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Everything posted by Yemo
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I also vote for the 4sided red star as a default. Especially since there are plenty of other antennas around, which do not have decals.
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- totm march 2020
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What feature (or part/s) are you most excited and hyped for in 1.0?
Yemo replied to Columbia's topic in KSP1 Discussion
Bug fixes Optimization Moddability (eg of building upgrades) Kerbal climbing -
The stock career is horribly unbalanced, especially in terms of science rewards. So if you want a balanced gameplay, consider using balance mods, especially regarding contracts and strategies. Since mixing tech trees during a game is generally a bad idea and you already accumulated lots of science from the unbalanced contracts, a new career is your best option for a balanced gameplay. The SETI-BalanceMod in my signature would provide that (with better progression, it starts with probes) when using the CommunityTechTree. If you do not want that, there are recommendations for other balancing mods under INSTALL and at the end of the second post.
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You are welcome, I ll take a look at the experiments! As Lord Aurelius said, there is a minor issue with the first tech node restrictions. You have to rightclick on the SRB so that it conforms to the limits. As you only have unrecoverable probes at that point, I figured it is not much of an issue, since you lose the first rocket anyway. And with basicRocketry, this issue should go away. While there are issues with tweakscale and procedural parts, this is not one of them, as far as i know. SETI was balanced with tweakscale (and at least the other bold mods in the OP) in mind, so removing it might cause balancing problems later on. For a more detailed support, please provide the version you are using (win/linux, 32bit/64bit?) and a screenshot of your GameData folder. CKAN had some problems recently, for a more detailed support, please provide the version you are using (win/linux, 32bit/64bit?) and a screenshot of your GameData folder.
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So, will we start putting a veil on the female kerbals because depicting females without veils is forbidden in some countries? Is this really the place to cater to or discuss ridiculous censorship laws in some countries?
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I ll take a look at the experiments, thank you! Yep, table for me as well, and it has some quirks aside from the character count limitations for the signature... Thank you, I added a line to clarify that these are alternatives and not complements. You should only select the CTT when prompted.
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@zilfondel: No problem. Note that many SXT parts use stock textures which are affected by the pruning list from SETI. So if you want to use those, do not prune the squad parts. @Smegghed: The "additional mods" generally work in terms of balance, though I did not put as much effort into those for removing inconsistencies. Kolonization especially is kind of separate from all the other mods, so except for storage parts, they should work quite well with SETI (I m using MKS/OKS myself at the moment). But since these parts only start with ShortTermHabitation technode in the CTT, I would only install them at that time, not to waste memory before actually being able to use them.
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When the prompt came, did you make the check for the CommunityTechTree option (and only that option)?
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Oh, and about streaming, a few pages back the first reports appeared, that the RAM limit is scratched. With beautification mods on top of it, it will most likely be beyond the windows limits, without opengl or ATM.
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Interesting, I ll have to check. About the telemetry experiments: It looks like I ll have some reading up to do for the science definitions and stuff. But if you are more familiar with it, I d be happy to implement what you come up with. The "ProbeScience" experiment from the linked thread (it was some time ago), looked like not exactly telemetry only stuff, which might interfere with other experiments. You are welcome. For streaming I also recommend the FinalFrontier mod, which adds ribbons to kerbals when they complete missions/special tasks. I linked it in the OP (I do not remember when), but I m not sure I mentioned it in an update. That looks like a lot of unsupported mods. Have you tried out with the supported mods first and then added the rest? If I would have to guess, I d say it is a tech tree problem. Mixing tech tree mods is a sure recipe for disaster. I can see the ADIOS tech tree in there and I have no idea how it works with SETI, since SETI shifts parts around the tech tree as well. Again, SETI is balanced for the Community Tech Tree and roughly supports the stock tech tree. Using anything else is at your own discretion as is anything beyond the stuff linked in the OP.
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Thank you for the suggestion. I tried the washer from IR, unfortunately it does not respond well to anything above 1.25m diameter. I would not need any movement. Just something like the 2.5m stack separator with a better texture for upscaling.
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Your engine tab in the VAB is completely empty? It should have the "0 Procedural SRB" and at basicRocketry you should get the "0 Procedural HRB". Are you using RealFuels or similar? Can you upload a screenshot of your GameData folder?
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Hey, I m searching for a simple washer part/texture/model. If one of the latter, I could write the config myself. It should have good enough texture so that it does not look bad when rescaled/tweakscaled up to 5m diameter and be relatively flat. About the texture colors I m not too particular, however something "neutral" (greyish/blackish) would be preferrable. I would use it as a workaround for the ProceduralParts/TweakScale bug in general and KSPIextended compatibility in particular. Thank you very much!
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KSP Interstellar Extended Continued Development Thread
Yemo replied to FreeThinker's topic in KSP1 Mod Development
Hey, I m now working on KSPI extended - SETI-BalanceMod integration. One of the first things that comes to mind is a naming scheme for the KSPI extended parts. 1. Reactors would be named eg Reactor: Gas Core Reactor: Dusty Plasma 2. Radiators like this Radiator: Array, large Radiator: Inline 2.5m Radiator: Nitrogen Tank 2.5m (which seems to be in the wrong category at the moment?) Radiator: Radial, small 3. Electris stuff (I m using : after Electrics for all the stuff in SETI) Electrics: Generator, small 4. Microwave stuff has "Microwave" in front 5. Tanks, not sure about those, maybe just Tank: Cryostat Helium Tank: Cryostat 2.5m Tank: Uranium Nitride but I m not sure about that, open to suggestions 6. "Engines", also not sure, there are currently those categories/prefixes in SETI (no : or - between the prefix and the engine name in SETI): ION - Ion engines KA - Karbonite LFI - liquid fuel intake air LFO - liquid fuel oxidizer Mono - Monoprop engines and maybe someting else I do not recall at the moment. SRBs and procedural parts in general have a simple 0 in front of them, so that they are on the top of the list Maybe HEAT as a prefix or Thermal, or just KSPI, or a simple 1 to keep them all together? While I could do that renaming with MM statements, I could also rename the parts directly within KSPI extended. Thus they could be use without SETI, if that is in your interest. To do so, I would need the latest development version of KSPI for one or two days. Then I do the renaming and send it back to you and you could continue working on it without having to merge anything. Also, except for the Electrics: prefix, none of the other categories exist in SETI at the moment, so it would be your choice if you prefer : or - or nothing between the prefix and the actual part title. Best regards, Yemo PS @Freethinker: You really need to clear your inbox, I can not send PMs to you. -
The atmosphere edge thing sound like it needs coding, I am a bit hestitant about this, considering the workload in comparison to the benefits. Telemetry, the experiments SwGustav mentioned yesterday and those packs by N3h3mia are still planned. Yes, those fragile solar panels are only extendable by design (though that general change was made some versions ago, but some were forgotten until 0.8.6). As Hasegawa guessed, the shrouded ones are retractable, but also heavier. I will have to investigate the RemoteTech problem, since I only changed mass and consumption of the remote tech antennas, which should not affect their function. Did you install BackgroundProcessing? If that is the case, your ComSats might just be out of electricity. I rebalanced the Solar Panels and RemoteTech antennas in a way that minimizes this problem (increased solar size, without decreasing output, and decreased RT antenna EC consumption). But of course the Sats still need to be positioned/rotated correctly (so that their solar panels work on their whole orbit) and have sufficient EC buffer in form of batteries, for the time the ComSat is within the shadow of a planet/moon. With the EC storage increase for batteries, that should now be less of a problem, though it should still be accounted for. This tool is helpful: http://forum.kerbalspaceprogram.com/threads/52132 If the problem with RemoteTech is something else, please let me know, and how it shows.
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I do not think an 800 pound gorilly needs a niche, but I m all for diversity. But then I would prefer a small 2 kerbal Soyuz in this pack and the 1.875m 3kerbal one in HGR, so that they complement each other.
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Yes, 10 times as much water consumption and 5 times as much food consumption. And of course all the oxygen. The recyclers are meant for those more mass sensitive missions. Unfortunately you would have to use the SETI-BalanceMod to have mass balanced recyclers. But you could use the Universal Storage recyclers, though they seem to be op when not balanced by SETI. At least they are lightweight and not thus useful for 1-3 kerbal missions, unlike those massive TAC life support things. Also, the Greenhouse actually supports 1.02 kerbals or 3.06 for the larger one. So for example if you have greenhouses for 12 kerbals, they could support 12.24. When you make a one day trip (6hours) with one kerbal and return the waste products, they would get processed as well within the following 6/0.24= 25 hours.
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What about 1.875m diameter? There seems a lot of problems/discussion revolving around 1.25m vs 2.5m, so why not just use 1.875m? 2 simple adapters would be enough and it would solve many size issues.
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I do not know how much absolute resources you need, but you can find out by doing this: Eg you want to supply a 3 kerbal mission for 1000 days and have enough greenhouse capacity for them (eg 3.75m greenhouse version). So you build a test vessel putting the 3 kerbal pod as a root and then you just have to add water until the TAC helper window shows, that you have enough for 100 days (10% of 1000 day mission) and enough food for 200 days (20% of 1000 day mission). And of course maybe a bit of everything as a buffer/reserve in addition to making sure you can satisfy the energy needs. And do not forget that the greenhouse needs the waste resources from your kerbals, which are dumped while they are on EVA or on excursions if you do not have storage for them.
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[1.5.x]Dr. Jet's Chop Shop v0.11.4.3 (20.10.2018)
Yemo replied to Dr. Jet's topic in KSP1 Mod Releases
Thank you very much! PS: While there are picutes linked, pictures in the OP would greatly help the popularity of this mods. There are so many useful parts, from Mk2 adapters to the 2-axis solar panels, roverbodies and the skycrane. -
Please keep in mind that the KAS tank is experimental, and I m not sure yet how it plays out with KIS, once that got its patch I will try again. About the contracts, I did not look at contracts very much, since I m not playing a proper career myself. With Contract Configurator 1.0 coming out, I might take a look after that. Until then if you have a working list, I could include it in the OP. Also I kind of lost the proper version of my backlog, so I will have to crawl through the thread again, to find out what I m missing... Which I did not do yet, since there was no shortage of stuff to do. Development Plans 0.9+ With the unplanned EC rebalance done and the bug fix patch out (though ContractConfigurator 1.0 might require another SETI update), it is time to take a look at the planned SETI-BalanceMod progress again. There are basically 4 "mod complexes", which were on the ToDo/Development list since the first release of the SETI-BalanceMod, but did not make it yet, due to various reasons. 1. KSPI extended, planned for 0.9.0 After the EC intermezzo, this is the priority again. The tweakscale/procedural parts issue might require unpleasant stop gap measures, but it should be manageable. 2. MCM/MKS/OKS, moved to "Additional Mods" With RoverDudes planned restructuring and MCM's current balancing restrictions, it is just not time-efficient to specifically rebalance them. And they are kind of "in their own league" anyway, having relatively little overlap with the already SETI supported mods, so not a priority to rebalance them. 3. Tantares, we be rebalanced enough to fit into the "Additional Mods" with some of the 0.9.x patches It adds a great variety of parts, which also was one of the problems for integration. It was just too big before getting the basics in order. The EC rebalance hopefully was the the last of the major game breakers. But it is still quite large... 4. B9 Aerospace, planned for "Additional Mods", when I have the time Same problem as with Tantares, but less priority, because at the moment there is at least some selection of cockpits, but essentially very few non-shuttle space pods. Additional Mods Category This category in the OP is the new focus for mod support after KSPI. Imho the SETI core is strong enough (indicated by scratching the RAM limit) and it is more time efficient to remove the worst inconsistencies, than to fully rebalance everything. Going this route allows for more mod diversity and greater general compatibility at the price of some consistency. The focus of those rougher "integrations", will be 1. EC balance, to allow them to work within the SETI EC framework using BackgroundProcessing 2. Reaction wheels, which are usually off by a factor of 10 or so compared to SETI 3. Rough edges, like drastic mass or thrust balance issues Names and costs are not the focus, especially the first one gets a bit tiresome. I kind of lack the motivation to mob up after mods, which fail to use a halfway player friendly naming scheme. SETI-Guide That is one of the areas where I will put more effort into. While the SETI-BalanceMod brings the modded gameplay into some better shape, the documentation is still a problem. There are very good guides for RemoteTech and FAR, and Kolonization should get better with RoverDudes rework and the increase effort which goes into the documentation. But for other aspects, like TAC LifeSupport recycling, it looks very challenging to people who did not "grow with the mods" or are fast adapters. I can not replace a full guide, but I already started making much better descriptions for TAC Life Support recyclers in game and I believe something like an overview would already help tremendously in most cases.
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First I want to thank twitch streamer "tommyterrific22", who uses the SETI-BalanceMod for his sandbox game. At the moment he is assembling a Jool/Laythe mission craft in LKO. New Version 0.8.7 IMPORTANT: This patch mainly provides fixes for the massive 0.8.6 changes, so take a look at that changelog ContractConfigurator will be updated and many SETI-Contracts had to be adjusted, please report any issues in the SETI-thread CKAN has problems with updating dependencies like BackgroundProcessing from the last update So please uninstall and then reinstall SETI via CKAN to avoid this problem Thank you Dazpoet for the workaround! IMPORTANT: Reintroduced & New Parts, updated AutoPruner file Please unprune with the old SETI-AutoPruner file and then prune again with the new file Reintroduced the stock KSP Stack Decoupler, until Command Pods have proper fairings New Procedural KAS Tank, TankTypeOptions for LFO, liquidFuel, Monoprop and Karbonite TwitchStreamers Thank you to twitch streamer "SmeggCo", who is doing a career game with the SETI-BalanceMod! Thank you to twitch streamer "tommyterrific22", who is launching a sandbox Jool mission with the SETI-BalanceMod! Extended Mod Support Mk2 Essentials Rebalances & Adjustments Shuffled around many Mk2 parts in the tech tree Added TweakScale Support to Karbonite landing frames SpotLights ligther and cheaper, Mk1 requires much more energy Name of Karbonite Radial Lander Leg changed to Lander Leg, radial Names of Mobility Enhancers changed, so all of them start with "Mobility Enhancer" Naming scheme applied to Parachutes, in case RealChutes is not installed Minor Changes and Fixes Fixed several Karbonite air breather engine configs, since RoverDude used MM modding incompatible code Fixed Batteries (Z-100 and Z-400), they were not updated if Ven's StockPartRevamp was not installed Fixed Rovemate EC storage and HeavyDutyCommandSeat EC storage Fixed Universal Storage Z-800 Battery Fixed SETI Mun Probe ComSat craft file Removed Karbonite Boosters, which were forgotten, updated AutoPruner file
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Hey, I m wondering if the HasCrew parameter works for your contracts? Since I have to rewrite my contracts to prepare for CC 1.0, I tested a manned mission with a probe, and it completed without complaining about the lack of crew. Wrote a report in the CC thread, do you experience the same issue? Otherwise it might just be my coding...
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[1.5.x]Dr. Jet's Chop Shop v0.11.4.3 (20.10.2018)
Yemo replied to Dr. Jet's topic in KSP1 Mod Releases
Are there any planned updates to this great pack? As far as I can tell, it works for 0.90. Is there any way to improve the dual axis tracking solar panels? It looks a bit weird when clicking the activate in the wrong order and it is not so intuitive to reset. But the concept is great and it would imho make a great addition to the SETI-BalanceMod supported mods (link in my signature).