rumtreiber
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Posts posted by rumtreiber
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4 hours ago, sarbian said:
You should see mine I am still trying to decide between 2 approach. I ll most likely release the one that changes less code soonish and see if I actually do the one that require a larger rewrite later, depending on the success of the first code.
Ehm you and Padishar are not working on the same code base? Why?
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Thank you very much for this great mod. This was one of the essential things I always installed for my career games. You made KSP much better and the developers of the game saw it the same way. Congratulations you are now stock
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On 10.3.2016 at 2:36 PM, Probus said:
There was no way for me to do a tree that was just stock parts because all the mods add such a diversity of part types, the tree would seem very shrunken to anyone who played with these mods. My goal from the inception of this tree was to make it to include as many mods as possible, that just keeps pushing the node count up and up very slowly
Oh I think you misunderstood me. It is absolutely okay for me this tech tree supports lots mods. I just think the first set of nodes should also be playable with only stock parts. With playable I mean no empty nodes. For example I noticed the node Solid Rockets is empty for me. The next node, Advanced SRB, has the Hammer booster. I just wondered why this is not in Solid Rockets as Advanced Rockets also features the BACC "Thumper"
@PART[solidBooster]:NEEDS[zETT]:FINAL { @TechRequired = AdvancedSRB }
This is just an example where I think this tech tree could need some fine tuning for stock parts. Otherwise, like I already said, great job
If you don't mind I will report more things like this when I find them. If you want I can also create pull requests on github and or open issues there.
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On 5.3.2016 at 4:14 AM, Oakshios said:
Would you consider those the bare minimum? I would prefer to not use mod parts for a while longer. Still can't do a rendezvous in orbit, though I can land on the Mun and return to Kerbin safely.
I don't use KW Rocketry or SpaceY and have a lot of fun currently in my first game using ETT. I am a scientist and therefor DMagic orbital science is a must have for me. You will be able to play the game without the part mods. Some of the later nodes will remain empty though.
@Probus Actually I think it would be nice if ETT would focus a bit more on stock parts and treat part packs as possible expansion. I use some other mods I'd love to have integrated (they work with your tech tree but integration could be better) Please have a look at Pathfinder and Buffalo by @Angel-125. Those are great mods and deserve some better integration into your tech tree
I also have a question about parts distribution. Why is it possible to unlock the standard docking port before the junior? Shouldn't it be the other way around? Especially as this TT features unmanned before manned and I prefer rather small unmanned vehicles which are not easy to use with the standard docking port. From the looks of it it would be nice to have an additional docking node so the parts of Advanced Docking could be distributed a bit more. Some of the parts in that node just don't feel like they belong there together.
Thanks for all the hard work you put into this, it is greatly appreciated.
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I am still unable to run the latest version 0.9.11. The game simply refuses to start.
I have looked into the logfile and found two exceptions related to PathfinderScene: LOADING [LOG 12:46:32.248] WBILight [FFFB980A][48.6909]: Looking for proto node for WBI.Wagon2uWBILight [LOG 12:46:32.248] WBILight [FFFB980A][48.6909]: Config node added for WBI.Wagon2uWBILight [LOG 12:46:32.248] WBILight [FFFB980A][48.6909]: SetupAnimations called. [ERR 12:46:32.251] Cannot find a PartModule of typename 'ModuleConnectedLivingSpace' [LOG 12:46:32.265] PartLoader: Part 'WildBlueIndustries/Buffalo/Parts/Utility/Wagon2u/WBI_Wagon2u' has no database record. Creating. [LOG 12:46:32.279] DragCubeSystem: Creating drag cubes for part 'WBI.Wagon2u' [EXC 12:46:32.281] NullReferenceException: Object reference not set to an instance of an object ModuleDeployableSolarPanel.AssumeDragCubePosition (System.String name) DragCubeSystem+ ^B.MoveNext () UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) ^B:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) ^N^B:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) ^W^E:MoveNext()
and
Scene: LOADING [LOG 12:46:32.886] WBILight [FFFB6B50][49.1222]: Looking for proto node for WBI.DocSciLabWBILight [LOG 12:46:32.886] WBILight [FFFB6B50][49.1222]: Config node added for WBI.DocSciLabWBILight [LOG 12:46:32.886] WBILight [FFFB6B50][49.1222]: SetupAnimations called. [ERR 12:46:32.890] Cannot find a PartModule of typename 'ModuleConnectedLivingSpace' [LOG 12:46:32.930] PartLoader: Part 'WildBlueIndustries/Pathfinder/Parts/Science/DocSciLab/WBI_DocSciLab' has no database record. Creating. [LOG 12:46:32.966] DragCubeSystem: Creating drag cubes for part 'WBI.DocSciLab' [LOG 12:46:32.995] PartLoader: Compiling Part 'WildBlueIndustries/Pathfinder/Parts/Science/Terrain/WBI_Terrain' [LOG 12:46:33.036] PartLoader: Part 'WildBlueIndustries/Pathfinder/Parts/Science/Terrain/WBI_Terrain' has no database record. Creating. [LOG 12:46:33.051] DragCubeSystem: Creating drag cubes for part 'WBI.Terrain' [EXC 12:46:33.076] MissingFieldException: Field 'WildBlueIndustries.WBIBasicScienceLab.repairSkill' not found. PartLoader.CompilePartInfo (.AvailablePart newPartInfo, .Part part) PartLoader+^W^E.MoveNext ()
Anyway I am fine with 0.9.9 in the meantime. Just wanted to let you know. Thanks for all the hard work!
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10 hours ago, Angel-125 said:
@rumtreiber: Next update I'll create a toolbar button so there will be an alternative to the hotkeys.
Thank you very much for your effort (and a great mod :)). Meanwhile I just edited the config file. Should do the trick as well I hope.
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One more thing i just noticed. I opened the file
GameData/WildBlueIndustries/Pathfinder/Plugins/PluginData/Pathfinder/Settings.cfg
and saw this
payToRemodel = False requireSkillCheck = False repairsRequireResources = True partsCanBreak; = True drillTechNode = specializedConstruction
The semicolon behind partsCanBreak looks quite suspicious. Is this intentional?
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44 minutes ago, Bluebottle said:
I set my Mod key to be the "Super" Key.
settings.cfg:
MODIFIER_KEY { primary = LeftWindows secondary = RightShift group = 0 modeMask = -1 modeMaskSec = -1 }
Thanks for the suggestion. Unfortunately the left windows key is already in use by my window manager. I changed it to RightControl and RightWindows but none of this works. I never see the Pathfinder menu. But the MOD Key works as expected.
The funny thing is I remember seeing this menu once. I just tried with a complete fresh install of KSP and only Pathfinder installed. Didn't help. I also checked the log and don't see anything unusual. Also all the Pathfinder / Buffalo parts are here.
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I am not able to open the ingame settiings menu with Mod+P. I am on Linux and Mod Key defaults to right shift key. Doesn't matter if I try in sandbox or career mode. Any ideas what I could do?
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Why does deadly reentry ship its own heat shields and decouplers? When Should I use the stock components and when the ones added by DRE?
Also the heat shields and decouplers only attach if I rotate them. This doesn't look correct but could be intentional of course.
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Here is what EVE looks like for me currently:
[url]http://giphy.com/gifs/l41lYRgGCDG348zo4[/url]
[url]http://giphy.com/gifs/3oEdvcJlRj381fKHLi[/url]
Tested with latest release on Linux (Gnome 3.18 / NVidia) -
Also having this kind of problems on Linux (Gnome 3.18 / NVidia). Additionally clouds are flickering when looking on Kerbin. Wasn't present in the old version of EVE.
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Yeah, I'm playing on Linux, Mint 17.2 so will be using openGL.
Did you report this problem to the EVE mod maintainer? I am having the same problem on archlinux / gnome 3.18 / nvidia proprietary driver. Lots of flickering textures. Not usable at the moment. It works better with StockVisualEnhancements based on EVE Overhaul. But there are also some strange effects. I was using Astronomers Pack on 1.0.4 and that worked like a charme. Guess we have to wait until the problems get fixed.
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
in KSP1 Mod Releases
Posted
Ups sorry, I got confused. Thought for a moment he is the maintainer of KER.