Jump to content

Redleg1

Members
  • Posts

    74
  • Joined

  • Last visited

Everything posted by Redleg1

  1. Yeah I can do that. Though maybe not today as I'll have to reinstall the whole thing because I gave up and went back to a stock game to be able to use Parallax Continued. I'll try another round though. Would it be better to send the logs in here or Discord?
  2. Are there any more specific instructions on getting this to work with KSRSS Reborn or Homeworld? I have tried every combination of deleting config files in the KSRSS/Terrain folder. I've tried deleting the whole KSRSS/Terrain/Scatters folder. Whenever this mod is installed, it is infinite fast spinning solar system after the game finishes loading.
  3. Hey, I really like what you are doing with this mod, so I decided to try it out with some other mods I play with. I used the following patch to change the Linear Aerospike Engine from the Mk-33 mod to use hydrolox: @PART[KR2200L] { @mass = 3 @MODULE[ModuleEngines*] { %icEngineType = hydrolox @maxThrust = 1400 -atmosphereCurve {} atmosphereCurve { key = 0 450 key = 1 365 key = 12 0.001 } } } It works as far as I can tell, but it drains way more LqdOxygen than LqdHydrogen. Based on the ratios you mentioned on the mod page I would have expected the opposite to be true. Any thoughts?
  4. My two cents are to just make the whole thing one complete part to make it simple and reduce bloat in the part browser and maybe decrease its memory footprint? At least for me I mostly play with BDB parts as their intended complete design rather than using them Lego style.
  5. I'm getting the following error when loading the game with SSS: Module ModuleB9PartSwitch threw during OnLoad: System.Exception: Fatal exception while loading fields on module ModuleB9PartSwitch on part ---> System.Exception: Exception while loading field subtypes on type B9PartSwitch.ModuleB9PartSwitch ---> System.Exception: Exception while loading fields on subtype PartSubtype H2O2 ---> System.Exception: Exception while loading field tankType on type B9PartSwitch.PartSubtype ---> System.Collections.Generic.KeyNotFoundException: No tank type named 'SSS_H2O2' exists I downloaded from the Master Branch on GitHub. Has anyone had the same error recently?
  6. I have similar thoughts when it comes to part placement. I really like what @CessnaSkyhawk is doing with this mod, and I can't wait to see how the science update turns out. However, as I think I mentioned in the past, if I could make one change it would be to group the nodes in terms of launch systems. I.E. a Saturn node. Basically it would be nice to be able to unlock a whole system, even if the node were more expensive. And as @bigyihsuan said, have the ETS parts and iterations of Apollo era stuff come in subsequent nodes.
  7. @Beccab Your builds are absolutely fantastic! I also really enjoy the narratives and information included in your posts. Looking forward to seeing more of your amazing work.
  8. I'm using KSRSS with Sigma Dimensions for the 2.5x scale along with the latest version of Scatterer, EVE, Kopernicus, Planetshine, DOE, and Parallax and I'm getting a flat pink texture on the moon when Parallax is installed. I have seen some past posts in this thread and in the Parallax thread with no real resolution to the issue. Has anyone experienced this lately and if so could you point out steps to resolve the issue. I suspect it has something to do with the textures bundled withe KSRSS but I'm not sure.
  9. I have the pink moon issue well. @HiggusPiggus were you able to resolve the issue?
  10. I'm not sure if it is the case here, but in other techtrees I have used like Kiwi Techtree and an edited version of the tree from Less Than Real Realism (LRTR), nothing seemed to be able to change the technode unlocks for Mechjeb. I even tried editing the technode unlock in the Mechjeb CFG and it still did not change where the mechjeb modules were in the tree.
  11. I wonder if serious Mun/Minmus (Apollo) might be a little too far into the tree at 400 points? One thing I was wondering or would like to see though is for the BDB parts to be arranged in the tree so that you get all the parts you need to build the LM for example in one node. For example, in the stock, and in other trees (CTT, KTT) you end up having to unlock way more nodes than seems necessary just to get one little part to make a complete Apollo mission or a complete Gemini mission.
  12. @Coyote21Thanks for the ideas. I tried the :FINAL hack earlier as well, guess I should have mentioned that. It did not work however. I tried removing the "Mechjeb and Engineer for All" mod as well and that did not seem to have an effect either. Also tried it on a new save just to be sure, no effect. I am not sure what the problem is because I have done my own edits to part placement for other mods and they seem to work fine. Would be curious to know if anyone else that is currently playing with KTT has the same problem.
  13. I thought that the above patch that is now integrated into KTT fixed the problem with the control modes being overridden by MJ2 and not using the tech nodes in the KTT patch. But for me it seems that the MJ2 main config still overrides KTT. For example I still end up with the Ascent Guidance module in the Unmanned Tech node instead of the Flight Control node. Does anyone have a solution to this? I tried removing the Mechjeb and Engineer for all mod but that doesn't change anything either.
  14. I really appreciate that you are building this tech tree! Been waiting on a BDB focused tree for a long time and have even tried working on my own one. I'm curious if you plan to have life support mods as part of the tree at some point or, do you have any recommendations for a life support mod that best compliments BDB?
  15. Hey Pehvbot, I saw your post in the KSRSS thread and I would definitely be interested in a version designed for that especially if it would work at 2.5 scale. On that note, if it were possible for it to work with JNSQ that would be even more awesome!
  16. @NicolaSix Thanks! I noticed the node in the config that you are referring to the other day. However I am going to copy your config so that I don't have to use the open cockpit mod.
  17. I am curious if anyone else is using the Grounded mod and has noticed that there is no "Ground Vehicle" node in the tech tree? There is a folder for Grounded in the configurations folder and the Grounded_ktt.cfg file points to a "Ground Vehicle" node for most of the parts. Additionally there is an icon for the node in the icons folder, but I do not see that node showing up in game. Any thoughts? Great mod overall by the way, amazing work!
  18. Dang I can't believe i just found this thread! I have been working on a personnel version of the RP1 tech tree and was literally considering starting something along these lines. I was planning to make clusters of tech based on certain launchers or space vehicles, mostly from BDB but also the X-20 Moroz mod, the new X-33 mod from Angel125 and a few others. Please let me know you are still interested in working on this and if I can be of assistance. I literally have nothing else to do for the next 10 days so it would be a great way to fill my time.
  19. Hey everyone, I am looking to move some of the part upgrades for the Agena Engine as an example to some different tech nodes through my own config. However it seems like no matter what I do I cant get the upgrade to change to a different node. Does anyone know what a config to change that would look like aside from directly changing the Upgrade.cfg in the various part folders in BDB?
  20. Greetings, I am working on my own custom tech tree and I am trying to change the Tech node of some Part Upgrades, particularly from Blue Dog Design Mod. The Upgrade config files for parts typically look like this: PARTUPGRADE { name = bluedog_agenaB // partIcon = bluedog.Agena.Engine.XLR81 techRequired = generalRocketry entryCost = 2000 cost = 0 // for display only; all parts implementing this will need a PartStatsUpgradeModule with cost = this. I have tried my own configs that look like this: @PARTUPGRADE[bluedog_agenaB]:NEEDS[Bluedog_DB]:AFTER[Bluedog_DB]:FOR[zzzzMYTechTree] { @techRequired = mycustomNode } The method that I have been trying does not seem to affect the node for the upgrade, anyone have any suggestions?
  21. @Pehvbot Thanks for the reply. Yes I am mostly interested in being able to use the contracts and maybe even the tech tree with JNSQ which is a 2.7x scale system. For the contracts I think it would be a matter of changing the names of the bodies to reflect the JNSQ system which would not be difficult. But what I am not sure is whether the Contracts or the Tech tree can work without the rest of the parts of the mod.
  22. @Pehvbot Greetings. I am curious if it is feasible to use this mod with JNSQ? Aside from making changes to the contracts for the names of the planets and so forth, would there be a way to easily adjust to work in the JNSQ scale? I really like the idea of RP-1 and this mod but I am trying to figure out a way to make them fit into the JNSQ scale and system.
  23. I am very excited about this contract pack because I have been looking for something that does a good job integrating BDB parts. I have thought about trying my own hands at making a pack but I am glad you have done it. Would you consider adding a contract that that utilizes the Venus Flyby Parts from BDB to do manned flybys of Eve and Duna?
×
×
  • Create New...