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theJesuit

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Everything posted by theJesuit

  1. Amen to this. Just a note to say that I'm sure it'll be done when it's done. You peeps are awesome. Peace.
  2. So, 2.5, and then extends out 1.25m each side from the 2.5m? Looks nice. Peace.
  3. @rfelipe200. Nice work. How does its profile compared to kerbal planetary base systems? Or is more of a Mk2 with flattened base? Peace. EDIT - will IVA's be on the cards?
  4. When you play with kerbalism...
  5. May the Kraken be always in your favour.
  6. On my keyboard I only have one T and it is in the middle. Any advice?
  7. Well, Look at Take Two and the civ franchise... Put out a new release... then two pard DLC updates. Then new release as a new game. This means that we have oen more dlc, updates and such and the 2.0 will be announced. My guess. Peace.
  8. HI all, So, here are the two options for what I think will be close to the finished product. Here is the 6 branch: Note the extra tier 1 and tier 10 nodes. the second from the bottom is Construction101, with the end being an imaginative interstellarColonisation2. And here is the same number of nodes in the 5 branch: The construction is up in the Engineering branch, with the new generalEngineering advancedEngineering and specialisedEngineering through the middle. Logistics is at the top of the survivability branch. So the 6 branch is more spaced, but the 5 branch I feel is better balanced. Logistics/ cargo lifesupport and future sciencey things don't really go with construction. I am definitely leaning towards the 5 branch. Oh also, precision propulsion is now attached to the rocketry branch again. I'm keen to hear peoples' thoughts. Peace.
  9. @theonegalen but hold your horses as I've refined it a little more. Each time i look at it, i think maybe 6 major branches (the extra starting with construction101 gen construction and logistics going up, eng101 having genEng etc and electrics). I try it and end up going back to 5 but more streamlined. I may generate it for both and see what people think. I'd need a sixth end tier though. I DO have room for one more tier. So either it will an end game or an additional thing. Still working through the KSPIE parts... so many! Peace.
  10. Ohh.. walkable UNDERGROUND base parts.
  11. Hi everyone, So, I've been looking at CTT integration, possibly, but from posts above it doesn't really sit well with me. However I do have this: This is a WIP, with no release date. It is because of a request to have KSPIE integrated into Simplex Tech Tree, but obviously I needed a future style focus for it. I have used CTT nodes, mainly for pretty icons, but also really as placeholders. CTT's licence allows me to use them, but we'll see. I had thought to put all of CTT in to simplify bringing mods in, but it didn't work for the logic. Next step is to integrate KSPIE and see how the high tree nodes will fit (there are fewer than CTT). So a few things to note... Branch features: Stability Branch: Planes/Spaceplanes engines wings, cockpits, fuselages etc are all in the top branch following stability. Again, a request. Top line are engines, middle line wings, bottom line are the specific form factor tanks. This line initially is my own created nodes. basicRocketry branch: Tanks have been placed with the rocket engines. They head off to join the aerospace form factors later in life. basicScience branch: flight control moved to here, with probes (and comms). Whilst precise propulsion will head off to ion drives etc, the probes will move into ISRU, and AI. engineering101 branch: electricity generation, construction and a new branch of general Engineering, advanced Engineering and specialised Engineering. This be those landing legs and rover wheels and whatnot so that spaceplanes and probe landers do't have to unlock crewed parts. If you want all uncrewed then you just head down the middle three branches. survivability branch: adding in logistics and habitation which will be the life support parts, crew cabins etc. Currently with CTT nodes through the whole lot, but once I start adding in parts I'll probably change it through the whole lot. End Game: Whilst I did think of everything consolidating into one node, I have five end nodes to finish. unifiedAerospaceSystems, interstellarPropulsion, singularityOversight, unifiedFieldTheory, interstellarColonisation I guess what I could do as well as have these five head into a single node to mirror start, requiring hitting another star. Currently, with some node costs would be 15, 45, 90, 300, 550, 1000, 1750, 3750, 7000, requiring 155170 science to complete. Roadmap: I'm going to add spaceplanes like the Mk2.5 and flatbottom shuttles to the currently vanilla Simplex Tree and release a 1.8. Look for that in a week or so. This new one will be 2.0. It will include same mod support, with better KSPIE obviously but also Kerbal Planetary Base Systems. The additional nodes won't be visible without mods to support them. This may interest people who have may suggestions @Cruesoe, @zulu354, @theonegalen, @flart, @Taki117 and anyone else I've missed. Any thoughts please? Peace.
  12. Oh why was this thing not a thing earlier? So many thanks @linuxgurugamer! Peace!
  13. Especially as it has now been discovered. Peace.
  14. Hey everyone. I'd like to have a VERY simple formula for build times and need some help as I don't understand the formula system. I would like build time to be determined only by number of parts and the upgraded level of the VAB. So for example a thirty part craft * smallest VAB = say 30 * 1.5 giving 45 days to construct. Or 100 part craft with tier two VAB is 100 x 1 and 100 days. A 150 part craft with largest VAB would be say 150 * .5 taking 75 days. Any help would be greatly appreciated. Thanks! Peace.
  15. @Rock3tman_ or anyone else, have you had a chance to try the above or is your install okay?
  16. Not sure even with only rads that it works with USI LS. RT is fine. You can chose in the top options in the settings.cfg or in the settings menu for the save game. Peace.
  17. You got me. To be fair its been too long a journey with my other mods. So I haven't had a chance... yet. I have no idea how to fix an issue with KSC being underground. Peace.
  18. I've been thinking about the engine variants and their lack of mass changing with boat tails and such. There could be 'mass' resource that is actually hidden and non tweakable. Then when the boattails are selected they gain this heavy resource. This could also be added to the new Mk2 landercan as well for the bigger variant. This would make the stock variant system more realistic IMHO. Would it work @Snark ?
  19. Hoping this might be an easy addition to give modders (specifically me but maybe others as well) some joy in 1.7. Don't know what you have in store for 1.7 yet besides some prettier parts. Peace.
  20. Thanks be to the blessèd fish. Forgot about KSPIE when I put this together . Yes. But it it is very messy all the same. What I'm thinking with CTT now I've slept on it and have seen the nodes: Premise: all nodes must have unique icons. I like to think that is my point of difference with HP TECHTREE. Create an actual plane spaceplane branch. Start with props etc. Two branches, one fuselage wings etc, cockpit and tanks (mk2 mk3 etc) the other engines. I don't play with planes so I could happily ignore this branch as I do the very top of the TT as it stands CTT gives enough nodes to fill it out nicely I think. That would put engines and stability together. Stability on top, engines below and small propulsion branching off both Nuclear should run parallel to power at the end for the nuclear powering option. With maybe ion, chemical, plasma and nuclear extending out. Would need radiators for nuclear so those run alongside also extended. A mining branch separated out from the probes. Maybe this should head down to branch off engineering/construction as the tanks for ISRU and EPL/GC fits better down there. Still change scanners to bubble off the probes though. Through middle of the survivability branch should be stations. Hitchhiker would move to that. Landing obviously becomes science anyway, maybe have landing in the middle and stations on the bottom, command moves to top (parralel to probes). The physics science is the extenstion to this close to electrical for the end game science. Greenhouses / recycling etc should sit in stations. Engineering has a logistics branch up the middle. Cargo bays ore/LS tanks etc. Isru will extend with out. Orbital structures/construction ties this together is maybe stations branch immediately above it. When I get a chance I'll plop it together. CTT adds what 95 nodes? My guess is that I'll use around 30 to 35. But it's a WIP.
  21. Yes I would be grateful at getting this mod to work properly. Peace.
  22. That would certainly be possible. As i already do it with IFILS supplying its own nodes. Also I agree with having it on one screen. Ideally I would leave the tree exactly as it is. Other branches would slot in around it. More feedback please!
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