Jump to content

theonegalen

Members
  • Posts

    1,764
  • Joined

  • Last visited

Everything posted by theonegalen

  1. I just came over here to ask about this! Hopefully this will be sooner rather than later, but I understand how RL and modding work.
  2. What other mods do you use? It's possible a cfg somewhere has a :NEEDS[WildBlueIndustries] or :AFTER[BuffaloMSEV] or something like that. If you're on Windows, you can set up windows to allow you to search the contents of .cfg files and then search for WildBlueIndustries or BuffaloMSEV (or whatever the Buffalo dll is, if there is one - spacedock seems to not work at my university for the moment)
  3. If I played with multiple systems, I would use this in a heartbeat. Maybe once I upgrade from potato to computer.
  4. I like your ideas. Regarding the Eve discussion, I think it adds to the challenge to not see the ground from orbit. Using something like SCANsat or dropping micro landers as a way to survey the surface appeals to me.
  5. @severedsolo next version will have AVC, then. @DracoSilverpath I haven't forgotten about BDB, but I'm starting to think that you might need a whole bunch of new tech tree nodes to make it work nicely. Probably not a job for UBM but something like Engineering Tech Tree. Or possibly an extra node or two between Start and Basic Rocketry that give room to put sounding rockets and such before the BDB parts drop into every other node. How do the later BDB engines compare with those in the same nodes? Advanced Rocketry and so on. I've posted in the main Unmanned Before Manned thread about what to do with the other SETI mods. I mostly only used UBM, but I figure a lot of people also used Rebalance, ProbeParts, and the CustomBarnKit config, especially. Quoted:
  6. If I move it, it will just be to a tech level commensurate with when fairings are first available. I'll probably also remove the SAS from the octo and make it upgradable to have SAS when you unlock other probe cores. So, regarding the other things that Yemo's various SETI mods did, and what I plan to do with them, we have: SETI Rebalance This does so much. I don't know what kind of information Yemo used to balance everything, but it touches nearly every stock part in the game, and many mod parts besides. I use Science Revisited Revisited, recommend that for science rebalance. Recommend MandatoryRCS and it's parts pack (coming soon to UBM Extended) for reaction wheel rebalance. SETI Contracts This one's a doozy. Has anyone tried them on 1.4.x? If not, the Career Evolution Contract Pack is currently working for me. SETI CareerChallenge All this did was set the science to 70%, which you can now do in the stock settings menu. Do that instead. SETI ProbeParts I'll test this one soon. Hopefully it won't take too much, but it is annoying that it adds it's own Hydrogen and Oxygen resources beyond those included in CRP. Might want to fix that. SETI PartOverhauls Already supported by UBM Extended SETI Greenhouse Has anyone tried this one? I don't use TAC LS so it seems that this is a little more complex than I thought at first. SETI Remote Tech Config I don't see anything that would be obviously broken. Anyone tried it with updated RT? SETI ProbeControlEnabler seems pretty simple. Anyone tried it with updated RT? SETI CustomBarnKit Definitely will be making my own. Now that we have parachutes, safe EVA from a dying airplane should be available. It is now possible to set Action Groups always available in stock settings, so I probably won't keep that going in my config. All the fiddly bits about the extra levels to the KSC buildings are interesting; who played with them and loved them? (I never used it) Bolded headings are the ones I think I'm most interested in, and the ones that look like they're going to be the biggest pains in the butt.
  7. I think it was done the other way around because the Stayputnik doesn't have a top node, so you need fairings to make anything look good. I'll consider it.
  8. As far as I know, @MOARdV is not working on one. I will probably throw one together after I get through some heavy class work in the next couple of weeks.
  9. I haven't been able to play recently either. Class obligations (university, not socio-economic ;)). EDIT: I realize that I've kind of made a useless post here. I apologize.
  10. On the planned features in the first post. Also, when you phrase it as a command rather than a question, you appear rude.
  11. I'll definitely put a .version file in the next release, but it seems you have to have a github repository or some kind of online version file for the actual notification to work. My computer doesn't connect to the internet, and I have no idea how to github as a developer. Is there a file on Spacedock I can use? (All my uploads are transferred to my phone and then uploaded from there.)
  12. Ah yes, unfortunately that is an issue with the way KSP keeps track of your tech progress in the save file (persistent.sfs). You could manually edit the save file to remove one of the duplicates, but be sure to make a backup in case something goes horribly wrong.
  13. You make me sad. Near Future has been an essential part of my install for years, but that's a long time to put in a lot of effort for very little game. Thank you for everything you've done as a KSP modder. Regarding changing CryoTanks, I think it's a good idea now that I've gotten over my initial fear of things changing or being left behind in the change. Feel free to ignore the MH engines; it is a trivial matter to fix those with mm patches.
  14. @blackheart612 I will admit, I am stongly pulling for 1.875m cargo parts and a DC-3 cockpit. But I'm sure that whatever you're planning will be amazing as always.
  15. That's what the Optional Mod Configs included in the download are for. Just so everyone knows, it might be a little while before I get to any more KSP work. I am coming up on the end of the final semester of my Bachelor's degree, so I will be busy.
  16. I think you're right. For some reason, they were all in the start node for me in my last career, but now they are scattered through the tree in unexpected places. Now that I think of it, that must have been the 1.4 career I made before I decided to take on updating UBM. The next version of UBM Extended will have this fixed.
  17. The CKAN description? I believe that information is already on Spacedock and here on the forums. I don't use CKAN and I don't have any idea how to set it up. Is there a good walkthrough somewhere? @Tyko You are welcome!
  18. Thank you, I appreciate it. In my experience, UBM works fine for 1.4.x, it's just an issue for CKAN. I also found myself downloading and trying out a lot of new mods after 1.4.1 came out! A lot of them have been around for ages and I didn't even know they existed. I only found out about most of those because I kept checking the "Recently Updated" list on Spacedock!
  19. I'd love for the effect to still be visible outside of physics range, but they should probably fade as they explode.
  20. Wow, yeah. I dont even know what I would do with all those parts! Either in the tech tree or in the game. It's the same reason I use Maritime Pack instead of SM_Marine. SM_Marine just has so many parts that I don't even know what to do with them all, while some people make incredible ship replicas.
×
×
  • Create New...