-up for patches quite yet, but I'll be sure to re-check this post if/when I get to those mods. Thanks again for taking the time, I appreciate it.
  9. Is anyone experiencing issues with PBC's AVC check? I updated the hosted file to v2.8, but when I launch the game with my old v2.7 .version file I'm not getting any notices that my mod install is out of date. Is anyone else seeing the notice?
  10. Hey @linuxgurugamer - hope you're doing well. I just updated PBC and for some reason it's not giving me any "you need to update!" notices when I test. I updated the hosted file to PBC v2.8, but when I launch using my old .version file with PBC v2.7 on it, I'm not getting any notices. The xml file is set to allow checks. I'm stumped?
  11. Version 2.8 released //// Version 2.8 Changes *Updated for KSP 1.8.0/1.8.1 *Added Breaking Ground Expansion support. *Added KSP v1.8 Bonus-Parts support. Added new custom part - R061 Turboshaft Engine; a 0.6m LF Prop Engine for early aviation. Added newly reskinned vanilla parts to existing patches, moved deprecated variants to existing anti-exploit patch. Sorted new Universal Storage 2 Probe Core. Corrected xmit values for all Universal Storage 2 science wedges. Corrected Missing History [EnginePlate1] cost. Adjusted Breaking Ground deployable science yields to match the rest of PBC. (reduced to 70% of vanilla yields). Dropped tech unlock node position for mid-game and higher antenna by ONE(1) (RA-2, HG-55, RA-15, Comm 88-88, RA-100). Repackaged ScienceParamModifier mod in PBC download (it was never meant to be removed, whoops!) PBC is now KSP 1.8+ ready. More than 70 new parts have been sorted. Core Chart with Breaking Ground added. I had a lot of fun getting acquainted with the new rotor and propeller parts, but was quickly disappointed when I realized the Liquid Fuel rotors only come in one size! So in the interest of granularity, I made a new part that is a rescaled version of the R121 Turboshaft Engine, so now you have a 0.6m option and a 1.2m option. The new part has reduced torque, falling in between a small electric rotor and the medium LF rotor, but reduced Max RPM. Perfect for making little Cessna replicants, but not much beyond that. Example Image with Medium Props Example Image with Small Props and flight stats In response to some complaints about the difficulty of antenna unlocks, I took a closer look and realized the first antenna capable of supporting a mission to Duna or Eve is gated behind the last Tier 3 R&D Facility upgrade. It probably shouldn't come that late, so starting with the RA-2 antenna and all antenna with greater ranges than the RA-2, they have all had their unlock node reduced by ONE (1). Now you get at least one antenna capable of reaching the early planets before investing in one of the biggest upgrades in the game. I also noticed that the v2.7 PBC download has been missing the ScienceParamModifier mod this whole time, hopefully you've all had that mod installed anyway otherwise your CB multipliers have been the vanilla values. This note is just for manual installers, CKAN users are fine as it forces the download of that dependency. Big apology for this part, I screwed up on this one. I'm really surprised no one mentioned it! As I mentioned 4 posts above, PBC does not care whether you use KSP 1.7 or KSP 1.8, but all the mods that PBC supports undoubtedly WILL, so the AVC minimum version check for PBC has been set to KSP 1.8.0. You can ignore AVC warnings if you know what you are doing, but the least messy approach is going to be updating to KSP 1.8.1 and doing the same for your mods. Enjoy and let me know if you encounter any bugs/problems!
  12. Je parle Francais un petit peu. But thank you for posting the translation for others @Snark.
  13. That's a good question! (The Short Answer): If you started your career using KSP v1.8.0/1 and PBC v2.7, then upgrading to PBC v2.8 mid-career is no problem at all. (The Long Answer, aka For anyone else with a similiar question but different scenario): If, however, you started your career using KSP v1.7.3 or LOWER, then upgrading your KSP install to v1.8 mid-career is probably a bad idea no matter what mods you are using. KSP 1.8 upgraded the Unity version. For some mods, this means they have to make a KSP 1.8 compatible version of their mod that will not work in KSP 1.7 and lower. So if you use any mods like this (typically mods that provide their own DLLs, check with the mod author), it is more important than ever to double-check compatibility info for the version of KSP you are using (backwards compatible, forward compatible) for each of your mods. PBC itself does not care about what version of KSP is being used. PBC 2.8 will be usable with KSP 1.7 and KSP 1.8. But PBC users are undoubtedly using at least 10 other mods, so its still important to be aware of the info above.