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Everything posted by r4m0n
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[0.23.5] TreeLoader - Custom Career Tech-tree Loader 1.1.5
r4m0n replied to r4m0n's topic in KSP1 Mod Releases
Updated to 1.1.2, it now properly shows mod parts even if the tree wasn't made with them. They may show in odd places, but they will be there :-) -
[0.23.5] TreeLoader - Custom Career Tech-tree Loader 1.1.5
r4m0n replied to r4m0n's topic in KSP1 Mod Releases
The source code is posted, and it's clear that the mod can't execute anything that comes down from the net. If you want to be afraid of something, remember that the KSP site got hacked, and the patcher gets auto-downloaded from it when the game starts :-) -
Can you guys show off your early career vehicles?
r4m0n replied to dpraptor's topic in KSP1 The Spacecraft Exchange
TL0 ship, gets 5 Kerbals to Minmus and back with a Mün flyby, got 710 science on my first try. Could spend some extra time on the Mün to mine some extra low-orbit EVA biome data, but that was good enough (hey, you did say to show off XD) -
I recommend (and did myself) playing though the stock career mode at least once without using any mods whatsoever. I had a lot of fun with it, but after playing around with it found the distribution of the parts in the tree very odd. My abusing all my years of knowledge in KSP, I managed to make 710 science points in a single, TL0 mission. With that, I can easily finish the rest of the tree in another trip. The way science works right now isn't very balanced, and the tree doesn't fit every play style. A lot of people were questioning the position of the aero parts and probes, and I fully agree with them. And is for that reason that I jumped right into modding the tree as soon as it was possible, to allow people to try other ways to organize it, and share them. The tree modding tools aren't "must use" mods, they are there just for if you also find that the stock tech tree could be organized in some other way and would like to try it. If the stock one looks good for you, even better :-)
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[0.23.5] TreeLoader - Custom Career Tech-tree Loader 1.1.5
r4m0n replied to r4m0n's topic in KSP1 Mod Releases
Your problem was with duplicate parts, you probably have some extra copies of some part somewhere. I've added a workaround and updated TreeLoader for it, but you should check the log with the new version and clean up your part list. -
[0.23.5] TreeLoader - Custom Career Tech-tree Loader 1.1.5
r4m0n replied to r4m0n's topic in KSP1 Mod Releases
Please post a copy of your outputlog.txt after you get into the loading screen, so I can check what may be causing it. -
[0.23.5] TreeLoader - Custom Career Tech-tree Loader 1.1.5
r4m0n replied to r4m0n's topic in KSP1 Mod Releases
If you want to change the tree, you can delete the tree.cfg file from your save folder. That said, changing the tree after starting from another may have odd effects, and if you unlocked any node, things may be unlocked where you aren't supposed to be on the other tree. -
[0.23.5] TreeLoader - Custom Career Tech-tree Loader 1.1.5
r4m0n replied to r4m0n's topic in KSP1 Mod Releases
Yes, I'm planning on allowing supplementary trees for mods, but that will still take a bit more work. I'll keep you guys updated :-) -
[0.23.5] TreeLoader - Custom Career Tech-tree Loader 1.1.5
r4m0n posted a topic in KSP1 Mod Releases
Once the career mode has been revealed, a lot of debate started about how best to organize the tech tree. A lot of people, me included, weren't satisfied with the distribution of the parts and dependencies, and as the tree would be pretty hard to change drastically during the testing phase, I decided to start this mod. This mod enables users to try different tech tree structures, and coupled with TreeEdit (currently not publicly available, more about it soon) allows modders to create new trees. Right now, only one tree by Yargnit is available, but more will soon follow. Here is how his tree looks like: Download here Source code - code license is all rights reserved, for reference only. The compiled DLL can be freely distributed with any mods. The code communicates through HTTP with a central server for downloading the available tree list and the selected tree configuration. No user information is sent (else than the information Unity's WWW class sends in the HTTP headers). -
I've set up a forum for the #kspmodders IRC channel here, everyone is welcome to post links to mods there.
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Currently yes, but it's coming back.
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The 0.20 changes were a bit hard on Damned Robotics, so it will take some time to get it back into operation.
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[0.19] Multiversal Mechatronics - Fixed Camera - 1.3
r4m0n replied to r4m0n's topic in KSP1 Mod Releases
Hadn't updated the post since the forum crash, you can get the 1.3 release now from it.