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Arachnidek

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Everything posted by Arachnidek

  1. @Buczkowski This is a mistake on my part. I'm going to release a hotfix today.
  2. Ok I did it. I finally managed to get Initial Contracts to work with ADIOS. First i figured that something written in the code was creating that exception but i was wrong. I couldn't get the ReachState parameter work so i went with the altituderecord one. That worked but i didn't test it with unmanned. It turns out i was wrong. It wasn't the altitude parameter. It was the lack of a situation parameter that gave that exception. I was trying to fix it from the wrong way around. This is the current code in the "Reach 18km" contract: PARAMETER { name = ReachState type = ReachState minAltitude = 18000 } And that gave me the exception errors and caused the game to hang. After a few tries with the documentation for the ReachState parameter i made this modification: PARAMETER { name = ReachState type = ReachState minAltitude = 18000 situation = FLYING } And now it works fine both for manned and unmanned. It still gives those null warnings but like you said it's not important
  3. This is what i have experienced while trying to integrate Initial Contracts into Adios. I've tried this a few times and every time it's the same - Initial Contracts hangs the game. You can click anywhere in the contract window but you can't get out of it. What's interesting is that i actually found the solution in Contract Configurator documentation. https://github.com/jrossignol/ContractConfigurator/wiki/Parameters#altituderecord It clearly says altitute. To be honest I have no idea why but it works.
  4. Actually those error weren't harmless for me They made the whole game hang. I'm going to make a short video on what happens - it's difficult to describe in words.
  5. @True Incompetence Batteries start from the Electrics node (35 RP). As for the reason for batteries being so "high" is simple - challenge It's very easy to put bigger batteries on a rocket and forget about the smaller ones. This way forces player to use either more solar panels to fill that energy bar or to use more batteries for longer energy bar "endurance". I want the player to have some tough choices like "should i get bigger batteries or bigger tanks or better antennas". Also i want to restrict the player from making a full satellite coverage of the planet to early in the game. You can do it but you have to be prepared to exchange those satellites in the near future when you unlock some bigger/better dishes/solar panels/batteries. There were some other difficult choices i had to make for example: Propellors are after jet engines. It looks silly but the reason is that there aren't any propellors in stock or in my highly recommended mods. If i left propellors before jet engines and someone played with only the recommended mods, that player would get an empty node that he has to pay for and doesn't get anything in return. I want to avoid that. Currently if someone has only the recommended mods that node won't even appear in his tech tree. @donpuccino There is going to be some rebalancing done quite soon (V.13 or V.14 we'll see). Right now i'm concentrating on additional mod support and contract expansion. There is still a lot of work to be done with this mod
  6. V.11 released. If anyone is updating from a previous version of ADIOS it is recommended to have a clean install for V11. The main reason for this is the changes made to the contract system and part placement at the beginning of the tech tree. If you just copy over the previous version you might get bugs/missing parts/errors. ------ V.11 - 13-02-2015 ----- - Added Contract Configurator to necessary mods (!!!) - Added KASA IXS support - Added Mark IV Spaceplane System support - Added Aviation Lights support - Added Adjustable Landing Gear support - Added Boxsat support - Added Kerbal Aircraft Extension support - Added KKp Moar Kerbals support - Added LV-N Nuclear Engine Clusters support - Added Xenon++ support - Added Stock Extension support - Added Stockalike Station Parts support - Added Procedural Wings support - Added Remote Tech Contract Pack support - Added ScanSat Contract Pack support - Added Contract Pack: Anomaly Surveyor support - Added Chaka Monkey support - Added Low Profile Misc Engines support - Added Circular Solar Panel support - Added FantomWorks KAX Part Pack support - Added B9 Style Shuttle Wings support - Added Tarsier Space Tech support - Fixed Mechjeb unlocks placement (new config file in adios folder) - Fixed the annoying entry contract bug ( Thanks Yemo !!! ) - Kerbal Engineer Redux update to v1.0.15.2 - Extraplanetary Launchpads update to v5.1.0 - Warp Drive update to 0.1.2 - Divided the tech tree to unmanned and manned start version (choice in techmanager) - huge Thank You to Yemo for fixing that annoying starting contract bug - Added Adios Initial Contracts based on Initial Contracts mod by Yemo
  7. While working on integrating your Initial Contracts mod into my Adios Tech Tree i found a bug. Every time i tried to test Initial Contracts (with a clean install-no other mods except CC,MM and Initial Contracts) it gave me errors ( Error:input is null ). After a while i managed to find that the bug is with the minaltitude parameter. Not sure if Contract Configurator changed the parameters definition with the latest version but Initial Contracts didn't work for me and caused the game to hang. Some trial and error later i found a quick fix: PARAMETER { name = ReachState type = ReachState minAltitude = 18000 } It should be: PARAMETER { name = ReachState type = ReachState Altitude = 18000 } After that change Initial Contracts worked fine for me.
  8. @HashM http://forum.kerbalspaceprogram.com/threads/104943-0-90-KSP-Interstellar-port-maintance-thread - this one @Henrik Y You have just discovered the beauty of FAR. It's supposed to be like that. That's what makes it challenging If you want to make it fly like stock (no aerodynamic drag, no stalling etc.) just delete this mod. @Yemo That's fantastic. I'm definitely going to use it (of course with due credit) - it's going to be a huge timesaver. In the first draft of ADIOS the tech tree was supposed to be starting unmanned (as can be seen with the tech node names) but the problem was with the initial contracts. Thanks a lot.
  9. @Ryds Mechjeb part is in the electrics tech node. I need to change some tech node requirements for additional mechjeb "abilities". That's for V.11
  10. @vardicd That's what Jeb found on his scavenge hunt. Yes it's a rock. It doesn't do anything Just a small easter egg. It's not avaiable in VAB so nothing to worry about V.10 version now avaiable. Changes: ------ V.10 - 08-02-2015 ----- - Added KSPI (Interstellar) support - Modified Fusion/Antimatter tech tree branch (+3 tech nodes) - 200 tech nodes now (73349 RP) - Added FASA Refinery support - Added LLL (Lack Luster Labs) support - Mofified Mechjeb placement within tech tree (now in electronics branch) - Added RLA Stockalike support - Added Orbital Material Science support - Added Fuel Tanks Plus support - Small part placement corrections - Fixed Procedural Fairings sizing (config file in adios folder) - Kerbal Engineer Redux update to 1.0.15
  11. @Errol Not sure. Never used SETI before. @DSD54 Moisture analyzer is from Dmagic Orbital Science Mod http://forum.kerbalspaceprogram.com/threads/64972-0-90-DMagic-Orbital-Science-New-Science-Parts-V0-9-1-1-%281-25-15%29 @Farox Not sure. Never had any problems with reactions wheels. @tmikesecrist3 For now i want to stick with stock game. I might make Adios compatible with RSS/RO in some future version but for now it's enough work as it is It all depends on avaiable time. About KSPI It's going to be supported in V.10.
  12. @lewistodd1881 Like previously said it appears you don't have techmanager installed. When you have it installed it always appears when you start a new game or when you press alt+f7 in the research building. If that doesn't work reinstall your mod. @gertorro I've played today for 4 hours with adios installed and i can't replicate your problem. Everything works fine for me. Can you provide a debug log when the bug happens ? @tychochallenge, Zabalane Interstellar will be supported in the next version in a few days.
  13. @metl It isn't on CKAN yet. I've created a pull request today so it might be on ckan soon. About the balancing issue. It's on the To do list. I've started to correct some of the costs and part placements but it's not a priority ATM. Currently i want to integrate at least a few more mods before getting into any major rebalancing. But sooner or later it's going to be done. @Gaiiden It still will work but the parts from the mods that aren't on the support list will be all over the place. Currently my main point of interest is more mod integration. KW Rocketry is already integrated in the tech tree with V09 update. LLL and AIES is on my to do soon list. Going to have a look at Coffee Industries it's the first time i heard about this mod.
  14. V.09 update released. I've removed links for now. Sorry about that. In V.09 i've removed Better than starting manned. I need to have a look at some of it's config files. Changes: ------ V.09 - 03-02-2015 ----- - moved radial decoupler sooner in the tech tree for easier start - RP cost adjusted (a bit easier in the early game) - Added KW Rocketry support - Added Romfarer Robotic Arm support - Added Firespitter support - Added Propellor tech node (for the Firespitter Propellors) - Added SpaceY support - Added Kerbal Engineer Redux support - Added Mechjeb support - Added Near Future Electrical support - Added ExtraPlanetary Launchpads(EPL)->Regolith Adaptation - fixed universal storage filter part placement - fixed rcs tech branch (bigger tanks were placed before smaller) - fixed spaceplane mk3 fuel tanks position - fixed plasma thruster position - Removed Better Than Starting Manned for now - Karbonite update to 0.5.5 - Integrated Karbonite Sample Kit to Colonization - USI Colonization Systems (MKS/OKS) update to 0.22.6 - DMagic Orbital Science update to v0.9.1.1 - Extraplanetary Launchpads update to v5.0.2 - FASA update to 5.20 - Remote Tech update to 1.6.2
  15. @ maculator There are 2 folders in the archive. One is called Adios the other Tech Manager. You need to copy both of them over to your gamedata folder in ksp. Here is a quick installation guide (from the readme file): 1. Install MODULE MANAGER. 2. Install TECH MANAGER. 3. Install whatever mods you like (check the recommended ones - if your prefered mod isn't on the list it still should work but the parts included in that mod might be in funny places). 4. Copy gamedata files from this package (Techmanager and Adios directories) into your KSP/Gamedata directory. 5. When starting a new game on the tech manager window check the Adios tech tree and play. I've provided forum links for the modulemanager and techmanager in the main post. @Borisbee If i remember correctly this mod was for the "deliver X to orbit" contracts. I'm going to have a look at this.
  16. @bileniv As long as the contract pack doesn't have some unusual dependencies it should work fine. By unusual i mean it doesn't have a tech node requirement that isn't in the stock tree or this tech tree. Also it won't work if there is a part requirement that isn't installed. If that would be the case it shouldn't crash but the contract just won't show ingame. CKAN soon. @Thestormeffect,@StarLiner Look forward to the next version. There is going to be a few new mod compatibility KW Rocketry being one of them.
  17. V.08 released. I think i've got that nasty contract breaking bug squashed. @Sierrification Sadly i can't make a modpack without asking each and every author of the mods i've included for their permission. Sorry but it's impossible. You can try CKAN it's a great tool for downloading mods. Also I'm going to include links in the main post for every mod i support ... tomorrow (it's off to work in 20 minutes today ) @Probus Sure let's brainstorm Thanks everyone for all the encouragement. Anyway enjoy Changelog (V.08): ------ V.08 - 30-01-2015 ----- - Module Manager update to 2.5.9 - USI Colonization Systems update to 0.22.4 - Integrated MK3_Akademy to Advanced Construction - Karbonite update to 0.5.2 - Universal Storage update to 1.0.90.2 - TAC Life Support update to 0.10.2.15 - SCANSat update to v10.0 - finally fixed a contract breaking bug (one capital letter in basicRocketry) - fixed T400 fuel tank tech tree position - added a 0 science cost tech tree for testing purposes
  18. Actually there is a bug with stock ksp contracts. If the stock nodes aren't integrated into the tech tree the contract system will hang and you can't get any new contracts. There is a walkaround where the node name is different than the title visible to the player and that's the way i've done it. Example: techID = generalRocketry title = Unmanned Rocketry The game (and the contract system) will see this as a stock node called GeneralRocketry but the player will see a Unmanned Rocketry node ingame. So whether anyone likes it or not the stock tree is integrated ( after adding unsupported mods the parts unallocated will be in some silly places but if that happens just give me a shout what mod to integrate and i'll try to put it in the next update). The tech tree is very easily adjustable and adding parts is a 10 minute job.
  19. I present to you ADIOS - A Dream Of Stars - a huge tech tree mod. Recently it became much easier to gather a lot of RP points quickly and fill the tech tree in a few flights. As the career part of the game became a cakewalk i always wanted it to become much more challenging. The current tech tree works fine with stock KSP but with so many mods out there it's becoming more and more crowded with each added part. At the beginning of 2014 we had a quite nice tech tree mod for 0.23 and 0.23.5 called Realistic Progression Lite. I really loved it but it wasn't being updated since 0.24 and i really wanted to fill that gap that was left behind. And thanks to the tech manager mod it became possible. So here it is: - 211 technologies - 77174 Total RP necessary to completely fill the tech tree There are still a few quirks here and there but what is really necessary right now is testing. There is only so much one person can do with this much material especially when mods are being updated daily. Currently there are no descriptions for the techs - not really a priority for the moment as it's only flavor text but it's going to be filled in one of the updates If someone has some ideas for them send me a pm it will give me more time to work in other areas DOWNLOAD LINK: https://kerbalstuff.com/mod/545/ADIOS Mirror: https://www.dropbox.com/s/930ecne7i90i8wn/ADIOS-V.15.zip?dl=0 Due to the amount of changes in the new version it is recommended to have a clean install when updating from V.14 or earlier to V.15 or later. Also avaiable on CKAN. LICENCE (since it's required ): GPLv3 ============================================================== ================= REQUIRED MODS ================================== ============================================================== All mods below have to be installed in order for the mod to work (tested version of the mod after the dash). - Module manager - 2.5.9 - Contract Configurator - 0.6.7 - Tech manager - included - Initial Contracts by Yemo - included - for other mods by Yemo visit http://forum.kerbalspaceprogram.com/threads/106130-0-90-SETI-BalanceMod-Scope-Economy-Tech-Integration-v0-7-6-Feb-13 - ADIOS Contract Expansion - included ============================================================== ================= HIGHLY RECOMMENDED MODS ========================= ============================================================== All mods below are either integrated into the tech tree (parts etc.) or optimized to work with the tech tree and are required for the full mod experience. Tested version of the mod after the dash - if any of the mods are updated and don't work properly with the new version give me a shout so i can update it. - Active Texture Manager - latest release - REALLY NECESSARY ! - Asteroid Recycling Technologies - 0.6.1 - B9 Aerospace Pack - R5.2.8 - Deadly Reentry - v6.5.2 - DMagic Orbital Science - v0.9.2 - USI Exploration Pack - 0.3.1 - Extraplanetary Launchpads - v5.1.0 - FASA - 5.22 - Ferram Aerospace Research - 0.14.6 - Freight Transport Technologies - 0.3.1 - Karbonite - 0.5.5 - ExtraPlanetary Launchpads(EPL)->Regolith Adaptation - v.29 - Kerbal Attachment System (KAS) - 0.4.10 - Kerbal Joint Reinforcement - 3.1.1 - Karbonite Plus - 0.3.0 - KSPI - 0.90.136 (the 0.90 patched version) - KW Rocketry - 2.6d - Magic Smoke Industries Infernal Robotics - 0.19.3 - Near Future Propulsion - 0.4.0 - Near Future Solar - 0.4.0 - Near Future Construction - 0.4.0 - Near Future Electrical - 0.3.1 - Novapunch2 - 2.0.8 - Procedural Fairings - 3.11 - Real Chute - v1.2.6.3 - Remote Tech - 1.6.3 - Romfarer LAZOR System - v35 - ScanSat - v10.0 - Survivability Pack - 0.22 / 0.21 - Station Science - 1.4 - Tac Life Support - 0.10.2.15 - Tweakscale - 1.50 - Universal Storage - 1.0.90.2 - USI Colonization Systems (MKS/OKS) - 0.22.7 - Warp Drive - 0.1.2 ============================================================== ================== RECOMMENDED MODS ============================= ============================================================== All mods below are recommended to play with the tech tree (mainly KCT for added challenge ) but the game will work without them. - Final Frontier - 0.6.1 - Kerbal Alarm Clock - 3.1.2.0 - Stage Recovery - 1.5.3 - Kerbal Construction Time - 1.1.2 - ScanSat Contract Pack - v0.5.0 - Remote Tech Contract Pack - v1.0.2 - Contract Pack: Anomaly Surveyor - v1.0.1 ============================================================== ================== SUPPORTED MODS ============================ ============================================================== Following mods are supported with the tech tree. - Adjustable Landing Gear - 1.0.4 - AIES - v1.5.1 - AMEG - 1.1 - Aviation Lights - 3.7 - B9 Procedural Parts - 0.33 - B9 Style Shuttle Wings - 1.3 - Bdynamics - v1.1.1 - Boxsat - A.02d - Cacteye 2 Orbital Telescope - BETA 5 - Chaka Monkey - 0271 - Circular Solar Panel - 1.2 - FantomWorks KAX Part Pack - 0.1 - FASA Refinery - 1.1 - Firespitter - 634 - Fuel Tanks Plus - 0.5 - FusTek Station Parts - X0.04-4 DEV BUILD - Hangar - 2.2.1 - Impossible Innovations - 0.8.5 - KASA IXS - 1.0 - KAX (Kerbal Aircraft Extension) - v2.3.4 - KDEX - Kerbal Dust Experiment - 1.0.4 - Kerbal Engineer Redux - v1.0.15.2 - KKp Moar Kerbals - 1.1 - Klockheed Martian Space Shuttle Engines - 2.1.3 - Klockheed Martian Smart Parts - 1.5.1 - KOSMOS SSPP - 0.14.02 - KSPX - Kerbal Stock Part Expansion - v0.2.8.1 - Lack Luster Labs - 13.1 - Low Profile Misc Engines - 0.6 - LV-N Nuclear Engine Clusters - 1.1 - Mark IV Spaceplane System - 1.1.2 - Mechjeb - 2.4.2 - Nebula EVA Handrails Pack - 1.1 - Oblivion Aerospace Pack - 0.1.3 - OPT Space Plane Parts - v1.6 - Orbital Material Science - 0.5.7 - Panopticon Hi-Viz Command Pod - 1.2.2 - PEST - version number not supplied by author (from March 3) - Procedural Wings - 0.9.1 - Radial Engine Mounts - v0.35 - Romfarer Robotic Arms - v35 - RLA Stockalike - 1.2.1 - Skylab - 0.75 - SpaceY Lifters - 0.11 - Stanford Torus - 0.6.1 - Stockalike Station Parts - 0.2.1 - SXT (Stock Extension) - 19 - TAC Self Destruct - v1.4 - Tarsier Space Technology - 2.5 ( the 0.90 verion - https://github.com/JPLRepo/TarsierSpaceTechnology/releases/tag/v2.5 ) - Taurus HCV - 1.4.0 - TD Industries Orion Bits - 0.18 - Xenon++ - 1.0 - XT Landertron - v0.08 ============================================================== ================== INCOMPATIBLE MODS ========================= ============================================================== - Quick Search - breaks vab filtering making it impossible to build anything ============================================================== =================== KNOWN BUGS =============================== ============================================================== - some contracts are appearing way too soon - i know how to handle this problem but will need a bit of time ============================================================== =================== TO DO ====================================== ============================================================== - cosmetics (tech titles, descriptions) - balance - additional mod integration - more contracts ============================================================== =============== RECENT 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 ============================================================== ================== VERSION HISTORY ================================ ============================================================== ------ 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 ------ 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) ------ 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. ------ V.11 - 13-02-2015 ----- - Added Contract Configurator to necessary mods (!!!) - Added KASA IXS support - Added Mark IV Spaceplane System support - Added Aviation Lights support - Added Adjustable Landing Gear support - Added Boxsat support - Added Kerbal Aircraft Extension support - Added KKp Moar Kerbals support - Added LV-N Nuclear Engine Clusters support - Added Xenon++ support - Added Stock Extension support - Added Stockalike Station Parts support - Added Procedural Wings support - Added Remote Tech Contract Pack support - Added ScanSat Contract Pack support - Added Contract Pack: Anomaly Surveyor support - Added Chaka Monkey support - Added Low Profile Misc Engines support - Added Circular Solar Panel support - Added FantomWorks KAX Part Pack support - Added B9 Style Shuttle Wings support - Added Tarsier Space Tech support - Fixed Mechjeb unlocks placement (new config file in adios folder) - Fixed the annoying entry contract bug ( Thanks Yemo !!! ) - Kerbal Engineer Redux update to v1.0.15.2 - Extraplanetary Launchpads update to v5.1.0 - Warp Drive update to 0.1.2 - Divided the tech tree to unmanned and manned start version (choice in techmanager) - huge Thank You to Yemo for fixing that annoying starting contract bug - Added Adios Initial Contracts based on Initial Contracts mod by Yemo ------ V.10 - 08-02-2015 ----- - Added KSPI (Interstellar) support - Modified Fusion/Antimatter tech tree branch (+3 tech nodes) - 200 tech nodes now (73349 RP) - Added FASA Refinery support - Added LLL (Lack Luster Labs) support - Mofified Mechjeb placement within tech tree (now in electronics branch) - Added RLA Stockalike support - Added Orbital Material Science support - Added Fuel Tanks Plus support - Small part placement corrections - Fixed Procedural Fairings sizing (config file in adios folder) - Kerbal Engineer Redux update to 1.0.15 ------ V.09 - 03-02-2015 ----- - moved radial decoupler sooner in the tech tree for easier start - RP cost adjusted (a bit easier in the early game) - Added KW Rocketry support - Added Romfarer Robotic Arm support - Added Firespitter support - Added Propellor tech node (for the Firespitter Propellors) - Added SpaceY support - Added Kerbal Engineer Redux support - Added Mechjeb support - Added Near Future Electrical support - Added ExtraPlanetary Launchpads(EPL)->Regolith Adaptation - fixed universal storage filter part placement - fixed rcs tech branch (bigger tanks were placed before smaller) - fixed spaceplane mk3 fuel tanks position - fixed plasma thruster position - Removed Better Than Starting Manned for now - Karbonite update to 0.5.5 - Integrated Karbonite Sample Kit to Colonization - USI Colonization Systems (MKS/OKS) update to 0.22.6 - DMagic Orbital Science update to v0.9.1.1 - Extraplanetary Launchpads update to v5.0.2 - FASA update to 5.20 - Remote Tech update to 1.6.2 ------ V.08 - 30-01-2015 ----- - Module Manager update to 2.5.9 - USI Colonization Systems update to 0.22.4 - Integrated MK3_Akademy to Advanced Construction - Karbonite update to 0.5.2 - Universal Storage update to 1.0.90.2 - TAC Life Support update to 0.10.2.15 - SCANSat update to v10.0 - finally fixed a contract breaking bug (one capital letter in basicRocketry) - fixed T400 fuel tank tech tree position - added a 0 science cost tech tree for testing purposes ------ V.07 - 27-01-2015 - PR.01 ----- - First public release - Minor part placement corrections - Minor cost balancing (total rp from 70489 to 69579) ------ V.06 - 23-01-2015 ----- - Redesign of the argon / xenon / plasma thruster branch - Added node graphics - More part placement corrections ------ V.05 - 19-01-2015 ----- - Cost integration - More part placement corrections - Update module manager to 2.5.8 ------ V.04 - 15-01-2015 ----- - Modified tech tree/contracts stock game conflict temporary bugfix - Part placement corrections ------ V.03 - 13-01-2015 ----- - Part placement (more or less correct) within tech tree. ------ V.02 - 11-01-2015 ----- - Part name conversion and integration into the tech tree. ------ V.01 - 09-01-2015 ----- - Tech tree creation. - RP cost calculation
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