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KSP2 Release Notes
Everything posted by GonDragon
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Without CTT, some parts would be unavailable. Not many of them, mostly rotors and propellers from the DLC. I'd recommend to use CTT and "Hide Empty Tech Tree Nodes", so you can get all the techs, even if you don't make use of most of the CTT tree.
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So that was a shameless lie, didn't it? Sorry for that But I started playing RimWorld that day... and a few days later I started making a mod for it... and another game I play had an update... Plus that I have lot of work this time of the year... so one thing lead to another and... here we are, yet without an update. This mod should work on the latest version, but probably some parts are not where they should... No ETA for an update, but I will try to check this after fixing some issues with my mod for the other game. Sorry again! Fly safe.
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Yeah! I've been thinking on checking the latest version of KSP this weekend or the next one. So, expect a very very small update soon after that
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Hey! I wanted to do a little update today, but the game refuses to cooperate and it's not even opening right now... On the other hand, I thought that 1.12 was already out, but it seems that it wasn't released yet, so... I guess I'll keep modding stellaris, then? Hey! The idea of Stability (renamed "Basic Aviation") on this tree, it's not to make piloted vehicles, but to make flying drones with the staysputnik. Still, probably I should move the cockpit a little early on the tree,.. so, on the next Update, I will move it to "Flight Control". Thanks, I always appreciate the feedback! I was thinking on doing another playtest when KSP 1.12 comes out, so I will probably move some things around then.
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That's on the Corvus mod. It's where that mod selected its parts to be unlocked. However, I like Gemini-like pods, so I added a small patch to move those parts around to fit better with this tree. Now, changing the subject; I kinda put on the freezer my KSP related projects to invest time in non-KSP related projects... However, with KSP 1.12 some new cool parts arrived. And also some part model revamp, I think? So, I will be looking at those in the weekend, or in the next week.
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There are some fairly interesting points there. Indeed, I think that's a really good idea. The small playtest I did it was without "nerfing" the science, so I didn't noted the difficult there. At some point in the future, I want to make my own fork of "Science Revisited", with some modifications, and one of these are make some science parts "manned", making that these parts can only produce full science if operated by a scientist (even maybe with a bonus acording to the scientist level). So, moving the goo to "manned technologies" would make perfect sense. Thanks for the Feedback!
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Better Early Tree Download: Github - SpaceDock This mod tries to bring the concept of an uncrewed start, but it also tries to maintain the stock-like vibe of the tree. At the very begining, the nodes arrange parts in function of what the player will want to do next, to make a seamless, funny and grindless transition from Early game, to mid game. This tech tree is also designed to be used alongside both DLCs, and ReStock+... It may used without those, however, it may lead to some "gaps" in parts niches. As I wanted the tree to be the most similar to stock as posible, I tried to minimize the amount of rearangements. This also lead to make most of the moded part packs compatible with this tree out of the box. However, these are the major changes. Requeriments Module Manager Community Tech Tree Recommended Mods ReStock and ReStock+ Suported Mods (with patches) kOS Near Future Exploration Pebkac Industries: Launch Escape System Universal Storage II Corvus Suggested Mods (compatible out of the box) Near Future Complete Pack (And other Nertea mods) Rational Resources Kerbal Reusability Expansion ScanSat DMagical Science Acknowledgment and License All the code of the mods is released under an MIT license, and all the multimedia assets on it follows an Creative Commons (CC BY-NC 4.0) license. For more details on the license, check the GitHub repo. Two of the icons used in this mod came from the Community Tech Tree, were made by Nertea and are distributed under a (CC BY-NC 4.0) license. One of them is modified to fit better.
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Oh, yes! Python is godsend. It saved me a lot of time in a lot of situations... Easy to write, quick to deploy and popular enough to have tons of libraries. Well, the TechTree is done. Here it is the download link of the mod, I'll just want to test one more thing before making the post on Addons Releases, and uploading it to SpaceDock... Maybe even push it to CKAN... After that, I will continue with the next point of my list.
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Hey! I'm very glad I came across this mod! Sadly, it was when I almost finished doing a patch like this to myself, but at least saved me some time dealing with command modules. However, there is a problem and it is that some mods bring support to KIS with patches that requires KIS to be applicated. One example of this is Universal Storage II, that adds two pieces with KIS support only if KIS is installed. However, I found two solutions to this. One is changing the name of the mod folder from KerbalInventoryForAll to KIS, so the mod itself trigger the :NEED[KIS] condition on all the patches. The second one, who I'm currently using, is have a dummy mod on a KIS folder, that only contains an empty cfg file. You can even put the dummy mod on CKAN, and mark it as a dependency.
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Hello. In this topic I will be talking about various ideas I have and things I'm working on. If I ever release one of those, they will have it's own post on the Addon's Release section. However while on development, as I will only work on one thing at a time, they all will be here. As a disclaimer, I'm pretty lazy, I almost never finish a project. So most of the things I say on this post, may never see the light of day. Focus of the development Recently, I tried to start a career mode campaign. I didn't played the game since 2018, so there were many new things to see, and so many mods to test... However, to my disliking, I wasn't able to find the perfect mods to setup and balance my career. So I decided that is time to clean the dust of some of my never-started proyects, and start modding. My plan is to make various mods to enhance the experience of the career mod. I don't want to go really over the top, my plan isn't make a complete overhaul. There are many mods that changes completely how the game plays, and they are doing it great (Bureaucracy, Build Rockets Takes Time, Etc...), what I want is to do is make little changes, to have a funnier early game experience (because, for a returning player, early game may feel like an endless grind) and to give direction and things to do on late game. And everything, without removing the Vanilla feel of the game. So, this is my plan. First, I need to make small changes to the Technology Tree. I want a experience akin to what Unmanned Before Manned and Probes Before Crew offered, but I don't fully agree with his dispositions. Using Community Tech Tree as a base, I will make an addon to rearrange the first steps of kerbals on space exploration. My second step, will be science. Most of my concerns are already fixed by Science Revisited, a mod that already was revisited many times by diferent people. So it may be revisited one more time, as I have a different opinion on how some things should be done. Especially in how labs should work, I want to take special attention to them. Maybe even make a plugin if needed. After that, the focus will be the contracts. Right now, there are a lot of old contract packs. Most of them still work well (some of them with some bugs, like the Tourist Contract Pack) and they generally do the job... But in therms of displaying the missions, they seems cluncky and unorganized, as they have different ways of internal organization. What I want to do it's a mega pack, that should be used alone and that has everything well organized. Making good contracts isn't easy, so I will be using exisisting content when licenses allowed me, fix what is broken, give all the attributions necesary, and create what is left. At this point, a engaging career campaign is more than doable. However, there is a few more things that I want to revisit. One of them, is Strategia. As a mod cemented in stone, Strategia is probably the very core of most moded career campaigns. And what this glorious little piece of art adds to the game, is a overhaul of the vanilla strategy system. With little to no changes since it's creation, it's hard to believe that it could be improved. But sometimes questioning the very basis of your beliefs, may lead you to astonishing discoveries. Finally, only left to see if there is any old and unmaintained mod that I want to use and it's worth to revive and maintain. Finished mods: Better Early Tree Currently working on: KSP Module Parser for Python Python it's a well known programming lenguage. I use it pretty often, from facilitate the deploy of some other code, to read, analyze and process big chunks of data. Rigth now I'm working on implementing a Python wheel to parsing and reading all the CFG files of the game, and from mods. The idea is to first being able to read and analyze stock modules, and latter add the capacity of Module Manager to read and process patches, so you can even test your patches without opening the game. The idea behind this came from a small script I made to facilitate the creation of my Mod, Better Early Tree. The script looks torugh the game files to find parts, and then it printed a file with a list of all the parts, and the Technology with they appear on the Reasearch Center. After that, another script read through a list I wrote, and generate all the patches that relocate the parts on the new tree. These script were quite simple and just work for my specific situation, so I thought of making a more general solution that worked on most situations. Right now I'm starting to redo most of the code, as I thought that RegEx could do most of the job, but it can barely do it if it's used alone. So it should rely a little less on RegEx. Github Repo This Python Module, after finished, could lead to some interesting things, other automation scripting to facilitate modding, or patch testing... for example, a script to easily create/update a Parts Catalog Website from a mod.
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If I remember well, on the Tracking station there is an "info" button that display information about the selected celestial body. I think that it gives a description of the body, it says its radius, if it has an atmosphere, the altitude of the atmosphere and a bunch of other things.
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New Update. Probably I should start to make this thread look better. You know, "No pics, no clicks". Maybe along the week. Also, I wanted to make a new contract pack, that reeplace all the stock ones, for a better progresion, like the SETI contrack pack, but also with some nice "secondary missions". But it's a titanic work, so I don't know. Maybe start with the basic, and if I feel it, keep it going.
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Hi! This is a small mod that I started mading by myself, but I thinkt that it could be nice to share it. I wanted a correction of the Stock Tech Tree that let me start with probes and then advance to crewed missions. The logic choice was the SETI UnmanedBeforeManned mod, but I don't like the way it changes the game. It just gives you a lot of usseless pieces at the begining, and is not very balanced in the science you need to unlock them. No, I wanted more stock-a-like experience, with a nice looking tree, and a balanced amount of unlocks for each node. So, instead of wait or ask anyone, I decided to make the mod by myself. Right now the mod is in "Beta", it may not be as balanced as I think it is, and I jet need to write a propper description with all the changes that I made, and also take some captures. Right now the mod is really out of shape. The last sanity check I did was on 1.3 so... No download links yet. However, you can check my progress (if there is any) here: https://github.com/GonDragon/BetterEarlyTree/projects/1 Special Thanks @Nertea, as I used (and modify) two icons from the Community Tech Tree for this mod. License (CC BY-NC 4.0) and attribution for them included in the download. @Ven, as I used (and modify) one SRB rocket from it's mod Ven's Stock Part Revamp to use in this mod. License (CC BY 4.0) and attribution for it included in the download. Required Mods Module Manager Recommended Mods This mod was thinked with these mods in mind, so they have special support and integration with this mod. However, you can still the mod without any of those. RLA Continued Ven's Stock Part Revamp PEBKAC Industries: Launch Escape System Community Tech Tree Suggested Mods Some mods that I think that can run smoothly with this mod (not tested yet). Science Revisited Revisited Mandatory RCS (Without parts pack). Recommended configuration: 2 or 10 times the realistic force. Stock Antenna Balance or Remote Tech with the SETI configs. SETI Contracts Things TO-DO
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For reference, the Ven's Stock Part Revamp do something like this, with his service bays. In the VAB, you can open and close it's doors, but they will always shows itself as semi-transparent. But in flight, they always are opaque. I can't think of any example of parts that become semi-transparent in flight, but Ven's code could be a good starting point.
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Oh, do you want long landing legs? Here, take this.
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Well, the last update about this mod it was the wednesday, you can't expect a daily update, even in the most actively updated mods. A mod could have weeks, or even months between updates, without being "dead", all depends on the time, patience and desires of the mod author. Being enthusiastic about a mod, helps. Ask about updates or even about estimated times for release, usually not. Just have a little patience, and tell the mod author about how amazing his models are, because they are.
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RemoteTech it's what are you looking for: But read carefully what the mod do, because it's a complethe overhaul of the CommNet system.
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[1.2-1.7] Blender (2.83+) .mu import/export addon
GonDragon replied to taniwha's topic in KSP1 Tools and Applications
It's posible that, if you have an .MU file of a model that wasn't maded in Blender, then this Addon don't recognize the format of the file and can't load it? -
Hi! I'm doing some experiments with this mod, and I think I nailed the fuel type switch but... about the mesh switch, I think I didn't get it... Reading the Wiki, and looking for some examples in Near Future Mods Github, I ended with something like this: MODULE { name = ModuleB9PartSwitch moduleID = meshSwitch switcherDescription = Boattail SUBTYPE { name = No transform = ¿? } SUBTYPE { name = Yes transform = ¿? } } I don't know exactly what put into transform. I guess I should put there a name that point to some structure where the mesh is defined, but I don't know what that structure is. In the mod that I checked, the name was something ambiguous, like "ColideA". To put everything in context: I have the meshes and textures of two diferent engines, I want to use B9PS to being able to change between one engine and the other... Only the meshes (and probably, the colition box), no other effects or stats. Can someone help me? Thanks in advance.
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I think that Potato is the part that represents the asteroid of the game.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
GonDragon replied to Ven's topic in KSP1 Mod Development
Do you have any mod that add more stars to the game? Because that's sounds like a problem with Kopernikus. The solar pannels in this mod works perfectly (Except that the unretractable ones can't being retracted, even by engineers). -
[1.3+] Stockalike Station Parts Expansion [retired]
GonDragon replied to Nertea's topic in KSP1 Mod Releases
Oh, my bad, I was testing your mods with multiple tabs open, and just messed it, sorry BTW, I love your mods, they looks awesome. Thanks for the update! Now, I only need that GPP update, and then I will be ready to go for a new career. -
[1.3+] Stockalike Station Parts Expansion [retired]
GonDragon replied to Nertea's topic in KSP1 Mod Releases
Some small localization errors: -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
GonDragon replied to Nertea's topic in KSP1 Mod Releases
Here, I found a small localization error: