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Yemo

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Everything posted by Yemo

  1. First I directly edited the files, but that quickly turned out to be useless when updates came along. Then I used module manager. After that, I was annoyed because of the cluttered menues in the assembly buildings and the manned start... Eventually, it turned into the SETI-BalanceMod (link in signature).
  2. The mod uses most of the stock parts, only the ones which can be easily replaced by procedural parts are "removed" from the normal tech tree (and some parts that I have not balanced yet, like the fantastic thrust vectoring jet engines from BahamutoDynamics). For the moment they are all shifted towards the tech node "experimental motors" (so do not reseach that, if you do not want the clutter parts). If you want some of them back, just make a new career, use the debug menu to get masses of science and take a look at the experimental motors node. The config files sorting those parts out are in the folder MM-TechTree and ordered by mod, with the suffix "-unused". @lethe: Thank you! Depending on the state of the required mods, I hope to be able to complete another update within the next days.
  3. Take a look at the SETI-BalanceMod in my signature for the "replacing stock with procedural parts".
  4. I dont know, If you try, please tell me about the results! Hey, since I do not experience this issue, I would need some more info: Did the category vanish with 0.6.3 after upgrading from 0.6.2? If you just started with 0.6.3, please try 0.6.2 from kerbalstuff, downloadable from "changelog". If none of that fits, please tell me your mod list with mod versions, or just upload the game data folder somewhere (without the "ActiveTextureManagement", "NASAmission" and "Squad" folders).
  5. KSP forums have a lot of mods on it and people use a lot of mods at the same time. It isnt weird, it is just very crowded, not only with users, but also with mods ;-). I made the mod in my signature and didnt get a reply for my thread for 3 days. And it may have sunk into oblivion, even on the much less frequented development section (here in the release section, it sometimes takes less than an hour for a thread to sink to 3rd page). As of now, there have been over 3100 downloads (all versions together, last version more than 300), while 15 people replied on the forums (among them 5thHorseman, thank you!). What drastically increased the number of downloads, was my release on kerbalstuff.com and the luck to stay in the "newest mods" for a few days. Also a collage and quite some advertising (signature picture + posting about it in different appropriate threads). Best of luck! PS: Integrate KSP-AVC, so that people know when there is a new update.
  6. I m having some trouble with my mod and CKAN at the moment, I will set the dependency after I resolved those issues and report back! @DanBMan: There is a mod called SaneStrategies, it is listed under Phase1 for my mod (see signature).
  7. @Thank you! New Versions 0.6.1 - 0.6.3 Major FAR/Procedural Heat Shield issue corrected, might affect active Heat Shields Procedural HeatShield Bottom Node shifted down Corrects low drag value of Heat Shield Might break already active Heat Shields/Vessels, rescue your crews from those vessels, to be safe! Decoupler and other parts now leave a visible gap (unfortunal byproduct of the fix) RealChute rebalances All nylon chutes predeploy at 3000m and deploy at 700m as default, much less "waiting forever" or early capped chutes When RealChute is installed, all chutes are now under "Parachutes" category Command Pod rebalances Mk1 Command Pod much lighter and has only 60 ablative shielding (DeadlyReentry) UP25 special Mk1-2 Command Pod Heat Shield lighter due to now 400 ablative shielding Rebalances and Adjustments earlier Universal Storage Hydrogen Tank, for mini Alkaline Fuel Cell Radial Oxygen tank from flightControl to spaceExploration RoveMate rover body from spaceExploration to landing naming scheme for Illuminators, Mk1 (the stronger one) shifted back to electrics Extended ModSupport now redistributes ModuleManager 2.5.9 for faster loading supports the two omni lights from B9Aerospace (folder B9_Aerospace\Parts\Utility_Light_N) Minor Changes and Fixes
  8. The Command seat, rovemat and batteries are also useful, combined with the rover wheels hab136 suggested: @PART[roverWheel1]:Final { TechRequired=start } @PART[seatExternalCmd]:Final { TechRequired=start } @PART[roverBody]:Final { TechRequired=start } @PART[batteryPack]:Final { TechRequired=start } If you use my SETI-BalanceMod as a base game (which has much better early progression than stock), you have batteries, thermometer and barometer from the start on anyway, so you would just need the wheels, command seat and rover body.
  9. He just forgot to update the .version file, happened to me as well for my SETI-BalanceMod. The file UniversalStorage\UniversalStorage.version should look like this: Notice the "BUILD":1 line instead of your "BUILD":0 line. { "NAME":"Universal Storage", "URL":"http://ksp-avc.cybutek.net/version.php?id=108", "VERSION": { "MAJOR":1, "MINOR":0, "PATCH":90, "BUILD":1 }, "KSP_VERSION": { "MAJOR":0, "MINOR":90, "PATCH":0 }, "KSP_VERSION_MIN": { "MAJOR":0, "MINOR":23, "PATCH":5 } } You can just put in the 1 instead of the 0 and it doesnt bother you anymore.
  10. You can just launch your planes vertically. Or you set your plane in the opposite direction of the runway. After you are down from the runway elevation, you can start with full throttle. Also most of the survey contracts/biomes are in that direction anyway, so it saves you the turn.
  11. With the support for the Community Tech Tree (at the moment needs extra compatibility file from original post/status section), the combination with popular mods should be much easier, like Karbonite/K+ KSPI MKS/OKS Near Future USI Exploration Pack While I plan to support/rebalance those mods for SETI in the future (especially Karbonite/MKS/OKS, see previous post), I will do so based on the Community Tech Tree anyway. I will also have much less time in the coming weeks, further decreasing the chances of significant changes. For that reason, 0.6.0 is most likely "finished" enough to start a longer/epic career save with additional mods, based on the community tech tree versatility. New Version 0.6.0 Part ordering Many parts (mainly in the overcrowded Utility and Science tabs) have a new naming scheme Like 0 in front of Procedural Parts and the existing naming scheme for Universal Storage parts Extended ModSupport Community Tech Tree (if used with DMagicOrbitalScience, please use compatibility file from forum thread) Landertron (requires Bahamuto Dynamics Animated Engines) Station Science Rebalances and Adjustments Batteries lighter again Station Science modules rebalanced and available later than in original mod new, early inefficient RemoteTech Dish with 18Gm range (for early probe missions to close planets and the Sun) Telus-LV Bay shifted to landing tech and cheaper entryCost DMagic Multispectral Imaging shifted to same tech as SCAN Sat Multispectral Imaging balanced Universal Storage simple experiments & SensorCone to transmit for 100% earlier Launch Clamp, now at generalRocketry earlier Modular Girder Adapter, now at generalConstruction earlier docking ports and docking Hub, balanced with the Station Science Modules earlier Inline Advanced Stabilizer (1.25m), now at stability Minor Changes and Fixes
  12. @Everyone reading this thread: Karbonite and MKS/OKS Kolonization inclusion is stalled at the moment. For MKS/OKS I m waiting for the next release of Multipurpose Colony Modules. For Karbonite I need Procedural Parts Karbonite tanks. If anyone is willing to do those, that would be a great help. Or at least please "vote" for them in the Procedural Parts thread: http://forum.kerbalspaceprogram.com/threads/106975 edit: @Liquid5n0w: I have not tried KSPI with it. FreeThinker is working on a Near Future/KSPI integration. Also, SETI will support the CommunityTechTree from (the next) version 0.6.0 and there is an unofficial KSPI CTT integration. About the mod suggestions: Filter Extensions - I m following the Filter Extensions thread. My main problem so far is, that it trades clutter within the category (when heavily modded) for a clutter of categories (when having less mods). Also, it is heavily WIP at the moment, so I decided to wait until a community supported "ordering" concept emerges from it. Science Container - I ll have to test them, especially concerning the materials bay and mystery goo. I fear that ScienceContainers is able to collect those, while for balancing they shouldnt be collectable. Station Science - With Karbonite and MKS/OKS stalled, I will support Station Science in the next version instead, based on your recommendation. A mainly research station is how space stations started in rl anyway, from Salyut/Skylab, to MIR/ISS. Extraplanetary Launchpads - possibly with MKS/OKS, maybe after those I wanted to change the building upgrades and limitations, but SQUAD made the strategic decision (bad mistake, imho) to make them non-moddable...
  13. Well, you could count in many of the people playing the SETI mod ;-).
  14. I m the author of the SETI-BalanceMod (link in signature). Part of my mods features is the concentration on procedural parts where appropriate. Eg procedural fuel tanks replace all standard fuel tanks, from mixed tanks, to liquid only, xenon and rcs. I also replaced all the TAC ls containers (which were a lot) and similar stuff. Because some of the procedural parts textures were not quite fitting for stock parts, I modded some as stop-gap measures. My biggest problem was a texture more fitting to stock fuselage parts, if someone has a better one, please tell me! I also included a very simple texture for batteries and modded procedural parts textures for TAC life support and a "blacker" heat shield. When using procedural parts, there sometimes appears a small gap between the parts, which is very bright. In order to at least reduce the brightness of the gap, I modded the "ends" texture to have large black areas instead of the bright white ones. All changes are of course released under the original procedural parts license. Please feel free to include them in the original, if useful. Among many other things, I plan to offer Karbonite support for the SETI-BalanceMod, though for the next month or so my time becomes more and more limited and I try to make the mod as complete as possible until then. So it would be fantastic if someone is willing to add a Karbonite tank to Procedural Parts.
  15. I havent encountered this myself and couldnt find anything useful on the "unkown mystery part", but for the "bailed out!" I remember a glitch video from Scott Manley and I found another video as well as a steam post: http://steamcommunity.com/app/220200/discussions/0/558752449389791077/ Seems to be a bug in stock KSP which was introduced with the Bailed out feature. The person in the steam thread apparently had to reinstall KSP to fix it. @rhaak: Yeah, with all the mods, I dont see a reason to add one more part to have KER. I like the idea of the sounding rockets and I considered adding them. What kept me from doing so was: 1. They would add items which are only really useful in the very beginning with limited gameplay change 2. The current altitude contract bug necessitates a manned vessel at basicRocketry node anyway 3. I liked the idea of non-reusable SRB rockets at the start, I would have to take the sounding rocket nose parachute away for that So I will rebalance the sounding rockets for SETI at some time, but it is relatively low on my priority list. Kolonization and Karbonite from Roverdude is the next (and due to exams for some time the last major) update. New Version 0.5.3 Additions to Universal Storage New, earlier Mini Alkaline Fuel Cell. Available at scienceTech, it produces only 1 charge per second, but lasts 16days Very useful for TAC life support electric requirements and RemoteTech sats/probes New 400 charge battery in wedge form Minor Changes and Fixes Reduced entry costs for Wing Connector Type B and Elevon 1 Science Bay shifted back to spaceExploration (in exchange for new miniFuelCell)
  16. @ferram4: Sorry if that came around as bashing FAR or yourself, it was not meant this way, thats also a reason I didnt post that in the FAR thread. It was a post about a reason why FAR is hard, not why FAR is bad. And non-intuitive makes it harder to use a mod, regardless of where the non-intuitive parts come from. In my mod (SETI-BalanceMod, where using FAR is recommended in the first post), you start with probes. Unfortunately, the altitude contracts can not be completed with probes, only manned vessels count. This is a bug from SQUAD (either remove the manned restriction or mention it in the mission text), I cant mod those "story" missions and since you start manned in stock, it is unlikely that this bug will be corrected. That makes starting with probes hard, users will waste a lot of funds and probes and do not know why they cant complete the missions. As modders, we have to build upon that which is provided, from information to restrictions. And often enough finding a compromise between vision and restrictions is a dilemma. I just put a big red line under my download link, to warn people about the inability to complete altitude contracts with probes. And I just lost a Kerbal, since I placed a procedural fairing base between capsule and decoupler, not below the decoupler, the resulting low cd value let Jeb crash into the ground and the last save was corrupted... So I put this giant red text in this post. I m sorry my post was worded this badly, coming around as such a bad criticism of one of the best mods of KSP, and even as a criticism to yourself, which was certainly not intended. FAR is one of the defining mods for KSP and I greatly appreciate your work! Modding is often hard and a lot of work and such a bad post can ruin the mood, I m very sorry about that.
  17. FAR is hard, because it is not intuitive and the cd value is not derived from the shape of the parts. The cd value is just derived from the value of the FRONT parts. Want to make a low cd rocket? Just take a 3.75m part and place low cd value parts (eg winglets, nose cones) on top of it. For every low cd part on top, the cd value of the "rocket" will go down. No matter the shape or anything else. Eg a 3.75m diameter part alone results in a cd value of around 33, put one! 1.25m fairing base somewhere on top of that 3.75m disc, facing the other way around, and the cd value goes down to 0.5!!! If I use a procedural nose cone, it has low cd value, if I use a procedural structural element with exactly the same pointy shape, I have a cd value as if it had a flat front. If I put two 400 batteries under a nose cone, it raises the cd value, although they are completely covered. If I accidently forgot to decouple my procedural fairing base ring just below the capsule, I crash into the ground, because it turns out, the 1.25m procedural faring base ring beneath the capsule has a lower cd value than a nose cone. Even though directly after it sits the whole heatshield of the capsule. If I put a magnetometer from DMagic Orbital science directly on top of a 1.25m part, it acts like a nose cone for the cd value, although it covers only something like 0.375m of the 1.25m diameter, the rest is still flat. If I put on the RealChutes nose cone, it doesnt matter how large I make it, the capsule gets a worse cd value than one with a very similar shaped nose cone and 2 radial parachutes!
  18. Thanks for putting it on CKAN! I will most likely update the SETI dependecies on CKAN over the weekend.
  19. Everything in the list of my SETI-BalanceMod (link in signature). - Kerbal Alarm Clock - dont miss your burn - Kerbal Engineer or MechJeb - information is key to understanding and successful missions - Docking Port Alignment Indicater - exactly what it says - Trajectories - landing predictions, adjusted for planetary rotation and atmospheric drag - Transfer Window Planner - InGame frontend for http://alexmoon.github.io/ksp/ - Tweak Scale - for more variety of wings and batteries, use where appropriate - Contract Science modifier - prevents you from drowning in science after the first few tech levels - Procedural Parts - rebalancing stock and procedural parts offers more variety with less clutter - Sane Strategies - balances the ridiculous administration building strategies - StageRecovery - with a balanced economy, saving/recovering funds/stages is recommended - Deadly Reentry - the flames are not only graphics anymore, think about your descent profile and dont forget your heatshield - FAR - THE Aerodynamics mod - Procedural Fairings - essential for FAR and a sense of realism in general - Real Chute - procedural chutes with in-game auto-configuration menu (which needs action groups, normal chutes are still available) - Kerbal Attachment System - Kerbals can now modify the vessels on mission - Remote Tech - Probes need a working com connection to KSP, so build up you sat network - TAC life support - A Kerbal without electricity, oxygen, water and food, is a dead Kerbal - DMagic Orbital Science - More Science. - Infernal Robotics - It moves! - SCAN Sat dev version 9.4.1 - procedurally generated terrain/biome/resource maps - Universal Storage - One wedge for nearly everything As well as - Community Tech Tree - Karbonite - USI Kolonization Systems for the next patch of the SETI mod.
  20. Intall the trajectory mod, which calculates rotation and atmospheric drag to provide you with an X.
  21. For a change from your routine, you may want to try out my SETI-BalanceMod (link in signature), especially with all supported mods. Starting with probes and simple manned rocket "planes" (for the bugged unmoddable altitude contracts). Then you have to decide on meaningful choices, liquid fuel rockets (for simple orbiter probes), planes or recoverable space probes. And you might think twice about setting up your standard remote tech network, because at 90 science electrics, you only get alkaline fuel cells (universal storage). So be prudent with your energy consumption on your first sats. Do you retire your alkaline fuel cell sats? Or do you resupply/retrofit the larger ones with hydrogen/oxygen/solar panels, using KerbalAttachmentSystem? @Starhawk: Career mode is unbalanced with regards to science, use mods to correct that.
  22. @darloth: Thank you! @noahavrum: I looked at StockRT, but I felt the additional antennas from RT provide enough additional gameplay experience to justify their part slots. A fail safe sat configuration would be extremely helpful for RT. Honestly, for my own games I rather roleplay the remote tech part until such a fail safe is implemented (eg removing the ModuleSPU from the mechjeb AR202 gives it control capabilities like a manned vessel). About KER, I think it was recently changed in functionality. You now need either an engineer or the ER something case for in flight data. Though there was a way to deactivate this new "feature". Cant wait for Angel-125 to release the multipurpose modules, I will most likely wait for that before releasing 0.6.0.
  23. Hello, I m the author of the SETI-BalanceMod (link in signature) and wanted to thank you for this awesome mod. It is now listed in the mods supported by SETI and I made some rebalances (including the wedges from DMagic Orbital Science), so it added some very nice dynamics. Recommendation: Please add a battery wedge, additionally to the existing alkaline fuel cell. And a further recommendation would be solar panels which retract into a wedge. They could be foldable like the basic 1x6 panels, while the outer panels increase in size since the wedges offer more room for them. The unfolded total shape could be something like a trapezoid, with or without steps. Thank you again!
  24. If you want a more balanced career, you might want to take a look at my SETI-BalanceMod, the link is in my signature. Among other rebalances, contracts provide extremely little science (eg 2 science for the first mun contract, for more you will have to do experiments). I recommend playing SETI with all mods listed under INSTALL and STATUS in the forum thread.
  25. @Lord Aurelius: Yeah, the altitude contracts can only be completed by manned vessels. It is a combination of stock game bug (either remove the "manned" requirement OR state the requirement in the description) and strategic mistake from Squad (making those contracts not moddable). The basic rocketry tech node provides basic parts which are needed for more than one of the following nodes. Eg the fuel tank is used for the generalRocketry engines in mixed fuel mode and for the stability jet engine in liquid fuel mode. Another example would be the QuadNode from Universal Storage provided in basicRocketry, which can be used with wedges from generalRocketry (fuel) or survivability (food/water/oxygen). New Version 0.5.2 Minor Changes and Fixes Spot Lights available earlier Fixing some errors in Universal Storage costs & entry costs Craft files The second jet was the wrong craft file, included the right one
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