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Everything posted by SwGustav
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[1.3.x] SETI, Unmanned before Manned [Patreon]
SwGustav replied to Yemo's topic in KSP1 Mod Releases
You are welcome:) Don't forget to move NASAmission back as well (It's a stock folder too, SETI uses few parts from it)- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
SwGustav replied to Yemo's topic in KSP1 Mod Releases
Where is your Squad folder?- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
SwGustav replied to Yemo's topic in KSP1 Mod Releases
Great update, didn't expect that command pod & lander KAS storage Now that you say that, I remember someone proposed BoxSat and you said to take a look after 0.8.0. SInce things have changed, may be worth to take look earlier? As we're on a stockalike vibe currently, I'd like to post this list of small stockalike part mods which I'd love to see supported in the tech tree in the future: Taurus HCV - late game behemothMk2 Essentials - you can't make procedurals in this shape Mk3 Mini Expansion - amazing nose for shuttles and cabin for planes Kerbonov Parts - great Mk1 stuff, probe RCS and seat Nuclear Engine Clusters - self-explanatory, easier construction for heavy ships GingerCorp Station Hubs - additional hubs Inflatable Habitat Pack - self-explanatory, great for KOS and bases Surface Lights - I know SETI has B9 lights, but these may be better Starshine Industries - take a look at stockalike pack below, mainly engines and separatron, probably unneeded with RLA stockalike ALCOR - not that stockalike, but very useful and cool- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
SwGustav replied to Yemo's topic in KSP1 Mod Releases
That is amazing! Thank you! I wanted to try Interstellar for a long time, finally this will be my chance.- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
SwGustav replied to Yemo's topic in KSP1 Mod Releases
Lately, my progress has been incredibly slow. Oh well, that's what I get for playing on moderate.. Currently using these cheap rockets to put up a basic network (remote tech is hard). Career desperately needs bigger engine choice. It's not really fun to use LV-909 as a satellite engine, so this makes me want RLA stockalike support even more- 2,515 replies
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[1.4.x] Contract Pack: Anomaly Surveyor [v1.7.1] [2018-03-30]
SwGustav replied to nightingale's topic in KSP1 Mod Releases
I've got SCANsat but contracts appear without scanning (I did launch a simple satellite, but without any scansat stuff) Is this intended for Kerbin?- 502 replies
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- contract pack
- contract configurator
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(and 1 more)
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[1.3.x] SETI, Unmanned before Manned [Patreon]
SwGustav replied to Yemo's topic in KSP1 Mod Releases
Liquid tank cone is bugged in career - wrong node position and no settings. By the way, I figured that Compartment Tubes would be a great addition to KAS and Universal Storage. Also, Pilot Assistant- 2,515 replies
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[Techtree][WIP] Road to Kosmos (v0.0.3 preview)
SwGustav replied to Niemand303's topic in KSP1 Mod Development
Yeah, I meant that as "realistic" -
[Techtree][WIP] Road to Kosmos (v0.0.3 preview)
SwGustav replied to Niemand303's topic in KSP1 Mod Development
So, it's basically a realism progression using stockalike mod parts without full overhaul? (correct me if I'm wrong) Definitely intrigued, will keep an eye on this -
[1.3.x] SETI, Unmanned before Manned [Patreon]
SwGustav replied to Yemo's topic in KSP1 Mod Releases
Ah, I see, these two just have minimal possible impact on performance (one is a tweak to lighting, and another adds tiny flares for planets + dims skybox texture)- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
SwGustav replied to Yemo's topic in KSP1 Mod Releases
Yemo, I know you already got plenty of work (so it's okay to consider this mod only after phase 9), yet I still want to suggest this - RLA Stockalike. It would fill a lot of gaps, escpecially with small engines for unmanned start and bigger probe focus than stock, also eases the rover creation. Unfortunately, half of the pack are additional fuel tanks and some other clutter, which SETI avoids, but I'd help with removing that, if you want.- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
SwGustav replied to Yemo's topic in KSP1 Mod Releases
Alright, I did 2 things First, I tested the Universal Storage Decouplers: they seem to "have problems with delta-v calculators" and have decoupling commented out. I removed comments and did some tests - first, staging can be turned on and off with Tweakable Everything mod, which makes them pointless as you can do it with procedural decoupler; secondly they indeed screw up calculators, as they can't count unstaged stuff; and last but not least - they have crossfeed (!) turned on (though you can turn it off, but still). Here's a picture of first test. My opinion - remove them, as they are a little broken and unneeded. Second thing - an updated list of removable stuff from your second post (additions based on my prune config): SQUAD/SPP/Wings - the whole folder (0.25 spaceplane wing stuff) SQUAD/Parts/Aero - advancedCanard, aerodynamicNoseCone, protectiveRocketNoseMk7, standardNoseCone, standardCanard, wingletAV-T1, wingletDeltaDeluxe, tailfin SQUAD/Parts/Electrical - The 3 ring batteries: z-200Battery, z-1kBattery, z-4kBattery SQUAD/Parts/Engine - the 2 solid boosters "solidBoosterBACC" and "solidBoosterRT-10", NOT the third one "solidBoosterSep" SQUAD/Parts/FuelTank - everything EXCEPT first one "adapterTanks" SQUAD/Parts/Mk1 - everything EXCEPT mk1fuselage.mbm, mk1fuselageIntake.cfg, mk1fuselageIntake.mu SQUAD/Parts/Structural - "adapterSmallMiniShort" and "adapterSmallMiniTall" SQUAD/Parts/Utility - largeAdapter and largeAdapterShort, the decouplerSeparator folders and the decouplerStack folders, NOT the 3 decouplerRadial folders and the couplers at the end NASAmission/Parts - MassiveSRB, Size3Decoupler, Size3LargeTank, Size3MediumTank, Size3SmallTank, Size3To2Adapter BahaSP/Parts - "spotlightTurret", part.cfg files in "sRadialEngine", "trrEngine" and "retractableEngine" DeadlyReentry/Parts - DRE_0625HS.cfg, deadlyReentry_1.25Heatshield and deadlyReentry_3.75Heatshield; inside UP_decoupler_2 remove only cfg files EXCEPT part_2_5M.cfg ProceduralFairings/deprecated - the whole folder StationScience/Parts - "StnSciAttachOTron" ThunderAerospace/TacLifeSupportContainers - the whole folder ThunderAerospace/TacLifeSupportHexCans - the whole folder +Pair of minor graphical mod suggestions - PlanetShine and Distant Object Enhancement- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
SwGustav replied to Yemo's topic in KSP1 Mod Releases
Might want to replace some of that, changes are easily revertable That's why autopruner is awesome- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
SwGustav replied to Yemo's topic in KSP1 Mod Releases
You are welcome However, you didn't answer about decouplers..- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
SwGustav replied to Yemo's topic in KSP1 Mod Releases
FYI Universal Storage safety decouplers have decoupling feature turned off, and therefore are completely useless. I thought SETI turns it back again, but it doesn't. Thoughts? This is final release for now - SETI AutoPruner List Verson 3: Pruned the last of unused BahamutoD part configs (without breaking Landertrons) Pruned stock Advanced Canard Sorted structure - Squad subfolders as in actual folder; Squad and NasaMission at top, mod folders are alphabetically under Download link: https://www.dropbox.com/s/439bn6a3hk8m6cb/SETI.prnl I went through every SETI-unused file and checked everything, I HOPE I didn't miss anything else . Also tried to add comments for even easier navigation, sadly seem to interfere with autopruner.- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
SwGustav replied to Yemo's topic in KSP1 Mod Releases
Yes, you may redistribute this file and edit it for your needs. I wonder if you can redistribute auto-pruner itself without other prune lists and with auto-script for straight pruning without typing anything. Stock Rebalance has this feature, I also think this is the best idea, realistic (like Soyuz panels) and logical (why would you retract unprotected panels?). SETI AutoPruner List Verson 2: Pruned Mk1 Structural Fuselage without breaking Mk1 Intake Fuselage Pruned unused BahamutoD spotlight Pruned deprecated Procedural Fairings stuff Download link: https://www.dropbox.com/s/439bn6a3hk8m6cb/SETI.prnl Aaaand another mod list suggestion - Active Texture Management. Really helps with RAM for fully modded game further, if you still need/want more after using autopruner.- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
SwGustav replied to Yemo's topic in KSP1 Mod Releases
Yes, they are There's also a new one out, for searching easter eggs, do you approve it Yemo?- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
SwGustav replied to Yemo's topic in KSP1 Mod Releases
Great job so far, you add contract progression faster than I can keep up in-game... Anyway, I've read just now that unused parts are loaded so I wrote a cfg for this to disable them completely (based on seti-unused folder cfgs). I didn't put currently partially supported USI, Procedural Fairings parts (not sure what they are? seem unloaded anyway), BahaSP parts (you stated these shouldn't be deleted), and also Mk1 fuselage because I don't know if it shares stuff for Mk1 intake. Here's the link: Latest version in this post. Just tested it, found no errors. Drop into PRNLs folder of AutoPruner, put AutoPruner folder into KSP folder (not gamedata) and run as said in readme.- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
SwGustav replied to Yemo's topic in KSP1 Mod Releases
The thing is, career starts at morning, and you can complete orbit contract before the dawn, without ever needing light sources. Wouldn't putting these lights at least at survivability be more fitting (which you reach right at the end of first day)? Also, 1 part is a big cost such early on (with all other antennas, life support, batteries)- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
SwGustav replied to Yemo's topic in KSP1 Mod Releases
Don't know if you're aware, but B9 omni lights are in start tech, rather illogical to have them there? Also, a suggestion to add Precise Node to mod list, it's really helpful with other recommended mods. (IIRC it was in previous mod list, I'm probably mistaken)- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
SwGustav replied to Yemo's topic in KSP1 Mod Releases
Just started a clean KSP install for this, really loving it Probably the most meaningful tech progression I've seen. Waiting for further mod integration- 2,515 replies
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