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Cruesoe

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Posts posted by Cruesoe

  1. Tech Tree Kompacted

    Yes this is another Tech Tree mod.  However unlike others this only redraws the layout of the tree.
    The overall structure is unchanged, the parts are not moved, tech tree layout only.

    This mod shrinks the Stock or Community Tech Tree so that it fits on a single screen and the entire tree is shown when clicking on R&D.
    The aim is to reduce unnecessary scrolling and give you an overview of the entire tree.

    I prefer this overview look and maybe you will too.

    I would appreciate feedback on, and perhaps some screen shots, of how this looks on your screen.

    I honestly have no idea how this would work with Hide Tech Tree Nodes.

    https://imgur.com/gallery/UJzbw8t

    Download:

    TechTree Kompacted on SPACEDOCK

    Dependencies:
    Module Manager

    Compatible With:

    Conflicts with:
    SIMPLEX/TETRIX Tech Tree
    Kiwi Tech Tree

    and any other Tech Tree Mods that change the layout of the tree.

    Thanks:
    Thanks to all that make Tech Tree mods, I appreciate the effort that goes into balancing all those parts!  Thanks to @Nertea for the Community Tech Tree @theJesuitfor SIMPLEX that first got me  into the notion of personal tweaks in Module Manager and opening my eyes to what could be done with the Tech Tree, and @hemeac for his particularly good Kiwi Tech Tree

    Licence
    This work is released under a Creative Commons Attribution-Non Commercial 4.0 license.

    Change Log:

    • 1.6 - Added RP1 Support
    • 1.5 - Better Early tree and Hide Empty Nodes support, various tidy up to other layouts
    • 1.4 - UKS and PBC support, Header and Footers
    • 1.3 - Modular Launch Pads Support Added
    • 1.2 - Stock Tech Tree Support Added
    • 1.1 - Bug fixes
    • 1.0 - Initial Release

     

  2. 1 hour ago, king of nowhere said:

    I'm doing it already. i'm only using the largest tanks and modules to reduce part number.

    unfortunately, running greenhouses for a crew of 12 far from the sun requires lots of energy. i have 32 greenhouses and 64 gigantor arrays alone.

     

    EDIT: another question: after running the science jr for a while, i get a message that it is depleted, and it won't run anymore. hovering nearby with a scientist doesn't seem to do anything. same for the goo. is there any way to refresh those experiments?

    also, is this the right thread to make those question, or is there some more specific place for mods q&a elsewhere?

    If you have that many greenhouses you really need to decide if it's worth it.

    Hell of a lot easier to just send supplies.

     

  3. 54 minutes ago, Spyros said:

    Fully updated for 1.11 and fixed minor things. Enjoy! :)

    Thanks  for the thousands of downloads.

    Thanks friend! :) Fixed. 

    I like the original parts.

    Thank you and everyone for using the mod.  Glad that it helps you and that it saves people a ton of hours!  :) 

    Thanks everyone for the thousands of downloads.

    I notice that some of the parts, the scanning arms for example are not numbered.  Along with the surface experiments.

    Also the science experiments jump from 08 to 11, what am I missing here?

  4. 29 minutes ago, fragtzack said:

    Precide Node Continued does not do what I was hoping for. 

    The main thing I want is simply a way to exactly place the maneuver node on the exact apogee or the exact periapse. Of course, this maneuver node precisely placed automation  needs to be tempered with proper tech research.  The current method of hovering your mouse over the indicator can be imprecise at times. Why not a button that just exactly places the maneuver node on the apogee?

     

    Any mods that currently do this precise placement of node on to the apogee or periapse?

     

     

    Precise maneuver does exactly this.

  5. 1 hour ago, Minmus Taster said:

    This does not work.

    All dependencies are installed but there are no buttons no new challenges or anything.

    All i see are a few parts. 

    Kerbalism is used by many people so clearly the Mod works, so lets skip that bit.

    Please can you share a screenshot of your game data folder. as well as the information requested by eberkain as suggested above.

    Also let us know if you added this to a clean install or on top of a game in progress.

  6. Just now, LadyAthena said:

    So I've tried using this to help fly to long distance waypoints, using the auto pilot Cruise Flight, and selecting Waypoint.

    The informatoin, distance, everything is correct, except the plane refuses to actually correct itself and fly to the destination.

    I sometimes encounter this and turning the master switch off and then back on again usually resolves any issues.

  7. 24 minutes ago, hemeac said:

    Kiwi Tech Tree 1.0.1

    • Added Support for Airplane Kuisine, Beamed Power Plugin, Deep Sky Core, Missing Robotics, StarLink Satellite, XingYun 2
    • Moved incorrectly placed relay satellite in NFE
    • Moved KAL 1000 controller one tier earlier in the tech tree
    • Updated Template.xlsx to add Beamed Power Branch
    • Fixed incorrectly formatted entry cost balancing in Mk3 Expansion Wing Segments which caused several log exceptions

    Any chance of getting this on CKAN. I want to keep in top of the updates!

  8. 19 minutes ago, visssius said:

    Hello and congratulations for the amazing work you did! I started to play the game with kerbalism mod and it is going so well... i love it!
    But i have met a issue i think:
    When i accepted a normal rescue mission in low orbit of Kerbin and went there to save the pure kerbal, he was stranded inside a "sunrise" habitation mudule... with no way to get out "Can't exit. Module has no hatch."... so my question is: was that made on porpuse? is it a bug? couse with no door he can't get out to be rescued... there is no docking port and stuff like that. Of course I installed also Kis and Kas mods but is that how it should be played? and not as stand alone mod?
    Keep up the good work!

    There is another mod called something like 'Rescue Pod Validator" that will stop that happening.

  9. On 2/16/2020 at 3:04 AM, Rodger said:

    Addendum to the above - I'm playing with JNSQ and just saw it disables kopernicus solar panels, so that'll be why it was broken with the normal DAG solar panel patch. The patch probably needs to use the KopernicusSolarPanels module with a NEEDS[Kopernicus, !JNSQ]

    I still can't get this working with the new Kopernicus (bleeding edge) and JSNQ.  It's probably my wonky MM code but I can't get Solar Panels to Action 1 to work.

    Has anyone got a correct patch that works?

  10. 4 minutes ago, dresoccer4 said:

    hi - im excited to try this progression tree out. however I'm having a little difficulty getting started. I am unable t control the rocket so it keeps flying off course. I can't see any way to control it in the early progression tree, an thus can't get any science.

    there is no reaction wheels or vectorable engine or rcs thrusters for many levels. I'm pretty sure even early rockets could be steered, right? Maybe i'm missing something and it't not installed correctly. is there any way to control the rocket before the FlightControl node?

    thanks!

    To get started you can set your uncontrollable rocket to spin. Angle the fins on the rear end so it rotates / spins in flight. This will keep it straight. Google spin stabilization for ideas.

    That should get you enough science to get a plane in the air. Then visit all the nearby biomes, landing, flying over etc.

    That should get you enough to get a rocket together with some RCS for control..

    Onwards and upwards!

    (Don't forget that each KSC building is it's own biome too!)

  11. 17 hours ago, LikeMyBread said:

    Is there a way to set up automation from within the VAB? It seems odd to have to manually configure things like the solar panels and fuel cells from scratch with each launch.

    Currently no. Most of us would love this feature but it doesn't exist at the moment. You'll need to run through your automation settings on the launch pad as part of your preflight checks.

    I currently still tie my solar panels and antennas to action groups as well because sometimes I can't be bothered to set automation again, I'll manually control instead.

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