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Dielos
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Everything posted by Dielos
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[1.0.X]Engineering Based Tech Tree (with flight first option)
Dielos replied to Probus's topic in KSP1 Mod Development
I highly doubt this will work on an existing save. The tech tree is too different. But sincerely, I have never tried changing tech tree mid-game. My guess is that it might explode in a horrible, but very impressive way... -
[1.0.X]Engineering Based Tech Tree (with flight first option)
Dielos replied to Probus's topic in KSP1 Mod Development
Yes, you do. Install treeloader, start a new game. As soon as you are at the space center, exit back to the main menu. Go to your save, and copy the tree.cfg of your choice into your save directory. Go back into your game and you should have the tree available on that save. -
[1.0.X]Engineering Based Tech Tree (with flight first option)
Dielos replied to Probus's topic in KSP1 Mod Development
The contracts system monitors your progress through the tech tree and the planets you have visited, so yes, it adapts to your progress. Fine Print follows this system. You do need to unlock flight before you get aerial surveys, though. -
[1.0.X]Engineering Based Tech Tree (with flight first option)
Dielos replied to Probus's topic in KSP1 Mod Development
erbmur, the download offers two versions, a rocket and a flight beginning, for you to choose. The rocket version I suppose will allow you to achieve orbit like normal, but I haven't played this version yet. The flight version will keep you on the ground a bit longer, but you can unlock rockets quite fast if you so wish. I found until now no problems with Fine Print. On the contrary, with the flight option, it actually gives you access to missions in Kerbin which you can perform with planes, although they aren't necessarily easy, as they mostly spawn on the opposite hemisphere... -
[1.0.X]Engineering Based Tech Tree (with flight first option)
Dielos replied to Probus's topic in KSP1 Mod Development
Probus, I have been testing the last flight version, and it's definitely better. As my personal feedback, I feel that there are too many parts in the beginning nodes. I have a very serious amount of mods installed, so it might well be that those mods are placing many parts there, though. Also, many of the first nodes cost very little science, and I was able to unlock 6 or 7 right at the beginning by just placing a lone pod in the launch pad, getting out, and doing some science. This is not necessarily bad, but with so many parts in those beginning nodes, I already had quite a few decent parts! Please do take this feedback with a grain of salt, as like I said before, I have tons of mods installed, and thus your tree might be overrun with extra unexpected parts. As I'm not in front of my KSP PC right now, I don't remember if the parts on those beginning nodes were from your recommended mods or not, and if this kind of start is your intention. I'm loving the tree... After those first fast and easy nodes, things start to ramp up, and I find myself having to take serious decisions on where to spend my science, which I love. I'm going to keep playing with your tree, and giving further feedback on the rest as I advance, but I really like how it's shaping up! -
[WIP] Reorganized Tech Tree Alpha 0.2.0 Added NFT and MFT
Dielos replied to Jonnothin's topic in KSP1 Mod Development
Hi Jonnothin, are you still working on this tech tree? It looks too good to be abandoned! I do have some questions about it. Would it be possible to add support for Karbonite and MKS/OKS? Karbonite could just be placed on the same nodes as Kethane, so that no matter which one of the two you use, the nodes would never be empty. By looking at the tech tree image in the OP, it seems that flight is unlocked way down the tree. Is it possible to add some sort of basic flying more towards the beginning? Like the double decker from Firespitter? I find it makes some sense to have some sort of flying before rockets, or at least very early, and also allows for some Kerbin science collection if you get stuck. Hope you keep updating this! I'm looking really hard for a challenging tree with good mod integration, and this seems to be the one! -
[1.0.X]Engineering Based Tech Tree (with flight first option)
Dielos replied to Probus's topic in KSP1 Mod Development
The RT2 version cvod linked to should be working fine. I'm definitely starting a new save with this tree as soon as RT2 is in! I don't remember if RT2 adds parts, but I thought it didn't, I think it just uses the stock antennas. [EDIT]: Ok, just tested the Flight Start option. If you play with TAC, the tree becomes incredibly difficult due to missing batteries. Just one at the beginning node, or the second one, would solve this. Also, what mod is this Wright plane from? I can't find it anywhere, and that node remains empty for me. The green biplane on the second node is missing a fuel tank, so no taking off with this one. The tree does look really interesting though! -
[1.0.X]Engineering Based Tech Tree (with flight first option)
Dielos replied to Probus's topic in KSP1 Mod Development
Interesting... Definitely following this. I'm going to wait for RT2 integration, though, as I can't play without it. How does it play with TAC? And will Karbonite make it in too? -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Dielos replied to Arsonide's topic in KSP1 Mod Releases
Arsonide, awesome work... After testing this new release, everything seems to work as expected. No more spamming of contracts, and aerial missions are still far away to be quite challenging, but the way points are clustered in manageable distances. The way points in the nav ball are also a really well done and clever solved addition, and working great! For the aerial missions, more variations would be cool. Like some short range and long range ones, and maybe several for low altitudes. Also, the description of the aerial missions could be more descriptive, like if the target way points are far away, or near. I'm trying to reach a way point with a Firespitter double decker, and it's taking eons... All in all, this is an awesome mod! Keep it up! -
You are actually quite close as per Nova's original plans... If you search for the Duna SSTV signal easter egg, it will lead you to Nova's original ideas, which are quite similar. The following link takes to his explanations: http://pastebin.com/3vvjushy Researching a bit about the SSTV signal is actually quite fun...
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[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Dielos replied to Arsonide's topic in KSP1 Mod Releases
Good with me then! I''ll happily test this! -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Dielos replied to Arsonide's topic in KSP1 Mod Releases
Sounds good. I do fear after my last tests that there is a fixed max of contracts that are being offered, and that having too many contracts from your mod might lock others out. Are your numbers there implying that there could be up to 12 contracts from your mod at any time on the control center? -
[24.2] Karbonite Ongoing Dev and Discussion
Dielos replied to RoverDude's topic in KSP1 Mod Development
The problem is that one mayor mod, yours actually, has deprecated Kethane and is recommending Karbonite, making it almost a dependency. Although the USI release thread does point out that Karbonite is in alpha, anyone that had both USI and Kethane installed will think that they have to replace Kethane. With such a big mod recommending Karbonite, I think that release notes (change log) are due and necessary, if not even a proper alpha release. I myself uninstalled Kethane and installed Karbonite in it's place, and I'm quite confused on what is working and what not. I expect the OP here to be what is actually in, but in this case I'm not sure. Also, a link to this thread from the USI one would also be nice. Don't understand me wrong, I love how this is looking and I'm very happy to do the replacement, it's just a little confusing if you don't follow this thread daily. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Dielos replied to Arsonide's topic in KSP1 Mod Releases
Way to go! Looking really good... Thanks for the update on the update! Take your time, and thanks even more for the hard work! -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Dielos replied to Arsonide's topic in KSP1 Mod Releases
Arsonide, I'm getting spammed with aerial surveys too. I completed the first stock non procedural contracts, and since then I only get aerial surveys and one ore two launch pad part testings. No orbit science nor Mun contracts. I think the aerial surveys are blocking the others? I'm actually stuck and will be broke soon... Maybe reducing the chance of these contracts might help? I know that you're planning on changing the aerial surveys to use the rover code and cluster the way points closer. Any ETA on that? I accepted two low altitude aerial surveys to test them, but all way points are on the other side of the planet. I don't even have wings yet! I could complete them with sub orbital rockets, but that is highly inefficient money wise, and I'm already almost broke. Anyway, great mod and keep adding cool contracts! I'm considering uninstalling it though, so I can get normal contracts back until next update. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Dielos replied to Arsonide's topic in KSP1 Mod Releases
I think you can minimize each individual contract in that panel and reduce it's length. Not perfect, but might help. -
I have an issue with my camera turning upside down every time I launch something and I turn on improved chase cam, as if it would be the default, be it from VAB or SPH. I'm using x64 version, and tons of other mods. Are there any known incompatibilities? Why could this be happening? [EDIT]: Forget it. Reinstalling the mod solved it. This really is a must for planes!
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Hello Ippo, I'm having exactly the same issue. I'm getting funds for the rockets I build! I have uninstalled in the meanwhile... Hope you find a fix soon!
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I'm in Spain, so we are on the same time zone. Who knows... [EDIT]: Never mind... Just came through! Downloading x64 now!
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I'm getting the same error. The patcher isn't working either. The server must be suffering. I didn't transfer either. I keep several copies of KSP for different purposes, and I doubt I can do that with Steam. [EDIT]: By the way, now my error has updated to "Invalid version"