Jump to content

_Zee

Members
  • Posts

    285
  • Joined

  • Last visited

Everything posted by _Zee

  1. Hahaha I think you both overestimate how long I can sustain pumping out one or more mod support updates a day.
  2. I don't actually use kOS myself, so the parts were placed based on where the original had them generally grouped on the tree (they actually show up a little earlier on my tree). Personally I have no problem moving the 0.6m kOS parts to the start node if all the kOS users think thats where it should be. It was my understanding that it functions similar to the RemoteTech Flight Computer, which is why it seemed appropriate to first introduce it at T4. Anyone else who uses kOS please feel free to chime in on this. The HG-5 antenna is the first relay and it appears at T4 in the Basic Science node (45 science points). If you aren't seeing it there then one of your mods might be conflicting with mine. Let me know if you see it there.
  3. THANK YOU. I swear I really tried to figure it out. Haha, I even popped into the IRC channel but no one replied. Edit: Derp, just saw the whole reason you did this was because of my IRC message. Thanks again! I should start by saying my mod shuffles things over the entire tree, not just the beginning. Its a complete overhaul. But this is kinda sorta probably maybe true?? I'm still going to go over those late-stage mods the same way I do all of them and things will undoubtedly get shuffled so I don't think it will be seamless, SCANsat was a really rare case of not needing to move anything. BUT if you decided to use them now instead of waiting it probably wouldn't be too bad. If most of the parts in question are placed somewhere in the T8 to T13 range, then its probably fine. But do so at your own risk.
  4. Version 1.7 released //// Version 1.7 Changes *Added RemoteTech Support All antenna range changes will defer to RemoteTech's settings when it is detected (with only one small exception, the HG-55 and RA-15 ranges and cone angles were swapped to keep the progression sensible without having to make mod-conditional node movement. I only mention this for transparency, you won't even notice the difference in-game). All that really needed to be reviewed were costs and position on the techtree, and it all clicks together really well now. Core Chart with RemoteTech Added. The Official PBC Contracts Pack is already underway. I'm learning how to use the contract configurator for the first time but its an awesome little tool. Once its all finished the contracts should be taken automatically as soon as you meet the conditions necessary to make them available, all without using up your limited contract slots. This will be really convenient once it starts branching out to multiple "world-first" contract paths that will unlock as you progress through each set of achievements. Everything that can be available to you, will be available and automatically added to your active contracts list, even during the middle of flight. This is great for 2 reasons, 1) it means its impossible to accidentally miss out on a contract by performing the action before taking the contract, and 2) it leaves you to complete them at whatever pace you want; one at a time, or multiple simultaneous missions, the choice will be yours! Savegame compatible, delete the old ProbesBeforeCrew and replace.
  5. Version 1.6 released //// Version 1.6 Changes *Added Missing History Support First pass on vanilla and MH fuel tanks. First pass on vanilla and MH engines. Shifted Mk2 lander one node later. Shifted Mk1-3 CM one node earlier. Shifted Mk2 CM one node earlier. Shifted 1.2m Reaction Wheel one node earlier. Shifted 1.2m Nose cones one node earlier. Shifted Z1k battery one node earlier. Corrected Entry and VAB costs for a few SPER parts. While I was working on the patch for Missing History, it became obvious that the approach for CM's needed to be re-evaluated. In particular, the 2.5m CM was showing up too late relative to the other 2.5m parts when MH was detected. Instead of maintaining different layouts for CMs depending on whether or not you have the Making History Expansion, I found a way to use a single layout that will make sense regardless if you have the xpac or not. In addition, a few other vanilla and MH parts were slightly shifted to make the 1.2 > 1.8 > 2.5 progression more consistent, including a first pass on all fuel tanks and engines. This is by far the most balanced and consistent iteration of this mod yet. Everything from here should just be icing on the cake! Here is the Missing History overview. Savegame compatible, delete the old ProbesBeforeCrew folder and throw in the new one. Stay tuned for the RemoteTech patch next.
  6. Yes, SpacePartsExpansionRedux comes with those experiments by default, my mod just tweaks their values and situation masks. I remember reading on the SPER page somewhere that the IVA's can be removed if they tax your system too much. Its a fantastic addition to the game, I highly recommend it. Some of the most beautiful models and animations I've ever seen in KSP.
  7. Right on! I mean at the end of the day its your game and you're free to play it exactly how you like! But just as a reminder (and this is mentioned in the OP), I've reduced Science income significantly in both vanilla and in supported mods to solve the exact problem you're describing. Because I enjoy using all the Science mods too! And I was tired of blitzing through the tree, so just be aware that if you keep it at 50% you may or may not end up getting stuck. If you do keep it at 50% I'll be really curious to know how it turns out for you, keep me posted.
  8. Ah okay good. If too many people find the start too difficult I might consider moving the barometer into the start node along with the thermometer and goo, waiting for more feedback on that. I know other users have said the SETI unmanned contracts work with my mod well enough, but I havn't tested any of it myself so I can't offer support on that. I'll probably end up releasing my own contract pack eventually, but more mod support is a higher priority for now.
  9. Version 1.5 released //// Version 1.5 Changes *Added StationPartsExpansionRedux Support *Telemetry Report experiment is now present on all Probes. First pass on all vanilla structural parts, and a few misc parts. Corrected placement of MH 1.8m HS. Corrected placement of vanilla 2.5m Hitchhiker module. Shifted placement of vanilla 2.5m Docking Port one node earlier. Presenting 1.5! 3 experiments come with SPER, and have been modified to fit the theme of this mod. Visual Observations can be done by any Kerbal in any Cupola, while Surface landed, low orbit, and high orbit. Plant Growth and Fish Study experiments can only be done by Scientist Kerbals, and again are surface, low and high orbit. In all cases the experiment is global (not biome dependent), so as to prevent too many extra science points while still allowing room for the increase in reward since all of these should now carry the "Kerbal Required" reward premium. Finally, because these parts are the "laboratories" themselves, and because you are now required to use a Scientist to conduct the experiments, the results can be transmitted for 100% science. If SPER is present, the vanilla cupola loses its ability to perform crew reports and instead gains the visual observation experiment for consistency. The Telemetry Report experiment is now present on all Probes. This experiment can be conducted in all possible situations; biomes are only relevant when surface landed. The science income is a token amount and won't be worth very much until you start entering valuable SOI's. The results flavor-text is admittedly pretty bare, I'm not the best writer so if anyone wants to help me out with flavor-texts for all the different potential situations that would be awesome. It occurred to me I should be including the new charts with each release post too, so here is the chart with SPER. These will always be available in the OP. With this update, the vanilla tree is pretty much 100% reviewed. There might be a few odds and ends left, but I'm really happy with its current state. Thank you to everyone who has been providing feedback! The more the better, keep it coming. Updating to 1.5 is savegame compatible, just remove or overwrite the old ProbesBeforeCrew folder in your GameData folder.
  10. Just out of curiosity, what are your Science sliders set to?
  11. I'm in the process of building a StationParts compatibility patch for my mod, and after spending so much time looking at all the parts I just had to stop by and tell you how beautiful your models are. Seriously, all of these parts look fantastic, the animations are amazing, and best of all they make mechanical sense. Thank you so much for making this!
  12. My mod won't work in versions prior to 1.6, as you pointed out the deprecated parts won't be properly sorted. The mk1pod is a deprecated part so it doesn't have any configs in my mod.
  13. Version 1.4 released //// Version 1.4 Changes *Added kOS Support. *Added TAC-LS Support. *Added SCANsat Support. Moved vanilla cupola one node later. Corrected entry and part costs for vanilla CMs. Corrected entry and part cost for RC-LO1 (largest probe core). So I deviated from my plan a bit and decided some form of Life-Support.. uhm, support, was more important to get out first. So until I cover Kerbalism and/or USI which will both probably take an eternity, TAC-LS is now fully and properly valued, ordered, and updated! SCANsat actually required literally zero changes on my part. All 4 scanners were already in the exact nodes I wanted to place them in with perfect entry and VAB costs, even though SCANsat doesn't require the CTT, which is both crazy awesome and crazy weird. The patch is simply there to secure "unknowns" into "known", in case SCANsat ever makes any changes in the future. @DMagic really knows what s/he is doing when it comes to modding KSP, but you all already knew that. This update is savegame compatible, just overwrite the entire ProbesBeforeCrew folder.
  14. Well THAT is very interesting. Thanks for pointing this out, after I release the next update I'll look into this some more. Based on what you've already shared though this seems like an idea that belongs to public domain, looks promising.
  15. This is intentional. You have the choice of transmitting what you can or bee-lining for chutes. First chute is T3 so you'll only need to sacrifice a few SRB's in the name of science, as is tradition. UbM's telemetry function was indeed a cool one, I was personally a fan. But it was also a pretty original idea as far as I'm aware, and adding it to my mod seems a bit like grabbing a stick and poking a bear named "All Rights Reserved". A 0.6m rocket part mod will definitely get its turn though, eventuallyTM. Basic SAS is a possibility, but probably no more than that. I'd like pilots to stay relevant. I'll keep this in mind as my updates get closer to the back-end of the tech tree. Thanks for suggesting it!
  16. I dunno, I can easily see this being another one of those 'zero-continuity' decisions that was made back in the 0.2x days before KSP really knew what it was, and its just never been fixed since. Kind of like how half the stock parts were supposed to have this "cute, ramshackle, jury-rigged, found-on-the-side-of-road" aesthetic before they realized players want an accurate sim, not an arcade game, and only just now in 1.6 are they finally trying to put a singular "professional" theme in place.
  17. Ya thats ridiculous. There are clearly plenty of reasons why players would want to be able to control EXACTLY how all their parts line up, one of which is... you know.... every single other part allows us to do that. That is one lazy response and I kinda understand why players are angry about Squads handling of the bugtracker now. You see responses like this and of course no one wants to spend time on it.
  18. Sorry, but I'll have to decline this request. I've learned from experience that maintaining multiple versions of a mod quickly gets out of hand as it grows and is one of the fastest ways to get burned out. All my balance choices are centered around my science changes and vice versa, but you have some choices! 1) Give the mod as it is a shot. If it feels too slow or too fast, KSP's built in Science Multiplier slider is a perfect, quick and easy fix. 2) Go through my mod files and remove all the @EXPERIMENT_DEFINITION: entries. 3) If you're not alone in feeling this way, you might get lucky and someone might release a submod. Or you could make one yourself and share it for others to enjoy!
  19. Version 1.3 released //// Version 1.3 Changes *Added Universal Storage 2 support. General rule of thumb is if the US2 part is some improved version of an already existing part, it appears one node later than that original part. US2 Part costs were also heavily rebalanced, they were frequently way too cheap. First pass on vanilla ladders. First pass on vanilla decouplers. First pass on Making History decouplers and engine plates. First pass on vanilla docking ports. First pass on Making History docking port. Submitted mod for inclusion on CKAN. Universal Storage 2 now has full support! All original US2 parts and parts directly altered by US2 belonging to other mods (mostly Life Support stuff) have received a full pass. In addition to this, several vanilla structural and utility parts have now been covered as well. This is save game compatible. To update just overwrite my entire folder. UNLESS you are still using a version prior to 1.21, in that case you must delete my folder entirely and copy 1.3 over fresh.
  20. I wasn't asking for MM help. I was responding to Brigadier's response to my initial post, 6 comments up. Sorry for confusion.
  21. There's a 3.1.2? I just checked the MM page and it only has 3.1.1 up. Edit: This is the stock KSP issue, no fault of B9PartSwitch. Still don't see this 3.1.2. you speak of though.
×
×
  • Create New...