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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. The beacon needs to be brought out before the drives can be used, so putting it into an earlier category makes sense, IMHO. That way a player can research it, and get it on it's way before. The biggest drives should be the hardest to get, which is why I think they need to be in the Ultra High Energy Physics
  2. Please keep the discussion of this specific mod in the FTL Drive Continued thread, unless it requires the input of the general CTT thread. Thanks
  3. It doesn't cost anything, so yes. Most of the Twitch streamers I know of use career mode. Specialized Control is rather low, I agree. Currently there are the following parts, and what I'm suggesting: Part Name Tech Required Proposed Stock Tech Proposed CCT Tech ftlContBcnPlus FTL Beacon Plus specializedControl Specialized Electrics High Energy Science advancedFTLdriveS1 650iN Advanced FTL Drive specializedControl Advanced Science Tech Applied High Energy Physics advancedFTLdriveMk2 720iN Advanced FTL Drive specializedControl Advanced Science Tech Applied High Energy Physics advancedFTLdriveS2 2500iN Advanced FTL Drive specializedControl Experimental Science Ultra High Energy Physics However, don't change the existing files, do this (or whatever you suggest regarding the tech trees) as a MM patch, so that the patch can be deleted if not wanted. Preferably as a PatchManager controlled patch
  4. Update 3.4.0.2 - Alpha 3 Fixed techRequired for the small radial tank, it was misplaced
  5. @agrock Look at this: https://go.gliffy.com/go/publish/11139139 Seems to me that the parts would end up in one or more of the teal and/or gold categories
  6. Ummm, ESLD is very much alive And Alcubierre is very much an FTL drive, also known as Warp drive I was wrong, there is a fourth:
  7. Please dont remove them. They are there for historical reasons and for compatibility with old craft files
  8. To my knowledge there are three active FTL mods, FTL Drive Continued, ESDL Jump Beacons and Alcubierre Warp Drive. The first two aren't actually FTL, but actually are jump mods, although they work in different ways. I agree with @Nertea about the nodes needing to be used by multiple mods. So, either use the current nodes, or get a discussion going with the authors/maintainers of the three mods and let's get a consensus
  9. Ummm, new technology has new ways. I've been around for a very long time, since before the internet was even a glimmer. And yes, the older software works that way, but I actually like this, it is (in most cases) more efficient
  10. Please don't. (enable the other drives). I suppose I should remove them, but they are the old models, which were replaced by the current models. Define "larger ships". FTL is supposed to be difficult
  11. Do them as a set of individual PRs, some are good, but not sure about all: The mod has built-in difficulty, by having to get the parts there. This mod is used by one or more streamers, and making it harder to unlock would hurt them. If you like, make a MM patch for the category, and either configure PatchManager to work with it or I can do that CTT needs at least two mods before it puts in a new node Not sure what you mean by "spit", if you mean spinup, then remember it's a game, and having it take too long would be unnecessary delay.
  12. New beta: https://github.com/linuxgurugamer/FilterExtension/releases/tag/3.1.1.7 please test this, I've reverted a number of the localization stuff, hopefully it should work fine in English only Assuming it's good, I'll make this a full release
  13. Regarding the ground stations, there would ne something in the settings or a cfg file tp temove, and then you would be back with 1. And what is a KSW Switcher? May a little more info would be helpful?
  14. No, the ids are the same. Of course, do a backup first, just in case.
  15. Ummm, most challenges are. But it is fun, and made you learn something new, The space shuttle was the first reusable spaceship. It was big, and not cost efficient. Eventually the Air Force had the X37 made, whic is, in essence, a tiny space shuttle.
  16. Just updated to Alpha-2, details in the release thread: Added the PartModules into the release build to avoid unnecessary warning/errors in the log file Updated the part configs for the tanks to share the textures, reduces memory usage and loading time Replaced textures for the slurry and sludge tanks Added OrganicSlurry and Sludge to LS display, only displayed if LS mode allows Fixed bug where Slurry and Sludge tanks were launching full Add Slurry rate and Sludge rate (rate/day of processing)
  17. Update: 3.4.0.1 Added the PartModules into the release build to avoid unnecessary warning/errors in the log file Updated the part configs for the tanks to share the textures, reduces memory usage and loading time Replaced textures for the slurry and sludge tanks Added OrganicSlurry and Sludge to LS display, only displayed if LS mode allows Fixed bug where Slurry and Sludge tanks were launching full Add Slurry rate and Sludge rate (rate/day of processing)
  18. Especially this mod, which references the fields of itself in a non-intuitive manner. I may just get a release out without localization, and try again later.
  19. I may have missed it, but the one tank I don't see new textures for is the IFITank
  20. Just an FYI, I'm working on converting all the mesh configs to MODEL configs, and sharing the common image fiels
  21. The images look great, thanks. Do you think you can do it on the round tanks as well? Regarding changing the mesh into a model, the only issue I have is identifying the textures from the .mu file; I just haven't had time to do it yet
  22. Thanks. Keep in mind that development isn't done, but it's progressed enough for people to try out now.
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