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_Zee

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  1. I don't check in to the forums very often these days, but the mod is definitely not derelict. Still fully functional and ready for use with the full mod list. There haven't been any game-changing patches in years so most mods are just coasting through to the sunset now.
  2. {snip} The mod is configured correctly. Try playing with the mod for more than a few hours before you draw any final conclusions about the design. It is meant to impact an entire career after all. If you still don't like the mod, uninstalling is a very simple process. If you look at the CBSM multiplier chart more closely, Kerbin is noted as 1.5 for SpaceAny and 0.8 for AllElse. The notes are right there in the chart. Have fun!
  3. PBC has no patches for Mechjeb (it didn't need any) so it should be whatever the default CTT node is defined by Mechjeb. I think I recall some of the drip-fed tech-unlocked features of MechJeb don't actually display in the tech tree, they just sit silently in one of the nodes I think. Attached to the Probe Core branch of the tech tree? But now my memory is really stretching...
  4. Thanks a bunch for all the kind words! It's really amazing to me that KSP continues to have such a large fanbase after all these years and PBC continues to see regular downloads everyday. It's a really awesome feeling knowing that my mod is a part of making that experience better for a lot of people. Your stream sounds like a lot of fun and sorry it took me 2 weeks to reply, things have definitely slowed down around here so I forget to check in sometimes. You really made my day friend, thanks again for taking the time to share your praise. Cheers!
  5. You're combining mods with PBC that weren't meant to be used with it so trial and error is your best bet here. PBC's whole layout is pretty dependent on the assumption that you're playing with the stock Kerbin Solar System, it's an important part of how node positioning was determined. I've never used re-scaling mods so I don't have any experience to share, perhaps others who combine the rescalers with PBC can provide some tips and best practices. Just going on a blind guess, I'd probably adjust the difficulty to be a little easier with large scale systems.
  6. @FloatingMongoose It's hard to say. I shaped the antenna ranges around both the planet distances AND the anticipated point in your career you'd unlock them. Both of those variables change with JNSQ and I'm not familiar with it. Since JNSQ increases distances considerably, its probably best to start with the safer assumption (JNSQ's recommended 4) and turn the value down as you test it more. 1.4 might end up not being enough in the end.
  7. Sounds like a separate issue. PBC has no effect on the career buildings.
  8. The answers @Qazerowl provided are pretty much perfect. For added clarity - PBC includes not only the submod that allows you to change the science multiplier values, but ALSO includes the preset multiplier values intended to be used with PBC already applied. So you don't need to mess with Celestial Science Modifiers in-game unless you intend to set your own personal custom values (or maybe you want to return the values back to vanilla for some reason, you can do that too).
  9. Are you stacking antennas or just trying to use 1 for the whole ship? And have you set your DSN modifier to 0.35?
  10. Thanks for mentioning PBC here! I should mention that my mod doesn't add any primitive ww2-era parts like you requested, but it does allow you to pick and choose which mods you wish to use. It also provides a custom-made contract pack designed for use by PBC. Integrating a pre-start-node-parts mod like you mentioned could be done, just depends on how many parts you intend to add. Cheers.
  11. @Vexxel This config looks good at a glance, nicely done. My contract pack still won't do anything new or special with OPM, but other OPM users can at least grab a starting point for the science multipliers. @BTAxis As has been mentioned a few times before, Restock+ is not supported by PBC. Most people just plug it in anyway and it seems to sync up for the most part, but there will be oddities here and there. Additionally, the HG-5 antenna is a stock antenna, it is not provided by Kerbalism. Several vanilla antenna values are altered by PBC, the only exception is if RemoteTech is installed, in which case all antenna values defer to RemoteTech. Details on this can be found in the "Recommended Settings" section of the OP, I recommend you read through it as there are suggested settings to go along with the antenna changes.
  12. Welcome to the forums @MontesVerdes. Glad you were able to resolve your issue with the tech tree. As for the contracts - it looks to be working to me. You have Contract Configurator installed and that's the only requirement, and I see the contract group "Kerbalkind Achievement Records (Offered: 1)". That group of contracts [Kerbalkind Achievement Records Agency (or K.A.R.A for short)] is provided by PBC. You have to click the group to expand it and show the contracts within. The first one should be "Leave the Launchpad!". P.S. - I'd be curious to know which video you saw that led you here. You are the second person I've had mention Mike Aben here but each time I go glance at his channel I don't see any of his video's featuring PBC. Cheers!
  13. Welcome to the Forums @LaureeGrd! Glad to read that you are enjoying the mod. For the DMagic contract issue that you pointed out, are you referring to the long term survey that requires the vessel stay in orbit for several months? The reward output for these types of contracts generally doesn't bother too much since they require the passage of a considerable amount of time, and the science that you get from parking a satellite in a specific orbit isn't too much unlike over-time-science received from all the ScanSat scanners. However, I'll agree that ~80 science for a single contract to the Mun is a bit high in the early game, even after 4 months parked in orbit. I don't like to make patches for other contract packs as they are too many and too varied. But I can certainly point you in the right direction to fix this for your own install. Open your KSP install folder, navigate to your DMagic Mod folder in Gamedata. The file you want to edit is "DMContracts.cfg" found within "\GameData\DMagicOrbitalScience\Resources". The top half of the file (from line 199 back up to line 1) contains the 5 contract types offered by DMagic. Each of these has their own science and funds output, you'll see the labels "Funds" and "Science" above each section. Change these as you see fit. I suspect you encountered the "DMMag" contract as the "BaseReward" for that is set to 24, the highest of all 5 contract types. I'd probably just cut it in half down to 12 and you should be all set. Lemme know how it goes for you, have fun!
  14. It's been sitting at the top of the voting poll for over a year. Current status of a Restock+ update remains: Unlikely. Reasons being: KSP2 is nearly ready for us, the parts list for Restock+ is massive, I don't personally use Restock+ The caveat to this would be if an outside contributor felt like prepping the patch file for Restock+ with all the parts pasted in my usual patch-file format. That would be like 80% of the work done and then I'd just need to plug the parts into their correct places. I hold zero-expectation for that though, so you probably shouldn't either.
  15. Looks like you are missing the module manager .dll file. Make sure you pull the "ModuleManager.4.x.x.dll" file out of the folder and place it directly in your GameData Folder. The ModuleManager Folder itself doesn't need to be in GameData, just the .dll All features will work except for the custom contract pack, which will continue to expect the vanilla bodies. The other issue you'll need to be aware of is balancing the rate of science collection yourself. Otherwise the tech tree will do what it's been designed to, just the same.
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