rabzoue59
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Everything posted by rabzoue59
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Not worst for me but still stuttering, just tested on a fresh install of win 10 and have the issue again... I prefer play it with a CDT all the hour than these freezes make the game unplyable.. Really, SQUAD have done a great job since the beginning, congratulation to bring this game at this state, but please we need a smooth game for now
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Hi there, Im not enjoying KSP anymore since this issue. Like you Broco before 1.0 i didnt have a lot of that micro freeze. But now ? Waouh, im getting big spikes ( 60 to 8 Fps) for 1second ! It's not a FPS problem but something is calling the procs while ingame ! Test on a fresh install of windows, on HDD, on SDD, with and without OC of GPU/CPU tested the Unpark fix, nothing at all. We are only few people to have this, but please help us guys..
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Kerbodyne Plus Development Thread
rabzoue59 replied to Bonus Eventus's topic in KSP1 Mod Development
This is the good way to add part without break RAM lol -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
rabzoue59 replied to Paul Kingtiger's topic in KSP1 Mod Releases
Really beautiful -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
rabzoue59 replied to Tiberion's topic in KSP1 Mod Releases
Okey, thanks for the reply -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
rabzoue59 replied to Tiberion's topic in KSP1 Mod Releases
Does the Bulkhead part are still useful for now ? -
[WIP][1.0.2] I.M.T : Intuitive Modded Tree
rabzoue59 replied to rabzoue59's topic in KSP1 Mod Development
B9 adds too much parts maybe, I'm thinking about Mk2 expansion, QuizTech aerospace or this Adjustable landing gear for example. Things which bring a better experience in spacecraft building but don't "break" the gameplay in some ways -
[WIP][1.0.2] I.M.T : Intuitive Modded Tree
rabzoue59 replied to rabzoue59's topic in KSP1 Mod Development
The first choice was TAC lifeSupport, and it will be completed by UniversalStorage. But it's not definitive Before adding these mods, i tried to make a template with the stock techtree, but it was very poor in parts, and not only in count. So : -Remotech is for me essential to turn the stock tree in an unmanned progression. -KW Rocketry, Novapunch and SpaceY add more power, more punch to your rockets, I can not adding them, anyway, they'll cost lot of science point to unlock them. -NearFuture Package adds Solar panels, and some engines (small orbiter etc) but you can play without it. -FASA launch clamp is additionnal -LifeSupport, I will see how can I implemente it discretly. Like this, it lets the choice to play with or not. -RealChute is additionnal -DrMagicOrbital is a must-have too, to unlock all the node you will need this I think -And finally, all mods which change the Spaceplane gameplay or add some parts is very very important. To resume this, KW Rocketry, NP, SpaceY, Remotech, DrMagicOrbital, "spaceplane parts" are the required mods at the moment, but I think about to let the choice to install one of rocketry pack.. I will check Interstellar of course It should take a node near the nuclear propulsion -
I.M.T Intuitive Modded Tree Hi mates, there is a quick overview of my project. So I wrote this thread to develop it with some of your ideas to not release this too far away of your expectations I.M.T will include essential mods in my mind : -KW Rocketry -NovaPunch -Remotech -DrMagic Orbital Science -KAX -Mk2 expansion -RasterProp Monitor -SoundingRocket (maybe) -NEARfuturpack -LifeSupport and USI -RealChutes -FASA Launch Clamp -Procedural Fairing (maybe or just Stock Fairing) Thats all I think at the moment The goal is to begin with probe to > manned pod, also, you can spend science point in aviation node, which start with basic part to finish witch bigger parts, Or in Kerbin rover. Which means the tree is less linear than the stock. So lets me know how can i improve the work
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Hi, to ADD a new branch its very simple, you just need to make a .cfg file in your mod folder. Here is the Start node example, you need to "call" the RDNode function with {} brackets. id = start // it matches with the techrequired line of your part title = Start // the name ingame description = The technology we started out with. //no comments cost = 0 //same hideEmpty = False //it hides your node if there's nothing sorted inside it nodeName = node0_start //I think it helps you to sort part by tech level in VAB/SPH anyToUnlock = TRUE // FALSE = one parent to unlock this node TRUE = any node to unlock it icon = RDicon_start // icon pos = -2568,1199,-1 // position X Y Z, you'll just need to adjust the X and Y coordinates scale = 0.6 // no comments
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More tech tree editing woes...
rabzoue59 replied to Mulbin's topic in KSP1 C# Plugin Development Help and Support
cvod get the fix. For the nodename module, i think its for parts sorting in vab/sph, parts sorting by tech level.. -
Tech Tree Plugins
rabzoue59 replied to rabzoue59's topic in KSP1 C# Plugin Development Help and Support
I'm working on the tree, I've one question about, icon, how can i make a new icon for the tech tree ? not about the design (png, format..) but for linking this in the cfg, and directory ? -
Tech Tree editor (in game)
rabzoue59 replied to cvod's topic in KSP1 C# Plugin Development Help and Support
I agree with this -
Tech Tree editor (in game)
rabzoue59 replied to cvod's topic in KSP1 C# Plugin Development Help and Support
At this time, the better thing someone can do, is a .exe with library of KSP. A program to create a tech tree sheet, which we can save in .cfg format. I'm working on a futur tech tree too, it will take long time in that way lol but still possible -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
rabzoue59 replied to ferram4's topic in KSP1 Mod Releases
thank for your patience folks and your work.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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Tech Tree Plugins
rabzoue59 replied to rabzoue59's topic in KSP1 C# Plugin Development Help and Support
I appreciate it Mcflyyy lol.. I'm not a developper, tried modeling some time before on blender.. But i have time to this project -
Hi there, I have the project to create a new tech tree, mods included as i can. There was the Milestone Tech tree, which let you to begin with probe and do science with it. After that manned pod was available. Anyway, if you dont push your developpement to the manned pod, you can unlock cockpit and plane node, etc .. It was more realistic. The only matter is there's no plugin to modify tech tree ingame directly, one solution at this time is to write a tech tree.cfg ... So if you're interrested and want to purpose your help, we need a plugin to change that, some developers hear me ?
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5dim Military Contract Poll (What´s next)
rabzoue59 replied to odin_spain's topic in KSP1 Mod Development
Great mod here. Also, you can add pratice/test mission: Like the stock part test, you can purpose contract which test part (minigun etc) on a target maybe &/Or Generate Asteroid incoming in sub-orbital trajectory, and a mission to destroy it ? but keep in mind to give the time to make a vessel or go to the specific position of the predicted position of crash.. &/or Space Invaders !!!!! lol, a strange vessel is approaching/is orbiting/flying at high altitude and its angry ... -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
rabzoue59 replied to BahamutoD's topic in KSP1 Mod Development
Bahamut, it is interresting to put camera module in part.cfg to work with RPM ? -
[1.0.5] Contract Pack: SCANSat [v0.6.0] [2016-01-19]
rabzoue59 replied to DBT85's topic in KSP1 Mod Releases
Sorry if i didn't read posts before which talking about my present question, but contract pack is released for 1.02, does Scansat contract work on it ? -
Welcome to my world folks, same feeling