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pap1723

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Everything posted by pap1723

  1. @severedsolo has created 2 contract packs that align with your hope about Stations, Bases and Satellites. Here they are:
  2. Hey @NecroBones! I love these launchers. I am building a new career save and I will be running it in Quarter Sized RSS (2.5x scale of Kerbin). My question is about the RSB Stock Configs. Are they based on only stock sized planets, or are they built for a bigger planet like this?
  3. Hahah, I know, sorry! I was on mobile when I posted. I'll try to get it for you tomorrow when I am on my pc.
  4. Hey @linuxgurugamer, I am getting log spammed with this constantly firing when in orbit: NullReferenceException: Object reference not set to an instance of an object at BetterTimeWarp.BetterTimeWarp.OnGUI () [0x00000] in <filename unknown>:0
  5. Sounds good about the MKS / OKS stuff!! As for the late game science grind, let me know what you think about it when you get there. While the individual nodes are not that difficult to unlock, there are a lot more techs per tier. So at 1000 science, it would take 9000 science just to open one tier. The way it is structured now, it still takes a lot of science, but it is more manageable. Now, if too many people say it is too easy, I will probably have to look at changing some numbers again. It might be that the early part of the tech tree is too easy. It always felt like you would hit a wall of science around Tier 8.
  6. Version 2.0 Update! Changed all tech costs from Tier 8 and later to better balance the tree and make the late game science more about exploring and less about waiting for Science Labs to generate enough science Tier 8 down from 550 to 500 Tier 9 down from 1000 to 700 Tier 10 down from 1500 to 900 Tier 11 down from 2250 to 1100 Tier 12 down from 4000 to 1300 Tier 13 down from 4000 to 1500 Tier 14 down from 4000 to 1700 Tier 15 down from 4000 to 1900 Reorganized folders to have all Mods in their own file NEW MOD SUPPORT CxAerospace Lonesome Robots Gemini & Agena MOD UPDATES Bluedog Design Bureau Cormorant Aeronology (Shuttle Lifting Body) Coatl Aerospace (0.15 RC) Kerbal Reusability Expansion MOLE SSTU Tantares TantaresLV
  7. Austin, I will definitely move the Mk4-1 and thanks for finding it! I know that a lot of people play MKS and OKS and I had tried it a while ago. My issue with putting it in the tech tree is that it is a huge mod with a ton of parts and I don't understand how they all work and what they all do. It would take me a very long time to place them correctly. It might be something that I do at some point in the future, but I just don't know. If you are willing to let me know where you think all the parts should go, we can definitely collaborate.
  8. I see that there have been a few questions about PARTUPGRADE and the functionality. I have gotten it working and it shows up in Module Manager Config, but it doesn't actually change the upgrades to the correct nodes. Does anyone know if this actually works?
  9. That was EXACTLY my thinking when I made it. I was tired of having to Frankenstein parts and packs together.
  10. No it is not yet, and no I did not use Sigma Dimensions. I am currently using it as a playthrough to iron our any of the bugs I am coming across. It should be released shortly.
  11. Pathfinder is Supported. I will add it to the OP as a supported mod.
  12. I haven't messed around with the Infernal Robotics stuff yet, but what I am guessing is that they are putting their parts into a node. I would add an AFTER to make sure that the patch is not applied until after Infernal Robotics patches, so essentially it will overwrite them. @PART:NEEDS[MagicSmokeIndustries]:AFTER[MagicSmokeIndustries]
  13. WOW! I didn't notice that! Either he cancelled a lot of contracts, or killed a lot of Kerbals!
  14. There is no reason why this should not work. There is only one thing I know of. If you hit SHIFT-F12 and go into Contracts you can Force Regeneration of Contracts. If that does not work, you will have to bring this up as a bug at the Contract Configurator page as it would be an issue with that mod as it handles all the generation of contracts.
  15. First, let me start out by saying that I love FASA, and it is what got me into the idea of Historical modding in the first place, BUT...there is a good chance that it will never be revived. With that being said, @CobaltWolf has done an incredible job with Bluedog Design Bureau and has created most (might be all of them at this point) of the ships that were created in FASA, plus some. The only real difference with his mod pack is that he uses different names for the pieces. Well, someone has created a real names config that allows you to play with the correct names of the parts. Instead of people trying to fix the very broken things with FASA, why not just use the FASA textures to offer a "realistic" texture pack for BDB? Can someone explain to me why this would be a bad idea and is it not infinitely easier than trying to fix a mod that hasn't truly been updated since 1.0?
  16. You should really put that code into a Spolier tag and include pictures for us!
  17. I don't have a ton of time to get into this right now, but it is actually a pretty straightforward process to create new biome maps. What I would reccomend to do is to download an existing planet pack and look at how they implemented the biomes in the .CFG file as well as in the image creation. Let me know if you have any specific questions and I will try to answer.
  18. Sounds Good! @IronCretin there is a good chance I have written many of the contracts that you would like to implement. Let's talk!
  19. Thanks for noticing this! I am going to actually have to delete all Tantares references and start over on them. The mod maker completely overhauled his pack and all of the Tantares references are no longer valid.
  20. This is a very cool idea for a Tech Tree! I have been looking into creating a Contract Pack that is only for the and works in a progression similar to the design of your tree and could also be used in my Historical Progression Tech Tree. @Moiety what kinds of additional mission are you interested in seeing? I am looking to expand the available missions as of right now as well!
  21. This did not work. I went in and edited the values that I thought I needed to edit to make it work, but I could not get anything to look right and despite change the sun values, I couldn't get the light to work correctly there either.
  22. That is what I thought I remember you saying! That is great news because that means I can use my QuarterRSS without any modifications to launch these beauties!
  23. Is there a config file to change the names to their real-life counterparts?
  24. Thanks @CobaltWolf! Also, I remember reading somewhere (though I cannot find it now), that these are usually a little stronger than stock parts and you recommended a 2x scale, is that correct?
  25. Hi everyone! I am hoping one of you, or some of you might be able to help me out. I want to use this great modpack to create visuals for my Half Size and Quarter Size RSS games that I created. That being said, I have no idea where to get started. I have messed around with some of the values on these files, but I cannot get the visuals to look nearly as good as @Phineas Freak for RSS or @Galileo for Stock, SSRSS and his planet pack. Would someone be willing to create the proper configs for me? Or would someone be able to tell me a little about the values I need to change and what effects that have on the visuals. Thank you in advance!
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