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gcube

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Everything posted by gcube

  1. +1 Anyway, thanks for this great mod, this is the basis of my end-career spaceships.
  2. Hi all, Little problem : i have added a mod (CactEye2 http://forum.kerbalspaceprogram.com/threads/105660-0-90-CactEye-2-Orbital-Telescope-BETA-5) that is not supported by this tree: i can see the parts in the VAB, but not in the tree. Second problem : i use the Warp Drive plugin (http://forum.kerbalspaceprogram.com/threads/100798-0-90-Alcubierre-Warp-Drive-%28Stand-alone%29-v0-1-0-2014-12-16), but i can't see the parts, not even in the VAB. This plugin has been installed before Mod-Oriented tech tree, and it is a supported plugin... any idea ? I have just finished to unlock each science node and no warpdrive .. how will i get to eeloo now ?? Is there a github or something where we can push our own modification ? And a list of suggested mod to be supported ? [edit] Sorry for CactEye, it is perfectly integrated (even if i think an "orbital telescope" node at early stages and gradually dispatch cameras through science levels would be more "roleplay" ). About the warp drive, it is present in the configuration files, but the tech depends on other tech that i cannot unlock since it only contains KSPI parts and i don't have KSPi installe. Is KSPi supposed to work with 0.90 ? [/edit]
  3. Hi, First thanks for this mod, it is a really good one, that greatly increase gameplay I have a little problem with a contract : It asks me to do a "multispectral scan in low orbit of the sun", but multispectral tool (Multi-Spectral Imaging Platform) seems to be buggy in theses conditions. Both "Log Imaging Data" and "Start Multi-Spectral Scan" does not have any effects. If i click on "Log Imaging Data" in low orbit it does not work, but as soon as i reach high orbit, it automatically do an "imaging data logging". The GUI shows me that this experience is done in high orbit. Note that this only occurs with the sun (well i have'nt explored all planteoids yet...). To reproduce: put a "Multi-Spectral Imaging Platform" on a vessel, go to sun low orbit, try action "Log Imaging Data" or "Start Multi-Spectral Scan". I'm sorry i have'nt recorded the log file
  4. Sounds like a great mods, wich greatly improves the career mode with a modded installation. Thanks for your work. I noticed 1 minor problem : the new version of USI MKS/OKS (http://forum.kerbalspaceprogram.com/threads/79588-0-90-USI-Kolonization-Systems-%28MKS-OKS%29-%280-22-3%29-2014-12-27) hides parts from extraplanetary launchpads (http://forum.kerbalspaceprogram.com/threads/59545-Extraplanetary-Launchpads-v3-4) in the VAB and the SPH, but those parts are still visible in the new tech tree when i use your plugin (note that those parts are not visible in the VAB). The lists of hidden parts is available at https://github.com/BobPalmer/MKS/blob/master/GameData/UmbraSpaceIndustries/Kolonization/EL_CONFIG.cfg (also available in the GameData/UmbraSpaceIndustries/Kolonization/EL_CONFIG.cfg file of your local KSP installation). Even more strange, i can see parts for mods that are even not installed !! For exemple, i can see all the Universal Storage parts for DMagic Orbital Science, but i only have DMagic installed, not Universal Storage. As for the OKS/MKS problem, those parts are only visible in the tech tree, not in the VAB nor the SPH. Second problem, unmanned and manned version have the same id in the configuration file. This prevent the TechManager to offer both at loading. Simply add "Unman" to the unmanned's id solve this problem. You are supporting Extraplanetary Launchpad, you are supporting Karbonite, so why not supporting Extraplanetary Launchpad Karbonite conversion (http://forum.kerbalspaceprogram.com/threads/89774-90-%28V-23%29-ExtraPlanetary-Launchpads%28EPL%29-Regolith-Adaptation-%2812-24-14%29) ? I added those parts to nodes : to node {name = newnode_4108, techID = offWorldConstruction} i add the parts {name = OrbitalRocketWorkshop}; to node {name = newnode_2972, techID = offWorldAssembly} i add the parts {name = RocketWorkshop, name = SmallerBlastSmelter, name = BlastSmelter, name = TinyBlastSmelter}; to node {name = newnode_8515, techID = orbitColonization} i add the parts {name = OKS.Storage.RocketParts}; Finally, the support of the figaro GPS plugin would be a great thing (http://forum.kerbalspaceprogram.com/threads/24646-0-25-Figaro-Global-Navigation-Satellite-System-Launch-a-Working-GPS-System). Here is the node i add : NODE { name = newnode_6729 techID = gnss pos = -1545,635,-10 icon = ELECTRONICS cost = 225 title = Global Navigation Satellite System description = Positionning things on other things. anyParent = False hideIfEmpty = True parents = node7_advScienceTech,node7_advUnmanned PARTS { name = FigaroReceiver name = FigaroTransmitter } } This seems to be working, but i can make mistakes
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