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garwel

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Everything posted by garwel

  1. I'm not 100% sure it is a Strategia bug, but I haven't noticed it before. When you recover a vessel with a kerbal (or just a single kerbal on EVA), even if it didn't fly, you always receive a reputation boost (+15). So if you do a lot of tests in KSC, very shortly you will have sky-high reputation.
  2. Ok, I'll give some specific suggestions then. The main problem I see in this new tree (which in general looks even better than the old one) is in early game: liquid fuel engines are available before SRB (3 science vs. 16). This is not only ahistorical, but it also makes small SRBs impractical (to me, at least) when you already have "Reliant". In theory, you can reach space in your first launch if you stack enough tanks. I liked the old idea of first having to deal with SRBs before you could unlock first LFEs. I understand why you wanted to remove "Flea" from Start node (to give more freedom to player to choose their favorite method of propulsion), but I believe it should be made available sooner than "Reliant" and "Swivel". Launch Clamps 3 node immediately follows 'Launch Clamps and Advanced Actuators'. Did Launch Clamps 2 get lost? Rockomax Brand Adapter is at Advanced Rocketry 2.5, but in my opinion it should be available earlier, at General Rocketry 2.5, where 2.5-m structures are introduced (besides, 02 adapter is already there). The Adv. Rocketry 2.5 would then introduce, so to speak, tank-adapters. Precision Propulsion appears to be a collection of unrelated parts: FL-T800 Fuel Tank (which should fit better at Basic Rocketry or General Rocketry 2.5), 1.25m Service Bay and TR-18D Stack Separator (these should probably go to Basic Rocketry 1.25m or General Construction). Otherwise, a change of node name might be in order (e.g., to Rocket Engineering 1.25m or something). RT-10 "Hammer" is available at the same time as BACC, which is much more powerful. SCAN SAR Altimetry Sensor (hi-def altimetry scanner from SCANsat) is available at Engineering 101, i.e. only 15 science points after SCAN RADAR (low-def scanner). It makes the use of the latter impractical. IIRC, the stock config for SCANsat is to give the high definition sensors in late mid-game, already after the biome scanner. So it would fit better at Advanced Detection (and the node name suits well). Somehow, I can't find the Multispectral Sensor from SCANsat, but it should then go to Experimental Science (to have some distance from the other two scanners). I'm not writing here about UKS/MKS parts, which @RoverDude will hopefully help arrange. They are quite a mess ATM, frankly.
  3. Oops, I missed that section in the wiki. My bad. When I was at college, we used reverse Polish notation to make parsers work well with expressions. It shouldn't be too hard to switch to it from prefix notation, but I perfectly understand that it's not in the top of your priorities right now. If only I had some experience with modding (and didn't forget much of C#), I'd offer to code it myself.
  4. I love this mod, it's gives an entirely new depth to the game. But I think many parts (both stock and mod-added) need to be rearranged. Sometimes an advanced part is available too early (like SCANsat's SCAN SAR Altimetry Sensor or UKS Fabricator) or two similar parts are in different nodes (like stock 1x6 and 2x3 non-retractable solar panels). Is it something you need help with? I think the community could assist you with this, but it's better to have a systematic approach (at least to have a spreadsheet or something to collect data).
  5. There is one contract type (probably, from Field Science or Bases and Stations), which wants you to "do observations" in a waypoint, then adds another one and so on (a total of around 5 points). Is it this?
  6. There seems to be an issue, probably also existing in older versions, with formula parsing: the parser does not follow operation priorities, i.e. multiplication and division before addition and subtraction. For instance, if you put something like (10000+10*[E]) in BPFormula, you will in fact have 10010*[E]. It is not critical because you can always rearrange operands or use parenthesis, but may cause unexpected results if users edit the formulas. I noticed it in Pre-1, so if the parser's changed, it may have been resolved.
  7. Great mod, @ev0! Two quick questions: 1. If an empty node has non-empty children, are they connected with its parents (with the same requirements, naturally), is it left in place or do they "hang in the air"? 2. Will it unhide a node when a new mod is installed that uses it?
  8. When deleting a preset (at least doing so from the Research Screen), the confirmation dialog has no buttons and remains on screen even if you go to KSC. If you then go to VAB, it disappears, but remains at KSC screen indefinitely. Also, when you click, scroll or drag the settings window in the Research Screen, it also happens to the nodes view (i.e., it clicks through). I noticed the same with Blizzy's Toolbar settings window too, so it may be a Unity 5/KSP glitch. UPD: More feedback. I noticed that after I've recovered a rocket from the launchpad (i.e., I didn't even launch it) and then go to VAB and open Inventory, it shows that I have 317000 of Mk2-R Radial Parachute (it was one of the details of the rocket). All the other parts, showed when I click on tabs, are displayed correctly. I guess it shows BP instead of number or something.
  9. Hi, I'm testing the KCT 1.3.3-pre1 and most of it went smoothly for me. All the windows looked good and mechanics worked. However, I had a CTD when tried to remove a part in SPH. I'm not sure it's a KCT issue, but it's the last mod that was in the log. It might happen because I put and then immediately removed a part. The log UPD: Another bug. Loaded game, set up KCT, entered VAB, created a simple rocket, then clicked Simulate (via Launch button), selected "In orbit" and then wanted to edit simulation duration to "10m". As soon as I pressed M, the simulation settings window became empty and unresponsive. I can still click through part categories in the VAB and drag around the main KCT window, but I can neither start the simulation, nor launch the ship, nor exit VAB. Esc key doesn't work either.
  10. Refreshing CKAN like every 15 minutes as I do these days, I see that it actually updates quite often. But some mods make it there much quicker than the others. Sometimes, you have to wait a couple of days until a new version is shown in the list. No idea why it is so.
  11. Ok, I ran the beta 2. Overall it appears ok, but the HUD in flight scene is just an small empty square window (I don't know what it was like in previous versions). It also looks like the Mk-55 "Thud" engine is not tracked by the mod.
  12. Hey @Agathon, thank you for making this mod! Don't want to hurry you or anything. But as I'm preparing to start a new career and wanted to include TestFlight from the beginning, I'm curious if a 1.1-compatible version is in the works or if I should skip it for now. UPD: After writing this, I discovered that there's a 1.1-compatible beta in Github. Guess I'll give it a try as soon as all other must-have mods are updated.
  13. Hey there, I'm testing this mod now and it looks like the best (i.e. most balanced & logical) tech tree I've tried so far. Well done! Looking forward to USI parts also being arranged in the right way. PS: Is it intended behaviour that RemoteTech's Probe Core Upgrade is available in the Start node? I think it was supposed to only unlock with Unmanned Tech (see https://remotetechnologiesgroup.github.io/RemoteTech/guide/parts/).
  14. Thank you (I've seen your post there)! It seems @nightingale has already fixed it. Haven't tested it yet. UPD: Encountered a small UI issue: Atmospheric Multiplier line in Options is only visible by half (perhaps, parent box height needs to be adjusted). I'm using 100% UI scale. See screenshot.
  15. I see. The one I mentioned hides nodes that you can't research yet (to kinda keep that DISCOVERY! feeling).
  16. You're talking Fog of Tech, right? Actually, it has updated already.
  17. CKAN updates its registry only once in a while, so you usually see the updates several hours after they are made. But in this case, it lists the correct version of FAR, 0.15.6 (named, for some reason, "3:0.15.6" there), but marks it as KSP 1.0.5 only. I wonder if it's a CKAN problem or @ferram4 did not change metadata.
  18. Here it is: https://drive.google.com/file/d/0B74Ezn51tCNpNFJ5N085X3JHejQ/view?usp=sharing Steps to reproduce: - open KRASH settings and disable "Continue sim if no cash" option - open VAB and load/create a vessel - launch simulation I am running KRASH v. 0.5.2.0, installed via CKAN.
  19. Hi, I'm trying KRASH on a new save and something seems wrong. I try to simulate a very basic rocket, the VAB dialog says sim setup costs is 1965, sim/min cost 196.5. I have 32800 cash, so it should be ok. But when the simulation loads, it immediately stops with the message "Simulation terminated due to lack of funds". Limiting max costs in the dialog doesn't help.My mods: I'm running KSP 1.1 (release version) on Win 64-bit. PS: Enabling "Continue sim if no cash" resolves this issue, but it's kind of confusing.
  20. Hi, I'm new to RemoteTech (been using AntennaRange before). Is there a way to configure RT to connect with probes from the entire area of Kerbin and not just from KSC? I don't want the hassle of setting up and maintaining commsats over Kerbin, especially since it's not particularly realistic (there is a ground Deep Space Network on Earth). I know there is a similar feature at SETI, but it comes with a lot of other tweaks I don't like. UPD: Ok, I was being stupid. There is a guide for that: https://remotetechnologiesgroup.github.io/RemoteTech/modders/ground/
  21. I won't start my new career until the new KCT is out. But don't hurry, take your time. And good luck with the thesis and stuff!
  22. Wow, it's one heck of a mod, judging by the description (haven't tried it yet). Is it compatible with CTT? And yes, I also wish it were possible to use it alongside other mods (e.g., I use UKS/MKS and it's only compatible with TAC-LS and USI-LS). But as the author, it's certainly up to you to decide how to develop your mod.
  23. I think the same danger applies to parts mods. What if Squad decides to charge you on a per part basis? Or you'll have to pay a fraction of your rocket's price to launch it? Jeez, I'm gonna uninstall all the mods before I'm broke!
  24. Hi, thanks for the mod. I love the Remaining Time mode and its customization options. There seems to be a small, but annoying bug with replacing the stock Resources button. Occasionally, when I switch to ship view, the stock button is back and the ARP button is added as a basic button. In the visual options, everything is ok. So I have to change the options to something else and then back to "Replace stock button". But the old basic button doesn't disappear and so I have duplicate buttons. When it happens several times, I end up with several similar ARP buttons. See attached screenshot. There also seems to be something wrong with CKAN: it keeps telling me to update ARP from "2.7.4.0" to "v2.7.4.0".
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