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KSP2 Release Notes
Everything posted by Yemo
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This is a placeholder for releasing a mod later this evening. The mod is currently in dev section and I will need an additional post for documentation and stuff, so please do not reply to this thread at the moment! Thank you very much! edit: Sorry, I have no idea how long I have to wait until I can make that second post without getting the "first post updated" (if you know, please write me a pm).
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Stability between two or more crafts while docked?
Yemo replied to Toastedbuns's topic in KSP1 Mods Discussions
Active Struts, you can set the Autostrutter part up to connect as soon as you dock the vessel. They are also KAS compatible and supported by the SETI-BalanceMod (link in my signature). -
All credit goes to Olympic1, I just copy pasted! If you want to do it yourself (eg when you permanently only want to use specific parts from mods and writing a config is easier than deleting for every update): For disabling the 200 charge battery bank, you only need to find out its name from within the part file (eg: "batteryBank") and then put it into a ModuleManager config statement. I was shocked that it was so straight forward ;-). !PART[batteryBank] {} There seem to be some leftovers from a dev version of the originally planned 0.7.0 (which was scheduled to be the "UmbraSpaceIndustries update"). While I do not support the SoundingRockets at this time, there is no reason to specifically exclude them in a release version. To reactivate them, please go to the SETI\MM-UnusedParts folder and delete the "Umbra" files, they will be replaced by blank files in 0.7.1 (until USI/Karbonite/MKS/OKS are ready to be supported). Thank you for pointing me to this oversight! Honestly I wondered that myself when I started this mod. With all the other issues and incompatibilities around, I didnt prioritize changing it and then it just didnt come up again. So at the moment, they just have the original Procedural Parts values. I will take a look at them for 0.7.1, which may become the "release" version. Thank you for bringing this up!
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Given the state of the mod and the external delays for Karbonite and MKS/OKS, I decided to release v0.7.0 without them. Also, I plan to move the SETI BalanceMod towards the release forum within the next days. New Version 0.7.0 Unused Parts now excluded from loading Based on the Suggestion and Code by Olympic1 No changes to the mod folders are necessary (no deletions), thus easier to update to new versions of mods If excluded parts are still used on active vessels, compatibility files are available New Dependency: B9 Aerospace Procedural Parts Except for AV-R8 Winglet and Swept Wing, all aircraft surfaces are discontinued The old surfaces are shifted towards Experimental Motors, so active craft can still use those parts This passive support for old surfaces will continue until version 0.9 (2 versions ahead) From 0.9 onwards, the compatibility file has to be used for those surfaces/wings/elevons New Dependency: Contract Configurator New altitude contract compared to 6.4 Rebalanced early contracts CommunityTechTree adjustments Increased the science costs for enhancedSurvivability and recycling to 90 Extended Mod Support Active Struts Remote Tech XF (listed under phase4 because it is a tweak for RemoteTech) Adjustments and Renaming/Ordering Universal Storage Decoupler: Small shifted back to generalRocketry Micro Landing Struts shifted back to landing RealChute Radial Chute shifted back to survivability, RealChute entry costs adjusted Procedural Liquid Fuel Cone renamed ("0" group) and shifted to basicRocketry TT-18A Launch Enhancer, radial decouplers with prefix "0" Fuel Line and Struts now have prefix "0" Intakes with and without fuel renamed to start with "Intake" Cheaper XM-50 Radial Intake Deadly Reentry special UP-25 Decoupler now starts with "DR: Decoupler" Deadly Reentry Heat Shields now starts with "DR: Heat Shield" Minor Changes and Fixes .
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This is an awesome idea and would greatly benefit the balance of the game. It would go in the direction of depreciating marginal returns, like in every innovation/evolution driven scenario. The first mun surface samples should yield high returns, but every additional sample contains an amount of repeated information. So that at some point, it is more efficient to go to a more distant location (another planet) to get results. Translated to gameplay mechanics, the science cap per body would be much closer to this than the current 5th biome yields same returns as 1st biome.
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Yemo replied to nightingale's topic in KSP1 Mod Releases
While making new contracts, I have 2 obstacles I m unable to tackle. 1. How do I "activate" a contract using module manager? I want to make a contract system with different branches. And I want to be able to "activate" a branch based on the availability of a mod, or a combination of mods. Other mods should also be able to activate branches for themselves. Is there something like an activation dummy variable I can include in contracts? eg CONTRACT_TYPE { name = contract1 active = 0 } That would mean, that contract1 is dormant. Then I could make a mm config file which contains something like: @CONTRACT_TYPE[contract1]:NEEDS[mod1] { @active = 1 } Which would activate contract1 if mod1 is present. Other mods could activate the contract themselves as well. 2. How do I implement a condition/parameter for unharmed return of Kerbals? Basically I only want to see the contract fulfilled, if the Kerbals aboard the contract fulfilling craft are returned/recovered on Kerbin. Thank you for your help!- 5,219 replies
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Yemo replied to bac9's topic in KSP1 Mod Development
With squad rushing 1.0 so much, that they introduce a feature like aerodynamics for the release version, instead of alpha or beta after being 3 years in alpha, I doubt any bug fixing/modding support will come in the reasonably near future, quite the contrary... Anyway, I think I just use b9procedural and direct the KSP related issues to the squad support... One more issue, though. The part description still mentions G as the customization key, instead of J which is used at the moment. -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Yemo replied to bac9's topic in KSP1 Mod Development
Hm, ok, with the distinct unmoddability of the building restrictions, that is a real problem. Also, I did the screenshots with 0.30. The surfaces seem to be very white. I also cant seem to change the surface material anymore, neither top nor bottom. -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Yemo replied to bac9's topic in KSP1 Mod Development
The starting wing size is 4m length, that seems to interfere with the value considered by the info panel (unubgrades SPH allow only for 15m width craft). I cant tell the poeple playing my mod, that they have to work around something like that. I need to change the default 4m length to something like 1m per modulemanager config, so it is set for everyone using B9procedural with my mod. How can I do that? As the 2 pictures show, the first narrow craft (4 times 0.25m procedural wings) is considered to be 10.8m wide, the second wide craft (one 4m procedural wing) is considered to be 9.3m wide by the info panel, and thus relevant for building restrictions: -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Yemo replied to bac9's topic in KSP1 Mod Development
Ah, ok. I found another problem: When starting a new career (unupgraded SPH), the width restriction (15m) seems to be based on the default wing form. I use a basic 1.25m fuselag, attach a 3m wing to it (with control surfaces at the back), then a 1.5m wingtip. This should give a total width of 10.25m, but the SPH info panel (with the building restrictions) shows a width of 15.3m (most likely rounded up from 15.25m). That 15.3m does not increase, if I set the length of the wingtips to 4m, instead of 1.5m. Only if I go beyond 4m, the total shown width increases. I plan to use B9procedural in my SETI-BalanceMod from the beginning, so this is a major issue for career compatibility. edit: How do I change the default part size to avoid/minimize this issue? -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Yemo replied to bac9's topic in KSP1 Mod Development
How about making this togglable instead of autodetect? If autodection is faulty due to KSP restrictions, but Shuttles are naturally used in the VAB, then autodetecting "uppper/lower" side is inferior in functionality to manual control. You could use something like a default lower/upper side, which matches the likely attachment side of the wing based on the initial SPH loading camera angle. And then the toggle function in the right click context menu. -
I added Active Struts and RemoteTech XF to the phase 4 supported mods. There were no changes to threm, I just checked if they worked. They kind of fit there, because Active Struts is often used as struts with KAS function and RemoteTech XF is an addon to RemoteTech. Since there is no visible movement at the procedural karbonite tank and multipurpose OKS front, I consider releasing SETI as 0.7 without them. The release forum has much higher visibility, thus more potential SETI users, thus more bug reports/suggestions/feedback.
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Hey, that is a great idea. RemoteTech is realistically unforgiving, but without the real life algorithms/procedures to deal with that. When confronted with such dilemmas, as the author of the SETI-BalanceMod I tend to balance realistic gameplay restrictions (like not having fall back procedures, like energy savings) with realism restrictions (like the ability to turn batteries on and off without connection) to keep the game fun. This mod fits nicely in that scheme. While you are at it, have you considered setting the default signal delay to false in the options? That would essentially go in the same direction, preferring gameplay usability (of probes) over total realism. And people could turn it on, if they want the hardcore experience (in which case, they would probably not download RT-XF in the first place).
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The SETI-BalanceMod (link in signature) starts with probes, continues with manned atmospheric flight and/or better probes and only then progresses with manned space flight. It offers meaningful choices even in the beginning, and specifically supports lots of other gameplay mods, while every mod for stock should work in general.
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@Olympic1: That is a great help! May I include those codes into the next SETI version (of course full credits given)?
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Better than starting manned does not work with many other mods. I suggest you start with the SETI-BalanceMod (link in my signature) and the mods listed under INSTALL and STATUS. That should be plenty for a start. If you want to roleplay it, Wanderfound already suggested KCT, which should work well with SETI. Then you can add more CTT/stock compatible mods, like procedural dynamics and B9 if you are into aircraft.
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As the author of the SETI-BalanceMod (link in signature), I m happy to announce CTT compatibility for my mod!
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@PeterPan: You are welcome! @The amazing Catstronaut!: Thank you! Due to my rl contraints for the next weeks and squads (imho rushed/stupid/premature) decision to publish the next version as 1.0 with the announced/expected rebalances/lack of modding support, I will most likely call Phase 7 the release version of SETI. ---------------------------------- edit: I can add new stuff in a release version as a mod author (and even that feels wrong), but adding something like aerodynamics in a release version of a game that has been in alpha for years makes no sense at all. And not making the building upgrades moddable the version before release for a game that depends so much on mods makes no sense. And then instead of balancing stuff in beta (thus before release), hunting bugs and making eg the buildings moddable, squad adds massive new features for launch??? W T F, this looks like something EA would do, a recipe for disaster for no reason at all... ---------------------------------- After the "warnings" of SETI have been dealt with (altitude contracts, special compatibility file and so on), phase 7 now only depends on external factors. First the release of a procedural karbonite tank by the procedural parts team and second the next release of the multipurpose colony modules by angel125. Phase 8 is very uncertain, both in terms of time and content (the listed mods are under phase 8+). But because I use the CTT anyway (which contains all the nodes from the stock tech tree), all mods for the stock tree should work in general. Some parts may be available at the wrong time or with some unbalanced properties, but that should only be a minor issue. For example I use the USI Survivability Pack by RoverDude, although I did not have the time so far to fully balance it and thus "support" it officially.
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Looks like "procedural dynamics" for the wings. For rockets, there is also "procedural parts". If you generally prefer procedural construction, you may want to take a look at my SETI-BalanceMod (link in signature). The first post also contains a mod list, which might provide you with inspiration regardless of of the SETI mod.
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@JWS: Thank you! I looked at the fuel cell problem but was not able to find a readily implementable solution. Thus I shifted the basic solar panels back to electrics in 0.6.4. @PeterPan: Thanks! I use the TAC life support mainly for three reasons: 1. There are procedural tanks for TAC ls readily available. 2. It works well with the other mods I currently support (Universal Storage) and those I plan to support in the near future (like OKS/MKS). 3. TAC imho finds a good balance between complexity and ease of use (when used with procedural parts). Afaik, IFI life support lacks the first two, though I do not see a reason why it should not work already, if you prefer it. About TAC being complicated, I think it looks complicated at first. To meet life support requirements, you essentially only need one procedural life support container and adjust its size (this covers food, water and oxygen in the right relative amounts) depending on mission (the duration of the supply can easily be seen in the TAC helper window in the VAB) and then make sure you have enough electricity. And electricity can be provided by solar or fuel cells. One kerbal needs about 0.037 energy per second (thus 2.22 per minute or 800 per day). New Version 0.6.4 New Dependency: Contract Configurator Soft dependency for now, will be hard dependency for next major version Testing replacements of buggy and annoying stock starting contracts Taking a look at other contract packs is recommended (eg. SCANsat, RemoteTech) Updated Rocket and Orbiter craft files for new contracts Rebalances and Adjustments Procedural Parts and Fairings max temperatures adjusted for DeadlyReentry Solar Panels again available at electrics, due to power source bug in satellite contracts (not SETI/ContractConfigurator related) OKTO2 and QBE probe cores now have the comfort SAS functions of OKTO and Stayputnik (long term usability traded for short term progression feeling) RealChute Radial Chute now appropriate max drag and KAS compatible, normal radial chute now uses 10 KAS Storage Adjustments for next SCANsat version Minor Changes and Fixes
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Contract Packs for Contract Configurator - General Thread
Yemo replied to nightingale's topic in KSP1 Mod Development
When I left out the minCrew value for the unmanned contract and launched a probe to complete the contract, it never registered that the vessel was unmanned. - - - Updated - - - The error went away and the contract now shows up, but not at once. When I returned to KSC after the landing/mission (which was some time after I completed the contract on the way up), I did not find the contract in mission control. Only a little later (after opening debug menu and so on), it showed up. So the basic issue is resolved, but regular players would probably not check back if they dont find the contract right away. Thank you for your help, I ll now procede to make contracts! -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Yemo replied to Ven's topic in KSP1 Mod Development
Hi, I m the author of the SETI-BalanceMod (link in signature). I would really like to make your mod compatible. My mod uses procedural parts in general and the procedural heat shield in particular. The integrated heat shields only save 1 part, for the gameplay loss of being able to configure the vessel to the needs of the player. Most missions/vessels do not need heat shields. All the ablative shielding is thus massive dead weight on one of the most used parts. If I use a shuttle to ferry my crews into orbit and the Mk 1-2 pod for larger interplanetary transfer craft, a heat shield makes no sense. The stock part had a hatch, and if I wanted, I could put a heat shield on. Now even extending this to a part which did not suffer from streamlining (ie funneling the players into a particular playstyle/part usage) before, does not seem to be benefitial to the gameplay experience. Imho mods should not decrease modularity, if they dont aim for total conversion. Yours is a great mod, please reconsider this. -
Contract Packs for Contract Configurator - General Thread
Yemo replied to nightingale's topic in KSP1 Mod Development
Hello, I m trying to replace the stock altitude contracts with different ones. The idea is, that you first complete the umanned altitude contract and then the manned altitude contract gets offered. Unfortunately, this does not work, the manned altitude contract does not show up: I m trying to introduce the variable "unmannedProgression" with the value 2, when the first contract is completed and then check on its value as a requirement for the second contract. I find this error message in the log: [Exception]: KeyNotFoundException: The given key was not present in the dictionary. Thank you for your help! //---Probe 18km---\\ CONTRACT_TYPE { name = UnmannedAltitude18km title = Unmanned altitude record of 18km. description = While the lower atmosphere is now widely used for the rapid transportation of kerbals, mail and other goods, the higher levels have only been visited by hot-air balloons. This is your chance to set a new record for rocket-propelled craft. synopsis = We want you to launch a probe to an altitude of at least 18,000m. completedMessage = You have reached 18km, we congratulate you on this new unmanned altitude record! agent = Kerbin World-Firsts Record-Keeping Society minExpiry = 100.0 maxExpiry = 100.0 cancellable = false declinable = false prestige = Trivial targetBody = Kerbin maxCompletions = 1 maxSimultaneous = 1 rewardScience = 10.0 rewardReputation = 18.0 rewardFunds = 12000.0 failureFunds = 6000.0 advanceFunds = 3000.0 PARAMETER { name = unmanned type = HasCrew minCrew = 0 maxCrew = 0 } PARAMETER { name = ReachAltitude18km type = ReachState minAltitude = 18000 } BEHAVIOUR { name = Progression type = Expression CONTRACT_COMPLETED_SUCCESS { unmannedProgression = 2 } } } //---Manned 18km---\\ CONTRACT_TYPE { name = MannedAltitude18km title = Manned altitude record of 18km. description = While the lower atmosphere is now widely used for the rapid transportation of kerbals, mail and other goods, a new official altitude record for manned vessels would be quite an achievement. synopsis = We want you to launch a Kerbal to an altitude of at least 18,000m. completedMessage = You have reached 18km, we congratulate you on this new manned altitude record! agent = Kerbin World-Firsts Record-Keeping Society minExpiry = 100.0 maxExpiry = 100.0 cancellable = false declinable = false targetBody = Kerbin maxCompletions = 1 maxSimultaneous = 1 rewardScience = 15.0 rewardReputation = 36.0 rewardFunds = 18000.0 failureFunds = 12000.0 advanceFunds = 6000.0 PARAMETER { name = manned type = HasCrew minCrew = 1 maxCrew = int.MaxValue } PARAMETER { name = ReachAltitude18km type = ReachState minAltitude = 18000 } REQUIREMENT { name = techResearched type = TechResearched tech = basicRocketry } REQUIREMENT { name = Progression type = Expression expression = unmannedProgression >= 2 } BEHAVIOUR { name = Progression type = Expression CONTRACT_COMPLETED_SUCCESS { mannedProgression = 2 } } } -
V for Vens Stock Part Revamp