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Cruesoe

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  1. I am working on configs for RP-1 to organise all the parts. I am working my way through and have a lot done already there is just one thing I can't figure out how to do so I am calling on those with better MM knowledge than myself! The size bulkhead profiles applied by VAB Organizer are largely irrelevant to RP-1 (I may use them for other purposes, such as fuel etc). How can I create a simple MM patch to remove the bulkheads assigned by VAB Organizer? I have tried a few variants but can't get it to work. I would really appreciate some guidance if anyone knows how to remove this assignment via a MM patch. Thank you!
  2. @Clayel I have isolated your issue. As you didn't install RP1 using the suggested Express install you are missing the RP1 Express Install folder. This folder contains a patch that removes non RO parts from the Tech Tree, it is non RO parts that are showing up in the later Electrical Engine nodes on the Tech Tree. So the issue you have is due to the unsupported and non standard install, and not a particular mod that adds additional custom RP1 parts. I have created and update that works and will release it shortly but I encourage you to install via the express install so you don't miss out on anything or have non RO / non standard parts.
  3. @Clayel I have added all of Nertea's mods Near and Far Future and I can't get the extra Electrical Propulsion nodes to show in my game, can you please DM me your complete mod list.
  4. I will install those mods and push an update. Clearly they add some extra nodes to the Ion engines line, I know how to fix it. With regard to the one strange arrow all alone, this is a result of the method I use to eliminate the parent lines to the Blue Sky nodes. I don't like it but there is nothing I have found yet to fix it unfortunately. Expect an update to 1.5.1 in a couple of days, thanks for the report.
  5. Thank you. That's the main purpose I started the mod, to help unravel the complexity of RP-1. I made it to help myself and it's really appreciated to know it helps others too.
  6. Updated to 1.5. Update includes all new icons as well as some layout changes to the Tech Tree. Reminder: This is a visual layout change to the tech tree, no parts are moved, no dependencies are changed. Can be added and removed from a save game.
  7. Updated to 1.4 Small update to fix some layout niggles I found during a recent play-through.
  8. I'm happy to take and merge Pull requests on the GitHub but I don't have the time to develop this myself at the moment.
  9. Update is on its way but before I release it I would like some feedback on an idea I have been playing with. Dated Bluesky Nodes (see work in progress image). Helpful, not helpful, looks good, looks bad.. Let me know!
  10. I don't know why it would interfere with the Komplexity mod, unless the building upgrades are tied to Tech nodes? If I remember correctly I think my mod nukes the tech tree and then rebuilds it. (It's been a very long time since I made this Tech Tree!) . There should be a catch all in there, so I don't know the issue off the top of my head but if I get any free time over the summer I'll look into it, but I can't make any promises!
  11. So two days will pass in JNSQ for every real day that passes. Interesting... Could make the game frustrating or amazing. Can't decide yet! Could make planning burns quite tricky, I can't get up at 3am to fire up an engine for a Mun encounter! Would need to leave the game running I guess with automation to handle the burn.
  12. I am not familiar with the Komplexity mod that you mention. I'm currently focusing on RP1 as my main Kerbal game and I'm unlikely to add support for this mod. Always happy to take pull requests or updates to the tree if you would like to submit the changes yourself.
  13. I would be interested to know how this differs from :
  14. Updated to 1.3 Minor Bug fixes and layout improvements. RP1 Tech Tree Kompacted on SpaceDock Dependencies: Module Manager RP-1 Realistic Progression One
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