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Everything posted by Probus
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I think there may still be a problem. I can upload my file now. If I try to test the link, it can't find the uploaded file.
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- totm july 2019
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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
Probus replied to Probus's topic in KSP1 Mod Releases
The Spacedock download appears to be a Spacedock problem. Here is a temporary copy: https://www.dropbox.com/s/m7c1pw83jqssmki/ETT20200504.zip?dl=0- 1,029 replies
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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
Probus replied to Probus's topic in KSP1 Mod Releases
Thanks!- 1,029 replies
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I'm updating the Engineering Tech Tree mod. I was thinking about the aviation branch. If there are no propellers in the game, I want to put the small Juno engine in the first aviation node along with an intake. But, if any other mod that has propellers in it is installed, I want to put the jet engine parts back in the jet engine node (or something like that). What would be the best way to do something like that. Using several NEEDS?
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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
Probus replied to Probus's topic in KSP1 Mod Releases
Almost there... Fixing all the module manager patches with more patches... one by one... Tedious but required. Making sure all the tech tree connector arrows can be clearly followed is also tedious but required. Completely reorganized the Electric propulsion branch to better match Near Future Propulsion. This messed up my Interstellar placement so that will need to be updated after the first re-release. Moved ISRU into the space station/colonization area. Waffled. Had a nervous breakdown. Waffled some more. So, it will be soon (not in the biblical sense ). Really close. Didn't have any Aviation part pack volunteers. So that branch will still be dated. Even though I work daily in the aviation avionics industry, I am a really bad pilot, so testing that branch is tricky for me. Maybe if I load an autopilot mod it would help. Anyway, I love constructive feedback. If you use the mod, don't hesitate to tell me about any bugs or improvements you may find. Just PM me the really embarrassing ones.- 1,029 replies
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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
Probus replied to Probus's topic in KSP1 Mod Releases
Definite start/tier 1 needs to be put back to the way it was in 2018... Anyway, here is a list of parts mods that have been integrated so far: AIES by @carmics Alcubierre Warp Drive @RoverDude AmpYear Power Manager by @JPLRepo Bluedog Design Bureau by @CobaltWolf Breaking Ground by @Squad Civilian Population by @linuxgurugamer Configurable Containers by @allista DaMichel's AeroRadial (DAR) by @DaMichel DaMichel's Cargo Bays (DCB) by @DaMichel Dang It! Continued by @linuxgurugamer DMagic Orbital Science by @DMagic Docking Cam (KURS) by @DennyTX Dynamic Battery Storage by @ChrisAdderly Heat Control by @Nertea Indicator Lights by @Snark IXS Warpship @Denko666 JX2Antenna by @Snark KAS by @KospY Kerbal Planetary Base Systems by @Nils277 KIS (Kerbal Inventory System) by @KospY Landertron by @XanderTek Launch Escape System (Pebkac) by @Kurld Making History by @Squad MechJeb (still needs a bit of MM work) @sarbian Missing History by @Snark Modular Launch Pads by @AlphaMensae Modular Rocket Systems (MRS) LITE by @NecroBones Near Future: Electrical by @Nertea Near Future: Propulsion by @Nertea Near Future: Solar by @Nertea OctoSat Continued by @linuxgurugamer PicoPort by @steedcrugeon PicoPort Shielded by @zer0Kerbal Procedural Fairings by @e-dog Rational Resources by @JadeOfMaar RealChute Parachute System by @stupid_chris RLA Reborn by @linuxgurugamer ScanSat by @DMagic Smart Parts by @linuxgurugamer Soviet Engines by @BobCat Space Docks Redocked by @Denko666 Stockalike Station Parts Expansion Redux by @Nertea Surface Mounted Lights by @Why485 Tac Self Destruct Continued by @linuxgurugamer Tokamak Refurbished Parts by @linuxgurugamer Tracking Lights by @Trollception VaporVent by @linuxgurugamer EDIT: BTW, any volunteers for integrating Aviation part packs?- 1,029 replies
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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
Probus replied to Probus's topic in KSP1 Mod Releases
I didn't know that. Thanks!- 1,029 replies
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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
Probus replied to Probus's topic in KSP1 Mod Releases
You may have a point @Joshiewowa. I wanted to give an update as to the status of ETT. I am in the process of balancing it right now. To put it in perspective, here are some stats: Tree Nodes Tier 1 Tier 2 (95+) Tier 3 (550+) Total Cost Stock 66 26 25 15 17028 ETT 207 87 64 56 62775 Done Expand Branches - 1.825 Tanks, Radial Parts, Cargo Separate Engines From Tanks Separate Engines by Function (Booster, Vacuum Optimized, Multi-Functional) Place New Parts To Do/In Process Balance Campaign Start Update Module Manager Files (for procedural parts) Update Aviation Fix Bugs Not Catch Cornavirus I have placed all the parts for my first release and I am balancing the campaign start. Tripling the number of nodes means reducing the cost of each. The start seems too easy right now so I am going to try reseting some of the Tier 1 nodes back to the previous ETT node costs. Here is a sneak peak at where the tree is currently: https://www.dropbox.com/s/r3xxg53mo9fiack/EngTechTree.cfg?dl=0 Happy Easter!- 1,029 replies
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Vary Cost of Tech Node Depending on Kopernicus Mod
Probus replied to Probus's topic in KSP1 Mods Discussions
Thanks a bunch! I will see what I can do. I have a feeling the initial nodes should probably have static values. I just need to be careful not to knock a tech level 1 node into level 2 where an upgrade to the science center is required. -
[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
Probus replied to Probus's topic in KSP1 Mod Releases
If anyone knows a slick way of doing this:- 1,029 replies
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I would like to vary the cost of each tech node dependant on the Kopernicus mod used. Does anyone know the best way I can accomplish the following (with module manager maybe)? If stock then multiply the tech node x 1.0 If JNSQ then multiply the tech node x 1.2 If RSS then multiply the tech node x 1.3 If OPM then... You can't do math in MM, Correct? Maybe use some kind of replace instead?
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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
Probus replied to Probus's topic in KSP1 Mod Releases
I didn't answer until today, because there was a slight hope of getting it out this past weekend. It is really close to a beta release.- 1,029 replies
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A Set of Mods for a Complete KSP Experience
Probus replied to linuxgurugamer's topic in KSP1 Mods Discussions
http://www.kerbal-science.com/ https://github.com/DanielVF/kerbal_science_remaining Designed for version 1.3, but seems to load 1.9.1 OK. Doesn't know what to do with Lab science generated. -
A Set of Mods for a Complete KSP Experience
Probus replied to linuxgurugamer's topic in KSP1 Mods Discussions
This is a great idea! I will try to support this selection with the Engineering Tech Tree. I only have 3 categories of parts left to sort out. Cryo Engines, Sustainer Engines and Monoprop parts. Then decide on the total tech "worth" of the tree (if you add up all the tech nodes, how much does it cost to buy the entire tree). I believe there is a utility out there that looks at your install/save game and figures out how much science is left to discover. May use that with what is suggested here to set a decent tech tree worth. Problem is, labs tend to skew the values. -
Is there a mod out there that can: Look at a gamedata folder, Find all the parts. Load the part specs into a database. Sort, categorize, and filter (like @linuxgurugamer's Janitor's Closet) Display the stats for modders to view quickly while working on a mod. Export the data to a .csv file. Step 4. would be bonus really as long as the list was easily searchable.
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It's possible, possibly. This is great to hear @zer0Kerbal!
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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
Probus replied to Probus's topic in KSP1 Mod Releases
The ETT directory.- 1,029 replies
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I've just started a JNSQ campaign. Looks great!! But I'm having trouble switching scene into the VAB/SPH. It's taking ~60 sec to switch to the VAB. Also when I select parts, instead of it instantly being ready to place, there is about a 2 second delay. I don't think it is JNSQ.?. I have a very large mod list, many of which I've never used before. I'm going to start analyzing the logs, but what kind of mods would be the biggest culprits at slowing these scene changes down. Scene changes into/out of places like mission control are fairly instant. Here is the mod list: https://www.dropbox.com/s/6tp6n00l8o8d0bc/Slow.JPG?dl=0 Ran out of memory yesterday (32GB) and got this one of a kind bug (lol): https://www.dropbox.com/s/ut2xujktw23o0m1/JNSQ.jpg?dl=0 Usually I have about 12-15 GB available when playing.
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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
Probus replied to Probus's topic in KSP1 Mod Releases
Woohoo! @linuxgurugamer was able to fix the last problem I was having with the tech tree editor yesterday. Game on folks!!! Game on! He would have fixed it earlier but 1) 1.9 came out at the same time I was updating ETT and 2) since I'm an engineer, there was a communication gap. You know the old quote: "Communication with the dead is only just slightly more difficult than communication with an engineer". Anyway, You can use the updated Yonge mod to run ETT in 1.8.1. Just a warning. Its going to be buggy but probably playable. Many parts have changed, moved, obsoleted etc... so use common sense when a part appears somewhere it shouldn't. Here is a link to Yongetech Revived: Also, here is a sneak peak at the ETT main config file with new branches and the stock and expansion parts moved to the correct locations: https://www.dropbox.com/s/g02fsz8x8jwdbog/EngTechTree.cfg?dl=0 (New and moved nodes have not had their tech cost/details updated yet) The full release should be soon now. The bug that I was having with the tech tree editor was a small but weird one. When Squad moved to localization files it completely borked the tech tree editor. All you could see were localization variables instead of titles and descriptions of parts. LGG was able to fix that and some other bugs pretty quick and I was trucking along. But after updating the stock parts, the mods uncovered another problem. All the part titles and descriptions consisted of the first word of the title/description and nothing else. These one word titles can be a real pain. For instance, @CobaltWolf's Blue Dog parts use a lot of titles that start with the same word. He has like 65 SRBs and it seems 1/2 of them are named Prometheus ****. I had a painfully slow work around. I was using the cost of each item to narrow them down then putting them in separate nodes to isolate which was which. Squad parts just didn't do that. All fixed now. I am also using @Galileo's JNSQ with a campaign game to help tweak, balance and verify compatibility.- 1,029 replies
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Great idea! Sorry if I missed this in the OP, but does this mod throw up a warning when a non focused spacecraft switches to fuel cell backup? I noticed you mentioned not using multiple background processing mods. My luck is that my kerbal would switch to fuel cell backup, but by the time I noticed the fuel cell backup would have needed a fuel cell backup-backup.
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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
Probus replied to Probus's topic in KSP1 Mod Releases
Yeah. Absolutely. You do the module manager files and I'll integrate them. I'd say I would do them but they may not get done in a timely manner.- 1,029 replies
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Exactly which effects do you want to see? I know Engine Lighting Relit would add some effects to the spent stage. Also Re-entry Particle Effects may do some of what you want, maybe? Is that what you're thinking?
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That'll do it.