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theJesuit

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Everything posted by theJesuit

  1. Will do. I'll try and check them out today.
  2. Hi @linuxgurugamer, Just put through a request for a new preset that works better with AC Progression.
  3. ANGLECAN Achievement Tree 1.1 Download from Spacedock Requires Module Manager (not included), Contract Configurator Download from Github Licence is CC-BY-NC-SA http://creativecommons.org/licenses/by-nc-sa/4.0/ AngleCan Achievment Tree creates independent Tech Tree nodes for a visual interface on various achievements for your space agency. These nodes can be unlocked via supplied contracts (with Contract Configurator). Achievements for each body include: orbit, landing and flag planting. For orbit and landing, these can be either crewed or uncrewed. A flag does require a kerbal! For the home world (Kerbin), orbit, crewed orbit and successful return from orbit unlock the three Kerbin nodes. For gas planets (Jool), orbit, crewed orbit and atmospheric flight unlock the three nodes. Contracts are like world firsts, you can't accept or decline them, they just are there. You can also track them in the KSC Mission Control. Current Systems supported: Stock JNSQ Future Systems support: OPM KSRSS Current TechTrees Supported: Stock Community Tech Tree QUARTIX Tech Tree SIMPLEX Tech Tree TETRIX Tech Tree Future Tech Tree support: The Skyhawk Science System
  4. Hi! If you don't mind @CessnaSkyhawk, I'd like to add support for my new mod, ANGLECAN Achievement Tree. It adds a number of standalone nodes into your tree, and won't require any maintenance on your part. If you have any suggestions though, please let me know! Peace.
  5. @HebaruSan, I have a question, With the latest mod I created on Spacedock, AngleCan Progression Contracts https://spacedock.info/mod/3160/ANGLECAN Progression Contracts, well, I've had a change of mind. I'm going to change the name of the mod and release it as AngleCan Achievement Tree. By doing so on SpaceDock, is this going to cause issues on CKAN, or should I create a new mod altogether?
  6. One last quick test hopefully today and I'll drop a new release of the AngleCan Progression Contracts. It will have a new name (completely Separate mod) and will be AngleCan Achievement Tree.
  7. Hi everyone. With the unitial release of Progression Contracts, a think a name change may be in order for it. ANGLECAN Progression Tree may be better as it reflects better what the intention behind it. Next release Soon... For JNSQ. Just needs testing Then OPM and KSRSS.
  8. Released ANGLECAN Progression Contracts. This is another stand alone mod. Take a look! Screenshots in the OP.
  9. An update for the upcoming AngleCan Progression Contracts. I'll be supporting Stock, OPM, JNSQ and KSRSS. The Stock TechTree and all my TechTrees will be supported. Icon placement will be to the upper left of the Start Tech Node, with planets starting at the top and coming down the left side of the screen. Any moons will come out the right towards the Start Tech Node. The Contract Configurator works like a charm to unlock the nodes at the right time. Each planet/moon will have its icon unlock when you reach orbit. There are two additonal sub nodes for landing and flag planting. You obviously need to send a kerbal to do the flag! Another obvious issue for these are gas planets and kebrin iteslf. For gas planets, the two sub nodes for crew orbit and entering the atmosphere. Kerbin's two extra nodes are for crewed orbjt and then return to surface. There is a mild clash with modular launchpad icons? I'm considering how I might best support this, probably by patching its nodes to move.
  10. No. Mainly as i dont use it, but a big part of FFT is the System Heat which kerbalism didn't go near. I did see a mod to create compatability but I'd want to mod it with Simplex Resources and it would take too much time before KSP2.
  11. So... I'm doing some quite creative and different. I'm going to realease an addon compainion mod. If Contract Configurator is installed then there will be an icon for each planet with sub icons. World First style contracts will unlock these independant nodes to show progress for the game. Currently it will be orbit and flag planting (if applicable). Gas planets will be Orbital and Flighing High or something else. These icons will be to the left of the Start and will be a way of showing off how much you have complete. Encourages Flags and Footprints everywhere. I'm think too that i could have flyby, orbital, landing, flag. Its a thought/work in progress. It should also be mod agnostic so you dont need AngleCan Progression, and it will be compatable with my techtree mods and stock/ctt. Compatable with OPM, JNSQ and possibly KSRSS.
  12. I always maintained you can kerbalise it. Break rockets up using the probe cores. But also the heatshields can be ejected, so these could be used as pre-decouplers too. I MAY revisit this due to my thinking around Quartix though. But it won't be till the summer break.
  13. The Simplex Suite of mods. SIMPLEX Resources is also an obvious choice. Doesn't change gameplay much, but Ore is split into 3 resources. SIMPLEX Propulsion too as it makes rockets in an atmosphere a little harder to make but keeps vacuum engines the same. ReStock and ReStock plus for part mods too
  14. Which TechTree is that for? With Simplex and Tetrix currently it is in tier 3 right? The design principle for these is that size 0 comes later - except for maybe those earlier SRBs. So the decoupler would be later. With Quartix the design was for size progression (and sounding rockets) from the go, and these didn't typically have upper stages. However, with Grounded installed It does move earlier so that you can launch off the back of trucks...
  15. No problems. You helped find a different issue Thanks! Ill look into the Buffalo two mod issue as well. That'll be for me to fix in Simplex Resources.
  16. So, i think initially this was a spelling mistake. TinyIRSU instead of TinyISRU. But this wasn't well looked at by me in testing so I'm making sure that all is well. Should be a release tomorrow.
  17. https://discord.gg/CKCFVURn you'll need to ping me in the help section.
  18. Could be a problem. What other mods? Can you post a list?
  19. Do you have Community Resource Pack installed? If so remove it. SIMPLEX resources has its own CryoFuel.
  20. Kerbalism offers a slightly alternate science system. You can set these to run automatically.
  21. I really dislike the contracts as well. Especially part contracts. But also delivering insane MP and EC storage to random base. Blech! I too am looking forward to adventure mode in KSP2 but I have my summer break coming before then... and a lack of IRL funds to update the gaming PC for end of Feb. So mods and ksp1 is my only hope!
  22. It's been a long time getting back to you. I'm not sure, but someone did post once-upon-a-timethag world firsts only went to Duna, Eve and their moons but didn't extend further. So the usual flyby, orbit, dock, transfer, land, etc only works to a certain point. Many moons later I'm updated all my mods. For this i want to put in an optional config that makes fuels cost money still, possibly also other consumables for life support. This would really push the engineering designs together with flight efficiency, and the ISRU.
  23. Having had a quick look, turns out that without Simplex Resources I didn't add in the options for Ore only converters for the TinyISRU, and the Chemical Plant has a double up of options. I'll get these fixed over the next couple of days. The reasoning behind having separate containers for Air/BadAir and Consumables/OrganicSlurry was due to the fact that Air is used up at a different rate to Consumables. Yes it is ONE unit per day each, but with scrubbers and greenhouses and with EVAs this can easily get out of sync. So don't worry about sending the log if this answers your questions and solves your issues!
  24. Yes please. Lets start with the ksp.log. also, ive just thought whether I've made the converters require Simplex Resources. Do you have that installed?
  25. Updated to version 3.9 Changelog 3.9 QUARTIX TechTree Support - Stayputnik no longer has TITE experiment Added Coolant Resource for ISRU and Nuclear Reactors, coolant generated by radiators Added SIMPLEX Resources for Nuclear Reactors Added TinyISRU based on the Chemical Plant Added Support for MoldaviteMachines
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