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  1. Designing the tech tree mod was a lot of fun, but definitely a lot of work as well. Take any code you find useful, but if you are just placing the parts and not modifying in any way, it may also be worthwhile to also look at something like _Zee's Probes Before Crew or theonegalen's Unkerballed Start. Those were my initial inspiration and have a similar license. I think to answer your question, if you copy "a lot" of code, just an acknowledgement is all that is necessary and the part that you've used should be under an MIT license, the stuff you write can be within whatever license you choose. No need to officially acknowledge if you just use my tree as inspiration. If you have a lot of experience with scripting in Excel, I created a tool to generate the code for sorting and you can find the version I had been tinkering with in the dev branch: kiwiTechTree/TechTree_270422.xlsx at dev · hemeac/kiwiTechTree (github.com) If you are interested, send me a message and I can help provide some documentation for using it. That would be best paired with a tool such as this which can dump a lot of part data into a csv file and should hopefully save you a lot of time in the long run
  2. That was the idea. When working on my tech tree mod, found it was a bit too easy to get to knock out a few of the first contracts and I actually like the challenge of the first challenges, so that's what inspired these small rockets. Have you found those videos on YouTube or elsewhere? Always looking for more reference material. Here's an animation test of the parachute in Blender, going first to semi-deployed and then onto full-deployed. Next step will be trying to get it in the game and see how it goes, but if anyone has any feedback on the parachute, would be appreciated. The "inspiration" on the deployment came mostly from the Orion parachute test: https://youtu.be/aYGN1Y2bfIs?t=200
  3. Have been tinkering a bit in 3D modelling again for the last few weeks as bored with playing games, and given that KSP 2 has been delayed, I am currently inspired to actually try and finish a release of this mod. I won't feel bad if you are skeptical. Have been really enjoying the direction of BDB so the art style on this has shifted. As the sounding rocket mod does not appear to be in current development, I thought I would go back to my pre-MCR idea and work on the Aerobee 150A. My idea is to keep the mod relatively compact and give a spattering of small, early rockets to give a bit more challenge to early game in 2.5x planet packs due to lower thrust and ISP. My goal is to model the AJ11 Engine (Aerobee 150A); AJ11x4 (Aerobee 300A); XLR-11; XLR-99 alongside some basic fuel tanks, nose cones, decouplers to get them off the ground and be useful. Hopefully have some relevant parts to conduct some science as well. These will be modelled at Kerbal scale, so the Aerobee 150A will be 0.2344m (smaller than Luciole), Aerobee 300A and XLR-11 will be 0.3125m and XLR-99 0.625m Modelling on the AJ11 and the XLRs are done, but not textured. Don't think that I will end up modelling cockpits and fuselage parts to recreate the Bell X-1 or X-15 as I think that would force me to be more creative on how to build those parts than I am in reality, the current parts are basically traced from diagrams. However, have made enough progress on the tanks and SRBs for the Aerobee 150A that wanted to show off a bit. These are rendered using Cycles in Blender so the visual results may be more aspirational than what will end up in KSP. The SRB, Fins and Tanks of the Aerobee 150A are finished and textured with just some fiddly work on the normal map. The goal is to have texture switches to also have white, black, and white/black variants to allow some better matching with Restock and other mods. Work on the parachute (absolutely petrified on trying my hand at animations):
  4. I haven't played KSP for awhile, so not sure what is the default settings in Kerbalism.
  5. Just wanted to pop in here to basically to admit to myself that KTT is functionally dead at this point (or at least my involvement with it). I had a glimmer of hope that I could keep my interest going with it a few months ago, but have been busy with work and other hobbies. Just looking at my schedule for upcoming work and it isn't likely to get any better for awhile. My job involves text editors and spreadsheets, so my mind is usually craving other form of entertainment when I log off from work. So if anyone wants to take on this project or just cannibalize it for your projects, feel free to go ahead and not worry about asking my permission first. I also want to thank everyone again, it was a lot of fun to have a chance to contribute something to KSP and hope you got some entertainment out of it.
  6. Should be able to do another pass to see how they fit in with other pieces.
  7. If it takes too long to get setup, just send me DM with a link from Dropbox or something similar.
  8. I don't have any particularly strong opinions about the placements, so have fun :-) https://github.com/hemeac/kiwiTechTree/raw/master/Source/PartList_30Jul2021.xlsx I have developed a template in Excel that I use to make patches, but not sure how accessible it is for anyone, but as a just in case, you can find it here: https://github.com/hemeac/kiwiTechTree/raw/master/Source/Template_23July2021.xlsx. The engine upgrade system that I use is not going to work well with the BDB engines that have part variants, so probably don't use them unless you are pretty comfortable with MM patches. But you will probably want to change around the tech requirements for the engine upgrades. You can generally find them in folders with engines in files called upgrades.cfg. You can patch them using something like: @PARTUPGRADE[bluedog_RL101]:AFTER[Bluedog_DB] { @techRequired = chooseNewTechNodeHere }
  9. Congrats, we can never have enough new part mods!
  10. Definitely not derailing the thread. Most of my testing on KTT career was at the very beginning of the tree and while others have noted that there are some really good career packs out there that are a lot of fun, @KawaiiLucy really nailed in that I don't think any fully capture RP1's early sounding rocket contracts. In the long-run for KTT, I am hoping that people will see the early tiers in the tech tree something to enjoy and not just something to smash through to get to the good stuff of sending off rockets to the Mun.
  11. Lockdown 5 in winter was definitely the motivator for getting started again on the mod , but things are still pretty good here.
  12. Changed for the next update. Not sure what I had been thinking on having OpenCockpit as part of the requirement, that will be fixed for the next version. Glad you liked it! Thanks for all of these MechJeb patches and comments, I don't use it so try not to touch it, so thanks! I've updated my patch for the next release, but this sounds like something else went wrong with your install. Are you still having those issues? I thought I had tested that at the time for it to work, but if you still have your save file handy and want to send over some log files, I can take a look. I'm a personal huge fan of CRE that may help in that regard I haven't been able to reproduce the SAS upgrades issue in my 1.11.2 career that I am testing right now. I have nerfed some of the Kerbalism HD upgrades for the next update.
  13. BDB will be one of the core mods that I use for balancing the tech nodes for 2.0, but given it's size and given that the process on upgrades is different enough between the 1.x and 2.x branch, that's too much time spending on both. But if you are interested in adding some patches for 1.x, let me know and I can generate a part list for you to start working from. Glad to be back myself :-). Nertea's mods were an exception to not adding more support as KTT was originally designed around them, but while Blueshift is definitely on my radar for 2.x.
  14. I've added a light patch for FFT that adds patches for Kerbalism. Otherwise at this point, I'm focusing on updating the existing patches where there are new parts for the next update.
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