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Yemo

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Everything posted by Yemo

  1. You could use a proper tech tree, there are many floating around on the forums and all of them are much better than the stock one. For example my version (SETIctt) starts with probes, link is in my signature.
  2. Nothing happens to it if you do not install other mods, like greenhouses. Munseeker provides one and there is the one linked in my signature using the model from zzz.
  3. I have not tried them out recently, but this is my current knowledge: DeadlyReentry - as far as I know, incompatibility will be addressed in next DeadlyReentry patch FAR, KCT, MKS - no problems I m aware of, I did not change stuff for them and do not plan to do so RemoteTech, TAC Life Support, OrbitalScience - SETIctt has specific configs for those, worked well when I tested in 1.0.2, except for non SETI related issues SoundingRockets - not tested, probably skews the science balance of the early game StationScience - is planned to be placed in different tech nodes with the next SETIctt update CactEYE - no issues I m aware of, but not tested, maybe not balanced in terms of tech tree/science rewards, planned for a later update
  4. Could you provide a screenshot of your GameData folder?
  5. It is funny that squad eg makes the tech tree starting with kerbals intstead of probes to make the game more accessible, nerfs reentry heating and aero model and so on, so that casuals can enjoy it and then refuses to provide the one crucial information to reliably reach targets beyond LKO... It is like an airport/trainstation, specifically designed for kids/disabled people/foreigners/whatever and then they paint all windows black and switch the lights off...
  6. As sherkaner said, the general probe core changes are imho necessary to make probe cores more viable. Though the current incompatibility with Antenna Range is not intentional and will be fixed in the next update (which is essentially ready, just waiting for 1.0.3). Hm, I did not change anything in particular regarding the DMagic Universal Storage wedges, not sure what is causing this. Since I have very little knowledge in this field (the SETIcontracts only require "generic" science), maybe DMagic or nightingale from ContractConfigurator have knowledge about that. While I really like the Universal Storage system, I really dislike the "balance" the parts provide without alterations. For example the science wedges from DMagic are all 80kg, regardless of the original part. So I do not officially support them until rebalancing them, as I did in the old BalanceMod. But people will object if I do that for SETIctt, and I dont really want to reboot the BalanceMod at the moment, until SETIctt/KSP is a bit more mature. - - - Updated - - - I had to remove the record contracts, because when I left them in, I had a little short of a million funds in normal mode when reaching orbit. Though I do recommend other non-standard-progression contract packs, like the excellent anomaly survey one, or the ones for the complexity mods, like ScanSAT and RemoteTech. For the "strapped for money", I tested on hard settings and it did not feel this way. But it is a bit of a change from stock, you really have to build probes/light/efficient and manned space missions or even stations are a financial undertaking. Lightweight/multiuse design is key. I offered some craft files for the previous BalanceMod, I might do that again after 1.0.3. For inspiration. The Mk1 pod should be right behind the first survivability node, demarked as "First Capsule" on the overview below:
  7. Then maybe you should look for tech tree mods, not part mods.
  8. Imho the main problem is, that the physicsless = 1 setting seems to be not taken into account by DeadlyReentry. Physicsless parts have that flag set, because they are intended to be treated as part of the thing they are attached to, which is why they eg add their mass to the host part. They should not be relevant for any physics calculations themselves, which is the whole idea behind the flag. Ignored by stability, ignored by drag, ignored by heat... There are no massless parts which do not also have that flag set. The flag is how modders can tell other mods how the part is intended to be treated.
  9. Imho it is a basic behavioural preference regarding choices/options. Some people just do not like to decide for themselves and prefer to eat what is served. Eg some poeple prefer to swich on the TV and have their control limited to channel up and down and volume up and down. While others prefer to type in what they want to see, even if that means actually thinking about what they really want to watch. It is no coincidence that the most heavily modded games are open world themselves, and not linear shooters. You can go to politics/food/religion/other entertainment. Always the same basic principles of preference. And speaking about preferences, when you take a look at the twitch channels streaming KSP, it is not surprising that most are stock. While some use part mods, hardly any of them uses more complex/less visible gameplay mods, like KerbalConstructionTime, DangIt, or even a tech tree mod, let alone something more complex like KSP Interstellar Extended. MKS/OKS being the only real exception, because it adds this basic layer of scope for the space program (and is nice to watch).
  10. Aha, thank you very much for the detailed findings! It also explains why I did not encounter it myself, since due to all my different installs I do not use CKAN (to not be confused) and install everything manually. Dependencies usually check for the folders which are inside GameData (like "UniversalStorage" folder), like this does for the DMagic/UniversalStorage mystery goo: @PART[dmUSGoo]:FOR[DMagic]:NEEDS[UniversalStorage] { @TechRequired = basicRocketry @category = Science } This part even has an actual hard dependency on UniversalStorage (parent =): MODEL { model = DMagicOrbitalScience/UniversalStorage/USGooMat/US_Goo parent = UniversalStorage/Parts/US_1M110_Wedge_ScienceBay/model position = 0.0, 0.0, 0.0 rotation = 0, 180, 0 } I would not be surprised if this is the reason for the camara bug. Thank you again for investigating.
  11. I cant check in game at the moment, but the default.cfg contains some parameters which seem non-stock, like craftMassLimit = 32, 300, -1 scienceCostLimit = 300, 500, -1
  12. Might that also be related to the zoom bug reported on the previous pages?
  13. Some really helpful designs and information in here. I especially like the FAR explanations of the curves!
  14. Wow, thats quite a list and quite some work! Most of those parts are not touched by SETIctt in any way, which makes it even stranger. Thank you for investigating! I ll also take a look into the DMagic thread, maybe something like this was reported there?
  15. Hm, I assumed DeadlyReentry had this bug fixed in one of the last version, apparently it was forgotten. Could you post this in the DeadlyReentry please? Hope it gets fixed. Hm, I m not sure what causes this, I do not see any problems within the GameData folder. What contract are you referring to? One of the stock contracts or one from the RemoteTech pack? Could you state the requirements listed for the contract? Do you have RemoteTech itself installed? Also do you change anything on your vessel, with which you try to complete the contract? Eg batteries, com device and so on.
  16. Hm, those are 2 mods I almost always install for my personal games. Please let me know if you find out what is causing this. While I do not like the strong reaction wheels in general (I nerfed them for the balancemod), it might just be the best way to simulate a real heli, given the game engine restrictions. I ll wait for a response in the KAX thread and then see if it makes sense to include this in the SETIctt or wait until the balance mod relaunch. Thank you very much! Will visit the craft exchange thread, some very nice concepts in there! While I have no experience with KerbinSide myself, as Lord Aurelius stated, there should be no problems. The "All Rights Reserved/Ask First" license only affects the configs I made, if you want to distribute your own configs working with/for SETI, I m all for it (and even if I were not, it would not be up to me to decide). The ARR/AF license is mainly intended to prevent unorthorized forks (there was quite a forum war last year), not to prevent compatibility/development. I supported FantomWorks in the SETI BalanceMod, but my interest in KSP has declined quite a bit given the experiences during the last month, so development/catching up is rather slow at the moment.
  17. Well, from a first glance I can only say that you have multiple ModuleManagers, which is a sure recipe for problems. Not sure about the rest.
  18. I intended it to provide gradual incentives. Eg for material bay at 80kg/24base science. Probe only: transmission - 30%, only useable once Scientist: transmission - 30%, but resettable/reusable Mobile Lab (2 kerbals): boosted transmission - 75% (or so, dont remember), resettable/reusable Return - 100% Big, heavy Lab (planned, like BalanceMod, 3 kerbals, 10 tons) from Station Science: boosted transmission - 100%, resettable/reuseable Also you have to take all the factors into account when comparing to other experiments. Like the "doable everywhere" biome mask. I do not consider it to be a nerf for manned missions, rather a "balancing the incentives". A mobile processing lab really does what it says, it boosts experiments beyond the presence of a scientist. Not only the "activate and warp for science" stuff.
  19. I never experienced this or heard of it. Thus my assumption is, that it is caused by some other mod, but triggered by CTT/SETIctt. Could you provide a screenshot of your gamedata folder? When I start the SETI BalanceMod again, I will seperate some of the balancing configs from the current SETIctt and shift them over to the balance mod. At the moment it is just not time efficient for me support 2 mods. However the materials bay and mystery goo would still be part of the SETIctt. Because the SETIctt intends to create a better science/tech progression, especially considering probes. The materials bay now has a mass of 80kg instead of 200 while giving the same base science, which is balanced with the transmission value. Making it collectible is a serious nerf for probes compared to manned missions.
  20. My opinion regarding those points, for an open discussion: ad1. The more open a a tree is, the less newbie friendly. It also Drastically increases the chances of dead-ends. When you research planes and rovers a lot but then lack the means to get to the higher science biomes. ad2. I prefer a starting node so that I know that players have at least some basic parts to get off the ground. Though I like the idea of some starting science, but players can set that already. ad3. Agreed ad4. Definately disagree. Most importantly it simply is not practically possible with modded games. Also it would be a clickfest and there is no real reason why a quadcoupler should be in a different node than a tricoupler. ad5. Yep. ad6. Not practically possible, would result in chaos and incompatibility, if every part mod adds its own nodes. ad7. From the tech tree side, that makes sense, from a part mod side, it leads to chaos. ad8. I prefer the contrary. For me it is the difference between progression tree and science sandbox. ad9. Totally agree, and girders. ad10. Would be quite useful. Of course it would lead to a lot more people changing the tech tree, which will in turn result in compatibility problems. ad11. Science and positions can already be defined per node, tier is just the visulization. ad12. Implemented as far as I understand. ad13. I like this very much, I d love to have some simple tools like textfields or colors to bring some more structure into the green buttons with green arrows on blue ground
  21. Hm, your mentioning of SETI pruner suggests that you are using the SETI-BalanceMod and thus are playing a KSP 0.90 game? However there was no Flea SRB in KSP 0.90, so I m not sure what version of KSP you are using. I would need a screenshot of your gamedata folder to have a chance of identifying problems. The engines with flames does not sound familiar, but as kcs123 said, that is probably a part mod dependency/incompatibility beyond the reach of SETI.
  22. It seems to happen if the tweakscaled part attached to the procedural part has an offset top node. I m not sure which was which, but eg you have the 1.25m to 3x1.25m adapter and you have the 2.5m to 3x1.25m adapter. Tweakscaling one of them and attaching to a pp produces this behaviour, while the other one wont. The difference is the top node positioning value.
  23. I ll update the mod, even though it is a special case, I do not want to forget to do it. - - - Updated - - - SETI-Contracts 0.9.1 Adjustments Conditions of first docking contract simplified, thus more robust Most durations should now be represented in hours, to account for different day formats - - - Updated - - - SETI-BalanceMod 0.8.9.3 Contracts Contracts updated to SETIcontracts 0.9.1 TechTree changes FL-A10 Adapter moved to start Rebalances & Adjustments MysteryGoo, MaterialsBay and SurfaceSample now provide fixed values of science MysteryGoo and MaterialsBay mass reduced to 80kg, transmission efficiency to 30% MysteryGoo smaller, MaterialsBay now 0.625m diameter instead of 1.25m
  24. Hm, it might be one of those cases where it really want the old vessels to fulfil the contract. I forgot to deal with this one. If you use hyperedit, it might be simpler to just cancel the contract, then take it again and hyperedit 2 new vessels into orbit. And make up for the money loss using the debut menu. - - - Updated - - - Hm, I will make an update simplifying the conditions. Should be available in the next 15min.
  25. Did the "Docked with" condition get checked after dockign? For the whole contract, you need to return your manned vessel to kerbin.
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