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Everything posted by SpinkAkron

  1. Should work just fine. Give it a go and let me know if there's any issues.
  2. Oh that's handy and so intuitive I never realized it existed. Thanks! I added the 1.0.8 update for KSP 1.7.X
  3. I'll take a look. I wasn't aware I could do multiple versions. Will BOTH versions still show on CKAN? That's my primary motivation for doing this.
  4. UKS Version 1.0.8 version with 1.7.X compatibility now on SpaceDock. (Should appear on CKAN soon) I added the 1.0.8 update to the regular UKS mod on SpaceDock/CKAN . So those who have not updated to KSP 1.8 will see that version. Thanks to @HebaruSan for the how-to.
  5. That's an excellent idea. I took the 1.0.7 version and copied in only the updated mod configs. Let me know if you find any problems. Unkerballed start 1.0.8 on DROPBOX
  6. I didn't noticing anything in the new version that would impact CTT.
  7. Finally, I stole some time to do an update. Let me know if there are any issues. Version 1.1 for KSP 1.8 only. Not Compatible with prior versions. NOTE: CHANGES TO TECH TREE IMPACT SAVE GAMES 1.1.0 Update for KSP 1.8. Added config for Breaking Ground DLC suggested by kcs123 Disabled RT-1, replaced by stock engine. Fixes to tech tree suggested by FreeThinker Fixes to Intersteller suggested by FreeThinker Change to Custom Barn Kit suggested by kcs123 Change to DMagic Orbital science suggested by kcs123 Added config for Infernal Robitcs Next suggested by kcs123 Added config for PEBKAC Launch Escape System suggested by oOScarfacEOo Added icons by Tonas1997 Available at SpaceDock
  8. I'm real sorry. Life is what happens to you when you're busy making other plans. Unfortunately, at the moment, my time is not my own.
  9. I'm trying to recreate that but I don't remember how to add multiple engines to a bare tank.
  10. No worries, that's why I asked for opinions. You are right. It doesn't fit.
  11. Ok. Looks like there has been no significant changes to parts since 1.7.0. I need to make a config for Breaking Ground and implement fixes for what folks have identified. I've added the awesome icons that @Tonas1997 created. If you want to make others, that'd sure be swell. We could use icons for Gadgets and Gizmos. I was thinking maybe an Inspector Gadget and a Gizmo from Gremlins. Or is that lame? I never got around to making a config for Infernal Robotics but I think it and Breaking Ground need to be in sync from the get go. A quick look at Infernal Robotics suggests moving the new DLC parts to match that. If anyone has any suggestions on part placement, I'd be happy to get them. Other mods have likely been updated in the interim and need configs tweaked. I'll concentrate on the problems identified in prior posts first. Hopefully I can get something out this weekend.
  12. Awesome! Another mod I didn't realize I needed till someone made it.
  13. I've been using beer as a substitute. I think I have drank more beer this summer than at any point in my life. Not really proud of that... I've been watching a YouTube series Mike Aben is doing using UKS and it has got me jazzed, so I'm going to start back into updating this ASAP. But alas, first I have to build an old school screen door to replace the modern aluminum one the previous owners installed.
  14. Thank you everyone for your patience. Painting season is drawing to a close and I'm only half done, so there will be a season two. I got a few more good weekends yet depending on the weather. I am starting the process of re-familiarizing myself with KSP. Then I need to go back through these posts and compile a list of what needs done for the next release. Not imminent but starting to move back up the priority list. Meatspace screenshot chez Akron.
  15. UnKerballed Start is a little outdated at the moment. I've been painting my house this summer and haven't had time to do much of anything else. Painting season will be ending soon so I've just started trying to reacquaint myself with KSP. I've used CKAN without any problems. For some mods I use JSGME. I am always bouncing back and forth between life support mods. Each of them has some aspects I like. I really love what Kerbalism does with science transmission. I wish that part of it was standalone.
  16. I didn't change any costs. I don't use unlock costs. I think it's a PITA so I greatly reduce my income instead. I don't use airplanes either. Part of the aircraft path is aerodynamics containing shells etc since that makes sense to me. Nice!
  17. Cool. When I get my life back we'll have this all documented so's I can implement it.
  18. Thanks guys for helping each other out. I'm sorry I can't do anything on this for awhile. Meatspace screenshot of me not working on UKS:
  19. Totally cool. This sort of thing will save me a lot of time when I can get back to gaming. Sorry I've been AWOL. I have to paint my house this summer and all my formerly free time has to go scraping 120 years of paint and restoration generally if I'm to have any chance of getting my house done before I have to go to the old folks home. Thanks to @kcs123 for helping out with questions,fixes,and updates in the interim!
  20. You can use the small cube structural piece to accomplish the same thing. Attach as many as needed to the bottom of a tank and add the engines to those. Scootch them up to improve appearance. I demoed it in one of my Let's Play videos.
  21. Sorry I've been busy with house projects. - instead of swaping prices, set lower part number limit for VAB/SPH to 40 That's a good idea. - radiators in gizmos node - no use for them that early in the game, can be safely moved to early heat managment node I'm not really basing availability on need - At least LVT-30 engine (without gimbals) in tier 3 node General rocketry - there is few 1.25m fuel tanks unlocked, but not much use of them because almost all of engines are much higher in tech tree. The delayed availability of larger engines is intended. Fuel tanks availability is based on volume not radius. Multi-engine stages are encouraged and work great. - B9PW should be in tier 4 Aviation node instead of Advanced aerodynamics node - people who use them would usualy not need wings of other kind, but P9PW are too high in tech tree for them - Basic rocketry node contains resource tanks from USI/MKS mod, those should be placed somewhere higher in tech tree, with their ability to be used for various resources it seems to be too early for them to apear in career game a tanks a tank, whatever it's used for. I think they should be available when a sumialr sized fuel tanks is. - RA-2 antenna should be slightly earlier in tech tree - in Space Exploration node, to be able to establish better relay network when it is time to explore Mun/Minimus I'll look at it. Probodobodyne QBE - add reaction wheels to it. With very low torque, though. Something like 0.1 or 0.05. IIRC, Probodobodyne OKTO have lowest value of 0.3 torque in stock game. Found it necessary because linear RCS ports are too powerful for small probes, making even kOS steering manager to jerk it a lot, wasting monopropelant and still not being able to point probe in desired direction. Linear RCS port is on right spot in tech tree, though and may be necessary in ascent of unstable rockets, can even be better and lighter solution than wing control surfaces. Because wings are only useful in lower atmosphere. Not changing parts is one my design principles. I use a mod that nerfs reaction wheels so using RCS on small probes is mandatory. I reduce the power of RCS thrusters in the build menu to 25% or less and get good results. I won't have time to work on this for awhile but these are some great ideas for the next version.
  22. That is intentional. At the point where a new technology becomes available, the current max size and all smaller become available at the same time. You'll see that all thru the tree.
  23. The upper end of the tree is only used by a few mods. I can change them to be more in line with KSPIE. What would you recommend?
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