-MM-

[1.4.2] Kerbal Research & Development

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Underrated mod. Perfect for science 'money sinks.' You only need like 1/10th of all the sciences in the stock kerbol system to unlock all the stock tech tree. Now I can spend the 9/10th of the science!

On 7/31/2018 at 2:22 PM, simsooler357 said:

Please, make your mod on version 1.3.1, i do not have other versions.

The 1.14 version for KSP 1.3.0 will probably work on 1.3.1 too. Try them.

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On 6/29/2018 at 8:47 AM, linuxgurugamer said:

Very sad.  I can live without TS, but IFS is too much a part of my career.

I totally love this idea, wish there was some way to have it work with IFS.

 

Seconded. I really want to use this mod....but I need those two other mods more...lol

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On 7/12/2018 at 2:54 PM, JeffreyCor said:

NEVER count on CKAN to give accurate information about compatibility.

Manual install is an simply as copy and paste. You just copy the folder from the download, and past under GameData. Shouldn't have a problem with it. :)

 

I'll say it again:  My main game has more than 250 mods, all installed by CKAN.

I recently updated from 1.4.3 to 1.4.5, and all I had to do to update was to click a few buttons and wait a few minutes.

I have rarely had a problem with CKAN, and no problems in the past year which affected the game.

ALL of my mods are in CKAN, and it is the preferred way for installation of my mods.

It's not perfect, but it's a lot better than updating 250 mods by hand.  If I had to just check each mod, and took 1 minute to check a mod (being very optimistic), that would have taken more than 4 hours to update.

People who insist on installing by hand are welcome to it.  I'll use CKAN and be playing my game while they are still updating.

 

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4 hours ago, linuxgurugamer said:

I'll say it again:  My main game has more than 250 mods, all installed by CKAN.

I recently updated from 1.4.3 to 1.4.5, and all I had to do to update was to click a few buttons and wait a few minutes.

I have rarely had a problem with CKAN, and no problems in the past year which affected the game.

ALL of my mods are in CKAN, and it is the preferred way for installation of my mods.

It's not perfect, but it's a lot better than updating 250 mods by hand.  If I had to just check each mod, and took 1 minute to check a mod (being very optimistic), that would have taken more than 4 hours to update.

People who insist on installing by hand are welcome to it.  I'll use CKAN and be playing my game while they are still updating.

 

To each his own. I and others have had the exact opposite experience with CKAN having it not only not update mods properly but messed up mods that were working perfectly. I'd far prefer playing than fixing the mess CKAN created and a large number of the several mods I use do not and never have shown properly on CKAN. As many times you you'll want to say it again in support of CKAN being so great there are others that it has been horrible and will have to say it again against using it, particularity when the very problem the post is for is because of CKAN not properly updating a mod.

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On 8/9/2018 at 11:20 AM, JeffreyCor said:

To each his own. I and others have had the exact opposite experience with CKAN having it not only not update mods properly but messed up mods that were working perfectly. I'd far prefer playing than fixing the mess CKAN created and a large number of the several mods I use do not and never have shown properly on CKAN. As many times you you'll want to say it again in support of CKAN being so great there are others that it has been horrible and will have to say it again against using it, particularity when the very problem the post is for is because of CKAN not properly updating a mod.

Without knowing anything else, I can't really comment.  But, CKAN has grown and evolved, even as KSP has.  And most mod authors have gotten better about their netkans.

That being said, it really is a matter of "Garbage in, Garbage out".  If you try to use CKAN on an existing setup, you are asking for problems.  Also, if you install some mods by hand and some by CKAN, you have to be careful not to touch the mods installed via CKAN.

CKAN used to have problems, but they have mostly been ironed out.

 

On 7/12/2018 at 11:57 AM, rx777 said:

Oh, really? So why CKAN says, it's not compatible? And... should I install this mod manually? I hope I can manage it, never installed any mod manually, I use CKAN only so far...

Probably because the mod is listed as compatible up to 1.4.3.  In this case, it's very easy to tell CKAN how to install mods which are compatible with 1.4 in any 1.4 game:

Click the CKAN Settings menu, then click Compatible Versions

Click the checkbox next to 1.4 and then click Save

 

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Some content has been removed for being excessively accusatory and/or combative.

Folks, I know we're all friendly fellow KSP players here, but perhaps a gentle reminder is in order:

  • Please be civil.
  • It's fine to argue.  But when you respond to someone, please address the post, and not the poster.  In particular, do not level accusations about what you think the person's motive is for posting-- that's a personal attack, and is not okay.  See forum rule 2.2.d.
  • If you think someone is behaving so inappropriately that they're actually violating forum rules... please do not engage, i.e. don't respond.  Just report the post so that the moderator team can have a look, and sort out anything that needs sorting.  It's what we're for.

Thank you for your understanding.

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On 8/11/2018 at 12:00 AM, linuxgurugamer said:

(...) it's very easy to tell CKAN how to install mods which are compatible with 1.4 in any 1.4 game:

Click the CKAN Settings menu, then click Compatible Versions

Click the checkbox next to 1.4 and then click Save

 

Wow, right! but isn't it a new feature of CKAN? Haven't seen it before! Anyway, thank you very much for pointing it out!

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3 hours ago, rx777 said:

Wow, right! but isn't it a new feature of CKAN? Haven't seen it before! Anyway, thank you very much for pointing it out!

It's been there for at least 6 months, if not longer.

It's not obvious if you don't look for it and don't follow the release notes.

Glad to help

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On 8/15/2018 at 1:46 AM, Ninadragonborn said:

why my fuel tanks are not getting improvements but they show up in the list and are improved ?

Screenshot_86.png

is any one here 

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13 minutes ago, Ninadragonborn said:

is any one here 

Things like MFT and fuel switchers are, if I remember correctly, incompatible with KR&D.

Edit: as it says on the front page:

Quote

Please note that this mod is not 100% compatible with other mods which modify parts at runtime (eg TweakScale or InterstellarFuelSwitch).

 

Edited by AccidentalDisassembly

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Love this mod unfortunately it's incompatible with Kopernicus because Kopernicus allows you to change the solar panel tracking of stars and you gives you a different exposure. Solar panels then lose the ability to upgrade their charge rate. Too bad, can't use in multiple star systems like The World Beyond. For now I've just deleted the solar panel cfg in Kopernicus but would be nice if there was a work around to make these two compatible.
 

Another problem I'm having is that RTG's can be upgraded but the value does change, it's still .3 after +10%. 

Edited by fumpis

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3WnAVH6.png
the Mk1-3 Command Pod and a few other item have more option than the window can handle, Would it be possible to have a window than can be resized or a scroll bar for the other option
Ty

 

Edited by Darkgamer504

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This mod is fantastic! Just what the Doc ordered.

Even so I do have a few gripes with this mod.

1. Why are ISP's separated into "vac" & "atm" (this allows engines typically not good in atmosphere to eventually, and some quite easily, outshine specialised engines. Which I find very immersion breaking in a career mode game.

2. Why is there no option in the .cfg settings to restrict the global limit upgrade percentage? (e.g. setting it to 100% prevents modules from exceeding a certain amount of upgrades, this would make it very easy for users to balance the mod themselves without having to tweak many different values, or complain to you about it :P)

3. As mentioned in the post above me by @Darkgamer504, why do we not have a scrolling function or re-sizeable window? (this is a practically mandatory quality of life functions in KSP :P)

Thanks for taking to time to read my feedback ^_^ , I do hope you'll take it into consideration whilst continuing to develop this brilliant mod!

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for #1, because an engine can be redesigned from what it was originally configured for. So you can take what was a launch engine and make it into a vacuum engine if you so chose if you want to put the research into it. It allows choice by the user, which is very much a good thing as it allows different play styles without issue.

on #2 I agree with you, that should be than option for users for the same reasoning at #1 :)

#3, definitely a bug and an annoying one at that :P Hopefully that will be corrected when -MM- has some time for an update :)

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I have just tried this out out and "COOL" ..

I have a suggestion, is it possible that when you research something and it is called a MKIII, can the mouse hover reflect that?

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2 hours ago, itsme86 said:

Does anyone have a build for this mod that works for 1.6.1?

It probably works as-is

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It does. I tried it in my career mode once or twice.

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Could we add deflection speed of Elevons and Airbrakes to the list of things?

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Just a heads up, 

If anyone in this thread is experiencing issues with Universal Storage parts - especially batteries - the issues are down to a missing blacklist in the KRnD configs. 

 

The following line should ideally be added to blacklist.cfg in the KRnD subfolder to prevent KRnD interfering with Universal Storage modules:

BLACKLISTED_MODULE = USFuelSwitch

 

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3 hours ago, Evanse said:

Silence... so sad... What about 1.7+ ?

It probably works as is.  Have you tried?

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