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Everything posted by Olympic1
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ExceptionDetector 1.1 [KSP ANY VERSION]
Olympic1 replied to godarklight's topic in KSP1 Mod Releases
Very handy tool, now I know which mod gives errors and find them quicker in the log. -
I fixed the mayor bugs of this mod and will release a unofficial PRE-release tomorrow.
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[0.90] KSP Interstellar port maintance thread
Olympic1 replied to Boris-Barboris's topic in KSP1 Mod Development
Thx for the fix. I still didn't figured out where the problem in my CTT config is, I tested it on my other PC with only KSPI, TechManager and CTT installed. I can research every CTT node, all the KSPI parts are available in the VAB and SPH, the parts are automatically upgraded when I research the required node. So I don't know why some people have problems with not upgradable parts. I also don't know what the problem is with your tech tree. It has something to do with your install. This is my CTT tech tree: -
[0.90] KSP Interstellar port maintance thread
Olympic1 replied to Boris-Barboris's topic in KSP1 Mod Development
Thx for explaining that, but I was just supporting CTT. Same for CRP and Regolith -
[0.90] KSP Interstellar port maintance thread
Olympic1 replied to Boris-Barboris's topic in KSP1 Mod Development
I didn't said that CTT uses the exact name, I said that "CTT made their tech nodes with keeping in mind of the nodes that already existed, Nertea just gave them a shorter/other name". Just like CRP (changing names). CTT respected the mods and adjusted the node's name for other mods so you don't have a tech node with the name "interstellarTechAntimatterPower" but just "antimatterPower". Also mods don't demand players/mods to use their mod, they just want it to be used by players. With the science cost I can agree, but you can change the cost with MM configs. CTT adds nodes from other mods so you don't have to install a specific mod that you don't want to use just to get a node called "interstellarTechAntimatterPower". Just like other mods, KSPI has to adapt to the changing community/game. Example: What if Squad added the CTT tree to the base game, what then? You'll have to change your nodes to work nice with the game. -
[0.90] KSP Interstellar port maintance thread
Olympic1 replied to Boris-Barboris's topic in KSP1 Mod Development
My config doesn't have any issues with TechManager or CTT, I made the config like anyone else did using CTT. So if it works for those mods, it also works for KSPI. CTT made their tech nodes with keeping in mind of the nodes that already existed, Nertea just gave them a shorter/other name. Also CTT didn't only made their nodes for expanding the stock tree, but also for making all mods using one tech tree. This is the same thing that CRP wants to do. Well it's obvious that if you install CTT you should stop using the KSPI tree, otherwise it has no use to install CTT if you want to keep playing with the KSPI tree. For the first solution see above. For the second solution: KSPI should stop using its own tech tree and start using the Community Tech Tree. -
[0.90] KSP Interstellar port maintance thread
Olympic1 replied to Boris-Barboris's topic in KSP1 Mod Development
Then something is wrong with your save game, this is how my tech tree looks like. If you already have a save game BEFORE you installed my CTT config and you didn't choose the CTT tech tree in the beginning, then the CTT nodes will not be available in other tech trees. You have to play with the CTT tech tree if you want to see my changes. -
[0.90] KSP Interstellar port maintance thread
Olympic1 replied to Boris-Barboris's topic in KSP1 Mod Development
I reinstalled KSPI with the fix of Boris and FreeThinker and also reinstalled my CTT config. Everythings works just fine with the research and upgradable parts. I will test on my other computer with only KSPI and my config. -
[0.90] KSP Interstellar port maintance thread
Olympic1 replied to Boris-Barboris's topic in KSP1 Mod Development
Sorry that you're experiencing problems with my CTT config, but I can use and upgrade everything when I researched the respective node. I don't know if it's because I play on a heavily modded game or if it's something else. I will check it this afternoon. -
Kopernicus Core - Version NAN - Outdated
Olympic1 replied to _Augustus_'s topic in KSP1 Mod Releases
what? 10chars -
I'm almost ready with updating this mod, just a few more things to fix
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[0.90] KSP Interstellar port maintance thread
Olympic1 replied to Boris-Barboris's topic in KSP1 Mod Development
Thx, but can you include the newest version of regolith (Release: 0.1.3 or Pre-release 0.1.4) -
JoolPlus: Kopernicus Edition [ALPHA RELEASE!]
Olympic1 replied to Sylandro's topic in KSP1 Mod Development
can't wait -
[0.90] Working Multiple Star Systems(WITH PLANETS!)
Olympic1 replied to Duracelle's topic in KSP1 Mod Releases
This mod is just a combination of 3 mods. The real Star Systems mod is here. And that has a source on GitHub. -
[KSP 1.8.1] SCANsat [v19.1] -- Dev version [February 20, 2020]
Olympic1 replied to DMagic's topic in KSP1 Mod Development
I think so EDIT: ninja'd