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theonegalen

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Everything posted by theonegalen

  1. theonegalen will remember this. :p Please go ahead and contribute whatever patches you can. As I haven't heard from @SpinkAkron in a while, and as a previous co-developer of the mod, I think I'm going to officially adopt it if Spink doesn't come back soon. I've tried a couple of different trees since 1.10 came out, but I find myself chafing against some choices made in those trees. My playstyle just doesn't match, and I miss this. I'm busy getting ready for the start of school right now, but I will be working on testing an updated UKS-Continued when I find time to do so.
  2. Plugging away at my new 10.1 career on my new computer. For the first time in about five years, I'm able to run Scatterer and AVP, so even when I don't quite make it to orbit, things are still gorgeous! The stock terrain overhaul is quite nice too! https://imgur.com/a/CNUqe9p
  3. //Adds Comfortable Landing stuff to ReStock Pods @PART[mk1pod_v2]:AFTER[ReStock] { MODEL { model = ComfortableLanding/Models/Mk1/AirBagMk1 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 position = 0.0, 0.0, -0.11 } MODULE { name = ModuleAnimateGeneric animationName = CL_Mk1 startEventGUIName = Deploy endEventGUIName = Close actionGUIName = Toggle restrictedNode = bottom eventAvailableEditor = true eventAvailableFlight = false eventAvailableEVA = true } MODULE { name = CL_ControlTool } MODULE { name = CL_AirBag inflateAltitude = 500.0 crashToleranceAfterInflated = 45.0 DeflateTransformName = DeflateTransform deflateScale = 1.0, 1.0, 1.0 InflateTransformName = InflateTransform inflateScale = 0.01, 0.01, 0.01 inflateSoundPath = ComfortableLanding/Sounds/Inflate_A volume = 1.0 deflateSoundPath = ComfortableLanding/Sounds/Touchdown volume2 = 1.0 damageAfterSplashed = true buoyancyAfterInflated = 1.5 COBAfterInflated = 0.0, 0.0, 0.0 //animName = CL_Mk1 //animLayer = 0 } } @PART[mk1-3pod]:AFTER[ReStock] { MODEL { model = ComfortableLanding/Models/Mk1-2/AirBagMk1-2 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 position = 0.0, 0.0, 0.0 } MODULE { name = ModuleAnimateGeneric animationName = CL_Mk1-2 startEventGUIName = Deploy endEventGUIName = Close actionGUIName = Toggle restrictedNode = bottom eventAvailableEditor = true eventAvailableFlight = false eventAvailableEVA = true } MODULE { name = CL_ControlTool } MODULE { name = CL_Buoy buoyancyAfterInflated = 1.2 COBAfterInflated = 0.0, 0.8, 0.0 playSoundPath = ComfortableLanding/Sounds/Inflate_B volume = 1.0 //animName = CL_Mk1-2 //animLayer = 0 } } copy and paste that into a .cfg file in your GameData directory. Disclaimer: I haven't used this since 1.6.x since that was the last time I was regularly playing KSP with Restock. I'm now on 1.10.1, so I don't have restock installed. If they've moved the models around since then, it might look weird.
  4. It's true we didn't take the Blackbird into space. Perhaps you could move the Mk2 parts earlier in the tree, but nerf them in some way that prevents them from being used as a spaceplane? Then use a later tech node to upgrade them back to stock performance? Then, of course, what would have stopped some kind of mad Kerbal genius from strapping a LF/O powered Blackbird variant to a shuttle stack if they wanted to? I feel like it should at least be an option. And I feel like there really do have to be allowances for gameplay - there doesn't seem to be much of a point in achieving Mk2 spaceplanes after Mk3 spaceplanes besides style. I'd like to have that as well. Oh, also, I was wondering why the 0.625m heat shield is way back in advanced construction while the larger 0.25m heat shield is in engineering 101.
  5. The Spectra I just downloaded was about an eighth the size of AVP when unzipped. Am I missing something? I can't find the skybox textures either.
  6. I think Squad might have changed something in KSP powered wheel code. In 1.10.1, the wheels use a lot more electricity and i can't get them to go faster than 0.8 m/s.
  7. Oof, yeah. Mega-mods like BDB or the Near Future suite or Interstellar are absolute pains to integrate into modded trees. Easier when you're using one based on Stock and CTT, but I can't imagine the pain of doing it for a complete tree rework like Engineering Tech Tree.
  8. I never used to care how my rockets looked until I installed Restock last year. Now, having to play without it burns my eyes. Thanks for all your work, Restock team.
  9. @JadeOfMaar and @linuxgurugamer Not sure which one of your mods would have caused this, but with both JSU and PP installed and no Restock, the plume for the Rapier fires straight down out of the engine in closed-cycle mode. It looks pretty funny.
  10. @gamerscircle @Amgrod The only problem with tech tree mods as Squad updates the game is when they introduce a remade part that has a different partname than the original. For example, when the Mk1 Pod was remade, the new partname was "mk1pod_v2". Instead of showing up in "Early Command Modules" node, the remake was back in the Start node, since the tech tree cfgs only pointed to mk1pod, not mk1pod_v2. Easy enough to fix when one is on the ball (which I haven't been for about a year).
  11. Ok, so just off the bat, the lack of batteries in the Start node of the TETRIX tree really limits one's options. The only useful science I can get is through probes sitting on the launchpad and runway, as well as from the Worlds First Milestones for breaking altitude and distance records. I was able to just barely get 15 science points to open up one of the tier 1 nodes.
  12. Until just now, I've always used the Thrustmaster Hotas-X. It is excellent, but doesn't have the advanced config options more expensive joystick / HOTAS setups have.
  13. It's not updated for 1.10.1 quite yet, but I recommend Kerbal Wind Tunnel for that information.
  14. About to test this in 1.10.1. Will report back.
  15. It's fantastic to see this taking shape. I remember you talking idly about overhauling the heating system years ago.
  16. That would be amazing! This was always one of my old favorite contract packs.
  17. I'm trying a new save in science mode, and thinking of using this as the contract pack. Going to test it with the Tetrix tech tree by @theJesuit.
  18. Going to try this in a Near Future focused install on my new computer! I finally have enough RAM, CPU, and GPU to install all the part mods I want! (Until I want more) EDIT: @theJesuit, what contract pack do you usually use or recommend with this tree?
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