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Arachnidek

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Everything posted by Arachnidek

  1. New syntax is very easy but getting everything worked out will take quite a bit of time. Expect next version to be buggy
  2. No i haven't disappeared. Just as guessed i'm waiting for 1.0 for the next version.
  3. I don't think there is anything to worry about. Lately there has been a bit of a slowdown in mod developement mainly due to the 1.0 version just around the corner. After it's release there should be loads of new versions coming up as there were in the past with older releases.
  4. Just one thing instead of name = SR_NoseCone do a name = SR.NoseCone it will work. It's a bug with techmanager but otherwise works fine.
  5. It's just a small contract pack that adds a bank to the game. The bank gives you money and after 2 weeks it takes it back with some interest. There are 3 contracts currently that will give you around 20000/100000/500000 credits. To get bigger loans just upgrade your mission control and have some points in reputation. When you accept a loan it will show itself as a contract to put a flag on the sun Try to complete it i dare you MIRROR: https://www.dropbox.com/s/ttvlz9bzw1ahawz/BANKING-V.01.zip?dl=0 CKAN soon. LICENCE (since it's required ): MIT To install just copy the Banking folder into your KSP/GameData folder and make sure you have Contract Configurator installed. ============================================================== ================= REQUIRED MODS ============================== ============================================================== All mods below have to be installed in order for the mod to work (tested version of the mod after the dash). - Contract Configurator - 0.7.0 ============================================================== ================== INCOMPATIBLE MODS ========================= ============================================================== NONE KNOWN ============================================================== =================== KNOWN BUGS =============================== ============================================================== NONE KNOWN ============================================================== =================== TO DO ==================================== ============================================================== - add investment possibilities - stupid reward multipier fix (stock bug) ============================================================== ================== VERSION HISTORY =========================== ============================================================== ------ V.01 - 18-03-2015 ----- - Mod Released - 3 bank contracts
  6. Hmmm is there a possibility to force CC into giving money when failing a contract and taking money when completing a contract ? When i tried it with a - in front of the reward it gave me error info that the value has to be larger than 0.
  7. I have no idea what mod that part is from. It's not mks. Could you provide me with a list of your mods ?
  8. @Volatar I've looked into your problem and i think i have the answer. USI - probably the part you are talking about is the MKS Integrated Mobile Base which comes with in the new 0.22.8 version of MKS. It will be updated with V.16 (current supported version is the 0.22.7) Procedural Parts - normal procedural parts aren't supported yet. The B9 Procedural Parts are. TACLS - not sure here. Water and Ammonia Tanks ? That's from KSPI. Universal Storage - correct it seems 3 parts with the latest update. Will be fixed in V.16. KSPI - had a bit of trouble replicating this problem but thanks to the CKAN info i managed to replicate it. Looking at your screenshot I think you've installed Interstellar Lite 0.90 which isn't supported yet. The KSPI supported is the one that I've provided the link in the first post. It works fine with the exception of the upgrades. Also installing Interstellar Lite from CKAN created a problem with TreeLoader and TechManager mod conflict. If i'm wrong please correct me. I'll add support for interstellar lite and normal procedural parts in the V.16. @Nightingale Sure. It will make the install a bit more straightforward. Thanks.
  9. Well V15 is released. There were some things that i wanted to do with it before release (like moving more parts to the new crew compartment branch or adding some more descriptions) but i'll leave this for V16. Right now i'm pretty happy with how the tree looks so the next update won't have any more major tree reworks. For the next version i want to concentrate on moving more parts within the tech tree and adding more mods and contracts to the tech tree. I definitely could use some help with the spaceplane wings and control surfaces part of the tree. Since the V15 update i think there are going to be some parts within that branch that just aren't supposed to be there and it's going to be really hard to find them all on my own with the amount of mods this tree currently supports. So if anyone sees a part that basicly "doesn't belong" just give me a shout. Again with this version it is recommended to start a new game and not using it for older saves. Anyway: @DarthWall Procedural Parts is supported now and should appear correctly within the tech tree. @Grunf911 Most of your suggestions have been implemented. Thanks a lot for those. About parts: VNG-XE Ejection Module -> Unmanned Rocketry -> Abort Modules VNG-PB Parachute Box -> Unmanned Rocketry -> Chutes What mod are they from ? They're not in the supported ones ?[0.25]Vanguard Technologies | EVA parachutes ? I did some changes in the wings/control surfaces part of the tech tree. That's where your suggestions and part placement within the tech tree differ a bit. If you have any more suggestions feel free - more information the better the tree will get. Thanks again. @Austinator48 XT Landertrons - done. It's quite a simple process really. I place them by hand There is a specific syntax you have to follow with the techmanager mod and that's it. To see how it will look inside the game i've created an excel sheet with a grid and coordinates to represent how will they appear ingame (see the first post - imgur gallery last picture). The green parts are nodes with rp cost and the yellow are visualizations of where more or less the paths are going to be in the tech tree look (to make them look clean and not overlap). The orange bits represent when a node is going to have more than one parent. After that it's basicly a lot of copying and typing. For example a single node from the tech tree: NODE { name = node5_basicreactionwheels - this is my node name and how the techmanager will see it (for the node parents section) techID = largeControl - this is how the ksp game will see the node (this one is different than the name and has a stock node name to fool the stock contract generator so it won't break) pos = -1950,1500,-1 - position within the tech tree (i get the coordinates from the excel sheet i've created - the last number should always be -1) icon = ADVFLIGHTCONTROL - icon name cost = 75 - rp cost title = Basic Reaction Wheels - this is the name of the node the player will see ingame description = Placeholder. - and it's description seen ingame anyParent = False - if set to true when a node has 2 or more parents you just need to research one of them to be able to research this node - if set to false you need to research all of the parents hideIfEmpty = False - if set to true when a player hasn't got a mod installed with parts connected to that node it won't show ingame for that player parents = node4_stability,node4_basicelectronics - parents of this node (the game will connect the lines seen ingame by itself when correctly provided with the parent nodes) PARTS - a list of parts for every node { name = NP.sas.25m name = B9.Cockpit.MK1.Control.SAS name = asasmodule1-2 name = FSapacheNoseASAS name = fsgyroscope name = 1x1SAS name = Kosmos.VA.RRV.ASAS name = tele.gru2 name = advSascr3 } } And basicly it's copying and pasting and changing every node by hand to create new ones. I also use the Tech Tree Editor but it's only good to get a list of parts to use with the tree. It's worthless for anything else - the coordinates are totally wrong, part names are pasted with _ instead of . so the parts are unrecognized in the tech tree(that's techmanagers fault but you need it to load the tech tree) and every time you load a tech tree to the editor it loses node parents and coordinates (you can't save a tree correctly). @khearn RTG matter - with the new reorganization of the solar panel/energy generation branch it should be better. I totally agree on the crew compartment matter. For a while now I didn't like the amount of crew parts all around the tech tree and wanted to group them together in some way - that's the reason behind the crew compartments branch. And for the engine matter i disagree - there aren't enough engines ingame to go with isp and size. I don't want to stretch the engines further to avoid empty nodes. In the first revision of the tree i thought about this problem and i've decided to go with size and thrust power. @Thorbane I left the KSPI matter for V16. I already know how to handle this matter but it's not a quickfix like i thought at first. @B4rberblacksheep Both mod are supported now.
  10. V.15 released. Changes: ------ V.15 - 12-03-2015 ----- Balancing Part 3 - Added KSPX support - Added XT Landertrons support - Added B9 Procedural Parts support - Added AIES support - Added Radial Engine Mounts support - Added Stanford Torus support - Added Bdynamics support - Added PEST support - Added Impossible Innovations support - Added Oblivion Aerospace Pack support - Added Fustek Station Parts support - Added TAC Self Destruct support - Reworked the Life Support/Waste Management/Manned Spaceflight main branch - Reworked the Fuel Tanks/RCS/Gas Storage main branch - Reworked of the Wings/Control Surfaces branch - will still need to balance some parts here - Additional rework for Solar Panel/Energy Generation/Laser branch - Added Crew Compartments technology branch (3 tech nodes almost empty for now - that's for v16 ) - Added Orbital Superstructures node (mainly for Stanford Torus mod) - Moved Thruster miniaturization earlier. - Decreased karbonite branch RP cost - Decreased engine cluster branch RP cost - Increased new solar panel branch RP cost - Changed some electronics RP cost - Increased cockpits branch RP cost (advanced cockpits way to easy to get) - Fixed 3km internal probe antenna range (Probes technology) - Fixed SpaceY Heavy lifters 0.11 part placement - Moved parts around within the tech tree (too many to mention all) - thanks Grunf911 - Contract Configurator update to 0.6.7
  11. I've already integrated AIES for V.15. Release soon. I'll try to integrate fustek why not. More answers soon - quite busy with the mod atm. @Thorbane I'll try to fix it for V15. If it won't be a quickfix i'll leave this for V16.
  12. @Grunf911, @Austinator48 OPT updated to 1.6. Should be ok now. @BlueTiger12 Missed that in this version. Already fixed for V15. To unlock the 3km omni range you'll have to research Probes tech node (it's the same now but i'll show in the tech tree properly). @Shtirliz72 Done.
  13. V.14 released. Changes: ------ V.14 - 02-03-2015 ----- Balancing Part 2 - Added Smart Parts support - Added TD Industries Orion Bits support - Added Cacteye 2 Orbital Telescope support - Added Panopticon Hi-Viz Command Pod support - Added Nebula Eva Handrails Pack support - Added AMEG support - Added KDEX - Kerbal Dust Experiment support - Added Snacks support - Added Snacks Life Support Parts by Whyren support - Future Scanners node added - Experimental Cockpits node added - Experimental Adapters node added - Future Spaceplane Engines node added - Reworked the Adapter branch - Reworked Scoops/Particle Collectors branch - OPT Spaceplane Parts update to 1.6 - Contract Configurator update to 0.6.6 - Deadly Reentry update to v6.5.2 - DMagic Orbital Science update to v0.9.2 - FASA update to 5.22 - Kerbal Joint Reinforcement update to 3.1.1 - USI Colonization Systems (MKS/OKS) update to 0.22.7 - Remote Tech update to 1.6.3 - Fuel Tanks Plus update to 0.5 - SpaceY Heavy Lifters update to 0.11 - Moved Toroidal Aerospike to Advanced Jet Engines - Moved Tarsier Telescope to Telescopes - Moved Advanced Tarsier Telescope to Future Scanning - Moved Scansat 32 scanner to Future Scanning - Added 2 contracts for Moho - Added 2 contracts for Eve - Added 2 contracts for Duna - Added 2 contracts for Gilly - Added 2 contracts for Dres - Added 1 contract for Jool - Added 2 contracts for Laythe - Added 2 contracts for Vall - Added 2 contracts for Tylo - Added 2 contracts for Bop - Added 2 contracts for Pol - Added 2 contracts for Eeloo
  14. Nah. I wanted to make a pizza delivery mission with a rover starting in the mountains but that'll wait for 1.0. For now i'm going to stick to some space ones (they're working fine).
  15. Yup If you specify in the contract that you want to spawn a vessel (landed one) and be able to control it then when you jump to that vessel it makes the vessel jump 40-50 meters into the air. Tested with mountains region. Quite funny actually
  16. Updated the download. Should fix the ckan problem as soon as the ckan bot picks it up. There is 1 downside though. Now ADIOS and Techmanager should be installed as the last mods on the install list. The reason is that some of the mods installed outside of ckan which are supported (especially the ones not 0.90) might add an older unsupported version of techmanager. If that happens ckan will give you an error. IF you get that error delete the Adios and Techmanager folders and download them again and it should work fine. If someone does it the other way around (ie. installs adios first and then everything else) and by any chance installs a file that overwrites the techmanager.dll the tech tree window won't show up. Previous version worked a better way IMO. It forced everyone to delete and install fresh adios and techmanager folders with every update. This way made sure everything was up to date.
  17. This is unfortunately what happens when someone tries to fix a problem but actually makes it worse. Basicly someone thought that you don't need the TechManager folder and deleted it from the ckan install instructions and added a TechManager dependency. That would be okay if adios didn't have files in the Techmanager folder and didn't support mods outside of ckan. Anyway putting a pull request now. Hopefully someone won't break it again.
  18. This update was slower than usual because my keyboard broke 2 days ago so for now i am stuck with an old indestructible pre WWII keyboard that looks like this: Notice no windows buttons I don't even remember the year it was made but it's definitely more than 20 years old. I had it with my 286 pc back in the day. I should have a new one on Tuesday/Wednesday. Anyway... this week i did quite a bit of contract planning. I've been learning a bit of Contract Configurator and I have some ideas for some fun contracts - hence the new LOT (Lots Of Trouble) agency. I know that for now some of the contracts are "a bit" crazy but that's going to change. Due to this keyboard problem expect the next update to be a bit smaller (it's hard to write on this). @BlueTiger12 Space Shuttles - done. Smart Parts - next version @Grunf911 OPT - done There is already a node called Spaceship Construction - B9 HX parts are in there @Boa3532 Not anymore. It's way easier now @Errol Hangar - done - resizing won't work in this version - i need to create a new config file for that. Everything else seems to be working fine. Cacteye 2 Orbital Telescope - I really like this one but i need to do some testing with this (asteroid finding) - next version. @Austinator48 Taurus HCV - done. @khearn Nice find. The node names are correct (it's to fool the stock contract system - nothing to worry about anymore) but i've remade the mechjeb config file and now it should work and show correctly.
  19. V.13 released Due to the amount of changes in the new version it is recommended to have a clean install when updating to V.13. Changes: ------ V.13 - 22-02-2015 ----- Balancing part 1 - Added Taurus HCV support - Added Skylab support - Added Hangar support - Added KOSMOS SSPP support - Added OPT Spaceplane Parts support - Added Space Shuttle Engines support - Reworked the Electronic/Battery/Laser/Robotics core branch of the tech tree - Reworked Spaceship Construction branch - Adjusted some research costs - Moved and Extended Propellors branch (not visible without some mod that uses propellors) - Reworked Decoupler branch (combined with separators and starts from Basic Support Construction instead of Precision Engineering) - Added Future Cockpits node (extended cocpits branch - not visible without necessary mods) - Moved AV-R8 Winglet to Basic Aerodynamics (earlier control surface) - Moved Mk2-Radial Parachute to Basic Support Construction - Moved TR-18A Stack Decoupler to Basic Construction (earlier first decoupler) - Batteries now start from Basic Electrics - Added 2 contracts for Mun - Added 2 contracts for Minmus - Added the LOT (Lots Of Trouble) agency - will give some of the new contracts - Fixed Mechjeb2 unlocks position appearance in the tech tree (thanks khearn)
  20. @Oracle 1. On my windows testing build i have all the highly recommended/recommended ones and a few from supported which i switch around depending on what i want to add. I also have a "all mod" build but i don't use it often because it takes forever to load. 2. You don't have to have any of them It's your choice. The only thing your risking is that you'll get some empty nodes (for example empty heatshields without deadly reentry). @McyD That's your opinion. You have a different idea of RPL and ADIOS progression than me (you may think it's wrong i think it's right - whatever) . Every mod is going to have some differences from the one it's based. EOT on the "progression" matter for me. And this is good info exactly the one i've created this thread for. It gave me an idea on how to rework that part of the tech tree.
  21. @McyD Actually no. Let's go ahead and look at the Realistic Progression Lite mod. It's is a picture with the tech tree and some information on it. Even from this image you can clearly see that RPL actually wasn't a so called "progression" tree, it was mainly category and mod oriented. It might have been a bit more "progressive" (like fuel tanks were combined with engines) but that's it. Why is it called a progression tree? Don't know ask the author. I really liked and enjoyed that mod and the fact i wan't to fill the gap left by it hasn't changed. So the description is accurate - it's meant to fill the gap left BY THAT MOD not filling a gap left by a progression tech tree. TBH in some areas my mod is more "progressive" than RPL was in others it's the other way around. No it's not currently balanced i know that. I've stated that in this thread (twice), in the download page and in the readme file. Not enough ? NFE - it works fine. The so called incompatibility is actually an exploit in the mod. I won't go into details but it's up to the players if they wan't to use it or not. KASA IXS - works - there is a fix for it in the forum 5 seconds on google. There is more to ksp than ckan. It's a great tool but it's not meant to replace everything else modwise. There are quite a few mods ckan lists as incompatible/broken/whatever that work absolutely fine if you just read the mods forum thread and apply a fix posted there. KAS - http://forum.kerbalspaceprogram.com/threads/92514-0-24-2-Kerbal-Attachment-System-%28KAS%29-0-4-8-Fixed-for-0-24-2-x86-x64-%29 FantomWorks KAX Part Pack - http://forum.kerbalspaceprogram.com/threads/109567-FantomWorks-KAX-Part-Pack Romfarer Robotic Arms - http://kerbal.curseforge.com/ksp-mods/220273-robotic-arms-pack I've stated in this thread before that i removed the links for now - they're going to be back - when i finish adding mod support. But fair enough. Noted. Going by your idea of progression it's not. Never will be.
  22. @Thorbane,Darthwall It is possible but hard. I know i tried Anyway noted - in the next version a small decoupler and some control surfaces are going to be avaiable a bit sooner. @Trypchangeling I've been playing ksp for a long time now but I don't have a lot of experience with all of the mods (like Station Science) and that's why i need information about issues with the mod etc. - exactly like the info you've provided. Anyway that's left for the balancing versions (soon). @McyD Oh boy a lot of text and from criticism to an open attack. Anyway: Like i said before this is a early version of this mod and it will be changed along the way. Nobody is forcing anyone to play with this mod in it's current state and if you don't like it just don't play it. Easy. If you don't like the any mods included delete them. Even easier. I never said it was supposed to be progressive. It's supposed to be a vision of a tech tree that would perfectly suit my gameplay preferences. You either agree with that vision or not. There isn't a mod out there that would suit every single player. Attack no info. You know you can play with the stock tree or download another tech tree or mod this tree to suit your needs or even make your own tech tree from scratch that is going to be perfect for you? Techmanager is very easy go for it. Which ones ? Again no info just "it's bad ... ". There is a subtle difference between criticism and just spitting venom. With criticism one usually should provide info what is wrong and where and preferably how can the problem be resolved (just like Sandworm did). Spitting venom is basicly calling something "wrong, bad, schiesse" and that's it.
  23. V12 released. V.12 is only a hotfix for the unmanned version of the tech tree. If you are playing manned V.11 there is no need to update. Changes: ------ V.12 - 15-02-2015 ----- Contract Hotfix - Unmanned Contracts hotfix - Fully integrated Initial Contracts by Yemo - Added a starting probe for those who don't want to play with Novapunch - i know it's ugly but for now it'll do. It's only for the first few launches anyway and i'll change the model sooner or later. - Moved NP unmanned probe from start to jebscavenge node.
  24. True that. Interestingly i've downloaded Contract Configurator on the 10th of Ferbuary (after Yemo pointed it out in the Adios thread). The problem is i don't remember where from but true it's the 0.5.3 version. Sorry about that. Anyway back to modding. It's time to fully integrate IC into Adios.
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