Jump to content

Yemo

Members
  • Posts

    1,486
  • Joined

  • Last visited

Everything posted by Yemo

  1. Will test it later, but I cant see any reason why it should not work. Hopefully the KAX/USI firespitter issue gets resolved, would like to use that internal cockpit view with a prop:cool:. Great work! Thank you very much! It replaces the stock starting contracts (launch, altitudes, space, orbit). Squad made the other progression contracts non-moddable and I can only deactivate them together. Until my contract tree is in a more finished state, I therefor decided to leave the stock contracts in game. Note however that the science gain from every contract is drastically reduced anyway, so the effect on science progression is marginal. Great, it is also very easily implementable, so it will be part of 0.7.5. It does not specifically support any KSPI yet. However it supports the Community TechTree. Therefor you might want to take a look at the KSPI 0.90 Extended Configuration by FreeThinker, which also supports the CTT thanks to Olympic1. So that would probably be your best bet at the moment. If you try that, I would like to hear about your experience/issues, since it is planned to "integrate" the SETI-BalanceMod with the CTT config of FreeThinkers KSPI Near Future integration at some time...
  2. Wow, that is some fast patching. Thank you very much for the great support! Since other tech tree mods which start unmanned face problems with the altitude contracts as well, I just released replacements, based on the ones I use for the SETI-BalanceMod, for use with other TechTree mods. The licensing is very open, if other mods want to redistribute them... Initial Contracts InitialContracts replaces the buggy/annoying stock starting contracts with 3 similar ones, which can be completed by manned and unmanned craft. Thus the mods contracts are especially useful for TechTrees which start unmanned and may be redistributed with them. They are based on the SETI-Contracts but more balanced for stock. InitialContracts Link The mod Contract Configurator by nightingale is required to use the configs. These Contract Configurator configs by nightingale and Yemo are based upon the general contracts of the SETI-BalanceMod. License: You may do what you want (change, expand, mix, redistribute as part of a larger package etc.), as long as you provide the source (eg. SETI-BalanceMod with link) and credit for previous authors (eg. nightingale and Yemo) within the file(s) and at the reference locations (forum thread and download site). Hence you can just redistribute this file along with eg a tech tree mod under any (even a very restrictive) license as long as you give credit in the form mentioned above.
  3. Hey, I m the author of the SETI-BalanceMod (link in signature). Since my mod starts unmanned, I faced the issue that altitude contracts could only be completed by manned vessels, until making configs for the Contract Configurator mod by nightingale. I just released replacements for the buggy stock starting contracts, based on the ones I use for the SETI-BalanceMod, for use with other TechTree mods: Initial Contracts InitialContracts replaces the buggy/annoying stock starting contracts with 3 similar ones, which can be completed by manned and unmanned craft. Thus the mods contracts are especially useful for TechTrees which start unmanned and may be redistributed with them. They are based on the SETI-Contracts but more balanced for stock. InitialContracts Link The mod Contract Configurator by nightingale is required to use the configs. These Contract Configurator configs by nightingale and Yemo are based upon the general contracts of the SETI-BalanceMod. License: You may do what you want (change, expand, mix, redistribute as part of a larger package etc.), as long as you provide the source (eg. SETI-BalanceMod with link) and credit for previous authors (eg. nightingale and Yemo) within the file(s) and at the reference locations (forum thread and download site). Hence you can just redistribute this file along with eg a tech tree mod under any (even a very restrictive) license as long as you give credit in the form mentioned above.
  4. Hey, I m the author of the SETI-BalanceMod (link in signature). Since my mod starts unmanned, I faced the issue that altitude contracts could only be completed by manned vessels, until making configs for the Contract Configurator mod by nightingale. I just released replacements for the buggy stock starting contracts, based on the ones I use for the SETI-BalanceMod, for use with other TechTree mods: Initial Contracts InitialContracts replaces the buggy/annoying stock starting contracts with 3 similar ones, which can be completed by manned and unmanned craft. Thus the mods contracts are especially useful for TechTrees which start unmanned and may be redistributed with them. They are based on the SETI-Contracts but more balanced for stock. InitialContracts Link The mod Contract Configurator by nightingale is required to use the configs. These Contract Configurator configs by nightingale and Yemo are based upon the general contracts of the SETI-BalanceMod. License: You may do what you want (change, expand, mix, redistribute as part of a larger package etc.), as long as you provide the source (eg. SETI-BalanceMod with link) and credit for previous authors (eg. nightingale and Yemo) within the file(s) and at the reference locations (forum thread and download site). Hence you can just redistribute this file along with eg a tech tree mod under any (even a very restrictive) license as long as you give credit in the form mentioned above.
  5. Hey, I m the author of the SETI-BalanceMod (link in signature). Since my mod starts unmanned, I faced the issue that altitude contracts could only be completed by manned vessels, until making configs for the Contract Configurator mod by nightingale. I just released replacements for the buggy stock starting contracts, based on the ones I use for the SETI-BalanceMod, for use with other TechTree mods: Initial Contracts InitialContracts replaces the buggy/annoying stock starting contracts with 3 similar ones, which can be completed by manned and unmanned craft. Thus the mods contracts are especially useful for TechTrees which start unmanned and may be redistributed with them. They are based on the SETI-Contracts but more balanced for stock. InitialContracts Link The mod Contract Configurator by nightingale is required to use the configs. These Contract Configurator configs by nightingale and Yemo are based upon the general contracts of the SETI-BalanceMod. License: You may do what you want (change, expand, mix, redistribute as part of a larger package etc.), as long as you provide the source (eg. SETI-BalanceMod with link) and credit for previous authors (eg. nightingale and Yemo) within the file(s) and at the reference locations (forum thread and download site). Hence you can just redistribute this file along with eg a tech tree mod under any (even a very restrictive) license as long as you give credit in the form mentioned above.
  6. Will take a look at BetterBuoyancy! KAX looks very interesting. However it seems to use a customized firespitter.dll, which might conflict with the customized firespitter.dll used by RoverDude. That is always the problem if people start to customize commonly used dll files... I m not sure there is (enough of) an effort to come up with a general firespitter.dll again and that can really affect compatibility. I will probably raise this issue tomorrow in the respecitve threads and continue from there. The hybrid booster is an interesting concept which could fill a niche. With FAR, I had the issue of reaching the 18km survey contracts using a basic jet plane. I strapped 2 boosters to the "Advanced Plane", which is part of the SETI-Craft files, to reach the 18km demanded by many contracts. However the solids were only useable once and often had too much power. I could retain a very high altitude after using them, but often not quite enough, needing another smaller set of solids... The hybrid boosters could nicely fill that usability gap, among others... Btw, the Landertron mod uses something like replenishable solid boosters, filling the other niche. I just released a very small Spin-Off mod, intended to help other unmanned TechTree mods. They idea came to mind when ghimb2000 reported another that a post in another TechTree mod reported issues with the 5000m altitude contract, the same issues SETI-BalanceMod had due to starting with probes and the bugs in the stock altitude contracts. Thank you ghimb2000! Initial Contracts InitialContracts replaces the buggy/annoying stock starting contracts with 3 similar ones, which can be completed by manned and unmanned craft. Thus the mods contracts are especially useful for TechTrees which start unmanned and may be redistributed with them. They are based on the SETI-Contracts but more balanced for stock. Download Link also in the Contract section of the OP. The mod Contract Configurator by nightingale is required to use the configs. These Contract Configurator configs by nightingale and Yemo are based upon the general contracts of the SETI-BalanceMod. License: You may do what you want (change, expand, mix, redistribute as part of a larger package etc.), as long as you provide the source (eg. SETI-BalanceMod with link) and credit for previous authors (eg. nightingale and Yemo) within the file(s) and at the reference locations (forum thread and download site). Hence you can just redistribute this file along with eg a tech tree mod under any (even a very restrictive) license as long as you give credit in the form mentioned above.
  7. Thank you both, that is indeed a great way to balance the solar panels. And thank you for the AutoPruner config, will try to include it and the solar panel change for the next update. Added ATM to the recommended mods! You are welcome! Those are some great pictures. While reading about the HECS-III, that reminds me about the 3km RemoteTech Omni Antenna. I think it might be reasonable to make the 3km omni available to all but the initial HECS core without tech unlock. The gameplay effect would be minimal in terms of progression (since 3km is not much), but would help for smaller annnoying docking/rover/emergency operations given the 2 kerbal command requirement from a few patches ago. The pictures also remind me, that I wanted to improve my "showcase/guide" second post ...
  8. Hey, I m the author of the SETI-BalanceMod (link in signature). Your workshop for KAS parts looks very useful, and I m planning to support it in one of the next updates. I m also planning on making something like procedural KAS tanks (based on ProceduralParts) for carrying around resources and attaching them to already built vessels/rovers. It there a way you could allow users of your workshop to have access to some of the VAB right click options for the parts to build? The procedural KAS parts would be fixed in size (and thus usage of KAS space) but users would need to select the various TANK_TYPE_OPTION of the MODULE[TankContentSwitcher] to select for what resources they want to build the portable tank. Eg they want to have a liquid fuel tank for liquid fuel and oxydizer. They would thus select the new Procedural KAS Liquid Tank (which is based upon the Procedural Liquid Tank, but with fixed dimensions) and would then select the tank type option "Mixed". Choosing a particular texture would be nice, but my primary concern is with functionality. Thank you very much for the great mod and your help!
  9. Imho it would not be a redundance but a meaningful choice between an effective station lab, weighing 10 tons and needing 3 kerbals, and a more mobile and thus more efficient but overall less effective (lower transmit value) 3.5ton, 2 kerbal mobile science lab. Eg for biome hopping right now, players just strap a mobile processing lab to their Jool mothership and move around with it. If the 10 ton lab has a higher effectiveness, they might be tempted to alternatively build a space station in Jool orbit as a base for biome hopping around the Jool system. It maybe encourages more big station building. If they ferry 10 tons anyway, it is not so much more effort to strap other stuff on the station as well, decreasing the relative marginal costs for station upgrades.
  10. That is a fantastic suggestion! I did not know about AutoPruner, will take a closer look! May I redistribute your file with the SETI-BalanceMod? Of course full credit given. Thank you very much. Contract editing is rather new to me, so I needed some learning and testing time. But with the great wiki and support from nightingale and the bug reports here it goes much faster now. Until I reach the more complex contracts, eg for habitats and bases in phase 8 . The solar panels were bugging me because there is no real balancing between shrouded and unshrouded. The former are much lighter without practical drawbacks. Since I now even moved them ahead in the tech tree, and I was working on KAS support anyway, I thought I found a way to balance them... But given the problem you mentioned before, I will probably leave them unbalanced for now and revisit the issue later on when other solar panels might be introduced (BoxSat, KSPI...) and I have to work on balancing them anyway. Contract Configurator missions for supported mods should work fine in general. RemoteTech ones should be better supported now, with the earlier solar panels (since they do no accept the alkaline fuel cells as permanent power sources). While I did not test the easter egg one yet, I can not think of special problems with the SETI-BalanceMod. I consider ContractConfigurator itself to be fully supported and fixing possible issues with the contracts by nightingale will be very high on my priority list.
  11. Unfortunately that seems to be the case. I m sorry for not mentioning that or including a workaround. It also seems to be unreverseable. Sorry for messing this up! If you send me your savegame and names of the vessels including the KAS containers and how many Panels of which type you lost, I can edit the shrouded ones back in... - - - Updated - - - Released a HOTFIX 0.7.4.1 and gave the Solar Panels KAS support again... Hopefully not too many Panels in containers were removed...
  12. You are welcome! Thank you for the great support. Thank you. I ll take a look at BoxSat, however it will most likely happen after 0.8.0. Too much to do, too little time ;-). New Version 0.7.4 Contracts New progression contracts, please take a look at the contracts section in the SETI-BalanceMod OP Orbit around Kerbin contract requirements changed to be more robust (no parameter changes) Manned Kerbin Orbital Rendezvous (Docking) expanded Rebalances and Adjustments Stock Mobile Processing Lab renamed and vessel type changed to "station" to be eligible for station contracts Earlier Solar Panels, more in line with historical progression (eg Soyuz) Drastically lowered min dimension limits for many procedural parts SRB @ basicRocketry has higher volume limit for non-FAR 18km altitude contract (wrong limit in 0.7.3) KAS support Removed KAS support for unshrouded panels (the lighter ones, which are now available earlier) Added KAS support for B9 Omni Lights Added KAS support for Reflectron DP-10 from RemoteTech Added KAS support for AR-202 from MechJeb Minor Changes and Fixes
  13. That is an ingenious idea! It is really amazing what this community comes up with to navigate through some of the "quick and dirty" implementations of KSP.
  14. Just released the new update 0.7.3 of my SETI-BalanceMod, recommending Ship Manifest! Thank you very much for the great update!
  15. So, new version. The StationScience issue was entirely on my part. I misinterpreted the Debug log. It should be fixed now. The reach space contract parameter was replaced by a simple reach altitude parameter, which worked fine when I tested it, probably a bug from the Squad progression parameter. Error throwing is now dealt with, I simply replaced the partValidation for ModuleParachute with ones searching for the 2 early stock parachute parts. The RealChute module partValidation replaces the previous 2 validations by an mm config, if RealChute is present. Also, the updated Ship Manifest is supported, it is a really great improvement of comfort and gameplay mechanics! New Version 0.7.3 Extended Mod Support Ship Manifest Bug Fixes Deletion of the module manager cache and the old SETI folder is recommended Reach space contract fixed Station Science laboratory fixed (right click bug) Exception error throwing in start screen fixed (workaround implemented) Some Sample Craft fixed (Advanced Jet and minMods Manned High Altitude Rocket) Rebalances and Adjustments SRB @ basicRocketry now has higher volume limit for non-FAR 18km altitude contract
  16. In both of the above cases it is throwing "[Exception]: NullReferenceException: Object reference not set to an instance of an object". If I use partModule = RealChuteModule instead of my @partModule = ReachChuteModule, it starts throwing errors both with RealChute and without RealChute. So I guess there seems to be something wrong with the "partModule = ModuleParachute" partValidation? - - - Updated - - - Since I have to release a patch anyway, for the StationScience issue, I can just set the reach space contract to 70km reach state and deactivate the partValidation for the ModuleParachute for the moment. It is not that crucial for the progression.
  17. The last post was a false alarm. I misinterpreted the debug message. The actual problem was introduced by myself by copying the ModuleScienceLab module config from the stock mobile science bay. In this config the varialbe containerModuleIndex = 0 refers to the science science container in the stock lab, which is at index 0. In your large TH-NKR, the science container is at index 1, which caused the problem. I corrected that in my mm config. The suggestion to include a the ModuleScienceLab into your config is unaffected, the following should work if you put it at the end of the modules list: MODULE { name = ModuleScienceLab containerModuleIndex = 1 dataTransmissionBoost = 1.25 crewsRequired = 3 canResetConnectedModules = True canResetNearbyModules = True interactionRange = 5 RESOURCE_PROCESS { name = ElectricCharge amount = 15 } } The config above is now more in line with the stock mobile science bay (which gives a transmisison boost of 1.15 compared to 1.25 suggested above, and requires 10 compared to the 15 electric charge.
  18. The 100 exceptions per second in the start screen seem to be caused by a part validation parameter of 2 of the contracts. Once in an actual game/save, there are not more exceptions thrown according to the ExceptionDetector plugin. Also if you leave game and return to the start screen, no exceptions are thrown. That is the code I used in 0.7.2: PARAMETER { name = PartValidation type = PartValidation partModule = ModuleParachute partModule = RealChuteModule minCount = 0 maxCount = 0 } It throws start screen exceptions when fully modded (RealChute is installed), but none for minimal mods (if RealChute is not installed). I splitted it up into a standard config and an mm statement in case RealChute is installed: PARAMETER { name = PartValidation type = PartValidation //Stock parachute module partModule = ModuleParachute minCount = 0 maxCount = 0 } Checks for real chute install and replaces ModuleParachute with RealChuteModule: PARAMETER @CONTRACT_TYPE[KerbinLanding]:FOR[SETI]:NEEDS[RealChute] { @PARAMETER[AltKerbinSeqNode] { @PARAMETER[AltKerbin] { @PARAMETER[PartValidation] { @partModule = RealChuteModule } } } } That combination throws exceptions for minimal mods (if RealChute is not installed), but none when fully modded (RealChute is installed). So just the other way around.
  19. sfharris posted that a few pages ago for the liquid fuel procedural part, I assumed it would be integrated? - - - Updated - - - Also, Atrius129 got the info about the MKS/OKS storage density, so that might be coming up as well.
  20. The workshop sounds like a great idea! There was a mod which allows a small workshop to build individual KAS parts, which is great for maintenance and replacing the odd solar panel/tube: http://forum.kerbalspaceprogram.com/threads/108234 Something like a 3 workshop approach/combination would be great. The EPL for vessels, your WetWorkshop for main/various parts and the small more portable OSE Workshop for KAS parts.
  21. Thank you for the plugin suggestion, it seems very handy. I will investigate the exceptions. For me it only seemst to throw them in the start menu, not when actually playing the game. In its thread I read that this is not the only time something like this happens, so I will try to narrow it down and investigate. Thank you very much. I m not certain that thats the problem, but in my experience 0.90 seems to have quite some quick and dirty implementations, which throw problems when used in a non stock way. - - - Updated - - - Yes, definately. I m not sure how RSS configures that, since other contracts use altitudes as well. Maybe they have an algorithm that searches for altitude and multiplies the values by a certain factor?
  22. Hey, I m the author of the SETI-BalanceMod. It looks like StationScience uses the index of the modules to refer to them in the dll, instead of the name. The problem seems to be, that I added a module to the TH-NKR using "insert" from modulemanager (the module that boosts transmission efficiency, like the stock mobile science lab), and that this module is not (as written in the modulemanager documentation) added to the end of the list, but at the front, thus screwing with the indexing. Is there any chance you could use the module name instead of the index for reference? That would be great! I could work around the indexing and specify where the extra module should be placed, but then other mod authors would run into the same trouble in the future. edit: Alternatively, you may consider adding the module to your part, it would fit nicely. The module is currently balanced to be a larger mobile science lab, heavier, requires more kerbals, but gives a higher transmission boost. The dataTransmissionBoost is however balanced for SETI (where the stock mobile science lab provides a 2.5 boost). If you want to balance it for stock, I could then simply change this value per modulemanager edit (@), which should not result in ordering problems. MODULE { name = ModuleScienceLab containerModuleIndex = 0 dataTransmissionBoost = 3.00 crewsRequired = 3 canResetConnectedModules = True canResetNearbyModules = True interactionRange = 10 RESOURCE_PROCESS { name = ElectricCharge amount = 60 } } Thank you very much!
  23. I havent tried it, but from a first glance it is rather unlikely. I ll have to take a closer look, but I havent read about how it starts (probes?) and progresses in detail. I m also not sure which configs have priority/how it integrates specifically. Some areas are certainly different, eg with B9ProceduralParts, I do not have any wing progression in the SETI-BalanceMod anymore, while the Adios Tech Tree seems to have multiple nodes for wings alone. With the bug reports here and the work on Ka/MKS/OKS integration, it will take a while until I can take a closer look. I will try to replace the "ReachSpace" parameter with a generic "ReachState" and "altitude = 70000" parameter. It might just be another bug in the stock games progression parameters... It looks like StationScience uses the index of the modules to refer to them in the dll, instead of the name. That is kind of the worst thing for compatibility with modulemanager edits. The problem seems to be, that I added a module to the TH-NKR (the one that boosts transmission efficiency), and that this module is not (as written in the modulemanager documentation) added to the end of the list, but at the front, thus screwing with the indexing... The issue over there is likely related to the buggy stock altitude contracts, which have to be completed with a manned vessel, although no indication of that restriction is given in the contract description. This was one of the original reasons, why I started using the contract configurator. Since his tech tree start with probes as well, I will talk to him about using the SETI starting contracts.
  24. Is there any chance of including the Karbonite config within the next days? Otherwise I will just include it for procedural parts in my SETI-BalanceMod (link in signature), assuming sfharris has no objections to this. @Atrius129: About the densities, I would just make an educated guess roughly based on the MKS/OKS storage. It does not seem like Roverdude has noticed the question in the MKS/OKS thread. I will ask there again, but I doubt I get an answer considering the pace of RoverDudes threads. Easy to miss stuff there and bugfixing is a priority, compared to compatibility/requests.
  25. Those parts look great! As the other of the SETI-BalanceMod (link in signature), it is however quite a huge part catalog. So it would be really nice if you could rename the title of all those parts to follow a naming scheme. That would greatly increase the "findability" of the parts. Interestingly, the folders already follow a great naming scheme. If you do not have the time for renaming, I could do the copy pasting for the current part files (if you are not working on the already released packs at the moment). That would make those parts much easier to use, especially combined with other catalog intensive mods.
×
×
  • Create New...