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Everything posted by hemeac
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[1.9.1-1.10.1] Kiwi Tech Tree Overhaul 1.3.0 (17 December 2020)
hemeac replied to hemeac's topic in KSP1 Mod Releases
@EchoLima. If memory serves, some solar panels have higher ec can be a bit earlier if they do not track. I'll check to see how that balance has been maintained as NF Solar was one of the first mods I set up. -
Congrats on the thread of the Month! Well deserved!
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@Lokesh_Mars_Gen, thanks for posting all of that, that is really helpful. I have looked at the link to your gamedata folder and there are a lot of mods that are installed incorrectly as well as some mods that are incompatible. A lot of the folders that have numbers in them likely have a GameData subfolder inside. You want the folder(s) that are in those folders to be within SteamFolders/Kerbal Space Program/GameData. In addition, it looks like you have both MKS and Kerbalism. Those are currently incompatible. If you are not sure, it may be helpful to use CKAN as the mod authors are generally good at marking mods that are incompatible and it will help with installation.
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It is an expansion on CTT so it may be beyond scope for you. It was initially balanced from ReStock+, Missing History and the Near Future Mods (alongside Kerbal Atomics and Cryo Engines), not sure what your definition of not too many mods as that can vary across people. With those, that should cover just about every node in the beginning of the tree. There is a patch in the extras folder if you want to disable the upgrades that I've added.
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@eberkain, think you've come across most that has recent updates and has support for Kerbalism. I don't think that any current mod meets your requirements, a small probes-first tech tree with Kerbalism support. Talking from personal experience, a tech tree is a great way to start modding and create an experience that caters to what you want. Just for completeness as this seems to be a regular question, just posting some links to tech trees and some WIP concepts that I've come across with differing levels of support for recent versions of KSP: UnKerballed Start PBC Mod TETRIX and SIMPLEX Tech Tree ETT - Engineering Tech Tree Remodeled Tech Tree The classic: SETI, Unmanned before Manned Historical Progression Tech Tree Cold War Progression OpenTree RP-1 Less Real Than Real(ism) Kiwi Tech Tree Yet Another Tech Tree Concept (WIP, no release as far as I am aware) September Progression Overhaul (WIP, no release that I am currently aware of)
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@iAmJimmyHoffa, you may want to check out KSRSS
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[1.9.1-1.10.1] Kiwi Tech Tree Overhaul 1.3.0 (17 December 2020)
hemeac replied to hemeac's topic in KSP1 Mod Releases
Making progress on Tantares. The base Tantares mod is finished and you can find the configs in Github. I am currently working on the development version of Tantares Launch Vehicles mod on Github. As Beale is working through a major upgrade, I will hold back on releasing the config file until the actual release happens. The reason is that the engine upgrades in the config will throw MM errors if the release version is used and the development version of several parts have yet to have textures applied. However, I am getting all the background work so it will be ready probably within a day or two after it launches. Not sure on the scope of the updates and Beale's timetable, so only will say that the release for that will be SoonTM. Will start on Tantares SP afterwards and unless anything changes, start on BDB. Had some fun comparing the fuel tank I give you in the beginning of the tree and Beale's N1 fuel tanks. Just a touch larger. -
[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
hemeac replied to Poodmund's topic in KSP1 Mod Releases
@Drupegod02, You add it to a text file with a .cfg extension and can place it any folder within the GameData folder such as a personal patches. -
@Electrocutor, thanks for this guide! Panzer1b has released some textures, "Repaint" which provides a dark variant to some of the stock aero parts. I thought I would try making some variants for the Mk2/3 Expansion mods as they use the stock textures. The issue that I've come across is that each part uses a lot of different textures and materials I have been able to use your guide to create a variant, but it seems to be trial and error on what texture matches to which material. Do you have any suggestions on how to make a more educated guess? If not, think I will survive just making duplicate parts. Edit: I was able to get the import .mu files into Blender via the tool on the forum. That appeared to have helped to help show the link between materials and the texture files, but after testing could only get some of the textures to convert. I think I'll shelve this for now until I find easier examples as I have successfully made duplicate parts.
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@eberkain, you could try adding a ModuleCommand Module to the part as that should be modelled in the background and in the planner.
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[1.12.x] Hide Empty Tech Tree Nodes (for modded tech trees) v1.3.2
hemeac replied to ev0's topic in KSP1 Mod Releases
@PocketBrotector, as for your hotfix, could you just add @TechRequired = Unresearchable to your patch? I'm guessing when those were deprecated, Nertea didn't change the tech so ensure that it wouldn't break people's craft files. -
The variants look really great. They will definitely add a lot more flexibility to the existing parts. Edit: They also play nicely with the Mk2 Stockalike Expansion which uses squad textures. I couldn't get the part variants to work with some of the more complicated parts as I am not that familiar with materials, but your pack gives a lot of new options!
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[1.8.x 1.9.x 1.10.x, 1.11.x] PayToPlay - Maintenance Costs Money
hemeac replied to DarthPointer's topic in KSP1 Mod Releases
@DarthPointer, Thanks for writing this mod, looks really interesting and think the design goals are exactly what I am looking for in terms of engine reliability. @Gotmachine recommended this as a possible alternate to the base Kerbalism engine reliability module. I haven't really played around with it past looking at it in the VAB yet, but was wondering if you had any interest in implementing a default engine category for unpatched engines? If you are not interested, that's fine, I am comfortable doing that myself as you've created an easy to use tagging system for patching. Just another quick suggestion, I had overlooked this mod a couple of times because in the 5 second scan of the mod when I've come across it prior, it was not really clear what it did. I have to scroll and read to know what Pay to Play means in gameplay terms.- 55 replies
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- maintenance cost
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[1.9.1-1.10.1] Kiwi Tech Tree Overhaul 1.3.0 (17 December 2020)
hemeac replied to hemeac's topic in KSP1 Mod Releases
@Caerfinon, Thanks! @flart, The easiest will be for me to ping you when I get localization support added to the parts mods as that will be easiest list to work from. That will probably happen after I finish BDB so near the end of the year. I think the vast majority of part titles that I changed were for mods without current CPT support. The one mod that I may see issues may be Airplane Plus as there were a couple of cases such as the Lotus where you changed the number in the engine title. -
@R-T-B, Release 47 does appear to break Kerbalism even outside of anything to do with Solar Panel functionality. With 47, I was not able to open the "Configure Pod" functionality of command pods, circled here working in 46. I tested this in a full install that represents my setup for my career save, so you will see a lot of entries for KTT which produces a lot of log spam due to all of the MM patches... This seems to be some of the relevant errors: For comparison, here are the logs (Google Drive) has the same setup with 46 and 47 that "might" be helpful. It's the end of the night for me, but let me know if you want me to test on a lighter install.
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@R-T-B, Thanks! Other than not throwing exceptions when loading with Kerbalism, what should we be looking for exactly to know if it's working as intended?
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[1.9.1-1.10.1] Kiwi Tech Tree Overhaul 1.3.0 (17 December 2020)
hemeac replied to hemeac's topic in KSP1 Mod Releases
Kiwi Tech Tree 1.2.0 This update is proudly sponsored by Adjusted stock aircraft parts to generally appear earlier in the tree; includes Breaking Ground rotors and propellers (thanks for feedback from discord user PhilippeDS) Added limited Community Parts Titles compatibility (see Github for details) Fixed Mk-16 Parachute placed in non-existent node (Thanks to Github user: d4harp) Added more Engine Ignitor compatibility (Thanks to Clamp-O-Tron) Added support for Kerbal Atomics Extras Patch, NTRsUseLF (thanks to dylsh for identifying issue) Actually fixed compatibility with Smart Docking Aid Update (thanks to flart for identifying issue) Fixed missing entry costs for upgrades in Tundra Exploration Added a difficulty setting in KiwiConfig.cfg to add variation in science points required to unlock nodes in the tech tree Added a difficulty setting in KiwiConfig.cfg to lower the science acquired for unkerballed experiments (similar to PBC) (Thanks to flart for suggestion) Added toggles in KiwiConfig.cfg to disable various upgrade systems in KTT. An example patch is available in the Extras folder Added correct NEEDS to KDEX science experiment for Coatl Aerospace Rebalanced costs for a couple of parts in SSPX Fixed issue for Stock and Making History Engine Upgrades when Cryo Engines installed without ReStock (Thanks for discord user Revan Tiberius for identifying issue) Added 1 kerbucks to upgrades to make it easier to identify in the tech tree (Thanks to flart for suggestion) Confirmed support for Rational Resources 1.13.0 and Deep Sky Core 3.1.0 -
@eberkain, if you want to delete the experiment, I think this patch should work for it. Just add it to a text file with a cfg extension and put in a personal folder somewhere in the GameData folder: @PART[*]:HAS[@MODULE[ModuleScienceExperiment]:HAS[#experimentID[pebkacQballScan]]]:NEEDS[Pebkac]:LAST { !MODULE[ModuleScienceExperiment]:HAS[#experimentID[pebkacQballScan]] {} } !EXPERIMENT_DEFINITION:HAS[#experimentID[pebkacQballScan]]:NEEDS[Pebkac]:LAST {}
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@Minmus Taster, The next mod that I am supporting in my tech tree mod will be BDB unless the current poll changes significantly in the next week, currently going through Tantares. I add Kerbalism support to the parts, particularly custom HDD profiles for probes and experiments. I used Coatl Aerospace as a dry run to set up some new custom Kerbalism experiments that will, but do not currently work with BDB. Given the scope of BDB, I am guessing mid to late December at the earliest.
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Leonidas: Konstellation to Duna and Beyond [Chapter 17]
hemeac replied to Clamp-o-Tron's topic in KSP1 Mission Reports
Was definitely having withdrawals, so happy that you were able to post. Most important is that your family is alright. Take care.- 49 replies
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[1.9.1-1.10.1] Kiwi Tech Tree Overhaul 1.3.0 (17 December 2020)
hemeac replied to hemeac's topic in KSP1 Mod Releases
Part of the 1.2 update coming up for this weekend will be setting up a system for localization support. I had already set up the tree itself for localization, but will be slowly rolling out to the part upgrades, etc. I am not multilingual so let me know if you are interested in contributing any non-English versions. In addition, some of you may have noticed that I have changed titles on some parts. This can conflict in some cases with the Community Parts Titles mod. The stopgap solution was to disable any of my changes to the titles if CPT is installed. This won't create any game breaking behavior, but there will be inconsistencies in some of the flavor text for the B9 engine upgrades. If anyone is using CPT and KTT together and has some familiarity with MM patching and wants to volunteer some hours, your help would be appreciated. I am not sure if I will directly patch the issues myself. Lastly, still working on Tantares and should be ready by next weekend. I thought I would showcase some behind the scenes which both shows how awesome and awful Excel can be simultaneously. -
@ZatriX, that was really helpful. Sounds like you've previously used UnKerballed Start in your games. That creates those offshoots and places the structural parts earlier in the tree.