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Black Spy

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    Bottle Rocketeer
  1. I use CKAN and KSP 1.1.2 64bit (Windows) with latest updates: ModuleManager 2.6.24 and TCA 3.1.0 for KSP 1.1.2. But maybe it's incompatible with another mod.
  2. Hi! I have a bug with tutorial "orbiting 101". After loading mission ship gone totally disappear. Without your mod this tutorial work fine. Strange =\
  3. Standard version v1.2 ready. Uncompatible with previous save games, but you can edit name of the aviation node in the save file. I hope it will work correctly.
  4. Which version of the tree do you use? I've seen this bug in other trees when I changed them a few times during the game. And it seems I'll fix it eventually. Also, an update to the standard version will be soon. Firespitter version 1.2. I hope it fixed forever. Uncompatible with previous save games.
  5. These two nodes have a mystical relationship. They are always in conflict with each other, so I had to change their names (flight->aerodynamicSystems, aerodynamicSystems-> flight). I fixed it a few patches ago. But the saved game has not changed, and now sees the two technologies called flight. Sorry about that. Earlier this occurred for some other reason.
  6. I wanted to add atmospheric sensor together with barometer, but even one scan gives too many points (100+ from each biome). Same with accelerometer. I don't think we need to fully explore the aviation branch before probe flights. I would stay on TurboJets. Or even without them. By the way, they are easy to use for launching rockets, if not run on a ballistic trajectory. Using technology worth up to 60 SP you can make Kerbin's satellite coverage and transmit data from anywhere. I believe that the technologies of medium rocket engines, Science Jr and improved antennas with solar panels are equal. You can also get a lot of science from fly-by around the Mun. Although it is difficult to do without the 50 Mm dishes. And maybe I should reduce the cost of all communication systems to make unmanned missions easier.
  7. Bunch of improvements! v.1.1 (Firespitter version) v.1.1 - rebalanced construction parts - B9 Aerospace parts with oxidizer and RCS are moved to rocketry and RCS nodes - added KW Rocketry v2.5.5 support - fixed exploit with Deadly Reentry's parts (heat shields works like separators, so placed together) - and many small fixes
  8. Thanks for feedback! I looked at the tree and found 2 nodes, named "basic rocketry". I forgot to put Thermal Turbojet into the Experimental Aerodynamics node. Also, reduced cost of the Ion node. And some more improvements. Now I see 2 problems: 1. HL fuselage from B9 contains a lot of fuel and costs 120. Similar stock parts costs 875. We can launch a huge rockets which looks like Airbus. 2. I rarely use construction parts, so I didn't balanced them perfectly. Not tested for bugs. http://www./?awa0v7kss80p4zo
  9. v1.02 Firespitter version I've tested, but not sure that Interstellar nodes will not disappear. This is a very strange bug. Please test how to upgrade interstellar parts. Yes, I play with FAR and FS. FAR works with FS parts like with the stock ones. But I wasn't able to take off using FS wheels. They veering, veering, veering... Look at Aircraft Design tutorial
  10. How about this? http://i.imgur.com/38qTsAR.png
  11. Ok. Some questions. 1. What parts except Vista can use deuterium and tritium? 2. How effective plasma engines? I think I'll put them and nuclear reactors in Experemental Rocketry node (1500 cost). 3. What defines part upgrades? Node_name, available parts or something else? This is very important, otherwise upgrades would be unavailable. 4. How effective microwave transmitter and receiver? I think they should cost 2500 or 5000. And electric generators at least 1500.
  12. Yep! I can't understand how to use KSP Interstellar mod, so I need your help to balance it correctly. I see it works more or less correctly, but not perfect.
  13. I checked the code, but it's clear. Strange bug and strange solution... I've updated it to 1.01. You can fix it without starting new game: 1. Backup your save file. 2. Open your persistent.sfs file (KSP\saves\*savename*\persistent.sfs) with notepad. 3. Find something like this: Tech { id = flight state = Available part = B9.Aero.Wing.SH.A65.2m part = B9.Aero.Wing.SW.Wingtip.2x7m part = B9.Aero.Wing.SW.Wingtip.4x7m part = sweptWing part = tailfin part = winglet } Tech { id = survivability state = Available part = miniLandingLeg part = SmallGearBay } Tech { id = flight state = Available part = B9.Aero.Wing.SH.A65.2m part = B9.Aero.Wing.SW.Wingtip.2x7m part = B9.Aero.Wing.SW.Wingtip.4x7m part = sweptWing part = tailfin part = winglet } 4. Delete double flight researching. It will be like this: Tech { id = flight state = Available part = B9.Aero.Wing.SH.A65.2m part = B9.Aero.Wing.SW.Wingtip.2x7m part = B9.Aero.Wing.SW.Wingtip.4x7m part = sweptWing part = tailfin part = winglet } Tech { id = survivability state = Available part = miniLandingLeg part = SmallGearBay } 5. Save and play. Maybe you will be need to research it again.
  14. It works like in Yargnit's Tech tree. Warp engines for 1500 cost. And plasma engines in another technology for 1500 cost. I don't know how expensive it should be. No, you can play this tree without any mods. Except Remote Tech 2, because one branch of the tree will contain only useless unmanned pods.
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