cvod
Members-
Posts
154 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by cvod
-
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
cvod replied to cvod's topic in KSP1 Mod Development
Yes. It should not affect any mod compatibility. -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
cvod replied to cvod's topic in KSP1 Mod Development
Sorry, I somehow missed your edit. Without KW, the rocket nodes are pretty bare. If you have the engines though, it shouldn't be too bad since those won't be bare and those are the more expensive nodes. -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
cvod replied to cvod's topic in KSP1 Mod Development
Dtoxic found a few issues with the tree. There are temporary fixes that should work for now and I'll probably update them when I have time. The download link is updated in the original post. -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
cvod replied to cvod's topic in KSP1 Mod Development
It may be the mod that's adding the parts to that node. What mod is that? I don't know if this is possible, but maybe their default node dependency is overriding the tree since they are not in the tree file and you unlocked the nodes they were originally dependent on. -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
cvod replied to cvod's topic in KSP1 Mod Development
Sorry, I can't seem to recreate this error. I re-installed the tree on my test saves, and I tried it with and without mods that use that node. Did any arrows appear that led to it or was it just floating on its own? -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
cvod replied to cvod's topic in KSP1 Mod Development
Which nodes were you unlocking? I don't think this is something I can fix, but I'll check it out and see if there's anything different about the nodes that cause the nullref. -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
cvod replied to cvod's topic in KSP1 Mod Development
What was happening when the crash occurred? And were you possibly running 64x? -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
cvod replied to cvod's topic in KSP1 Mod Development
Thanks for the suggestions, I will probably add those to the list. It should work fine. I think I might actually change that in the OP since it mainly adds new nodes instead of filling up original nodes. -
This tree is designed to provide a fun experience for everyone, and to integrate mods better in the career mode experience. It gives you significantly more control over your tech path than the stock tree while still being bound by logical dependencies. This tree does not force probes or spaceplanes in the early game, but it attempts to make them more accessible and useful. You still start with a manned command pod, but the rest of the manned control is harder to get and more expensive than the probe cores (the emphasis on probes especially becomes clear if you install TAC life support). The first spaceplane node will give you plenty of parts to make decent Mk I spaceplanes. This makes it easier to use spaceplanes earlier in career mode. The rest of the tree is organized with an equal amount of consideration on gameplay. I wanted to make sure each node was useful, its dependencies made sense, and its parts made sense. Whether you are new to Kerbal or an experienced player, this tech tree should make career mode a lot more fun. Keep in mind that there are no mods required to use this tree. It should be playable with any mods you would like to use. Also, none of the stock nodes have been deleted, so any unsupported mod parts will still show up in a related part of the tree. Having an unsupported mod should not be detrimental to gameplay. They will just be placed as if you are using the stock tree. There are also a lot of nodes that you will only see if you have specific mods installed. Basically, your tree will grow with how many mods you feed it. The full tree may look a bit overwhelming, but you will likely not see all of it. This is still in the development phase, so feedback is more than welcome. I would love to hear your suggestions. At this point in the development I do not think the node hierarchy will drastically change again. The rest of the development will mainly be part sorting, node renaming, and science balancing. I especially want to focus on science balancing so be sure to leave feedback on that! Also, I have implemented some other awesome mods from the development forums. If there are any mods that you do not recognize, I encourage you to go check them out! IMPORTANT! There are now two tree files to choose from. The main one has reduced science values on the first nodes, and the alternate one has increased values. With the alternate tree, use the custom settings to start with 30 science. With the raised node costs, you will have to be more committed to whichever tech path you choose. Let me know how you like this new mechanic because I would like to make the "alternate" tree the primary tree in future releases. DOWNLOAD (version 0.3.3) or check Kerbal Stuff (under Creative Commons License) Recent Changes: - everything - construction node hierarchy re-organized - everything below spaceplanes re-organized - fusion tech only requires the first nuclear node (works better when not using Interstellar) - Near Future ion nodes fixed to be match Nertea's original structure - resource nodes moved from top of the tree to the bottom - resource nodes' parts sorted similar to the CTT - resource nodes got pushed a little deeper in the tree and made more expensive - first two spaceplane nodes condensed into one (and then some part re-sorting) - made unmanned parts easier to get to - some node research price changes and renaming - lots of mods added - ironed it out and made the whole tree a bit more compact Supported Mods: Interstellar - link Near Future (propulsion, construction, electrical, solar, spacecraft) - link Stockalike Station Part Expansion - link USI Kolonization Systems - link Karbonite - link Karbonite Plus - link Freight Transportation Technologies - link USI Survivability Pack - link USI Exploration Pack - link Advanced Mining Technologies - link Asteroid Recycling Technologies - link Alcubierre Warp Drive - link Kethane - link KW Rocketry - link RLA Stockalike - link Tantares Stockalike (Proton, Soyuz) - link NovaPunch - link AIES - link Modular Rocket Systems - link Taurus HCV - link FTmN Atomic Rockets - link Atomic Age - link Klockheed Martian (Space Shuttle Engines, Smart Parts) KSPX - link Stock Part Revamp - link B9 - link Mark IV Spaceplane System - link OPT Spaceplane Parts - link KSOS - link KAX - link Bahamuto Dynamics - link Mk2 Lightning Cockpit - link Adjustable Landing Gear - link TAC Life Support - link Universal Storage (core, KAS, TAC) - link KAS - link ActiveStruts - link MechJeb - link EngineerRedux - link Procedural Fairings - link Procedural Parts - link Procedural Dynamics - link B9 Procedural Wings - link RealChute - link RemoteTech - link SCANsat - link BoxSat - link CactEye Telescope - link DeadlyReentry - link Infernal Robotics (main, station parts) MSI's IR Model Rework (robotic, structural, struts, athlete, utility) - link EPL - link Kerbal Foundries - link DMagic Orbital Science - link Station Science - link Real Fuels (stockalike engine configs) - link AJE - link Engine Ignitor - link Mission Controller - link TalCargoSolutions - link Habitat Pack - link Fustek Station Parts - link 6S Service Compartment Tubes - link Surface Lights - link Burn Together - link (Green: recently added) Planned Supported Mods: -Tundra Exploration -D12 Aerotech (when it's updated) -FASA* -HGR* -KOSMOS* *these will probably only be implemented if requested Planned Changes: -better implementation of unmanned version -rebalancing science costs -adding descriptions -more icon diversity
-
Other mods use node icons that aren't in the default tech tree, but I can't figure out where they're referencing them from or where KSP keeps the default ones. Could anyone help me figure this out? edit: wasn't really sure which forum this belonged in.
-
[1.0.X]Engineering Based Tech Tree (with flight first option)
cvod replied to Probus's topic in KSP1 Mod Development
B9 works with compressed textures (this link) in 64-bit, and the main download for Remote Tech 2 seems to work for some people (here). -
[1.0.X]Engineering Based Tech Tree (with flight first option)
cvod replied to Probus's topic in KSP1 Mod Development
I think RoverDude's MKS/OKS colonization mod would be a great addition to this tech tree, but maybe you were already planning on that since you're integrating TAC and Karbonite. -
Kerbal Construction Time/StageRecovery Dev Thread
cvod replied to magico13's topic in KSP1 Mod Development
Glad to see my simulation cost suggestion got implemented! Can't wait to use it. Also, I really like the suggestion in the previous post. -
Kerbal Construction Time/StageRecovery Dev Thread
cvod replied to magico13's topic in KSP1 Mod Development
I have a feeling this mod is going to actually make career mode easier when it comes to funds because of the simulation feature. So for a feature request, could we have the option of simulations costing funds and maybe have the price based on the duration and complexity of the simulation? It wouldn't seem right to be able to perfect a rocket design for free. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
cvod replied to Raptor831's topic in KSP1 Mod Releases
Over in the RF thread, it said to delete the config files that came with Engine Ignitor. Since this thread's config file included EI modules, was it also intended for the EI configs to be deleted? EI doesn't seem to work like I thought it would. I'm getting the impression I'm either missing some files, or the Stockalike RF Engine config isn't meant to add EI functionality except for limited restarts. I can't find any use for the hypergolic fluid. I also haven't seen anything in the config that would define pressurized tanks, and I have a feeling that'll cause problems that I haven't found yet. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
cvod replied to cybutek's topic in KSP1 Mod Releases
I've found that the TWR calculations are wrong for parts that display two max thrust values. This applies to the rapier engine for stock installs. It also applies to the B9 sabre engines and the linear aerospike in the shuttle engines pack. Any chance KER can be updated to account for this? Edit: nevermind. It was another mod interfering that caused the problem. -
My bad. I thought it was unique to this mod, but I just realized the RAPIER engine and the B9 SABRE engines have this same thing. So I think this would be more appropriate to bring up on the MechJeb and Engineer threads.
-
Sorry if this has been answered, but to install this without real fuels do I just need to find/replace "LiquidOxygen" with "Oxidizer" and "LiquidH2" with "LiquidFuel"? I'm also not sure if I need to do anything with Kerosene.
-
Thank you! This is a great idea. I've got it installed and I'll be sure to report any bugs. One suggestion I have immediately would be for the different sized capsules to have different capacities for holding spare parts (not sure how difficult that'd be though). I'm definitely looking forward to the addition of spare part containers and repair stations. I also think it would be cool to have the parts' probability of breaking also be based on how you use it, for instance letting engines start to overheat, getting close to the impact tolerance of parts, or make parts get closer to breaking if you enter the atmosphere with everything in flames. This is generally for the heavy mod users, but how do you think this would effect re-usable rocket/spaceplane designs and permanent colonies/space stations? I couldn't tell from the description if the aging effects inactive vessels.
-
Well, I couldn't figure out how to put a kerbal back in the ship, but I figured something else out. I put a kerbal into EVA on a suborbital Kerbin trajectory. Then I went into the persistent file and gave the Kerbal the same lat, lon, alt, etc... and orbital data as the ship. I then added something like 0.0001 to the longitude and then when I opened my save file he was floating right next to his ship and asteroid! Hope this helps someone else.
-
Mechjeb killed my kerbal (life support) by continuing to warp when I told it to stop executing the node. I'm trying to figure out how to put a crew member back in that ship with the persistent file. So far, it just overwrites whatever changes I make.
-
No one replied to my first post but I've found what's making the linear aerospike have two max thrust values in the VAB. There's two instances in the config file of this module. The only difference appears to be that one has "powerflamer" and "exhaustr" while the other has "powerflamel" and "exhaustl." I deleted one of them just to see what changed, and the VAB displayed the max thrust correctly, but the engine definitely was messed up when I put it on the launchpad. Since both modules need to be there, is there any way this can be fixed so that TWR displays correctly with MechJeb and Engineer? MODULE { name = ModuleEnginesFX //engineID = rocketengine runningEffectName = powersmoker directThrottleEffectName = powerflamer thrustVectorTransformName = exhaustr exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 775 heatProduction = 275 fxOffset = 0, 0, 0.0 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 390 key = 1 385 } }
-
Does anyone else have a problem with the linear aerospike having two max thrust values in the VAB? This really confuses KER and MecJeb with TWRs.