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symphons

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  1. Thanks for the IVA work, you're single handedly keeping me from playing KSP2 (not really) with this and your IVA career series. Is there plans for KOS integration in the future? I know RPM already has integration with KOS through kOSPropMonitor, would it be difficult? I feel like KOS actually adds a lot to a IVA career. Writing scripts that automate certain functions, or scripts that only control certain parameters while a pilot can control another would be cool. For example, the Apollo lunar landing computer only allowed for pilots to adjust the spacecrafts yaw (correct me if I'm wrong) while the computer pretty much handled everything else!
  2. My Kerbals celebrate Christmas on the launchpad waiting for a Minmus launch-window.
  3. @theJesuit I think the main problem with a lot of tech trees seem to be the airplane parts, and this is coming from someone who has basically tried every tech tree. Even with GAP, ultimately planes seems to be a dead-end in terms of a career play through. They simply do not net any science gains considering their value. I can spend upwards of 500science on a career play-through just to unlock an x-1 type craft air-dropped from a bigger plane. Planes below SSTO capabilities I think should just be much lower science value. A slow flying cargo plane should not take a lot of science to unlock.
  4. Great job with the tech tree. I am doing a career playthrough right now with TETRIX installed and I'm having a hard time understanding some of the rationale behind some choices. For the most part, the engines seem to be unlocked in a logical order. But the rest of the tree just seems misplaced. Why not move the mite and shrimp to the very beginning of the tree? Instead of using a 0.625m probe on a 1.5m flea booster. For construction parts, why am I unlocking near-future orbital construction parts(tier3) before the most basic cubic family strut (tier5)? the Airplane plus parts seem to be scattered all over the tech tree. low-tech fighter cockpits in tier 4, and next generation cockpits in tier 3. Fixed landing gear being separated into different nodes for some reason. Jet engines before prop planes, I could go on with the different mods I have installed that are compatible with the tree.
  5. My issue with janitor's closet is it simply stops the part from showing up, it does not stop the part from loading or consuming memory. You can do the option of "permanent" in janitors closet, but the author does state that it could be game breaking. Great for few items, but when it comes to the extensive catalogue of parts BDB offers, I think you would be better off manually deleting the parts from your game-data. I'm honestly just considering downloading any old probe first tech tree and manually writing configs for the BDB parts I want to keep. It's kind of crazy how many parts are included in BDB. It's amazing how tech tree mod-authors manage to keep up with that pace. But I guess that's why Tech-tree mods with BDB integration are relatively rare.
  6. thanks for continuing the project, the community really needs people like you. You think the tech tree and sense of progression would still be balanced if the vast majority of BDB science and comms were to be pruned? Little hesitant to start pruning to much off BDB since the tech tree literally has it as a dependency. But on the other hand, I don't know anyone who keeps all the parts.
  7. I'm considering giving this mod a shot on a new career play-through, it looks fantastic, great work! I do have a few questions though, The mod preview says it modifies the science experience, with rebalanced classic experiments and a couple of customs ones to boot. How does it modify the experience? Does it only balance the 'classic' i.e. stock experiments? How does it balance them? Which custom experiments are added? Does this balance include all of the BDB experiments added?
  8. Currently doing a career playthrough with this mod, and the level of progression feels much better than the ol'UBM, great work! I do have a comment regarding the placement of the first fairing unlock (0.625m). It seems to me that it should be in T2 rather than T3 due to its simplicity in design. Additionally, the fairing does absolutely nothing to shroud the first 2 probe cores unlocked (Stayputnik and QBE) without the help from tweakscale, but maybe that's intentional.
  9. I'm currently doing an unmaned before manned career play-through and the mod seems to have a compatibility issue with SETIprobeParts. I've deleted all the parts in the incompatible mod (aside from the probe stacks) but they continue to not show up. I'm figuring this might be an issue with models?
  10. Turns out I did know how to pull the files. Unfortunately, the problem is still persisting after replacing the contents of RealPlume-stock. Could the problem be that realplume isn't configured properly for the mod?
  11. Hello, I can't quite seem to figure out how to pull the correct files from Github to fix Realplume. Although most engines seem to be configured correctly, some have their plumes originating 10 meters away from the engine bell. Culprits seem to be the reliant, and mainsail engines. Any help?
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