Jump to content

MedievalNerd

Members
  • Posts

    759
  • Joined

  • Last visited

Everything posted by MedievalNerd

  1. Hehe, sorry! Things were pretty crazy in the past months. Doing the hotfixes for MS19 won't take too long, plus I'm sure you guys and gals will find a bunch of stuff I surely missed. Getting tunnel vision after all this time. The worst thing I looked over was putting in the file to include tech levels for SSRB & PP... Oups. Tonight!
  2. Howdy all, I've released MS19 after a long, long wait. It's still quite messed up, so please bear with me. I will be releasing hotfixes as fast as possible throughout the coming days to iron out the most critical issues. A few known "issues": * Missing quite a few probes which will be added shortly. (Unmanned: Mars & Venus flybys, Moon sample retrieval, Sputnik 3 & Luna 2.) (Manned, Mercury & Gemini) * Balance is all over the place, I tried to reduce the amount of node costs to try and allievate. * Some parts still need to be RO'd, using Aazard's MM files to fix in the meantime. (Thanks!) * Antenna ranges & power con revamp hasn't implemented yet. (Thanks Brooklyn666!) * ... I have to add a file to include the PP & Stretchy tech levels... Oups... I'll do it tonight. MS19 notes: * A few nodes are free, please check the next node in any branch to see if you can unlock it. This was to help and make the tree layout more spacious, and less crammed together. * Stock instruments are available in a sub tree off the left of the starting node. Use these to go around balance issues and what not. * Offworld Mining & Refining is a sub tree with it's starting node on the left side of the tree. (expensive) * Heatsinks are available on the get go for very cheap in the tree. These are just a few things off the top of my head. The changes are way more dramatic than this, I'm just a little burnt!
  3. I just "finished" messing with the tree. I have to get this out asap, I'm quite out of time. So I'll take these files of yours and we'll sort it out this week. Oh, look at that, no more MS18 tree in Tree Loader. How sad.
  4. Hey Aazard, what was that link you were talking about earlier? What was it for?
  5. He sent me a link late last night, was it for? Thanks! @ALL So, I'm nearly getting there. But since I was a bit overly ambitious with this reworking of RPL, there will be surely some weird parts here and there that don't fit! D: Fuel Tanks mainly, since I'm a big fan of PP & SSRB, I don't really care much for where they are. They were roughly OK for MS18 so they shouldn't be too off. For rocket specific parts, like the FASA mercury or Gemini ones, I've decided to bundle them up in their respective nodes. So you'll have some SRBs, engines, SAS in those nodes. They haven't been slipped into Real fuels or RO, so they don't have tech levels. Once we've ironed out the major issues with this release i'll see if I can just put them in their matching tech level node in terms of 'release date'. I can't find 2 of the probes I made for MS19, they might be hiding in some obscure node, or i'll add them via hotfix ASAP. Just to reinstate to everyone this is still what I consider to be alpha. IE, not everything is implemented, not everything is working, and I don't expect people to be able to play a full campaign just yet. I am making some changes to the tree to allow for a more vanilla progression (IE, putting stock instruments in a separate tree to give access to more science early on.) It's coming!
  6. I'm not removing anything, they'll just be grouped differently. Take note that there will surely be a lot of fixes after tomorrow's release so take that in mind when starting new games and what not.
  7. OMG, this is awesome! Beautiful presentation page and these parts look amazing!
  8. lol, It's just so the parts had a home. And yes there will be some similar nodes. I made so many changes I'm going mad with Tree Edit. I was talking to a friend earlier and I came up with a decent analogy. It's like trying to make a puzzle while wearing binoculars and you have t-rex arms. I'll make a dev video tonight or tomorrow to show what I'm doing. Perhaps it will be enlightening, mildly entertaining and hopefully somewhat useful. Cheers,
  9. No, I'm afraid not. Completely redone tree for the most part. Some experiment replaced by others, etc. Things that aren't balanced for RPL yet will be in a node at the end of the tree, or i'll put them aside. (unconnected but available) Cheers,
  10. Same here my friend. I wouldn't want to know how many times my engines did a little pouf and the whole rocket came tumbling down... Oh wrong fuel, no fuel, etc. Or when I was testing out RT2, no antenna. That was a killer! EDIT: Day 2 of tree reshuffling. The only thing I can say is. So many parts...
  11. But they don't have tech levels though. So whenever they were meant to appear, they'll be in that relevant node. But won't upgrade over time (as the other RFTS engines do.)
  12. I'd stick with Stretchy until we know PP is stable enough. I haven't experimented with it, but I'm adding it for the parts and what not. So that when it's ready, or if you rather use it. The tree will already be set for it. (optional) Note sure about the probes, they all need RO passes if I'm not mistaken.
  13. Here is what I have installed: Kethane Pack Extraplanetary Launchpads Mission Controller Extended Real Fuels Realism Overhaul (RO) Real Solar System Procedural Parts & Strechy SRB (Until PP is stable) Deadly Re-Entry ECLSS & TAC Life Support (Both supported but only pick one) Ferram Aerospace Mod Joint Reinforcement Remote Tech 2 Procedural Fairings Kerbal Attachment System (EVA) Infernal Robotics Lazor System Lazor Cam KSPI MechJeb2 FASA Nova Punch KW Rocketry AIES Aerospace Soviet Engines <--- New
  14. Oi! Master Nathan! Can you send me your latest RFTS excel sheet please! Hit me up on steam or wtvr.
  15. I'm about to find out, here goes nothing! EDIT: It made my hard drive explode! Nope, just kidding. Seems to be 'working fine' for TreeEdit.
  16. Bummer, sad to hear 0.23.5 caused you such pain! I'm plowing through tree updates for RPL. I'll use your latest update to place the parts, but as you said I'm assuming in-game functionality is broken. Can the mod still be loaded? (For my TreeEdit purposes) Or do parts don't load due to plugin conflicts? I'm wishing you best of luck with your investigations! Love your stuff,
  17. With the new experiments this won't be as much of an issue. There will be more missions for earth to begin with. I really do not want people making planes and grinding for science. It's the opposite of what I'm trying to accomplish. But the state of the last release is still very experimental, this next one will be one step closer to be in a more usable form. See these alpha versions as test builds more than anything. We'll see how complete I can make MS19 before the end of the weekend. But in the meantime don't expect to be able to reach the end of the tree. For me, Beta will be once all the features are implemented (perhaps not working that well, but there nonetheless). Each alpha should bring 1 new feature/experiment type as we move forward to Beta. (Hotfixes aside) EDIT: I'll try to publish a development video this weekend, explaining the broad lines of RPL. Where it's at now, what I'm going to be working on next. Etc. Hopefully that will answer a lot of questions. I'm not video editor or anything, so don't expect to be razzle dazzled by a snazzy intro or interesting things to look at. EDIT 2: OK, so 0.23.5 didn't do too much damage to MS19 Dev tree. The only damage was of my own doing. I hadn't loaded all the mods and saved the changes I made. Which means the few mods which weren't present are now scattered to the four minds! Oh noes! lol, but yeah. I have all the mods installed the game holds firm. I did read that some mods aren't entirely 0.23.5 compatible so I'll have to look into any workarounds peopel have been doing and what not. But at least all the parts will be there.
  18. Sure, but depending on the movement of some parts & nodes results may vary!
  19. I'm planning to have a call with Nathan so he can bring me up to speed on the transition from stretchy to PP. I definitely don't want to mess that up. (given that it's a big game breaker right now) As I said though, MS19 will surely have a healthy dose of hotfixes. Some on the tree, some in files. Tree hotfixes cannot carry over to new games (unless you playing with TreeEdit), so be mindful of starting epic games early on!
  20. Ok, Everyone, at the same time... PANIC! No, no. I just had a micro chat with Nathan, and he's got some really good points. Whatever is ready for RPL by the end of this weekend, I'll release. And we'll have hotfixes. Nathan commands it! It shall be done! (He's not that insisting, I'm totally over dramatizing. ) So don't drive yourselves insane with bandaid fixes, we'll have something more feasible to work with very, very soon! First sane week I've had in a long time, celebrating with an RPL release sounds like a plan! Speak soon,
  21. Yup, I am intending on including some Soviet engines down the road. I could maybe even do it as a hotfix once MS19 is out. Asmi pointed out the lack of Soviet manned tech nodes. I'm thinking of having maybe a branching tree so you could potentially do both US/Soviet missions.
×
×
  • Create New...