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Everything posted by Yemo
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Hello, I m the author of the SETI-BalanceMod. Since adjusting the admin building strategies is important for the balanced gameplay my mod tries to achieve, I stipulated SaneStrategies as a requirement For easier installation, is there any chance for this mod becoming available via CKAN? On Kerbalstuff, there was a checkmark in the lower right corner when I uploaded my mod there, which automatically tries to add it to CKAN. I m not too versed in the matter, but it would simplify the installation process a lot. Thank you for the fantastic mod!
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[0.90 + 1.0 update] Contract Science Modifier (v0.4) [2015.01.28]
Yemo replied to Ser's topic in KSP1 Mod Releases
Hello, I m the author of the SETI-BalanceMod. Having a reasonalbe science progression is very important for balanced gameplay, so I stated this great mod as a requirement. Is there any chance for this mod becoming available via CKAN? It would simplify the installation process a lot. If you make the mod available via [Moderator removed defunct website link], there is a small checkbox in the lower right corner, which sends an automatic ckan inclusion request. Thank you for the fantastic mod! -
I created these crafts and the image to show the initial progression/choices when using my new SETI BalanceMod. From left to right: High Altitude Probe (SRB), Manned Rocket (SRB), Space Capable Probe (SRB), Recoverable/Lander Probe (SRB), Basic Jet, Orbiter Probe (Liquid Fuel + SRBs)
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I installed CKAN for the first time. It says version 1.5.4-0-g and a bunch of zeros. When I clicked "Refresh", it prompts an error message like the one for linuxgurugamer: "Failed to connect to repository. Exception: Object reference not set to an instance of an object" In the previously empty "manage mods" window are a number of alphabetical entries, but "Contract Configurator" is the last one.
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[0.90WIP] Procedural Parts - Parts the way you want 'em 0.9.21, Dec 19
Yemo replied to swamp_ig's topic in KSP1 Mod Releases
When using Procedural Parts in conjunction with Mark 1 Airplane parts, there is no fitting texture available. Plain white is much too bright, the "corrugated" one looks strange horizontally and the other ones are even further away from the "dark white" of the stock parts. Improvement suggestion: A texture fitting in with Aero/Cockpit parts Thank you very much for this great mod. -
[0.90WIP] Procedural Parts - Parts the way you want 'em 0.9.21, Dec 19
Yemo replied to swamp_ig's topic in KSP1 Mod Releases
Hello, I m working on a BalanceMode (SETI), which combines and tweaks existing mods to provide a somewhat coherent gameplay experience. Currently the mod has those features: - Parts not adding functionality replaced by procedural parts, the originals are still in the previously unused tech node "experimental motos", for easy reference if you want some back - procedural batteries rebalanced, procedural parts adjusted to new tech progression - unmanned Start, Planes second but can be skipped, manned space flight third - up to level 5 tech, part and fund progression rebalanced - science is not abundant after the first few techs due to contract reward limits - admin strategies meaningful Since the employment of Procedural Parts is one of the key aspects I wanted to thank the devs of Procedural Parts for their work. Also if anyone wants to check out the mod, you can find it here. Improvement suggestions: I found the procedural batteries to be very cheap compared to stock, when balancing the mod. You might want to look into that. Also, when some parts (eg the SRB) are defined to start with smaller dimensions than the default setting, I had to right-click them to make them stick to those restrictions. Thanks again for this mod and have fun! -
SETI-BalanceMod for KSP 0.90 The Scope, Economy & Tech Integration - Balance Mod combines and tweaks existing mods to provide a somewhat coherent gameplay experience.[TABLE=width: 1200] [TR] [TD]1. Scaleable complexity/difficulty, openness to mods (from Deadly Reentry to RemoteTech and KSPI) 2. More reasonable science progression - Start with non-recoverable probes and SRBs, continue with airplanes, LFOs and chutes, manned spaceflight comes only after that - Simple science experiments (eg thermometer) can be transmitted for 100%, materials bay and mystery goo are heavier - Science comes mainly from conducting experiments, not OP contracts - Some part rebalancing to fit the new progression (eg rebalanced RemoteTech dish masses), probe core rebalances 3. More reasonable contract progression - It is actually quite a process from the first probe reaching space, to the first manned orbit and the first mun landing - No more "land on duna" after your first mun contract 4. Part stats and cost rebalancing - SETI-BalanceMod (includes SETI-CommunityTechTree and SETI-Contracts) - Part title prefixes, which enormously improves VAB/SPH findability (eg electric parts have the "Electrics:" prefix) - EC rebalance (1EC/s = 1kW = 1kJ/s), affecting parts from batteries to solar panels and life support - Fuel Tank rebalances to be consistend per volume - Crew part rebalances from mass to monoprop - Many more rebalances to provide a consistent and coherent gameplay experience 5. New and derived parts to fill in the gaps, optional hiding/pruning of clutter parts - SETI-Greenhouse as a seperate download providing a greenhouse mainly for TAC Life Support or just for the looks - Hybrid Rocket Booster and Surface Sampler Experiment by Lord Aurelius, available as a seperate downloads as well - New Procedural Textures by SwGustav - Optional replacement of clutter parts (eg adapters) by procedural parts (eg procedural structural part) - Procedural ProbeCore/AlkalineFuelCell/HybridRocketBooster (provided by SETI-BalanceMod) 6. User (and beginner) friendlyness, see the >>SETI-Guide<< in the second post[/TD] [TD] Table of Contents (clickable) Introduction SETI-BalanceMod - Install - Major Rebalances - Mod Recommendations - GUIDE SETI-Contracts overview - with InitialContracts download Unused Parts for BalanceMod Development TechTrees with different foci[/TD] [/TR] [/TABLE] SETI basically supports all mods, which work for Stock/CTT, although some might benefit from rebalances. Starting a new career/science/sandbox game is highly recommended for the BalanceMod, since rebalancing means changing stuff and naturally change will affect existing games/craft. This image (outdated, but still viable as an indication) shows the first 5 tech nodes with minimal mods, their part unlocks and example craft for a quick impression of the mod. From left to right: High Altitude Probe (SRB), Manned Rocket (SRB), Space Capable Probe (SRB), Recoverable Probe (SRB), Basic Jet, Orbiter Probe (Liquid Fuel + HybridRBs) Craft files are included in the manual download. With SETI-BalanceMod, unused parts are hidden by default, but not excluded from loading. If you want to save RAM, please delete the unused folders manually (make sure that you do not have active vessels still using those parts), see post 2 of this thread. Alternatively you can use the AutoPruner config file made by SwGustav, it is included in the download within the SETI-BalanceMod-AutoPruner folder. Please follow the instructions in the AutoPruner thread! For the SETI-BalanceMod, I recommend a fully modded game, see the "MOD Support & Recommendations" section for a complete list. DOWNLOAD [TABLE=width: 1100] [TR] [TD]Description: SETI-Greenhouse v0.9.2 (for KSP 0.90 - 1.0.4) The full thread can be found here, providing many more details about how it works. It has configs for USI Life Support and TAC Life Support, without those mods it just looks cool. Required Mods: none, this mod is included in the SETI-BalanceMod download for KSP 0.90 [/TD] [TD][/TD] [TD=align: center][/TD] [/TR] [TR] [TD]. Download: SETI-BalanceMod v0.9.0 (for KSP 0.90) !!TAC Life Support needs a new 0.8.6 compatibility file!! (overwrite into GameData) The SETI-BalanceMod download includes SETI-CommunityTechTree, SETI-Contracts and SETI-Greenhouse. Required Mods: Please see the INSTALL section below. [/TD] [TD][/TD] [TD=align: center][/TD] [/TR] [/TABLE] Licenses: All Rights Reserved, except for mod specific config files and the redistributed plugins, which follow the original licenses as stated in the download and their respective threads: The plugin ModuleManager by ialdabaoth and sarbian is distributed under CC share-alike license. The KSP-AVC mini-plugin is redistributed under the GNU General Public License. For the SETI-BalanceMod: It also builds upon the configs and textures of ProceduralParts by swamp_ig, jsimmonds, Chestburster, Dante80, Tiberion, OtherBarry, NathanKell, e-dog and Ancient Gammoner under CC-BY-SA 3.0 license. The engine and solar rebalances are largely based on StockReBalance values by stupid_chris, CaptRobau, m4v and Taverius under CC BY-SA 4.0 license. The SETI-Greenhouse is redistributed under CC BY-NC-SA 3.0 license, except for mod and part names. The model and textures are public domain from zzz Contributions: AutoPruner config by SwGustav, standard hiding of unused parts based on suggestion by Olympic1. Procedural Stack Decoupler Textures by SwGustav Hybrid Rocket Boosters based on concept by Lord Aurelius Procedural Probe Core heavily based on config by SwGustav Part volume adjustments for KIS inventory by Enceos Real Fuel Stock Tank Prices for Real Fuels by karamazovnew, not included in SETI-Download, but works very well with it Hybrid Rocket Booster compatibility for RealFuels by Chonner Telemetry and Science Experiments by Lord Aurelius ------------------------------------------------------------------------------------------------------------------------------------------ I. INSTALL (SETI-BalanceMod): 1. Those mods are the core requirements for a balanced gameplay experience, though there are no technical requirements: - Background Processing - power generation and consumption, if the vessel is not active - Contract Configurator - contract packs are recommended (eg the great Anomaly Surveyor contracts), if they are not intended for general progression - Contract Science modifier - prevents you from drowning in science after the first few tech levels, not a technical requirement - KSP-AVC - automatically checks for mod updates, essential for being up to date with bug fixes, not a technical requirement - Sane Strategies - balances the ridiculous administration building strategies, not a technical requirement - Stock Bug Fix Modules - fixes annoying stock bugs Squad does not care about 2. Supported Contract Configurator packs (do not install general progression contract packs!): - Anomaly Surveyor - Banking - RemoteTech Contract Pack, requires RemoteTech - SCANsat Contract Pack, requires SCANsat - Tourism 3. These mods are highly recommended for further improving the gameplay and progression - Action Groups Extended - Action groups are available from career start - Community Tech Tree - additional tech nodes tailored to modded games, only select this tree if installed - requires TechManager - Tweak Scale - for more variety, not balanced for everything (eg 70% Mk55 engine works ok, but normal engines do not scale nicely) - Ven's Stock Part Revamp - better textures and more solar panel and engine options 4. If you install those procedural part mods, they will automatically replace clutter parts like fuel tanks, simple adapters and wings. To use the clutter parts as well as the procedural parts, just delete the "SETI/MM-UnusedParts-B9ProceduralParts" and "SETI/MM-UnusedParts-ProceduralParts" folders/configs. - B9 Aerospace Procedural Parts - wing clutter replacements - Procedural Parts - rebalancing stock and procedural parts offers more variety with less clutter, also a lot of SETI specific additions, like a procedural Probe Core! 5. Copy the "SETI" folder and the "ModuleManager.dll" into your GameData directory. 6. OPTIONAL: The "SETI-Craft-~" folders include a "Ships" folder, which can be merged into the "Ships" folder of your savegame, the jets and the FAR designs use TweakScale. 7. OPTIONAL: If you want to save RAM and use the procedural parts, you can use the AutoPruner config file made by SwGustav, it is included in the download within the SETI-BalanceMod-AutoPruner folder. Please follow the instructions in the AutoPruner thread! ------------------------------------------------------------------------------------------------------------------------------------------ II. MAJOR REBALANCES by SETI-BalanceMod: 1EC/s = 1kW = 1kJ/s - Solar Panels have about 5.25 times the area (rescaleFactor of 2.3), you can set it to a rescaleFactor of 3.24 in the settings for realistic sizes - Batteries have 12 times the capacity and adjusted volumes/sizes - Command parts have much higher internal battery capacity, Probe Cores require 0.04EC/s - TAC Life Support energy requirements increased by a factor of 20, with the compatibility file - Alkaline Fuel Cells require 30 times the resources but they now adjust to the actual energy requirements Science/Experiments - Rebalanced transmission values for most experiments and the Mobile Processing Lab - Material Bay and Mystery Goo can not be collected on EVA - Swapped biome mask for EVA and Crew Report Remote Tech - All command modules have an integrated always-on RemoteTech antenna (160km range, except for Command Seats) with low transmission costs Other - Command parts are rebalanced considerably, all probe cores have SAS - Reaction wheels are nerfed considerably - Non-shrouded solar panels can not be retracted ------------------------------------------------------------------------------------------------------------------------------------------ III. MOD Support & Recommendations (SETI-BalanceMod): linked mods are tested with SETI and adjusted if necessary, though any mod for stock/CTT should work in general Info Mods - Contracts Window - user friendly contracts window - Crowd Sourced Science - more varied science texts based on contributions - Docking Port Alignment Indicater - exactly what it says - Editor Extensions - deals with many annoying limitations of the stock editor - Enhanced Navball - ghosting, sliding and scaling features for the navball - Exception Detector - lots of mods and unsure about the culprit? That little plugin gives you directions. - Fusebox - electric charge tracker and build helper - Kerbal Alarm Clock - dont miss your burn - Kerbal Engineer or MechJeb - information is key to understanding and successful missions - KSP Alternate Resource Panel - better resource overview and staging ability in map view - KSP-AVC - automatically checks for mod updates, essential for being up to date with bug fixes - Landing Height - displays distance between lowest vessel part and terrain, instead of stock CoM and terrain - Lights Out - lets you switch off the lights in the VAB to test the vessel mounted illumination - Nav Hud - heads up display - Nav Utilities - provide navigation information, eg for your runway approach - Pilot Assistant - exactly as the name says, very useful for atmospheric flight - Precise Node - precise maneuver nodes for much less fiddlying around - RCS Build Aid - very useful for correct RCS placement - S.A.V.E - automatic backup system - Science Alert - get alerted when science experiments are available - Ship Manifest - massive comfort and gameplay improvements, please turn on "realism mode" in the settings - Toolbar - this toolbar by blizzy78 is essentially required for many gameplay mods - Trajectories - landing predictions, adjusted for planetary rotation and atmospheric drag - Transfer Window Planner - InGame frontend for http://alexmoon.github.io/ksp/ - Waypoint Manager - Heads-Up Navi instead of the annoying switches to map mode - Wernher Checker - shows a check list in VAB/SPH for energy source, communications and so on Gameplay Mods - Action Groups Extended - Action groups are available from career start - Auto Actions - automatically activates action groups (including SAS) and set throttle on launch - Background Processing - power generation and consumption, if the vessel is not active - Community Tech Tree - additional tech nodes tailored to modded games, only select this tree if installed - requires TechManager - Connected Living Space - for more realistic station/vessel designs in terms of crew parts - Contract Configurator - contract packs are recommended (eg the great Anomaly Surveyor contracts), if they are not intended for general progression - Contract Science modifier - prevents you from drowning in science after the first few tech levels - Deadly Reentry - the flames are not only graphics anymore, think about your descent profile and dont forget your heatshield - EVA Fuel - kerbals take monoprop from your vessels and use it as EVA fuel - FAR - THE Aerodynamics mod, requires Procedural Fairings and the FAR/NEAR usability Package, consider reading the BasicAircraftDesign guide - Final Frontier - kerbal individual merits - Kerbal Joint Reinforcement - less wobble, but has gained a reputation to cause game instability - Mk2 Cockpit Internals - a great feeling to fly a plane in the cockpit perspective with that mod - Precise Node - precise maneuver nodes for much less fiddlying around - Remote Tech - Probes need a working com connection to be controllable, consider adding RemoteTechXF and reading the great RT Guide! - Remote Tech XF - addon to RemoteTech, which lets you point antennas even if you dont have a connection - S.A.V.E - automatic backup system - Sane Strategies - balances the ridiculous administration building strategies - (Semi-) Saturatable Reaction Wheels - more realistic reaction wheel behaviour - Ship Manifest - massive comfort and gameplay improvements, please turn on "realism mode" in the settings - Stage Recovery - with a balanced economy, saving/recovering funds/stages is recommended - Stock Bug Fix Modules - fixes annoying stock bugs Squad does not care about - TAC Fuel Balancer - shifting resources around within a vessel - TAC Life Support - requires a compatibility file (overwrite into GameData, only for SETI-BalanceMod) and BackgroundProcessing - TechManager - required for the CTT - Throttle Controlled Avionics - essential for powered landings and VTOL! - Toolbar - this toolbar by blizzy78 is essentially required for many gameplay mods - Tweakable Everything - adjustments of part settings - Tweak Scale - for more variety, not balanced for everything (eg 70% Mk55 engine works ok, but normal engines do not scale nicely) - Tweakable Wheels - adjust the braking power of landing gear and wheels, to stop you from flipping over - UbioZur Welding - weld parts together to lower the part count and drastically enhance vessel stability, does not work on procedural parts RAM/VAB clutter saving Mods - Active Texture Management - when you are closing in on the RAM limit, texture compression is a comfortable solution - B9 Aerospace Procedural Parts - when installed, most clutter parts (wings/control surfaces) are automatically hidden and can be pruned - Procedural Parts - when installed, most clutter parts (fuel tanks/unused adapater) are automatically hidden and can be pruned - If you want to use the clutter parts in addition to procedural parts, just delete the subfolders from SETI/MM-UnusedParts Realism gameplay mods, reportedly compatible - Kerbal Construction Time - vessels need to time to be assembled by VAB and SPH, so plan ahead! Use latest dev version if used with RealFuels! - Real Fuels - requires Real Fuel Stock Tank Prices, Stockalike Engine Configs and this compatibility file (overwrite into GameData) by Chonner - Real Fuel Stock Tank Prices - requires Real Fuels, Stockalike Engine Configs and this compatibility file (overwrite into GameData) by Chonner ModPacks spanning multiple categories - Bahamuto Dynamics - various great parts from aircraft engines to the famous critter crawler - Dr. Jet's Chop Shop - from radial liquid tanks with inbuilt decouplers to lots of great Mk2 adapters, a deployable skycrane and roverbodies - Kerbonov - part pack from 1.25 cockpit for 3 kerbals to small Hitchhiker capsule, Mini TurboJet and Heavy Duty Command Seat... - KSP Interstellar Extended - if you want an epic game complete with nuclear reactor types, microwave beamed power, massive radiators and cryogenic tanks, this is it! - Procedural Parts - rebalancing stock and procedural parts offers more variety with less clutter - Ven's Stock Part Revamp - use the SETI AutoPruner file and the batch file from the StockPartRevamp to prune everything Aerospace - Adjustable Landing Gear - there are config files for variants/different sizes of those landing gears in the linked thread - B9 Aerospace Procedural Parts - wing clutter replacements - FAR/NEAR usability Package - provides airbrakes, especially helpfull for landing approaches and landings with FAR/NEAR, includes the compatibility Firespitter.dll - Kerbal Aircraft Expansion - prop and heli engines, overwrite with this Firespitter.dll for compatibility atm throws exceptions after staging while still on launch position - Mk2 Essentials - new Mk2 parts, like decoupler, battery, engine and reaction wheel - Mk3 Mini Expansion Pack - new Mk3 cockpit and RCS nose cone for stock Mk3 cockpit - Mark IV Spaceplane System - whole new aerospace system, complete with cockpit, engine pods, cargo bays and tail ramp - Procedural Fairings - essential for FAR and a sense of realism in general - QuizTech Aero Pack - if you want to build a VTOL, this is the mod for you - Real Chute - procedural chutes with in-game auto-configuration menu (which needs action groups, normal chutes are still available) Command Parts - 2-Kerbal Command Pod - A new command pod for 2 kerbals and working, integrated RCS - ALCOR - Advanced Landing Capsule for Orbital Rendezvous, 3 kerbal lander capsule with exceptional IVA (links for IVA dependencies outdated in OP)4 - K2 Command Pod - Gemini style 2 kerbal command pod, download in from the linked in-thread post Cargo - 6S Service Compartment Tubes - 2 compartment fuselage fairings, overwrite with this Firespitter.dll for compatibility - Cargo Transportation Solutions - Cargo bays and cages for rockets, use TweakScale for different sizes - Mk1 Cargo Bay - small spin-off from Cargo Transport Solutions, only one part but provides double nodes and fits inline (also tweakscaleable) - SXT MiniPacks - Mk3 Cargo Loading Ramp, many other SXT parts use stock textures, which are probably on the AutoPruner list atm... Robotics - Active Struts - now distributed with InfernalRobotics Model Rework: Utilities - InfernalRobotics Plugin Rework - It moves, strongly recommended: InfernalRobotics Model Rework - InfernalRobotics Model Rework - provides ActiveStruts as well, requires InfernalRobotics Plugin Rework Rocketry - RLA Stockalike - part pack providing lots of engine choices for ION, LFO and Monoprop, as well as RCS thrusters and more - QuizTech - 3 great new speciality engines Rovers & Surface Exploration - USI Exploration Pack - a whole array of parts for surface and low altitude exploration, including the famous PackRat Rover System Science & Space Exploration - DMagic Orbital Science - More Science - SCAN Sat version 10.0+ - procedurally generated terrain/biome/resource maps - Station Science - orbital research stations that are useful and make sense - SXT MiniPacks - MiniGoo (0.625m inline Mystery Goo), many other SXT parts use stock textures, which are probably on the AutoPruner list atm... Stations/Bases/Resources - GingerCorp Stock-alike Station Hubs - 5 and 8 point hubs, fitting in with the stock 6 point hub - Habitat Pack - inflatable habitat parts, requires Layered Animations - KipEng Low Profile Structural Hub Set - lots of hubs and other structural parts for space stations - KipEng Universal Docking Ports - docking ports which can dock to smaller size ports, requires AdaptiveDockingNode - Multipurpose Colony Modules (MCM) for MKS/OKS - reconfigurable modules, roughly balanced with SETI, requires USI Kolonization Systems for the base mechanics - SETI-Greenhouse - adds greenhouses, already provided in the manual download, really profits from TAC Life Support and Background Processing - Station Parts Expansion - lots of great stockalike parts to build up your space station or large interplanetary vessels, requires Ship Manifest - USI Karbonite - mineable fuel resource, use with SCAN Sat!- USI Kolonization Systems (MKS/OKS) - Colony modules and dynamics for Space Stations and Bases - USI Kolonization Systems (MKS/OKS) - base and station modules and gameplay system, roughly balanced with SETI Utility - ASET Stack Inline Lights - (non-tweakscale stack lights can be used as washers between procedural and tweakscale parts!) - Omni Lights from B9 Aerospace (folder B9_Aerospace\Parts\Utility_Light_N) - Kerbal Attachment System - Kerbals can now modify the vessels on mission - Landertron - automatic suicide burn boosters (requires Bahamuto Dynamics) - Portable Science Container - a great little backpack for storing and transmitting science - USI Survivability Pack - Airbags and floaties, currently no DERP pod (will have to figure out real chute support first) - Universal Storage - One wedge for nearly everything, especially nice new dynamic with RemoteTech! ------------------------------------------------------------------------------------------------------------------------------------------ IV. CONTRACTS: You can download a spin-off of the three starting contracts (Altitude 18km, ReachSpace, Orbit), replacing the buggy stock contracts: InitialContracts Download They can be completed by manned and unmanned vessels, and are thus especially helpful if you use another "starting unmanned" TechTree mod. 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. V. SETI-GUIDE: While the SETI-BalanceMod can be played with the minimal mods (and unlisted mods), the focus of the rebalance is on a fully modded game (all of the listed mods or at least the bold ones). The guide reflects that priority hierarchy. The first sections are relevant for all types of installs and 2 different sets of craft files are provided in the download, one for minimal mods + procedural parts installs and one for FAR + procedural parts + other mods. The shown craft are the FAR+procedural parts+other mods craft variants. The minimal mods + procedural parts craft tend to be heavier and more costly due to the soupy stock atmosphere. The craft in section "2. Basic Vessel Design" can be used with only the bold mods installed (or you use the similar non-FAR craft files). From "3. Kerbin System" the provided craft might require some non-bold part mods as well, since getting further with minMods or just the bold mods is only a matter of adding deltaV. RemoteTech, TAC life support and Habitats are discussed from there on. 1. Need to Know and General Settings SETI changes the functions of many parts and even adds new ones. So it is recommended to take another look at the part descriptions/modules, which you think you know from games without the SETI-BalanceMod. As written in section II in the post above, there are some major changes you need to know about, in addition to many non-listed minor changes: Science/Experiments - Rebalanced transmission values for most experiments and the Mobile Processing Lab - Material Bay and Mystery Goo can not be collected on EVA - Swapped biome mask for EVA and Crew Report Remote Tech - All command modules have an integrated always-on RemoteTech antenna (160km range, except for Command Seats) with low transmission costs Other - Command parts are rebalanced considerably, all probe cores have SAS - Reaction wheels are nerfed considerably - Non-shrouded solar panels can not be retracted To get a first impression of SETI, I recommend a normal career game. You will progress relatively fast, but it will allow you to get a feeling for the Rebalances without too many restrictions. For a more epic game I tend to use the moderate difficulty settings with rewards set to 60% (left side selections are based on personal preference, but I strongly recommend keeping quicksave available, due to the buggyness of KSP). 2. Basic Vessel Design and Early Career It is highly recommended that you use one of the craft sets provided within the download for your first game(s). Since this is a balance mod, it is advisable to design your vessels for the mission you want them to complete. While it is still possible to put 6 radially attached boosters around your probe core to reach space, do not be surprised if you run into trouble doing so. If you are not used to them, experiment with the procedural parts. After copying the craft files into your save, please visit the mission control building and select the first contract for reaching an altitude of 18km. I strongly recommend upgrading the mission control building early on, to be able to have 7 simultaneously active contracts. As you can see, SETI uses custom progression contracts, which partly replace the (buggy) stock contracts. It is also recommended to install other contract packs based on your mod selection (eg the RemoteTech ContractPack by nightingale, do not install other progression packs, like InitialContracts or the AdvancedProgressionContracts). a) Initial Contracts The craft shown here are designed to complete the 3 initial contracts and allow the gathering of enough science to unlock at least one tech node after basicRocketry, dependent on your science reward settings. [TABLE=width: 900, align: left] [TR] [TD][/TD] [TD]SETI High Altitude Probe [/TD] [TD]SETI Space Probe [/TD] [TD]SETI High Altitude Rocket [/TD] [/TR] [TR] [TD]Contract[/TD] [TD]Altitude 18km[/TD] [TD]Reach Space[/TD] [TD]manned Altitude 18km[/TD] [/TR] [TR] [TD]Funds [/TD] [TD]1,518 √[/TD] [TD]1,969 √[/TD] [TD]6,266 √[/TD] [/TR] [TR] [TD]Mass[/TD] [TD]755 kg[/TD] [TD]3,292 kg[/TD] [TD]3,908 kg[/TD] [/TR] [TR] [TD]Parts[/TD] [TD]7[/TD] [TD]10[/TD] [TD]12[/TD] [/TR] [TR] [TD]deltaV[/TD] [TD]2256 m/s (atmo) [/TD] [TD]2807 m/s (atmo) [/TD] [TD]1511 m/s (atmo) [/TD] [/TR] [TR] [TD]Comm[/TD] [TD]160 km always-on omni (integrated)[/TD] [TD]160 km always-on omni (integrated)[/TD] [TD]160 km always-on omni (integrated)[/TD] [/TR] [TR] [TD]Energy Storage [/TD] [TD]2000 EC[/TD] [TD]2000 EC[/TD] [TD]5100 EC (cockpit)[/TD] [/TR] [TR] [TD]Energy demand[/TD] [TD]0.1 EC/s (ProbeCore) 0.06 EC/s (reaction wheel) + Science Transmission[/TD] [TD]0.1 EC/s (ProbeCore) 0.06 EC/s (reaction wheel) + Science Transmission[/TD] [TD]0.09 EC/s (reaction wheel) ~ 0.708 EC/s for 1 Kerbal life support + Science Transmission[/TD] [/TR] [TR] [TD]Energy supply[/TD] [TD]-[/TD] [TD]-[/TD] [TD]-[/TD] [/TR] [TR] [TD]Control[/TD] [TD]0.6 torque reacion wheel 0.25 gimbal booster[/TD] [TD]0.6 torque reacion wheel 0.25 gimbal booster[/TD] [TD]0.9 torque Mk1 Cockpit 0.25 gimbal booster[/TD] [/TR] [TR] [TD]Crew[/TD] [TD]none [/TD] [TD]none[/TD] [TD]1[/TD] [/TR] [TR] [TD]Experiments[/TD] [TD]Thermo (20 EC/transm) Baro (30 EC/transm)[/TD] [TD]Thermo (20 EC/transm)[/TD] [TD]Crew report (15 EC/transm) Thermo (20 EC/transm) Baro (30 EC/transm)[/TD] [/TR] [TR] [TD][/TD] [TD]You can get science from LaunchPad, flying low and flying high, use more batteries if you want to do that in one launch.[/TD] [TD]Thermo readings from low in space.[/TD] [TD]You can get crew reports from LaunchPad, flying low and flying high. And further science when landed.[/TD] [/TR] [TR] [TD]Comments[/TD] [TD]non-recoverable[/TD] [TD]non-recoverable[/TD] [TD]Alternatively you can use a jet.[/TD] [/TR] [TR] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [/TR] [/TABLE] ------------------------------------------------------------------------------------------------------------------------------------------ Kerbin Survey Contracts If you are new to FAR and aircraft design, I highly recommend this guide: Basic Aircraft Design by keptin Those two jet designs are great for completing survey contracts on Kerbin and are especially FAR beginner friendly. While they are easily able to reach 20km altitude with their jet engines alone (using the right flight path), the Hybrid Rocket Boostes can help with that as well or just allow sub-orbital jumps to shorten the flight time to distant areas. The BasicJet can easily be converted into a prop plane by exchanging the intakes and jet engines for KAX props and backwards pointed nose cones. [TABLE=width: 900, align: left] [TR] [TD][/TD] [TD]SETI Basic Jet [/TD] [TD]SETI Advanced Jet [/TD] [/TR] [TR] [TD]Contracts[/TD] [TD]Kerbin Survey Contracts[/TD] [TD]Kerbin Survey Contracts[/TD] [/TR] [TR] [TD]Funds [/TD] [TD]12,374 √[/TD] [TD]12,909 √[/TD] [/TR] [TR] [TD]Mass[/TD] [TD]4,827 kg[/TD] [TD]5,343 kg[/TD] [/TR] [TR] [TD]Parts[/TD] [TD]30[/TD] [TD]30[/TD] [/TR] [TR] [TD]deltaV[/TD] [TD]~ 555 m/s HRB, ~ 2634 m/s Jets [/TD] [TD]~ 514 m/s HRB, ~ 3946 m/s Jets [/TD] [/TR] [TR] [TD]HRB (jets @half fuel)[/TD] [TD]~ 555 m/s (atmo), 2x40 kN, 1.82 TWR[/TD] [TD]~ 514 m/s (atmo), 2x40 kN, 1.70 TWR[/TD] [/TR] [TR] [TD]Jets (full HRBs)[/TD] [TD]~ 2634 m/s, 141min, 2x32 kN, 1.35 TWR[/TD] [TD]~ 3946 m/s, 226min, 2x32 kN, 1.22 TWR[/TD] [/TR] [TR] [TD]Intakes[/TD] [TD]2x TweakScaled Radial Intakes[/TD] [TD]Fuselage Intake[/TD] [/TR] [TR] [TD]Comm[/TD] [TD]160 km always-on omni (integrated)[/TD] [TD]160 km always-on omni (integrated)[/TD] [/TR] [TR] [TD]Energy Storage [/TD] [TD]5100 EC (cockpit)[/TD] [TD]5100 EC (cockpit)[/TD] [/TR] [TR] [TD]Energy demand[/TD] [TD]0.09 EC/s (reaction wheel) ~ 0.708 EC/s for 1 Kerbal life support + Science Transmission[/TD] [TD]0.09 EC/s (reaction wheel) ~ 0.708 EC/s for 1 Kerbal life support + Science Transmission[/TD] [/TR] [TR] [TD]Energy supply[/TD] [TD]3.0 EC/s per Jet Engine Alternator[/TD] [TD]3.0 ec/s Jet Engine Alternator[/TD] [/TR] [TR] [TD]Control[/TD] [TD]0.9 torque reacion wheel gimbal engines/boosters adjusted Control Surfaces (winglets)[/TD] [TD]0.9 torque reacion wheel gimbal engines/boosters adjusted Control Surfaces (winglets)[/TD] [/TR] [TR] [TD]Crew[/TD] [TD]1 [/TD] [TD]1[/TD] [/TR] [TR] [TD]Experiments[/TD] [TD]Crew report (15 EC/transm) Thermo (20 EC/transm) Baro (30 EC/transm)[/TD] [TD]Crew report (15 EC/transm) Thermo (20 EC/transm) Baro (30 EC/transm)[/TD] [/TR] [TR] [TD]Take-Off[/TD] [TD]press "T", press "Z", press "SPACE", hold "S"[/TD] [TD]press "T", press "Z", press "SPACE", hold "S"[/TD] [/TR] [TR] [TD]Landing[/TD] [TD]1. Horizontal Landing a) hold "B" to activate Airbrakes in flight Touch Down and hold "B" for Brakes and Airbrakes 2. Vertical Landing Press "SPACE" to activate Parachutes[/TD] [TD]1. Horizontal Landing a) hold "B" to activate Airbrakes in flight Touch Down and hold "B" for Brakes and Airbrakes 2. Vertical Landing Press "SPACE" to activate Parachutes[/TD] [/TR] [TR] [TD]Comments[/TD] [TD]Easy conversion into a KAX prop plane Just exchange Intakes + Jet Engines for Props and Nose Cones (pointed backwards)[/TD] [TD]Better flight characteristics and much larger intake than Basic Jet, but longer tail => more dangerous to land[/TD] [/TR] [/TABLE] ------------------------------------------------------------------------------------------------------------------------------------------ [TABLE=width: 900, align: left] [TR] [TD=align: center]----------------------[/TD] [TD=align: center]SETI Advanced Jet [/TD] [/TR] [/TABLE] ------------------------------------------------------------------------------------------------------------------------------------------ c) Kerbin Orbit Contracts The Orbiter Designs work well for the "Orbit" and "manned Orbit" contracts. They are also a great starting point for the development of more advanced space vessels. For the "Orbit+Recovery" contract, do not forget to include a heat shield if you have DeadlyReentry installed. [TABLE=width: 900, align: left] [TR] [TD][/TD] [TD]SETI Orbiter Probe [/TD] [TD]SETI Orbiter manned [/TD] [/TR] [TR] [TD]Contract[/TD] [TD]Orbit[/TD] [TD]manned Orbit[/TD] [/TR] [TR] [TD]Funds [/TD] [TD]7,147 √[/TD] [TD]9,917 √[/TD] [/TR] [TR] [TD]Mass[/TD] [TD]11,657 kg[/TD] [TD]17,310kg[/TD] [/TR] [TR] [TD]Parts[/TD] [TD]21[/TD] [TD]22[/TD] [/TR] [TR] [TD]deltaV[/TD] [TD]4544 m/s (vac) [/TD] [TD]4412 m/s (vac) [/TD] [/TR] [TR] [TD]Sepratrons[/TD] [TD]-[/TD] [TD]168 m/s (vac), 72 kN, 4.80 TWR[/TD] [/TR] [TR] [TD]LFO[/TD] [TD]3482 m/s (vac), 200 kN, 3.00 TWR[/TD] [TD]3176 m/s (vac), 200 kN, 2.02 TWR[/TD] [/TR] [TR] [TD]SRBs[/TD] [TD]976 m/s (atmo), 2x75 kN, 1.31 TWR[/TD] [TD]983 m/s (atmo), 2x112 kN, 1.32 TWR[/TD] [/TR] [TR] [TD]Comm[/TD] [TD]160 km always-on omni (integrated)[/TD] [TD]160 km always-on omni (integrated)[/TD] [/TR] [TR] [TD]Energy Storage [/TD] [TD]2000 EC[/TD] [TD]5100 EC (Command Pod)[/TD] [/TR] [TR] [TD]Energy demand[/TD] [TD]0.1 EC/s (ProbeCore) 0.06 EC/s (reaction wheel) + Science Transmission[/TD] [TD]0.09 EC/s (reaction wheel) ~ 0.036 EC/s for 1 Kerbal life support + Science Transmission[/TD] [/TR] [TR] [TD]Energy supply[/TD] [TD]6.0 EC/s LV-T45 Alternator[/TD] [TD]6.0 EC/s LV-T45 Alternator[/TD] [/TR] [TR] [TD]Control[/TD] [TD]0.6 torque reacion wheel gimbal engines/boosters adjusted Control Surfaces (winglets)[/TD] [TD]0.9 torque reacion wheel gimbal engines/boosters adjusted Control Surfaces (winglets)[/TD] [/TR] [TR] [TD]Crew[/TD] [TD]none [/TD] [TD]none[/TD] [/TR] [TR] [TD]Experiments[/TD] [TD]Thermo (20 EC/transm)[/TD] [TD]Crew Report (15 EC/transm)[/TD] [/TR] [TR] [TD][/TD] [TD]If you already got the thermo readings from low in space, you can discard the Thermometer.[/TD] [TD]Crew Reports from low in space - biome dependent in SETI instead of EVA. You may want to add Thermo and Baro to gather science from the landing site.[/TD] [/TR] [TR] [TD]Comments[/TD] [TD]non-recoverable[/TD] [TD]Solid Boosters for emergency separation.[/TD] [/TR] [TR] [TD][/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD][/TD] [TD][/TD] [TD][/TD] [/TR] [/TABLE] ------------------------------------------------------------------------------------------------------------------------------------------ 3. Kerbin System & Building Upgrades "Reach Orbit and you are halfway to anywhere in the Solar System" - Robert A. Heinlein With the right trajectory, you only need a couple hundred m/s deltaV to make a Mun flyby after reaching Low Kerbin Orbit and only a few thousand to land on the Mun or Minmus. The craft shown in this section require non-bold mods, like RemoteTech and TAC Life Support. From here on, the various deltaV maps for KSP are essential for further exploration and designs should be based on them and of course the Kerbal Engineer info. It is advisable (though by no means necessary) to upgrade some of your buildings, if you did not do so until now. Building Upgrades One of the cheapest but most usefull upgrades is the Mission Control. This allows you to have 7 active contracts instead of the standard 2 contracts. The upgraded Tracking Station enables patched conics and together with the Mission Control upgrades, flight planning becomes available. To gather more science from space around Kerbin, Mun and Minmus, the first Astronaut Complex upgrade allows EVAs. While VAB (part count) and LaunchPad (vessel mass and dimension) upgrades are not necessary for probe explorations of the Kerbin system, lowering those restrictions increases the flexibility in vessel design. When mods like RemoteTech and TAC life support are used, they are especially helpfull, eg to enable multi-sat launches. The VAB upgrade enables basic action groups if you did not follow the mod recommendations in the OP and did not install ActionGroupsExtended with the career unlock. The stock action group career restriction is imho just torture/pseudo-progression without reason/modding hostile... To make the next step into the mid game of KSP, you eventually need to upgrade your R&D building, which is rather expensive. Kerbin System Although Minmus is nearly as easily reachable as the Mun and far easier to land on, the expectable socio-cultural significance of the Mun and the easy transfer without patched conics and flight planning led to the decision to set the Mun as the first Kerbin system exploration destination. If you have Remote Tech installed, it is advisable to build up a basic communication network before leaving LKO for exploration, the RemoteTech contract pack by nightingale will help to fund such a network. The craft shown from this section onwards are only available in the "fully modded" craft pack (will be introduced in 0.8.4), since for the minmal and bold mods only installs, more deltaV is the only real necessity to go from LKO to anywhere. planned for extension: SETI Mun Probe ------------------------------------------------------------------------------------------------------------------------------------------ VI. UNUSED PARTS: (Thank you SwGustav for the updated list) SQUAD/SPP/Wings - the whole folder (0.25 spaceplane wing stuff) SQUAD/Parts/Aero - advancedCanard, aerodynamicNoseCone, protectiveRocketNoseMk7, standardNoseCone, standardCanard, wingletAV-T1, wingletDeltaDeluxe, tailfin SQUAD/Parts/Electrical - The 3 ring batteries: z-200Battery, z-1kBattery, z-4kBattery SQUAD/Parts/Engine - the 2 solid boosters "solidBoosterBACC" and "solidBoosterRT-10", NOT the third one "solidBoosterSep" SQUAD/Parts/FuelTank - everything EXCEPT first one "adapterTanks" SQUAD/Parts/Mk1 - everything EXCEPT mk1fuselage.mbm, mk1fuselageIntake.cfg, mk1fuselageIntake.mu SQUAD/Parts/Structural - "adapterSmallMiniShort" and "adapterSmallMiniTall" SQUAD/Parts/Utility - largeAdapter and largeAdapterShort, the decouplerSeparator folders and the decouplerStack folders, NOT the 3 decouplerRadial folders and the couplers at the end NASAmission/Parts - MassiveSRB, Size3Decoupler, Size3LargeTank, Size3MediumTank, Size3SmallTank, Size3To2Adapter BahaSP/Parts - "spotlightTurret", part.cfg files in "sRadialEngine", "trrEngine" and "retractableEngine" DeadlyReentry/Parts - DRE_0625HS.cfg, deadlyReentry_1.25Heatshield and deadlyReentry_3.75Heatshield; inside UP_decoupler_2 remove only cfg files EXCEPT part_2_5M.cfg KAX/Parts - "KAX_medFuselage" and "KAX_medJetFuel" ModsByTal/Parts/Command - the whole folder ProceduralFairings/deprecated - the whole folder RLA_Stockalike/Parts/Engine - solid_m_upper, solid_s_srbs, solid_s_upper RLA_Stockalike/Parts/FuelTank - the whole folder RLA_Stockalike/Parts/Structural - everything EXCEPT "ml_frames" and "sm_radialextend" SH_mods/Parts - "SH_RATO" StationScience/Parts - "StnSciAttachOTron" ThunderAerospace/TacLifeSupportContainers - the whole folder ThunderAerospace/TacLifeSupportHexCans - the whole folder ------------------------------------------------------------------------------------------------------------------------------------------ VII. DEVELOPMENT: Phase 9+ - KSPI extended, works well already but needs a cost rebalance - USI Survivability Pack (DERP pod still needs support) - Extraplanetary Launchpads - Tantares - Karborundum (K+) ------------------------------------------------------------------------------------------------------------------------------------------ VIII. Balance/TechTree mods with different foci: Modding brings diversity, so everyone may play the game according to their own preferences. SETI was created, because neither of the existing mods offered this gameplay, however they might be what you are looking for, if SETI is not for you: Those mods are not compatible with SETI, they are alternatives, not complements. Currently there are 2 very coherent gameplay projects/mods, which amount to total conversions: Better Than Starting Manned - complex rebalance from missions to gameplay dynamics, limited mod support Realism Overhaul mod - geared towards realism, from scale to planets and parts Tech Tree mods: Mod-Oriented Tech Tree - 2 versions available, one for a manned start and one for an unmanned start KSAEA - Kerbal Space and Atmospheric Exploration Agency Tech Tree and Game Rebalance Adios Tech Tree - Star shaped, category based tech tree, manned and unmanned start available Road to Kosmos - Tech progress based on historical space programs
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More balanced parts, a more intuitive tech and contract progression, some useful probe/greenhouse/etc. parts and configs for RemoteTech and CustomBarnKit! Modding is a lot of work, if you are interested in the continued maintenance and development of the SETI mods, please consider supporting them via patreon. By accepting contributions (funds and code) via patreon and forum, I consider it to by my responsibility to not let the mod die because of my desinterest and thus to orderly hand it over before that happens. I also consider it to be my responsibility to not let the mod and thus the contributions be the object of trolls, who misuse permissive licensing to wreck the mod and it's intent of providing a balance and ground work other mods may rely upon, as is so often the case in other modding communities. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- SETI MetaModPack (only available via CKAN) If you are looking for a more balanced, comfortable and more challenging gameplay without having to manually crawl through a hundred mods every time, this might be it. Simply install CKAN, only click on the "SETI-MetaModPack", then "ApplyChanges", leave the recommendations selected and select those suggestions you like as well. Done. Visual Mods are not included, since they tend to take some time to adjust to new ksp versions and even more time to work with ckan. Only RealPlume and Planetshine (not yet working with ksp 1.3) are in the pack. For more detailed information and recommendations for career settings, please go to the thread linked below called "SETI-UbM Career Challenge (setup takes 5-10min)". Mod Recommendations and Suggestions of the MetaModPack (Link to Textfile on Github) RCS Build Aid and AnomalySurvey contract pack are not officially available for ksp 1.3 and thus not installed via ckan recommendations. There is an unofficial RCS Build Aid for manual install available here: https://github.com/linuxgurugamer/RCSBuildAid/releases And Anomaly Survey contract pack works, except for the jool part, manually install an old version at your own discretion: https://github.com/jrossignol/ContractPack-AnomalySurveyor/releases ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Main SETI Balancing mods: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Download: SETI Rebalance v1.3.0.2 (for KSP 1.3.x, use CKAN for a clean install) Rebalancing masses, funds, science (simple ones transmittable for 100%), reaction wheels and much more, for a much more coherent gameplay experience. If you delete/do not install the SETIrebalanceReactionWheels folder which comes with the download, you can opt-out from the reaction wheel rebalance/nerf. For specifically supported mods, consult the github link below. Strongly recommended: A tech tree which makes sense, probably every tech tree which is not stock... ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Download: SETI RebalanceMaterialsGoo v1.3.0.0 (Addon for SETIrebalance, use CKAN for a clean install) This is the SETI Rebalance MaterialsBay and MysteryGoo MM patch, so that those 2 experiments can not be collected anymore, which makes them much more balanced in terms of mass/science payout. Best used with SETIrebalance. Strongly recommended: SETI Rebalance above ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- SETI tech tree mods: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Download: Unmanned before Manned v1.3.0.2 (for KSP 1.3.x, use CKAN for a clean install) Adjusts part placement for Stock- and CommunityTechTree. CTT is recommended with UbM. Start with simple SRB rockets, have early access to rovers and planes and the Mk1 pod only at a 45 science node. General compatibility with all mods which work with stock, for specifically supported mods, consult the github link below. Strongly recommended: CommunityTechTree, TakeCommandContinued (kerbals can enter command seats from the VAB/SPH) and SETI Rebalance above (stock part balance is worse than the stock tech tree) ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Download: UbM Challenge v1.3.0.0 (Addon for Unmanned Before Manned, use CKAN for a clean install) No reaction wheels until 90 science (use fins, control surfaces, gimbal and RCS instead). Fuel lines later as well. Required Mods: Unmanned before Manned above ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- SETI career mods: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Download: SETI Contracts v1.3.0.0 (for KSP 1.2.x, use CKAN for a clean install) This is the independent contract campaign. Using a probes first tech tree is recommended, like the ones above. Dependencies/Recommendations/Suggestions (Link to Textfile on Github) ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Download: SETI CareerChallenge v1.3.0.0 (Recommended for career mode, use CKAN for a clean install) This small mod simply reduces science experiment rewards by 70% to balance out the contract science rewards compared to science mode. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- SETI part mods: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Download: SETI ProbeParts v1.3.0.2 (for KSP 1.3.x, use CKAN for a clean install) Provides new stock parts (using stock models) for the 0.625m probe diameter. Includes mini H2/O2 fuel cell, RCS, solar panels, mini shielded docking port, new engine configs and inline probe cores. Strongly recommended: SETI Rebalance above and a tech tree which makes sense, probably every tech tree which is not stock... ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Download: Porkjets PartOverhauls SETIconfig v0.9.2.0 (for KSP 1.3.x, use CKAN for a clean install) Configures and redistributes Porkjets PartOverhauls (CC-BY-NC-3.0), so that it fits into stock and VenStockRevamp without replacing parts. Some parts are now 1.875m sized, two engines augment the 0.625m collection, Boattail versions stay 1.25m sized. Strongly recommended: SETI Rebalance above and a tech tree which makes sense, probably every tech tree which is not stock... ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Download: SETI Greenhouse v1.2.2.0 (for KSP 1.2.x, works just fine with KSP 1.3.0 use CKAN for a clean install)) A diagram of the cycle for TAC Life Support can be found near the end of this post. With it you essentially need only 10% of the water and 20% of the food which is normally used by a kerbal. Required Mods: none ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- SETI config mods: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Download: SETI RemoteTechConfig v1.3.0.0 (Addon for RemoteTech 1.8.2+, use CKAN for a clean install) This is a SETI config for RemoteTech, adding ground stations, changing the KSC range to cover the whole kerbol system (when not obstructed). Signal delay is set to false by default (can be changed in game) and some colors are tweaked. Required Mods: Remote Tech ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Download: SETI ProbeControlEnabler v1.3.0.0 (Addon for RemoteTech 1.8.3+, use CKAN for a clean install) This is a SETI config for RemoteTech, allowing probe control (local control) without connection. Thus a connection is only required for science transmission. Unfortunately this may remove the built-in omni antenna from probes (but not from manned command pods). Required Mods: Remote Tech ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Download: SETI CustomBarnKitConfig v0.9.1.0 !EXPERIMENTAL! (Addon for CustomBarnKit, use CKAN for a clean install) This is a SETI config for CustomBarnKit, Action Groups are available from the start, Kerbal hiring costs are fixed at 60k, etc. More facility levels are added, the restrictions and costs for upgrades are tweaked to provide a more sensible upgrade progression. Required Mods: CustomBarnKit ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Licenses: All Rights Reserved, except for mod specific config files and the redistributed plugins, which follow the original licenses as stated in the download and their respective threads: The plugin ModuleManager by ialdabaoth and sarbian is distributed under CC share-alike license. The KSP-AVC mini-plugin is redistributed under the GNU General Public License. The CommunityTechTree by Nertea (Chris Adderley) is redistributed under Creative Commons Attribution-NonCommercial 4.0 license The SETI-Greenhouse configs are distributed under CC BY-NC-SA-3.0 license, except for mod and part names (ARR). The model and textures are public domain from zzz Porkjets PartOverhauls are configured and redistributed under CC-BY-NC-3.0 license The Mk1 Inline Cockpit from KSP 1.0 is redistributed, for which all rights are reserved by Squad Contributions: AutoPruner config by SwGustav, standard hiding of unused parts based on suggestion by Olympic1. Procedural Stack Decoupler Textures by SwGustav Hybrid Rocket Boosters based on concept by Lord Aurelius Lots of feedback from Svm420 Procedural Probe Core heavily based on config by SwGustav Part volume adjustments for KIS inventory by Enceos Real Fuel Stock Tank Prices for Real Fuels by karamazovnew, not included in SETI-Download, but works very well with it Hybrid Rocket Booster compatibility for RealFuels by Chonner Telemetry and Science Experiments by Lord Aurelius Various TechTree configs by theonegalen SETI-RemoteTechConfig based on ground station placement by reddit user texasyojimbo SETI-RemoteTechConfig color coding inspired by frango9000 SETI-Greenhouse config fixes by Lint
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Hello, I ve seen that the AR202 part from MechJeb gets additional functions when you unlock specific Tech Nodes. How can I change parts (eg adding SAS, changing mass of parts) based on Tech Node unlocks? With that, the software/weight of Probe Cores could be updated, so that players could have 1 probe craft design, which has increased capabilities based on tech. Thank you very much! PS: I want to use this in a larger balance mod I m working on at the moment (which will reduce clutter by using procedural parts where appropriate, balance the economy and change the tech tree) . If such a functionality is more complicated and you are are interested in helping with it, please let me know!
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0.90 Modding Facilities and their Upgrades
Yemo replied to Yemo's topic in KSP1 C# Plugin Development Help and Support
Hm, thats bad. Nearing release they add major features/gameplay restrictions and make them not moddable. Modding made this good game great, this looks like a strategic turn in the wrong direction. -
Very nice design, bitslizer! Not using the chute is much more efficient. It saves more than 600m/s, while the powered landing costs only 100 or so. The Jet Booster can be enhanced by adding more intakes, which have very low weight, but high costs. With 8 intakes, the jet only flames out at about 38km or so, saving dV from the rocket stage.
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Thanks! It was a lot of work, especially testing various jet booster designs with different ascent paths! I ve seen your post in the probe challenge, but the imgur gallery does not work for me. Some great improvement suggestions from the text, will take a look at the lander again. Didnt even know that landing gear was so lightweight!
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The hardest design project I did in KSP: My entry for the 0.90 Mun Science Challenge, Jeb-Level! dV: 5336m/s + Jet boosters for atmosphere => 3100+ m/s @ 80km LKO Parts: 30 m: 17.9t √: ~23,400 4 Science Pods, 4 Mystery Goo (2 of each on the lander) With 3100 m/s dV in LKO, a good pilot can aim for the border between 2 mun biomes and reliably land and then hop to the other one. If you have a tiny amount of fuel left when landing on Kerbin, you can easily land with the 2 mystery goo and 2 science pods intact. You can probably get another 30m/s when moving the small fuel tank from S3 to S2, but for me the low TWR on S2 was annoying enough, so I didnt want to make that worse. Also, optimizing the ascent path goes a long way with those designs, so there is certainly some further potential for dV.
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I just tried it, but I only had about 2900m/s dV left when in 80km LKO. It would be very interesting for me, what your 80km LKO number is. While 2900m/s is certainly enough for good pilots, I d probably need a bit more for a stress free Mun trip. I d really like to use this and/or the more forgiving Chimera from page 6. Anyway, a great design!
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@Slugy: What was your ascent path with the 7.4t vessel? How high did you get before the jet flamed out with those 4 intakes? I remember another thread where a guy achieved something like 80km apo, 40km peri just with a jet and a massive number of intakes.
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KSP 0.90 Career Kickoff Guide (from normal to hard difficulty)
Yemo replied to Yemo's topic in KSP1 Tutorials
@Bandock: Thx, added a bit on contracts. Corrected, thx. Mixed up descriptions for the designs in the imgur album and the Science Challenge example. -
Keostationary orbital SAT help - 0.90
Yemo replied to Bluebird1's topic in KSP1 Gameplay Questions and Tutorials
Is your sat built right? Does it have solar panels? -
Just give two digits instead of 1 and let us set the tanks fuels in smaller increments.
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It should prevent people from just sticking batteries on it ;-). Some contracts can be battery sat, but normal ones should require a longer lasting energy source.
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There you go : http://forum.kerbalspaceprogram.com/threads/87138-failing-contracts-unlimited-funds Depending on difficulty sliders, it might somewhat lower your reputation in 0.90. Unrealistically, reputation in KSP decreases the quality of the contracts you get offered.
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Re-randomize applicants
Yemo replied to Superluminaut's topic in KSP1 Gameplay Questions and Tutorials
Dont know, when I tried, career was what is now science mode, so no reputation. But playing on hard career mode at the moment, science and reputation are so abundant, that I convert them to funds (and thus fuel) anyway (even at those horrible rates from the admin building). -
I think sustainable power is good, or at least something like "service life" power (eg 10 kerbin years). Sputnik was a research/propaganda sat, not a commercial/maintained one.
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Re-randomize applicants
Yemo replied to Superluminaut's topic in KSP1 Gameplay Questions and Tutorials
1. Download the Kethane mod 2. Convert the cheapest unlimited resource into Kethane to fuel your vessels (just leave Jeb alone)