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Cruesoe

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Everything posted by Cruesoe

  1. 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.
  2. 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.
  3. Updated to 1.4 Small update to fix some layout niggles I found during a recent play-through.
  4. 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.
  5. 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!
  6. 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!
  7. 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.
  8. 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.
  9. I would be interested to know how this differs from :
  10. Updated to 1.3 Minor Bug fixes and layout improvements. RP1 Tech Tree Kompacted on SpaceDock Dependencies: Module Manager RP-1 Realistic Progression One
  11. Is there anyway to remove the "MOAR BOOSTERS!!!" check item in the list? I can't find an option to turn it off and would like it gone.
  12. Thank you, The above mods are the only ones I can't find and don't know what they are.
  13. Might be time to fire up another play through myself. Time to dust off KSP and take another trip around the solar system. If, dear @theJesuit, you wouldn't mind sharing your mod list. I feel like jumping back in.
  14. Updated to 1.2 Changed Blue Sky node icons, previous full colour icons looked strange when In Progress orange overlay was applied. Small adjustment to node positions Alternative larger layout included for those with higher resolution screens - see instructions included in download on how to apply
  15. I am aware that the way the current Blue Sky nodes are coloured it can look weird when that research node is in progress, but looks fine when unlocked. (Due to the orange overlay applied to in progress nodes) I'm redoing the style of the Blue Sky nodes to remove this issue.
  16. Updated to 1.1 Nodes are now coloured to match the blue sky node required to unlock them. Various layout changes based on user feedback More feedback welcome, let me know what you think!
  17. I released a new mod over the weekend. Please let me know what I need to do to add it to ckan. Thanks
  18. RP-1 Tech Tree Kompacted Often frustrated with the general large and overwhelming layout of the RP-1 Tech Tree I decided to see if I could rework it into something neater. No parts have been changed this is layout only mod, can be added and removed from a save game. Lines to 'Blue-Sky' nodes have been removed to offer a cleaner overall look to the Tree. The dependencies remain. Blue Sky nodes are in line with the items they unlock. Row order has been re-arranged to try untangle as many lines as possible. Download: CKAN! RP1 Tech Tree Kompacted on SpaceDock Dependencies: Module Manager RP-1 Realistic Progression One Licence This work is released under a Creative Commons Attribution-Non Commercial 4.0 license.
  19. Just like many others the release of Parallax sucked me back into KSP. I absolutely loved the size and feel of JNSQ, 12 hours days, 2.7x size just felt right. I want to remain in the stock system and use Parallax but I want to bump it up to 2.7x as it's just too small, I landed on Mun too damn easily! I used to know every mod that was out there but I'm completely out of the loop now. I have no idea if sigma dimensions is still a thing or is there a new and improved way to adjust the scale. Can someone point me in the right direction please!
  20. Just scroll up to find the answer. It always pays to read the last few thread pages before you post!
  21. Well not to be too blunt but clearly you haven't installed it correctly or it would work. You can't say you don't want to follow the instructions and then expect help when you fail. One of the most common causes of your issue is incorrect versions of mods installed, for example Parallax, don't install the latest it won't work. Incorrect versions of each mod could cause your install to fail. We can't possibly talk you through each mod in turn. Especially when there are pages and pages of the same questions asked and answered in this forum post already. The team have taken dozens of mods by dozens of authors and put them in a package install that's tested, bug fixed and given love to ensure it works for the end user. If you really want to play RSS/RO/RP1 use the install instructions, it's how it works. It's as simple as that.
  22. Excellent, I shall give it a go and I'll also update JNSQ Real Date to support KSRSS.
  23. How long is a day in the 2.5 size? Is it 12 hours a day, 365 a year like JNSQ?
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