Probus Posted December 25, 2016 Author Share Posted December 25, 2016 1 hour ago, nixeagle said: It's manufactured by umbra space industries, mass 8.8t. Name is Alcubierre Drive (2.5m). There is also a Alcubierre drive (0.625m) in the same Experimental Science node. It is definitely not at the end of the tech tree here. http://i.imgur.com/oAAWCkZ.png Below is the copy pasted config for the experimental Science node. I'm not seeing it under an obvious name, but it is clearly there. Reveal hidden contents RDNode { id = experimentalScience nodepart = experimentalScience title = Experimental Science description = Explore novel fields of science that we didn't even know were there_ cost = 95 pos = -1950,1850,-7 icon = RDicon_science-experimental anyParent = False hideEmpty = False hideIfNoBranchParts = False scale = 0.6 Parent { parentID = engineering101 lineFrom = LEFT lineTo = RIGHT } Unlocks { part = AccelerometerFGA part = dmRoverMat part = dmSeismicPod part = dmSeismicHammer part = dmUSImagingPlatform part = sensorAccelerometer part = StnSciExperiment1 part = StnSciExperiment2 part = KA_SolarCollector part = MKS_Antenna part = MKS_ScanOMatic part = dmImagingPlatform part = NH_Sci2 part = Telescope part = hc_scicam part = ca_accelerometer part = SEP_PSE part = SEP_CCIG part = SEP_LRRR } } Looks like I need to add that to the end game. Quote Link to comment Share on other sites More sharing options...
Tynrael Posted December 25, 2016 Share Posted December 25, 2016 2 hours ago, linuxgurugamer said: it doesn't work (the temp fix) I was trying to get this to work yesterday as well, I ended up removing HETTN and manually cleaning out nodes I wasn't using in the ETT cfg. Then I realized I would want an update of the mod and was likely to add more mods that would use parts I had culled out... I edited the 'Eng Tech Tree.cfg' in Notepad++ and just did a replace all of 'hideempty = false' with 'hideempty = true' and that accomplished what I want, getting rid of about 40 empty nodes. I think the issue with HETTN might be due to patches from other mods, looking through some I saw some CTT patches that didn't include Unlocks{}. Just a guess though... @Probus Just a heads up that the 'Nuclear 1_25' node has its title and description swapped. Quote Link to comment Share on other sites More sharing options...
ev0 Posted December 25, 2016 Share Posted December 25, 2016 2 hours ago, Tynrael said: I was trying to get this to work yesterday as well, I ended up removing HETTN and manually cleaning out nodes I wasn't using in the ETT cfg. Then I realized I would want an update of the mod and was likely to add more mods that would use parts I had culled out... I edited the 'Eng Tech Tree.cfg' in Notepad++ and just did a replace all of 'hideempty = false' with 'hideempty = true' and that accomplished what I want, getting rid of about 40 empty nodes. I think the issue with HETTN might be due to patches from other mods, looking through some I saw some CTT patches that didn't include Unlocks{}. Just a guess though... @Probus Just a heads up that the 'Nuclear 1_25' node has its title and description swapped. I fixed any problems with missing Unlocks{} nodes, but you might have had duplicate nodes. My mod uses the MM TechTree file now, so for example KWRocketry and ETT both have a node called "experimentalRocketry". My mod sees the duplicate node and craps out on purpose. I should probably flash a message on screen to show the error more clearly in the future. The good part about using the MM TechTree file is that you can edit it with normal MM patches as much as you want You can check for an error message in the ALT+F12 menu in orange that should show when you have duplicate nodes. It's easiest to find when you first resume your game, and with Extra Debug Logging off (if it's on, it outputs A LOT of extra debug messages). Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 25, 2016 Share Posted December 25, 2016 11 hours ago, ev0 said: I fixed any problems with missing Unlocks{} nodes, but you might have had duplicate nodes. My mod uses the MM TechTree file now, so for example KWRocketry and ETT both have a node called "experimentalRocketry". My mod sees the duplicate node and craps out on purpose. I should probably flash a message on screen to show the error more clearly in the future. This! Definitely needed, and maybe some way to decide which of the dups to keep and use. Quote Link to comment Share on other sites More sharing options...
Rocket88 Posted December 29, 2016 Share Posted December 29, 2016 Any suggestions for setting science percent slider if useing ETT and dmagics Orbital Science? Quote Link to comment Share on other sites More sharing options...
nixeagle Posted December 29, 2016 Share Posted December 29, 2016 2 hours ago, Rocket88 said: Any suggestions for setting science percent slider if useing ETT and dmagics Orbital Science? I tried 20%, but it makes it a horrible grind. I'm using 30% right now and it feels "ok". You really don't get started on the higher nodes until you land on the mun which feels appropriate to me. It really depends on how much you want to grind through science at ksc. With 20% it's really hard to get enough science to both land on the mun and get more science generating items. Quote Link to comment Share on other sites More sharing options...
Probus Posted December 29, 2016 Author Share Posted December 29, 2016 5 hours ago, Rocket88 said: Any suggestions for setting science percent slider if useing ETT and dmagics Orbital Science? I've tried to make it follow the settings in the game. "hard" can be hard and quite unforgiving. I caveat that by saying I don't farm science around the KSC. Quote Link to comment Share on other sites More sharing options...
Rocket88 Posted December 30, 2016 Share Posted December 30, 2016 nixeagle, Probus Thanks for the feedback Quote Link to comment Share on other sites More sharing options...
New Horizons Posted December 30, 2016 Share Posted December 30, 2016 I am working on an integration of Vanguards EVA Parachutes & Ejection Seats. This mod contribute two parts to the techtree, both of them are getting placed correctly in ETT Tree according zu their part files. But they are not part of this ETT Tree file delivered by ETT. (1) Why do parts from the other cfg files delivered by ETT appear in "EngTechTree.cfg" and "ETT_HL Airships.cfg"? (2) Would it be enough to alter "TechRequired =" in my part files, that I want to change or write my own spacific files that only affects "TechRequired =" of my desired parts? Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted January 1, 2017 Share Posted January 1, 2017 @Probus Have you notice yet CTT has added a new technode? RDNode { id = exoticSolarTech title = Exotic Solar Technology description = It folds, it bends, it's cheap, you can put it ANYWHERE! cost = 1500 hideEmpty = False nodeName = ct_exoticSolarTech anyToUnlock = False icon = RDicon_electrics-large pos = -736,440,-1 scale = 0.6 Parent { parentID = cuttingEdgeSolarTech lineFrom = RIGHT lineTo = LEFT } } KSPI-E will make use of it next release. Quote Link to comment Share on other sites More sharing options...
Probus Posted January 1, 2017 Author Share Posted January 1, 2017 Thanks for the heads-up @FreeThinker Quote Link to comment Share on other sites More sharing options...
zanie420 Posted January 2, 2017 Share Posted January 2, 2017 So I had to reinstall.... downloaded the zip from the KSP homepage. Got CKAN and imported my .ckan file. After the mods installed I was able to successfully get to the opening menu, but not start new game. I would become unresponsive until I had to end the task. So I painstakingly went one by one and installed each mod alphabetically, started the game and made sure I could start a new sandbox and career. I have narrowed my issue to the ETT I cannot start a game with it installed Quote Link to comment Share on other sites More sharing options...
ev0 Posted January 2, 2017 Share Posted January 2, 2017 16 hours ago, zanie420 said: So I had to reinstall.... downloaded the zip from the KSP homepage. Got CKAN and imported my .ckan file. After the mods installed I was able to successfully get to the opening menu, but not start new game. I would become unresponsive until I had to end the task. So I painstakingly went one by one and installed each mod alphabetically, started the game and made sure I could start a new sandbox and career. I have narrowed my issue to the ETT I cannot start a game with it installed Send your output_log.txt in the KSP(_x64_)Data folder. Quote Link to comment Share on other sites More sharing options...
zanie420 Posted January 2, 2017 Share Posted January 2, 2017 Well, I just installed it again, started a new career called ETT and it works now. It must have been a conflict with another mod? I swear I had it isolated, I apologize. Has the tree changed? Maybe I added mods and thus new nodes, but I have lines on top of lines! Looks like a spiderweb. Quote Link to comment Share on other sites More sharing options...
ev0 Posted January 3, 2017 Share Posted January 3, 2017 (edited) 12 hours ago, zanie420 said: Well, I just installed it again, started a new career called ETT and it works now. It must have been a conflict with another mod? I swear I had it isolated, I apologize. Has the tree changed? Maybe I added mods and thus new nodes, but I have lines on top of lines! Looks like a spiderweb. It shouldn't look like that, but no one can really help you without the output_log.txt file. And a list of your installed mods at the time, please. Edited January 3, 2017 by ev0 Quote Link to comment Share on other sites More sharing options...
zanie420 Posted January 3, 2017 Share Posted January 3, 2017 (edited) Thanks for responding @ev0 I wasn't sure how to add the text files, and didn't want to post the entire output in this post. So I hope links to my google drive are ok.... Mods list: https://drive.google.com/open?id=0B8elKyUaZnFfS0ZJSUxxTGp4LUU Output_log.txt https://drive.google.com/open?id=0B8elKyUaZnFfQlpzNnQ1by1IZjQ edit: maybe drive is having issues? I logged out and tried to test the links and they don't resolve. It there another suggestion for sharing the output_log.txt. It's too big for pastebin edit2: must just be me, had some user in IRC successfully try the links and they work.... weird Edited January 3, 2017 by zanie420 Quote Link to comment Share on other sites More sharing options...
zanie420 Posted January 3, 2017 Share Posted January 3, 2017 @ev0, I uninstalled HETTN and now my tree looks normal Quote Link to comment Share on other sites More sharing options...
ev0 Posted January 3, 2017 Share Posted January 3, 2017 1 hour ago, zanie420 said: @ev0, I uninstalled HETTN and now my tree looks normal Heh, actually HETTN is my mod and I thought it might be the source of your problem When you resumed your game from the start menu, did you see a message in orange that said you have duplicate nodes? It looks like the picture below. I looked at your logs and you have a bunch of duplicate nodes, so it looks like you have both the ETT and CommunityTechTree installed. If you still would like to hide the empty nodes, delete the CommunityTechTree folder and reinstall my mod. Also, a screenshot of your mod folder might be better than the list you pasted from the logs, since some mods only use MM patches and wouldn't show up in the logs. Quote Link to comment Share on other sites More sharing options...
zanie420 Posted January 3, 2017 Share Posted January 3, 2017 1 minute ago, ev0 said: Heh, actually HETTN is my mod and I thought it might be the source of your problem When you resumed your game from the start menu, did you see a message in orange that said you have duplicate nodes? It looks like the picture below. I looked at your logs and you have a bunch of duplicate nodes, so it looks like you have both the ETT and CommunityTechTree installed. If you still would like to hide the empty nodes, delete the CommunityTechTree folder and reinstall my mod. Also, a screenshot of your mod folder might be better than the list you pasted from the logs, since some mods only use MM patches and wouldn't show up in the logs. Indeed I did see the aforementioned orange script and that is what prompted me to uninstall HETTN to see the effect. I thought you, @Probus, and @FreeThinkerhad recently figured out how to make your mods play nicely together It is highly likely that I misunderstood . KSPI-E is dependent on CTT, while I don't think that ETT has to have it. @Nertea recently updated CTT, if that make a difference. Quote Link to comment Share on other sites More sharing options...
ev0 Posted January 3, 2017 Share Posted January 3, 2017 4 minutes ago, zanie420 said: Indeed I did see the aforementioned orange script and that is what prompted me to uninstall HETTN to see the effect. I thought you, @Probus, and @FreeThinkerhad recently figured out how to make your mods play nicely together It is highly likely that I misunderstood . KSPI-E is dependent on CTT, while I don't think that ETT has to have it. @Nertea recently updated CTT, if that make a difference. Yep, for the vanilla KSPI-E experience it does need the CTT, but you can install the vanilla ETT to overwrite that dependence. BUT, if you would like to use my mod in addition to the ETT then you would actually need to delete the CTT. Modded KSP would usually use the ModuleManager.TechTree file to load the tech tree, but the ETT uses a plugin called "YongeTech_TechTreesPlugin" to load a different tree from a different file. But if you use my mod, I have to force the ETT to go back to using the ModuleManager.TechTree file. That's why you're seeing the spider-y tech tree, since the ETT actually includes every node from the CTT (but with very different values for cost, position, Parents, etc.), so you'll see a lot a duplicates. If you delete the CTT, the problem should disappear. It's super confusing, but I haven't figured out the best way get duplicate nodes to work together besides informing the player to find and remove them Quote Link to comment Share on other sites More sharing options...
doktorstick Posted January 3, 2017 Share Posted January 3, 2017 Howdy. How do you play career mode with ETT? Are the mission control missions no longer a viable avenue for kerbucks? How do you afford parts from technology unlocks? I'm new to Kerbal; first game was vanilla through all 90-point research techs. (Un-)fortunately I'm a bit of a modaholic and immediately scrapped that game for a more-better experience. I'm attempting to use these plus some audio/visual mods via `ckan`. - CLLS 1.2 - CommunityResourcePack 0.6.4.0 - CommunityTechTree 1:3.0.3 - DMagicOrbitalScience 1.3.7 - ETT 2:v20161222 - InterstellarFuelSwitch 2.3.2 - InterstellarFuelSwitch-Core 2.3.2 - KerbalEngineerRedux 1.1.2.8 - KSPInterstellarExtended 1.11.14 - ModuleManager 2.7.5 - SCANsat v16.11 - TakeCommandContinued 1.4.5 - TweakScale v2.3.3 - UniversalStorage 1.2.2.0 - YongeTechTreesPlugin-Revived v20161222 About the only thing I did special on these installs was install ETT after CTT because of KSPI-E. In addition to my career question above, if there's any problem you see with this list that jumps out at you, I would appreciate a heads up. Thanks. Quote Link to comment Share on other sites More sharing options...
RiverRat2800 Posted January 4, 2017 Share Posted January 4, 2017 I've come back to KSP after taking a while off to let all the dust settle from all the updates. I started a new game with ETT and when I went to the r&d screen the tech tree is cluttered and unreadable. It's as if the display is compressed with the lines too close together and overwriting the tech icons. I remember this happening before and reading somewhere in this thread how to fix it, but I haven't been able to come up with the right search terms to find it. Can anyone help me out? Thanks. Quote Link to comment Share on other sites More sharing options...
garwel Posted January 7, 2017 Share Posted January 7, 2017 (edited) So, I'm back to KSP and I tried to run the latest versions of ETT and HETTN again. I got the on-screen warning about a duplicate node, but at least the tree would render more or less ok (I haven't checked all the nodes though). In the output log, I found this: Spoiler [HETTN] Duplicate tech nodes exists with the following IDs: experimentalRocketry Check your mod files for the duplicate nodes and consider contacting the modder(s) to resolve issue. This is for the default ModuleManager tree, not the new HETTN tree with hidden empty nodes. The duplicate nodes are not added to the new tree, but may have modified node position, cost, Parent links, etc. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) So I gather some other mods add the experimentalRocketry node, which causes the issue. Any ideas what it was and how to resolve it? Here is the list of the mods I use: Spoiler [x] Science! (xScience v5.4) Action Groups Extended (AGExt 2.2) Alternate Resource Panel (AlternateResourcePanel v2.9.1.0) B9 Part Switch (B9PartSwitch v1.5.3) CactEye Optics Community (CactEyeCommunity 1.2.2.11) Chatterer (Chatterer 0.9.92) Community Category Kit (CommunityCategoryKit 1.2.1.0) Community Resource Pack (CommunityResourcePack 0.6.5.0) Connected Living Space (ConnectedLivingSpace 1.2.4.1) Contract Configurator (ContractConfigurator 1.22.2) Contract Pack: Bases and Stations (ContractConfigurator-KerbinSpaceStation 1:3.5.3) Contract Pack: Field Research (ContractConfigurator-FieldResearch 1.2.0) Contract Pack: Interplanetary Mountaineer (ContractConfigurator-InterplanetaryMountaineer 1.1) Contract Pack: Kerbal Academy (ContractConfigurator-KerbalAcademy 1.1.6) Contract Pack: Rover Missions (ContractConfigurator-RoverMissionsRedux 0.1.7) Contract Pack: Tourism Plus (ContractConfigurator-Tourism 1.5.2) Contract Pack: Unmanned Contracts (ContractConfigurator-UnmannedContracts 0.3.27) DeepFreeze Continued... (DeepFreeze V0.23.2.0) Distant Object Enhancement (DistantObject v1.8.1) Distant Object Enhancement default config (DistantObject-default v1.8.1) DMagic Orbital Science (DMagicOrbitalScience 1.3.8) Docking Port Alignment Indicator (DockingPortAlignmentIndicator 6.5.2) Engine Lighting (EngineLighting 1.5) Engineering Tech Tree (ETT 2:v20161222) Environmental Visual Enhancements (EnvironmentalVisualEnhancements 2:EVE-1.2-2) EvaFuel (EvaFuel 1.2.3) Extraplanetary Launchpads (ExtraPlanetaryLaunchpads 5.6.0.0) Extraplanetary Launchpads - No More Production (ExtraplanetaryLaunchpads-NoMoreProduction 1.0.0) Final Frontier (FinalFrontier 1.2.7-3080) Firespitter Core (FirespitterCore v7.5.1) Hide Empty Tech Tree Nodes (HideEmptyTechNodes 0.7.4) Impact! (Impact v1.5.0) Interstellar Fuel Switch (InterstellarFuelSwitch 2.3.2) Interstellar Fuel Switch Core (InterstellarFuelSwitch-Core 2.3.2) Kerbal Alarm Clock (KerbalAlarmClock v3.8.3.0) Kerbal Attachment System (KAS 0.6.2.0) Kerbal Engineer Redux (KerbalEngineerRedux 1.1.2.8) Kerbal Inventory System (KIS 1.4.0.0) Kerbal Inventory System - No Fun (KerbalInventorySystemNoFun v0.1.2) Kerbal Joint Reinforcement (KerbalJointReinforcement v3.3.1) Konstruction (Konstruction 0.1.9.0) kOS: Scriptable Autopilot System (kOS 1.0.3) KRASH - Kerbal Ramification Artifical Simulation Hub (simulation mod for KSP) (KRASH 0.5.22.1) KSP AVC (KSP-AVC 1.1.6.2) KSP Craft Organizer (VAB/SPH tags + craft searching) (KspCraftOrganizer 1.4) KSP Interstellar Extended (KSPInterstellarExtended 1.11.15) KW Rocketry Redux (KWRocketryRedux 3.0.24.1) KW Rocketry Redux - Instant Power Response Configs (KWRocketryRedux-InstantPwr 3.0.24.1) MagiCore (MagiCore 1.1.3) ModularFlightIntegrator (ModularFlightIntegrator 1.2.3.0) Module Manager (ModuleManager 2.7.5) Navball Docking Alignment Indicator CE-2 (NavballDockAlignIndCE 1.0.1.1) Near Future Electrical (NearFutureElectrical 0.8.2) Near Future Electrical Core (NearFutureElectrical-Core 0.8.2) Near Future Electrical Extras: Decaying RTGs Patch (NearFutureElectrical-DecayingRTGs 0.8.2) Near Future Propulsion (NearFuturePropulsion 0.8.2) Olympic1's ARP Icons (Olympic1ARPIcons v0.10.12) PersistentRotation (PersistentRotation 1.8.2) PlanetShine (PlanetShine 0.2.5.2) PlanetShine - Default configuration (PlanetShine-Config-Default 0.2.5.2) Precise Maneuver (PreciseManeuver 2:2.2.2)RCS Build Aid (RCSBuildAid v0.9.1) Real Plume (RealPlume 2:v10.5.1) Real Plume - Stock Configs (RealPlume-StockConfigs v0.11.2) Reentry Particle Effect (ReentryParticleEffect 1.2a) REPOSoftTech-Agencies (REPOSoftTech-Agencies V1.4.4.0) REPOSoftTech-KSP Utils (RSTKSPUtils V0.23.1.0) RoverScience Revisited (RoverScienceRevisited 2.2.0) SCANsat (SCANsat v16.11) scatterer (Scatterer 2:v0.0256) ShipManifest (ShipManifest 5.1.3.1) SmokeScreen - Extended FX Plugin (SmokeScreen 2.7.0.0) SpacetuxSA (SpacetuxSA 0.3.12.1) SpaceY Heavy Lifters (SpaceY-Lifters 1.15.1) Stock Visual Enhancements: Scatterer Configs (SVE-Scatterer-Config 2:1.1.4) Stock Visual Enhancements: Sunflare (SVE-Sunflare 2:1.1.4) Stock Visual Enhancements-Medium Res (SVE-MediumResolution 2:1.1.4) Surface Experiment Pack (SurfaceExperimentPack v2.1.3) TakeCommandContinued (TakeCommandContinued 1.4.5) TextureReplacer (TextureReplacer v2.5.4) The Janitor's Closet (JanitorsCloset 0.2.8) Toolbar (Toolbar 1.7.13) Transfer Window Planner (TransferWindowPlanner v1.6.0.0) TriggerAu Flags (TriggerAu-Flags v2.9.1.0) TweakScale - Rescale Everything! (TweakScale v2.3.3) Universal Storage (UniversalStorage 1.2.2.0)USI Core (USI-Core 0.3.6.0)USI Kolonization Systems (MKS/OKS) (UKS 1:0.50.9.0)USI Life Support (USI-LS 0.5.15.0)USI Tools (USITools 0.8.8.0) Waypoint Manager (WaypointManager 2.6.0) YongeTech Tech Trees Plugin Revived (YongeTechTreesPlugin-Revived v20161222) I personally suspect KW Rocketry, NearFuture Propulsion, SpaceY HL, and Interstellar. Edited January 7, 2017 by garwel Quote Link to comment Share on other sites More sharing options...
garwel Posted January 7, 2017 Share Posted January 7, 2017 Also, I'd love to see Station Science Continued integrated into ETT. Quote Link to comment Share on other sites More sharing options...
New Horizons Posted January 8, 2017 Share Posted January 8, 2017 (edited) Hey Kerbonauts: I am looking into the ETT and found at least one anomaly. There is that part SXTNERVAB. It shows up in node nuclearPropulsion but according to ETT.cfg it is supposed to be placed in expNuclearPropulsion. How can this happen? I checked EngTechTree.cfg for repeating items and found 156 anomalies. As far as I understood, each part should be connected to only one Technode. Am I right? Found again in line 76 scienceModule Found again in line 111 OPTdropTank Found again in line 193 SXTProbeGooo Found again in line 194 SXTDepolyRTGII Found again in line 279 Corvus_Exterior Found again in line 442 KspiMoltenSaltReactor Found again in line 655 SXTDLK83EHabitat Found again in line 781 SXTISSHabISK30 Found again in line 793 SXTCrewCabSSP20 Found again in line 1313 LSmallFuelMod Found again in line 1915 SeatHDCommand Found again in line 1970 SmallGearBay Found again in line 2233 SXTX405 Found again in line 2297 SXTWaxWing Found again in line 2567 KW1mFairingPF Found again in line 2569 KW1mFairingPF Found again in line 2570 KW1mFairingPF Found again in line 2684 NBpylonAero2 Found again in line 2744 LMkIIAircaftTail Found again in line 2851 SXTFuel625m Found again in line 2892 SXTlaunchclamp1 Found again in line 3224 KW2mFairingPF Found again in line 3225 KW2mFairingPF Found again in line 3226 KW2mFairingPF Found again in line 3527 LVT15 Found again in line 3672 SXTTriangleRightangle Found again in line 3703 SEP_girder Found again in line 3745 M2X_MantaIntake Found again in line 3762 M2X_InlineIntake Found again in line 3807 SXTOsualRadHull Found again in line 3808 SXTOsualRadHullEnd Found again in line 3810 SXTTriHexagon Found again in line 3813 SXTPipeGLong Found again in line 4116 SXTAirbag Found again in line 4121 MKS_LandingLeg Found again in line 4202 KW3mFairingPF Found again in line 4240 SXTcapsuleshield Found again in line 4243 SXTradialFuel Found again in line 4346 SXTDepolyRTGI Found again in line 4349 KspiMoltenSaltReactor Found again in line 4394 HighGainAntenna Found again in line 4459 SXT16FuelTank Found again in line 4487 SYplate2m1mX0 Found again in line 4661 solarPanelsuncat1 Found again in line 4744 RCSBoonExt Found again in line 4758 SXTVernier885 Found again in line 4766 SXTRCSRack Found again in line 4767 SXTOMS Found again in line 4968 KSCTruckAxleNarrowComplex Found again in line 4970 KSCTruckAxleWideComplex Found again in line 5111 SXTKOPO4E Found again in line 5157 SXTdockingPortVeryLarge Found again in line 5243 IR_RotatronScaleable Found again in line 5244 IR_Rotatronmk2Scaleable Found again in line 5305 SXT32FuelTank Found again in line 5750 B9_Engine_SABRE_S_Body Found again in line 5751 M2X_Precooler Found again in line 5808 L25mSci Found again in line 5810 SXTPipeShort Found again in line 5811 SXTPipeLong Found again in line 6019 investpod Found again in line 6020 Maxurpod Found again in line 6021 neptuno Found again in line 6022 novapod Found again in line 6023 sondex2pod Found again in line 6036 SXTHECSRanger Found again in line 6041 Hedgehog Found again in line 6097 LFUELM3 Found again in line 6105 LSVCM3 Found again in line 6106 LSmallSvcMod Found again in line 6149 AdjustableRailScaleable Found again in line 6150 GantryLargeScaleable Found again in line 6151 GantryLargeScaleableVariant Found again in line 6152 IRPistonScaleable Found again in line 6153 TelescopeFullAScaleable Found again in line 6221 SXTmk2225degree Found again in line 6229 SXTEntenteCordiale Found again in line 6243 SXTmk2225degree Found again in line 6340 SXT625mFuel4 Found again in line 6381 UAEcubplate Found again in line 6389 RLA_small_probe_QBE_gold Found again in line 6396 LprobeFoil Found again in line 6466 SXTK1Decoupler Found again in line 6472 SXTOsualHullLarge Found again in line 6477 KW3mengineWildcarXR Found again in line 6676 ALCOR_LanderCapsule Found again in line 6686 MEMDescentMod Found again in line 6687 MEMLander Found again in line 6688 SXTLander Found again in line 6725 B9_Engine_SABRE_M_Body Found again in line 6766 KspiMoltenSaltReactor Found again in line 6797 NBpylonAero1 Found again in line 6841 SXT375mProbe Found again in line 6849 NH_Core Found again in line 6850 DronePod Found again in line 6851 helperDrone Found again in line 6852 probeStackSmall Found again in line 7025 SXTsolarPanelLarge Found again in line 7080 LMkIIIAircaftFus Found again in line 7081 LMkIIIAircaftFusLong Found again in line 7086 SXTWingLarge Found again in line 7099 mk3Cockpit_Airliner Found again in line 7100 SXTOsualTailLarge Found again in line 7101 i_4m_cockpit_isp Found again in line 7102 i_4m_cockpit_isp Found again in line 7103 a_cockpit Found again in line 7104 mk3Cockpit_Airliner Found again in line 7106 mk3Cockpit_Airliner Found again in line 7107 i_4m_cockpit_isp Found again in line 7108 mk3Cockpit_Airliner Found again in line 7109 mk3_shuttle_noseCone Found again in line 7111 i_4m_cockpit_isp Found again in line 7629 SXTK1Decoupler2 Found again in line 7702 SXT5mTank0cap Found again in line 7852 SXTNK21BlockV Found again in line 7854 SXT64FuelTank Found again in line 8086 FNFissionFusionCatReactorMk1 Found again in line 8087 FNFissionFusionCatReactorMk1 Found again in line 8088 FNFissionFusionCatReactorMk1 Found again in line 8089 FNFissionFusionCatReactorMk1 Found again in line 8192 FNFissionFusionCatReactorMk1 Found again in line 8193 TweakableAntimatterReactorUpgradeA Found again in line 8194 TweakableAntimatterReactorUpgradeA Found again in line 8195 FNFissionFusionCatReactorMk1 Found again in line 8196 FNFissionFusionCatReactorMk1 Found again in line 8197 TweakableAntimatterReactorUpgradeA Found again in line 8198 FNFissionFusionCatReactorMk1 Found again in line 8199 TweakableAntimatterReactorUpgradeA Found again in line 8231 SXTNERVA Found again in line 8234 DustyPlasmaMk2 Found again in line 8237 KspiPebbleBed Found again in line 8267 KspiPebbleBed Found again in line 8269 DustyPlasmaMk2 Found again in line 8289 MKS_LightGlobe Found again in line 8290 MKS_LandingWheel_Side Found again in line 8300 B9_Body_Adapter_Mk2_125m_Bicoupler Found again in line 8339 FSbiPlaneSkid Found again in line 8340 FSbiplaneCockpit Found again in line 8341 FSbiPlaneWingCenter Found again in line 8342 FSbiPlaneWingMain Found again in line 8343 FSbiPlaneWingRound Found again in line 8344 FSbiPlaneWingShort Found again in line 8345 FSbiPlaneWingTip Found again in line 8346 FSbiPlaneTail Found again in line 8363 B9_Body_Mk1_Fuselage_400m Found again in line 8490 NBinstake0m Found again in line 8491 FSbiPlaneAileron Found again in line 8492 FSbiPlaneElevator Found again in line 8493 FSbiPlaneRudder Found again in line 8568 NB0mtankJet1 Found again in line 8654 NBjetBasic0m Found again in line 8686 NBjetTurbo0m Found again in line 8719 NBintakeBasic0m Found again in line 8784 turboRamJet Found again in line 8785 turboRamJet Found again in line 8826 B9_Engine_SABRE_Intake_S Edited January 8, 2017 by New Horizons Quote Link to comment Share on other sites More sharing options...
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