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KSP2 Release Notes
Everything posted by _Zee
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[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
_Zee replied to _Zee's topic in KSP1 Mod Releases
Version 2.93 released //// Version 2.93 Changes Added support for 38 new parts from StationPartsExtendedRedux (thanks for the heads up @Cholerix) Updated Core Chart with SPER image Wow! SPER has added a lot of new parts, all filling in the gaps at the 1.8m and 5m ranges. This update really filled in the tech tree chart nicely. Enjoy! -
[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
_Zee replied to _Zee's topic in KSP1 Mod Releases
Lol, you saw that the settings say that 70% is the don't-go-any-lower-than-this HARD setting, correct? If you're struggling with it then I'd say that's the first thing to start tweaking. You'll need to ask on the Kerbalism thread for support if they've changed how to enable/disable their science feature. There should be a settings/config file in the mod directory. Not sure if they've integrated turning it on/off into the in-game menu's or not. But just like setting science at 70%, choosing to play with Kerbalism is choosing to make the game quite challenging for yourself, especially for a new player. If you're looking for a life support mod, I'd recommend TAC Life Support instead, its much more lightweight. -
[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
_Zee replied to _Zee's topic in KSP1 Mod Releases
Welcome to the forums! I can't speak to Kerbalism's difficulty or best settings for it as I don't use it personally. Maybe others can chime in there. But if you opt to use PBC's science values (which is achieved by disabling Kerbalism's science values, that's it) I have a handy-dandy "Recommended Settings" spoiler near the bottom of the front page post. The best setting for you depends on a lot of different things though. First I'll ask - are you using DMagic's Orbital Science mod? It's considered a must-have by a lot of folks. Without it, I wouldn't recommend setting the science slider lower than 100% for a new player. If you are using it, I would say 90-80% would be a good challenge for a new player. Personally I play on 70% and I find it to be challenging but reasonable - but I've also been playing KSP since it was in the teens of its Alpha stage years and years ago. Remember, you can always change the difficulty sliders in the middle of a save whenever you want. So if you need to crank it up to 100% or 200% - whatever works for you, as long as you're having fun. -
[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
_Zee replied to _Zee's topic in KSP1 Mod Releases
All patches were made by me. I'll take a look at getting the new SPER parts added, thanks for reporting! -
[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
_Zee replied to _Zee's topic in KSP1 Mod Releases
Version 2.92 released //// Version 2.92 Changes Increased EVA Suit mass carry limit from .1 to .105 (weather unit) Updated Kerbalism patch with 11 new parts, Prosemian containers (thanks @kitamoboz) -
[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
_Zee replied to _Zee's topic in KSP1 Mod Releases
@dresoccer4 I took a look through your logs and from what I can tell, PBC is applying patches to your install correctly. your output.log file shows PBC is detected, the MM patches are received and applied. If you look in your .configcache you can see the part and all of its properties exactly as they are loaded in to the game after patching is applied. Yours shows that the TechRequired is being updated to "start" correctly. The only other explanation I can think of, is that your logs are not coming from where you are actually launching the game. Do you have multiple installs of KSP on your system? Perhaps an old shortcut is pointing to a different directory than you think? Sorry, I'm out of ideas. -
[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
_Zee replied to _Zee's topic in KSP1 Mod Releases
Thanks for reporting this! I don't use Kerbalism myself so reports like this are needed. I'll look over the Kerbalism patch again and will get it fixed in the next release (sometime this weekend). Thanks for posting your patch. Thank you for confirming which end the issue is on. @dresoccer4, I'll second Akira_R's suggestion that when you get the log file posted up properly, make sure to include the MM config cache as well. -
[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
_Zee replied to _Zee's topic in KSP1 Mod Releases
Looks like the log file you posted is missing. I'm looking at the starting node of your 2nd screenshot and I notice that all of the usual starting node placements from PBC are missing, not just the probe core. It looks like something is preventing the application of PBC's mod files. Please post a screenshot of your GameData folder's contents so we can see all the folders in place. I'm grasping at straws, but maybe a fresh re-install will help. The current release of ReStock doesn't make changes to the techtree, period - so I can't explain what you're getting here, sorry mate. One other thought, we are both talking about ReStock and NOT ReStock+, correct? -
[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
_Zee replied to _Zee's topic in KSP1 Mod Releases
Hmm, not sure why the starting probe would be missing, you might want to check for other conflicting mods (remove all mods except PBC and Restock, then start adding them back in 1 by 1 to find out which is causing the issue). I just installed ReStock with my full mod list to test and all the the tech node placements are as they should be. Restock just replaces the mesh/textures, it doesn't change part attributes like TechUnlock so something else is causing your issue. -
[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
_Zee replied to _Zee's topic in KSP1 Mod Releases
PBC handles contracts a bit differently than most contract packs, for 2 reasons. 1) PBC's contract pack isn't meant to be used independently, and 2) PBC's Contracts replace/remove several stock contracts. So all you need to do to enable the PBC contract pack is install Contract Configurator. The K.A.R.A. (Kerbalkind Achievement Records Agency) contracts will be automatically applied. As for using non-supported mods, you will always be able to do this. Like it says on the front page, just be aware that this means some parts in those mods might not line up with the rest of PBC's design. But in my experience misalignments are usually pretty minor at this point. -
[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
_Zee replied to _Zee's topic in KSP1 Mod Releases
Version 2.91 released //// Version 2.91 Changes *Antenna Range Rework, adjusting recommended DSN modifier from 80% to 35% - Increased low-end Relay from 5M to 20M - Increased mid-range Direct from 20G to 25G - Increased mid-range Relay from 15G to 20G - Increased high-end Relay from 75G to 100G Updated Core and Deprecated to include Version-2 HG-5 Antenna (low-end Relay) Updated Core to include Stock Magnetometer science part - If DMagic is present, the Stock Magnetometer is removed from the game (2 identical parts with separate science tracking is no good) Increased SAS Service Level by 1 for - Vanilla QBE Probe Core, RLA_Reborn "TET" Probe Core, USI Mk1 Wedge Probe Core Updated USI to include USI Mk2 Wedge Probe Core Increased Kerbal volume and mass carry limits so carrying an EVA Suit and ANY ground experiment at the same time is now possible. Coming up just short was so obnoxious... 2.91 comes with a minor Antenna rework that better fits the intended pacing of progression in PBC. The biggest thing to point out is that 0.35 is the new "normal" for the DSN Modifier setting when using PBC. I've updated the "Recommended Settings" spoiler on the front page with this new screen summarizing a quick breakdown. As usual, if RT is installed PBC's antenna changes are irrelevant and do not apply. A few missed parts from vanilla and a few supported mods were added and sorted/valued as well. A handful of Probe Cores were underpowered in the SAS department for their location in the tech tree, so those have been buffed. And finally, a small block of code for a big QOL change - the EVA Suit volume and mass limits. (Stock system, not KIS). Max Vol is increased from 40 to 55, Max Mass from 0.065 to 0.1. No more frustrating lack of EVA Suit when placing things. Have fun! -
[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
_Zee replied to _Zee's topic in KSP1 Mod Releases
Hi @visssius , welcome to the forums. Please be sure to re-read the contract CAREFULLY. You'll see a section on all of the Probe-class contracts that states - "You must make sure your probe is tagged as a PROBE, and not a RELAY, DEBRIS, ETC". Right click the probe core and "Edit Vessel Naming". You can change the vessel tag from there. -
[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
_Zee replied to _Zee's topic in KSP1 Mod Releases
Just for full accuracy, PBC isn't placing those USI parts in those early nodes. Those are just the default tech nodes as defined by USI that you are seeing. USI - Life Support is the only USI mod supported by PBC at this time. If you check the voting poll results you can see that USI - MKS was the mod that won round 4 voting. But to be completely honest I'm not likely to release any more support patches for PBC. All further releases from this point will probably just be maintenance releases to make sure things are still working on the current version of KSP. That might change, but no promises. If you want to try your hand at making a support patch - I might consider making a new "Curated Section" on my front page where I can post a list of support patches developed by other people for other mods. A kind of "use at your own risk" submods area for people that want extended support patch coverage. I've floated this idea before though and it never got much traction. -
[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
_Zee replied to _Zee's topic in KSP1 Mod Releases
Version 2.9 released //// Version 2.9 Changes *Updated for KSP 1.12+ MiniAVC folder removed from download package, version file updated Removed patch that was resurrecting deprecated ScanSAT parts Updated new ScanSAT part placements PBC is officially updated for KSP 1.12+. No new mod support patch with this release, this is primarily a review of the mod to make sure things are working 100% with the current KSP release. I reviewed all the existing support patches and there was very little to update, but the mod is officially updated now. Enjoy! Let me know if you find anything out of place. -
[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
_Zee replied to _Zee's topic in KSP1 Mod Releases
@Kerdel that's correct. PBCs method of calculating science is fundamentally different from Kerbalism's method of calculating science. They can not run together at the same time, so you must choose which system you want to play with, and you make that choice by either enabling or disabling Kerbalism's science. Related Post PBC will make the adjustment automatically based on the setting you select for Kerbalism. -
[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
_Zee replied to _Zee's topic in KSP1 Mod Releases
The setting is something you toggle from Kerbalism's settings. PBC just detects the selection you've made. As for adding Restock+, technically USI - MKS is supposed to be the next patch I add as it was the most recent vote winner. If I ever get another update posted I'll see about fixing the CMs at least. -
[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
_Zee replied to _Zee's topic in KSP1 Mod Releases
I love the videos by the way!! Thanks for including my mod. I've watched quite a few of them from your series now and I can see that everything in PBC is still working great, including the contract packs which is awesome. -
[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
_Zee replied to _Zee's topic in KSP1 Mod Releases
@modus That's incorrect. This mod does indeed change the celestial body income values. @Crixomix The breakdown of the vanilla values vs. modded values can be found in the "More Details" spoiler tag on the front page post. For anyone wondering about the mods usability with the most up to date version of KSP (1.12.2 as of writing this), there have been multiple reports now that PBC is working without any critical bugs. In fact I haven't seen any reports of anything really out of place at all. Any new parts added by Supported Mods since my last release could possibly be misaligned with PBC's design, but I'm not aware of anything game-breaking there. I have not revisited the mod since my last post in 2020 and to be completely honest I probably won't with the release of KSP 2 coming up soon. I'm also currently working another software project of mine that will be a much bigger undertaking than this mod was, so I think its safe to call this mod "Finished" (Who knows, maybe one of these days i'll get an itch to get everything updated one last time). The invitation to any interested party in taking over maintenance of PBC to get it in sparkling condition for the current release of KSP still stands, and the MIT license grants you permission to do it without even needing to ask me. But by all accounts the mod is working great on 1.12 as is. All are welcome to continue posting bug reports, request for help, personal patches and fixes that you wanna share. Thanks for all the support while this mod was at its peak everyone! -
[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
_Zee replied to _Zee's topic in KSP1 Mod Releases
Terribly sorry for the delay everyone. That's 2 KSP updates now and no release date in sight. Because of the following reasons: 1) I don't want to see this mod die and people lose yet another Probes before Crew techtree option 2) people have offered to help in the past 3) I specifically released all versions of this mod via the MIT license for easy takeover , I am officially requesting help from this wonderful modding community to get this mod updated and patched to working standard with the current 1.10 release of KSP. For now, I'm only asking for help with getting the mod updated to the current release of KSP, no new mod support patches. This includes a) updating any of the pre-existing mod support patches to match changes made by those mod authors as needed, b) updating pre-existing vanilla part patches as needed, c) introducing new vanilla part patches for parts introduced in 1.9 and 1.10 d) updating AVC files e) (?)update science(?) not too sure, haven't been able to play with the new science modules at all yet. "As Needed" means the bare minimum change needed to solve any compatibility/thematic issues with KSP 1.10 or supported mods. Another thing people have been asking for quite some time is GitHub. Looks like it's finally time to make it happen. Bare with me while I learn the interface if you try to interact with me on it. https://github.com/Axiom-Zee/ProbesBeforeCrew Depending on how this goes and if there is interest, I might start accepting submissions for mod support patches in the future. Maybe I can still grow the mod and maintain its cohesiveness by acting as a curator and not just the sole constructor. That would be cool. -
[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
_Zee replied to _Zee's topic in KSP1 Mod Releases
Quick update - as a result of a lot of our clients laying people off or outright going under, we've gone from working overtime to a company-wide 20% hours cut to try and keep our business above water. I'm anticipating this trend will continue in a bad direction for quite some time... So the good news for you fine folks, is I will likely have a lot more time to get things updated in the coming weeks. Stay tuned. To answer the question of using the current version of PBC on KSP 1.9.1 - as far as I'm aware the mod works just fine with the small exception of a few vanilla parts not yet sorted. I've said this before already but will re-state it for people that don't like to flip through the thread. I haven't received any bug reports with the current release, and PBC users are pretty good about reporting problems quickly. If you're interested in making your own self-maintained patches in the meantime, the write-up from @4x4cheesecake 5 posts before this one is a very good place to start. He already linked it, but this is the KSP Modders Bible - https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Handbook - this thing is basically open 24/7 whenever I'm writing code. -
[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
_Zee replied to _Zee's topic in KSP1 Mod Releases
There's something special about witnessing the birth of a new modder. They either take flight and make something great, or say to themselves "wait, people actually volunteer to do all this work for free? I'm out.". -
[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
_Zee replied to _Zee's topic in KSP1 Mod Releases
Quick update: Sorry to say it guys, but this patch will have to wait. I work in the IT industry and the coronavirus has us working overtime to keep things running. Thankfully, as I understand it the current version of the mod works just fine with 1.9, with just the minor issue of a handful of vanilla parts not being sorted yet. Send me screenshots of your exploits in space so I can remember what it felt like to still have time to play the game. -
[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
_Zee replied to _Zee's topic in KSP1 Mod Releases
With the release of KSP 1.9 its about that time for another PBC update. Thankfully, 1.9 didn't do much in the way of altering parts so the portion of updating that typically consumes the most time should be short and sweet. I've got a pretty loaded schedule for the next few weeks though so stay patient. For now, comment replies - Good to hear. The next release will be sure to include the newest AVC files. I wouldn't typically agree to allowing another mod to jump the poll, but MKS is massive and the patch may never see the light of day. It's the unfortunate reality of my circumstances right now, not to mention MKS has radically changed in its format and application every time I've ever checked in on it, going back several years. Snacks is a Life Support mod, and if memory serves it's pretty lightweight in part count, so I'd say it gets +2 to it's priority value that I just made up on the spot. I will try to squeeze this into the next patch. If I understand correctly, you're asking for a version of PBC that uses the vanilla tech tree instead of the CTT? I'm sorry, but this will likely never happen. Too much work, too little time. I can see the merit of the issue you bring up. Instead of re-designing the layer locks for a single mod that some may not even be using though, I think the better solution might be to provide staged rewards for that specific contract much like they work for the mid-game/late-game contracts in this mod. I could provide a single relatively-large payout in science for the "Orbit" step of the contract, and then provide the rest of the rewards at contract completion after "Return" is complete, perhaps with a smaller science payout to compensate. Or... maybe insert a single side contract that is only available if Deadly ReEntry is detected. I'll have to think on this, but I'll make sure some kind of compensator is in place for the next patch. You can actually achieve this on your own in fairly quick and easy order. From the root of my mod, navigate to ProbesBeforeCrew\_Core\Zs_Science.cfg . That "Zs_Science.cfg" is the one and only file you need to replicate my science changes (not including my Planet-Reward-Multiplier changes; those are in Zs_ScienceParamMod.cfg). You could literally just copy paste that file into your Kerbal Space Program\GameData folder and delete my entire mod folder, or just leave the file where it is and delete everything else within my mod folder; either method will work. Out of curiosity, what engine mods are you using that I'm not supporting yet? Thanks for the continued support and interest in my mod everyone. If you guys stopped asking for things I would probably stop maintaining things. So in the words of Scott Manley, "Fly Safe." -
[1.2.2-1.9.x] Contract Pack: Exploration Plus 2.0.1 (24/05/2020)
_Zee replied to severedsolo's topic in KSP1 Mod Releases
Depending on the objective of the mod, it may not be practical to just leave it to the user as well. Some mods (like mine) need to guarantee the contracts are not available.- 134 replies
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[1.2.2-1.9.x] Contract Pack: Exploration Plus 2.0.1 (24/05/2020)
_Zee replied to severedsolo's topic in KSP1 Mod Releases
Only briefly skimmed the thread as @Kwebib tagged me, but yes, MM can be used to disable the vanilla contracts (or any contracts for that matter). This is straight from my mod, hope it helps. // Zee's Probes Before Crew Contract Pack // Version 2.02 /////////// Contract Group @Contracts { @Progression { @DisableTutorialContracts = True @DisableProgressionContracts = True @Funds { @BaseReward = 40000 } @Science { @BaseReward = 2 } @Reputation { @BaseReward = 5 } } } CONTRACT_CONFIGURATOR { disabledContractType = ExplorationContract }- 134 replies
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