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MedievalNerd

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  1. Maybe you'd be interested in using my custom experiment plugin. Allows you to set planet specific experiments. And also, experiments require an amount of 'data' to be collected using a module. Only once you've got enough 'data' can you then perform the experiment. Here is the plugin thread: http://forum.kerbalspaceprogram.com/threads/57850-Plugin-0-22-V0-1a-Data-Generation-Body-Specific-Experiments This was ultimately done for my tech tree. Have a look at the thread for sample experiments. (See 4th post on the main page) http://forum.kerbalspaceprogram.com/threads/58135-TechTree-0-22-Realistic-Progression-LITE-V0-17-%28Pre-Release-via-TreeEdit%29 Maybe have a look at the mission controller extended mod too! Budget, missions and they've also got a nifty 'recovery/recycle' system. Sounds interesting what you are building here!
  2. This is awesome! Someone needs to make a nice radial 0.625m parachute. For those smaller probes! I'll give this a whirl over the weekend! Awesome work.
  3. Right now, I don't have Mission Controller missions implemented. So you don't need to worry about that. Just like any other tech tree, if you don't have the mods they support, you won't get the parts placed in them. If you run into issues, just let me know.
  4. @BrickedKeyboard, Not sure I could repack it all depending on the licenses, and also, it would make the pack quite large. And for those who rather not use X or Y, it's extra download. Most people will already have copies of the latest of the above mods, so it's just a question of making yourself a checklist. Download all the mods and bingo. I'm not entirely sure what you meant about Kethane & KAS don't even have tree settings in the mod? KAS for now is dumped in a single node branching of Tech 2 capsules. And Kethane has it's own tree branch next to Extra Planetary. (I probably misunderstood what you meant to say) The tweak pack includes the tweaks for all the mods and everything, since those are just tweaks I did bundle them together. It also has the custom .dll for the new experiments. If there are some smaller mods I overlooked, please feel free to let me know and i'll slip them in where relevant. cheers,
  5. Oups, Yeah sorry! I've been working on this for so long that I get tunnel vision on some of the details. I do believe city clouds is compatible with Reals Solar System. Since from what I saw NathanKell is using it. (creator) Maybe just pop on that thread and look to see if there is maybe some setting you need to tweak. Kethane & ExtraPlanetary are both supported and included yes! If I forget something in the list but you see it in the tech tree it's definitely there. And yes, it supports Deadly re-entry! I'll update the list and put all the links a little later. Thanks for pointing that out! As for release, I'm just waiting for my smoke signals to reach r4m0n. EDIT: Updated the mod list. (missing some links but i'll add them later, those should be easy to find!)
  6. Old Patch Notes: [B]Fix Notes: Updated Milestone 18b[/B] * Fixed Custom Experiment Plugin not verifying situations/experiments properly. * Updated to latest versions of all Essential mods in the Mini Realism Pack. * Rewrote the OP to make it clearer and included installation instructions. * Added new instructions file in the pack as well. (Same as OP) [B]Patch Notes: Updated Milestone 18a[/B] Tech Tree: * Created a Realism MiniPack to minimize confusion/downloads. * Reorganized some tech lines (placement wise) * Reshuffled Engines to fit new tech levels of the MiniPack. * Reshuffled Capsules tech line entirely, put non tweaked capsules later until they also get tweaked. * Merged Adapters & Fairings * Engineering now includes Structurals & Dockping Ports * "new" Staging Tech line - Decouplers & Seperators + Parachutes. * Added additional node for KAS. (Winches & Grapling comes in 2nd tier) * Various other reshuffles to account for all the new parts. (struts, ports, adapters, etc.) Plugin & Custom Experiments * Fixed Lunar mission bug with not being able to perform mission while landed. * Added multiple possible TargetSituations to Data recorder to allow grouping experiment of different situations within the same probe. (Cube2) * Added Eve & Duna flybys data readings. * Manned Capsules are available from Tier 1 Probes, but still more expensive. * Added custom error messages for Data Recorder and Experiments. In order of importance they will say what is their TargetBody, TargetSituation(s). Updated Milestone 17a * Added More nodes for Solar Panels (Integrated tweaked AIES solar panels) * Separated tech line for RTGs * Reorganized Nuclear, placed stock nuclear engine in separate node. * Made Capsules available by T2 * Added numerous descriptions to tech nodes, mainly Fuel Engines & SRBs. (Written tech level and estimated date of the tech)
  7. I only placed the TAC LF parts in a logical area. No idea where the IronCross one will pop up. After looking it over, I'm considering of giving Asmi's new ECLSS a go. Oh and btw, the tech tree is released if you have treeEdit. http://forum.kerbalspaceprogram.com/threads/58135-TechTree-0-22-Realistic-Progression-LITE-V0-17-%28Pre-Release-via-TreeEdit%29
  8. For all those RSS fans out there. Here is a first release of my 'lite' version of the realistic tech tree i'm building with Nathan! It's more gamey, but should be interesting. "Balanced" for RSS, FAR & my own plugin for body specific situations and also, adds the need to 'generate data' prior to be allowed to complete a mission. Shameless less promotion below: http://forum.kerbalspaceprogram.com/threads/58135-TechTree-0-22-Realistic-Progression-LITE-V0-17-%28Pre-Release-via-TreeEdit%29
  9. LIVE RELEASE PATCH NOTES: Milestone 19a Change Log: THERE ARE SOME EMPTY NODES! DONT WORRY (THEY ARE FREE!) Hotfix MS19c fix list: (Released 2014/05/06) Hotfix MS19d fix list: (Released 2014/05/08)
  10. Milestone 19e - Probe List hebergeur gratuit hébergeur d images gratuit herbergeur d image hébergeur d image gratuit
  11. FREQUENTLY ASKED QUESTIONS OR GOOD THINGS TO READ BEFORE PLAYING RPL!! General Notes: How do the Data Recorder & Chemical Release modules work? Future plans : KSPI Prompting you to update your tree? Using RPL without RSS: WARNING! AS OF MS19 with the historical progression of probes, it will cause issues with later experiments. IE, Minmus = Uranus, etc.
  12. 2015/07/09 - DEVELOPMENT IS OVER Greetings folks, In order to stop causing disapointments and allow myself to focus on my career & family. I am taking a break for an undetermined amount of time from KSP Modding. I do feel like since I've spent so much time on this thing that I'm going to eventually come back. But I'm behind 2 major squad updates, and I can't keep up with key mod updates such as RSS, RO, etc. I want to thank everyone for their support, comments, suggestions and bug reports. This has been an amazing experience up to now, this is the first mod I ever undertook to make and it was perhaps a bit more than I could chew in hindsight. For now Ratzap is stepping in (with assistance from Nathan and pjf) to resume development on this, but there is no release yet. Stay tuned. See you soon and fly safe! Description: Installation Instructions: FOR VERSION MS19e WHEN UPDATING TO A NEWER VERSION ALWAYS DELETE THE OLD MOD FOLDERS BEFORE INSTALLING In order to not flood the thread with bad install trouble shooting, please carefully read the installation instructions of ALL the mods, espacially RSS & RO. Be mindful. #1 - Download and install ALL mods listed in Essentials, below. As well as any Extra or Utilities you want. Do this first, before the following steps. #2 - Go to the following link & download TreeLoader (Unzip & Place Treeloader folder in GameData folder) <--- DOWNLOAD LINK #3 - Download and install RPL (removed until compatible) #4 - If you are using RemoteTech2 (you should), make sure you move (not copy!)the included settings file (it's located in the RPL\RT2)SETTINGS folder) to your RT2 installation folder. #5 - Get the RftS Pack & latest Exsurgent Engineering (gimbal plugin): here (follow instructions at bottom of post for installation of plugin; extract RftS Pack to GameData). #6 - Start a New Career. #7 - Pick the latest version of RPL when MuMech Loader pops up. #8 - Dismiss the KSPI pop up. (See FAQ for how to disable the pop up). #9 - Please Read all the FAQ points before playing RPL. (Download removed until compatible) (needs other mods, see above and below.) GitHub License: LGPL v3.0 ESSENTIALS (Mods/Plugins below must be manually downloaded!) #1 - Real Fuels Originally by ialdabaoth, real fuels fork by NathanKell (LINK) #2 - Real Solar System - by NathanKell (LINK) - see "Using RPL without RSS" below if you want to keep your original Kerbol system. #3 - Deadly Reentry Continued - Originally by ialdabaoth, currently maintained by NathanKell (LINK) #4 - Realism Overhaul Tweak/Resize Pack - By NathanKell & Myself (LINK): NOTE: follow the instructions immediately below the download to switch to the RftSEngines engine configs. #5 - StretchySRB - by NathanKell (LINK) #6 - FAR (link) - By Ferram #7 - Kerbal Joint Reinforcement - By Ferram (LINK) #8 - Remote Tech 2 (link) - By Cilph #8a - Hotfix for Remote Tech 2 (available in the same post--you need to install RT2 then install the community hotfix on top of it (replace RemoteTech2/Plugins/RemoteTech2.dll with the hotfix dll). (FOR LIFE SUPPORT!! --- >Support both of the below, but you need to pick one) #9a - TAC Life Support (link)- By TaranisElsu #9b - ECLSS - LINK - By Asmi #10 - KW Rocketry (link) - By Kickasskyle #11 - Nova Punch (link) - By Tiberion #12 - AIES - Link #13 - FASA - link #14 - Procedural Dynamics Procedural Wings #15 - Real Chutes #16 - Soviet Engines (install the real size version, not the .64 scale version) (LINK) #17 - !YOU NEED THIS! Active Texture Management !YOU NEED THIS! LINK Note: you may well need to delete some of the parts in these packs to make everything run together without going over the memory limit; just delete the folders for the parts you don't use/want. Utilities - (Get at least one to properly calculate your TWR/DV, unless you like doing that yourself) #1 - MechJeb (Available on start - Will look into how r4m0n handles the progressive unlock of components and will later integrate it) (LINK) #2 - Kerbal Engineer Redux (Available on start) (LINK) Extras (Late Tech) #1 - Kethane LINK - By Majiir #2 - Extraplanetary - LINK - By Skykooler #3 - KAS - LINK - By Majiir #4 - Lazor - LINK - By Romfarer #5 - KSP Interstellar (Late Tech) (link) - By Fractal_UK #6 - Magic Smoke Industries - Infernal Robotics - LINK - By sirkut Not yet Implemented: #1 - Mission Controller (Not Implemented Yet!) (link) - By Malkuth & NathanKell Want to fund RPL development fuel!? If you'd like to contribute to RPL development fuel, which consists mainly of Wunderbars & Monster Energy drinks, please feel free to donate! 100% of the calories gained will be directed towards RPL development at my discretion. I extend my thanks to one and all regardless of donations, you ladies & gents rock! MS19b - Tech Tree Layout Below! (If you click on the image you'll get a better resolution version) New Altitudes *UPDATED MS19e* Special Thanks To: NathanKell r4m0n Ethernet Fractal_UK Majiir Nerf Herder Asmi Romfarer K&W Frizzank And thanks also go to the community for showing interest in my project! You boys & gals are great! RPL Tech Tree & Plugins are created by Medieval Nerd.
  13. For those interested, I've released the first version of the Plugin for custom experiments. http://forum.kerbalspaceprogram.com/threads/57850-Plugin-0-22-V0-1a-Data-Generation-Body-Specific-Experiments
  14. Howdy all, Here is the first release version! Feel free to post any issues or suggestions. Biomes aren't implemented yet, it's seemingly as complicated to get biomes than it is to get experimental situations. Cheers!
  15. Hi Lucius, Sure, you can obviously use the tech tree without any tweaks or mods. But in some instances some nodes might be empty as you said. I highly suggest that people try this out with my tweaks, and but also NathanKell's Real Solar System and his MFT's KATO Engine tweaks. (Renames engines and tweaks their mass/power to make it more fitting with the new planet sizes) I'm really on the verge of releasing a 'first' version. It's just that everything spiralled out of control, and instead of just making that darn tree, turned into making a plugin. lol Last night's tests seemed to be working great, a bit of awkwardness with the new modules but as I said, I'm sure that the more seasoned modders will be able to point at the obvious coding errors in my plugin. (Which I'll fix) I'm thinking of putting the tech tree 'public' in TreeLoader, which I believe will make it visible to TreeEdit users at least. That way I can start getting feedback/complaints on it and tweak values. The added layer of complexity comes with my desire to nuke the existing experiments. This makes it very awkward for someone to try the tree without the modded science. Since A) the basic instruments aren't available. Science cost is based on my custom experiments. @Dnulho I would suggest you wait to get your hands on the tree. That will give you the answers you are looking for, and give you a glimpse into Tech node costs. One thing is though, I'm going to make my custom experiments be balanced as a whole. I might shove goo/science lab further down the tree, and have those more extensive experiments be used to fill in the gaps of the later tech nodes. But with time, I intended to have enough custom experiments. Also, I already had some early missions written for a story driven campaign, that the KSP is funded by a corporation called the Data Collection Agency. But that's a whole other story. Cheers, EDIT: FYI, I'll be releasing my plugin that adds CustomExperiment and DataGenerationModule, so that people can create their own specific experiments. (Collect 20 Data Units, while in high space of Mun)
  16. EDIT: The tech tree is available via TreeEdit, here is the thread for it. Please use the plugin/pack download link from the tech tree thread. The download here is more for people to look at the plugin code/source. And has sample experiments for tweaking. Cheers http://forum.kerbalspaceprogram.com/threads/58135-TechTree-0-22-Realistic-Progression-LITE-V0-17-%28Pre-Release-via-TreeEdit%29 ************************************** Update #2 - V0.18 Alpha - https://www.dropbox.com/s/37ainpn7ep53dpw/CustomExperimentV18.rar Plugin & Custom Experiments * Added multiple possible TargetSituations to Data recorder to allow grouping experiment of different situations within the same probe. * Added custom error messages for Data Recorder and Experiments. In order of importance they will say what is their TargetBody, TargetSituation(s). * Fixed issue with experiment getting stuck * Fixed issue with experiment not triggering but data cosumed. Update #1 - V0.1a Alpha Release Known Issues: #1 - Experiments when performed via GUI.Actions don't seem to reset, so you HAVE TO use action groups. No idea what is doing this right now. (Probably my added checks prior to the Deploy) #2 - Ethernet's code for Situation checks seems to have problems with Landed & Splashed. FlyingLow,High,InSpaceLow,High all seem to work though. I'll check that up with him soon. (I'm probably using it wrong) ****************************** Howdy all, Here is my first plugin for KSP. What is it? It's adds 2 new modules for fellow KSP players to fiddle with. Although the ultimate goal for this plugin is to use with my science tree rework. #1 - CustomExperiment This module inherits from the ScienceExperimentModule, with a few new fields/checks which are configurable via .cfg file. TargetBody : Select which planet is associated to this experiment ExperimentCost : How much Data (or other resource) is required in order to perform the experiment. ExperimentResource: Which resource is required by experiments. The Situation mask is set by the experiment itself. (stock functionality) #2 - DataGenerationModule This module allows you to generate a new resource called 'data'. This data can only be generated a specific set of circumstances just like experiments. This data costs EC to produce, and will be subtracted once the experiment is executed. This module also has customizable fields: Input/Output Ratios: You can customize how much ElectricCharge/Data is consumed/produced. Input/Output Resource: If you want, you can customize which resources are produced/expended by the module. TargetBody : Select which body the recorder must be near in order to generate data TargetSituation: Which situation the vessel must be in order to generate data I'm in the final trouble shooting stages. There are some 'minor' issues, but I'll released it nonetheless. Most likely tomorrow, so if any more experienced modders have any suggestions on how to fix those, i'll be more than happy to update the code. Hopefully this will be of some use for others too! Lastly, massive thanks to Nerf Herder, he's not on the forums but he's a life long friend who help me fill in the gaps of my o-so amazing coding skills. (Sarcasm alarm detected) Other thanks go to NathanKell, who showed me many things, most importantly how to check resources in the entire vessel as opposed to the module's associated part! Ethernet spat out the checkBody method, and I've also attempted to use his custom method to acquire the situation of a vessel! Majiir also provide some insight, and his KethaneConverter code was also heavily perused. License: GPL v3 I've also included some sample experiments, they are basically the first few experiments that I'll release with my Tech Tree tweak pack. Cheers!
  17. Yes, I do! I've just been endlessly caught up in one tweak after another, and my latest being to write a plugin to handle body specific experiments and also a module that requires you to "record data" before an experiment can be triggered. The body specific experiments are quite easy and that's been working for a while now, but it's the latter that's been proving troublesome. Now it's finally working well enough. Data is generate at expense of EC, and I 'think' i've successfully tied in the situation awareness to that as well. (Thanks to ethernet's awesome code in his Space Station mod, seems pretty annoying to get the vessel's situation (FlyHigh/low, Space high/low, etc.) There are some 'odd' behaviors with my plugin. Seems that I've screwed up something with the in-flight GUI buttons, since sometimes it seems that the action will disappear (for the custom experiments). But using action groups seems to be a viable work around for now. I'm pretty sure that once I release the source code, most modders will point the finger and laugh. But hey, I'm not a programmer so this plugin has been quite the endeavor. I'm finalizing the code for situational awareness of the Data recorder tonight. And will finish assigning the experiments to the stock KSP probes maybe later tonight. I'm thinking that tomorrow I could have a first draft version of my tech tree up, along with the countless tweak files needed to make it work. I'll release all of it in a single package to make it easier. I will have to ask r4m0n to put the tree live. As of now I haven't balanced the tech tree points much. About ~90% of the first tier is unlocked with 2 sub orbital experiments. I'm going to try and make progression based on experiments which will be assigned to probes as they unlock themselves in the tech tree. Probe Tech Level 1 - (Kerbin - High Atmosphere Readings & Samples) Probe Tech Level 2 - (Kerbin - Low/High Space Readings & Samples) Probe Tech Level 3 - (Mun, Duna & Eve High Space Readings) All experiments will be one shot only, no need to grind. They will be either 100% transmittable (Readings) or not (Samples). It's almost there, I just suck at coding. Thank the gods of gaming that NathanKell, Ethernet and Majiir have been so helpful! Just a huge disclaimer though, it will 100% require people's feedback in terms of progression. So go into it expecting nothing for now, it's in a raw form. Cheers, EDIT: Updated first post with Update #2, going over the feature list of the changes I've been making and also mentioning the fork with RPL.
  18. Don't get me wrong it's a good idea. Just might be a challenge to balance. I'm all for bringing more 'blocks' for the masses to play with! I'll be releasing my plugin 'soon' and it'll have a somewhat simple resource generation code, you could maybe excise it from that. cheers,
  19. In order to keep this 'balanced' it'll require quite a bit of tweaking. Since you don't need 'that much' monopropellant in vehicle anyway, current Reaction wheels basically replace the need for RCS (part from translation). So how 'heavier' would you want it to be in relation to how much RCS fuel you actually need to do what you need to do? If either the power consumption or weight is too low, then might as well just play with RCS fuel set to infinite. As KhaosCorp mentioned, you will definitely need to make a plugin for this. But as you mentioned, you can easily peruse the existing code, assuming you know a bit of programming so you can figure out what going on in their crazy source code of theirs.
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