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GonDragon

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Posts posted by GonDragon

  1. On 9/23/2021 at 11:38 PM, tg626 said:

    So I loaded this up with a new save, but without Community Tech Tree and it appears to be doing what I expected.

    Will I run into problems? I don't have much in the way of part mods, kOS, hullcam, FASA launch clamps, and that's about all. 

    This so far looks like exactly what I wanted, something more sensible in the early tiers of stock and that's all. (Although it's still perplexing that Kerbals could build even the tier 1 KSC but have no idea what a wheel is, or the ability to go outside. LOL)

    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.

  2. On 8/12/2021 at 9:52 AM, GonDragon said:

    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 :D

    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.

  3. On 7/30/2021 at 2:55 PM, Neebel said:

    First of, this is an amazing mod, just started a new save with it. Thanks for making this!

    Quick question, do you have some info for us about the next update? :D

    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 :D

  4. 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?

    On 5/26/2021 at 11:45 AM, Donchielo said:

    Hi just one question though. 

    Why don't you move the Mk1 cockpit in stability? i mean it s almost impossible to build plane overwhise. $

    thanks for your mod!

    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".

     

    3 hours ago, Probus said:

    I was playing around with this little mod.  Thanks for making it!  May I suggest a little tweak?  You might want to swap solar panels and batteries around.  If you would like more feedback,  just let us know and we will help you playtest and get it perfected.  Again Thanks a Bunch!

    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.

  5. On 3/26/2021 at 6:23 PM, Apricot said:

    Corvus command pod is unlocked in Flight Control. This is imbalanced.

    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.

  6. There are some fairly interesting points there.

    16 hours ago, KawaiiLucy said:

    [...] One thing I would consider though, is moving the mystery goo down into the "manned technologies" node, as you unlock a huge amount of science parts in that node, a bit too many in my opinion, although if not using Interkosmos and DMagic science this change would be kind of irrelevant (but seriously, who plays without those mods!). [...]

    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!

  7. Better Early Tree

    vYHqytG.png

    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.

    Spoiler

     

    Start

    xsLLEWT.png

    The first node is very basic. Enough things to make a simple sounding rocket to gain some science and keep going. Aditionaly, the Stayputnik now has an extra node on top, to atach a parachute or a nosecone. For me is important to have a clean and simple first launch on a career mode, because it gives you the oportunity to check if the graphics/performance are ok, and to see if you need to calibrate any other mod.

     

    Basic Rocketry

    sMyTrvd.png

    It gives you a few extra rocket parts, enough to make good suborbital jumps.

     

    Stability -> Basic Aviation

    EFczFW0.png

    Stability was move one tier down, and renamed "Basic Aviation". Now, it provides basic parts to make a very simple flying drone.

     

    Engineer 101 -> Basic Vehicles

    MJyzp8X.png

    It provides you with enough parts to make a simple autonomous rover. Now, if you feel a little stuck on science, you can drive all around KSC reading a thermometer.

     

    General Rocketry

    It doesn't changes so much. Provides enough rocket power to reach orbit.

     

    Basic Construction

    uWt7wTj.png

    Provides some basics part for... well, construction.

     

    Flight Control

    ckRTfee.png

    Now it also gives you an early access to RCS.

     

    Manned Technologies

    kVmN7Pt.png

    A pretty underwhelming node, but it does its job. Gives you access to parts that let you do exactly the same thing you were doing, but with kerbals instead of probes.

     

    Survivability

    zcz604d.png

    It give you parts to enhance the survivability ratio of your probes and kerbals. Also, as the node "Enhanced Survivability" from CTT were deleted, all the parts from other mods that fall under that node, were moved to this one.

     

    Subsonic Flight and Robotic Stock Parts

    Many parts from the robotic DLC and the stock rotor to flight with "vintage" planes, were moved to fill better niches on the CTT nodes.

     

     

    Requeriments

     

    Recommended Mods

     

    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.

  8. 7 hours ago, hemeac said:

    Always great to see more tech tree mods, not to mention the fact that you are saving yourself a lot of problems by using python to create the MM patches for you.  

    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 modI'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.

     

  9. 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.

    MCN2vuq.png

  10. 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:

     

    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.

     

  11. 13 minutes ago, Crixomix said:

    Hello Galileo,

    EDIT: And I apologize if that data is already in the pack download. I have been waiting for the Kopernicus update to play this for the first time on 1.8.1 so I haven't rooted around in the pack yet.

    Is there a place to find the "statistics" for each planet/moon in the pack? I have a spreadsheet where I do a lot of my own delta v calculations (along with solar, gravity, etc). And I was hoping to get some descriptive numbers for each body:

    • Gravity (Or SGP. I know GPP actually defined gravity exactly and calculated SGP from that, but stock KSP is the opposite)
    • Equatorial Radius
    • Apo
    • Peri
    • eccentricity (not necessary because can be derived from Apo/Peri)
    • Atmospheric Density
    • Atmosphere Height
    • # biomes

    I'm happy to sift through files to grab these numbers too, if they're not already available somewhere.

     

    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.

  12. 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.

  13. 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

     

    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.

     

    Suggested Mods

    Some mods that I think that can run smoothly with this mod (not tested yet).

     

    Things TO-DO

    Spoiler
    • Separate some patches in an optional mod. (Remove parts, and fix interiors)
    • Check how to add the mod to CKAN (only after the release).
    • Suggestions.

     

  14. 44 minutes ago, DMagic said:

    I think something similar to how the fairings work might be applicable here (just without the exploded-view part). Maybe just add a tag to the components you want to be transparent, then when you mouse over them the opacity of the mesh renderer could be turned down and the collider turned off. You could set each door that way, and then set the fixed backside that way.

    Something like this would need to have a toggle in-flight, otherwise you could run into all sorts of problems by accidentally hovering over the shroud and turning off its collider, I can imagine some debris getting trapped inside. And maybe also an option to peek inside without turning off the colliders, just if you want to know where some specific part is.

    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.

     

  15. 32 minutes ago, kjack1111 said:

    I apologize if i gave off the vibe i was complainging. I was simply concerned if the mod died or not.

    I was following a mod development thread, and the mod went into "Sleeping." I'm now fairly sure it's going to die, due to the track-record of the series of mods, so the last thing i need is this mod dying.

    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. :P

  16. 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.

  17. 2 hours ago, strozyk85 said:

    Great mod! Beautiful textures.

    But in version 1.3 I have a problem with solar panels which apparently don't turn towards the sun. I mean sometimes they do and sometimes they don't which results in lack of electricity in a vessel.

    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).

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