DatBoi Posted June 30, 2020 Share Posted June 30, 2020 Hey @_Zee! How goes work? Did the trend continue downward as you predicted? Also, do you have any idea of when you'll be able to go through the monotony of rewriting and recompiling the mod? Cheers. Quote Link to comment Share on other sites More sharing options...
_Zee Posted July 9, 2020 Author Share Posted July 9, 2020 (edited) Terribly sorry for the delay everyone. That's 2 KSP updates now and no release date in sight. Because of the following reasons: 1) I don't want to see this mod die and people lose yet another Probes before Crew techtree option 2) people have offered to help in the past 3) I specifically released all versions of this mod via the MIT license for easy takeover , I am officially requesting help from this wonderful modding community to get this mod updated and patched to working standard with the current 1.10 release of KSP. For now, I'm only asking for help with getting the mod updated to the current release of KSP, no new mod support patches. This includes a) updating any of the pre-existing mod support patches to match changes made by those mod authors as needed, b) updating pre-existing vanilla part patches as needed, c) introducing new vanilla part patches for parts introduced in 1.9 and 1.10 d) updating AVC files e) (?)update science(?) not too sure, haven't been able to play with the new science modules at all yet. "As Needed" means the bare minimum change needed to solve any compatibility/thematic issues with KSP 1.10 or supported mods. Another thing people have been asking for quite some time is GitHub. Looks like it's finally time to make it happen. Bare with me while I learn the interface if you try to interact with me on it.https://github.com/Axiom-Zee/ProbesBeforeCrew Depending on how this goes and if there is interest, I might start accepting submissions for mod support patches in the future. Maybe I can still grow the mod and maintain its cohesiveness by acting as a curator and not just the sole constructor. That would be cool. Edited July 9, 2020 by _Zee Quote Link to comment Share on other sites More sharing options...
Cruesoe Posted July 9, 2020 Share Posted July 9, 2020 @_Zee Scansat was updated so your ScanSat patch is no longer required, I believe the ScanSat new parts (15 in total) are nicely placed already. Spoiler scansat-multi-modis-1 basicScience 4 scansat-radar-poseidon-3b-1 basicScience 4 scansat-radar-seasat-1 electrics 5 scansat-multi-abi-1 spaceExploration 5 scansat-recon-ikonos-1 precisionEngineering 6 scansat-sar-paz-1 advElectrics 6 scansat-resources-crism-1 advExploration 6 scansat-recon-worldview-3-1 unmannedTech 7 scansat-exomars-1 fieldScience 7 scansat-resources-mise-1 scienceTech 7 scansat-sar-radarsat-2-1 largeElectrics 7 scansat-multi-msi-1 advUnmanned 8 scansat-recon-kh11-1 largeUnmanned 9 scansat-resources-hyperion-1 experimentalScience 9 scansat-sar-tandem-l-1 experimentalElectrics 9 Quote Link to comment Share on other sites More sharing options...
Livingfood Posted July 24, 2020 Share Posted July 24, 2020 On 7/8/2020 at 7:08 PM, _Zee said: Terribly sorry for the delay everyone. That's 2 KSP updates now and no release date in sight. Thanks for the update. I've been waiting to continue my campaign in 1.10 as I've really been enjoying your tech tree and mission progress. Hopefully it can get updated for at least vanilla 1.10 soon, thanks again! Quote Link to comment Share on other sites More sharing options...
lokee81 Posted August 1, 2020 Share Posted August 1, 2020 On 7/9/2020 at 4:08 AM, _Zee said: Terribly sorry for the delay everyone. That's 2 KSP updates now and no release date in sight. Because of the following reasons: 1) I don't want to see this mod die and people lose yet another Probes before Crew techtree option 2) people have offered to help in the past 3) I specifically released all versions of this mod via the MIT license for easy takeover , I am officially requesting help from this wonderful modding community to get this mod updated and patched to working standard with the current 1.10 release of KSP. For now, I'm only asking for help with getting the mod updated to the current release of KSP, no new mod support patches. This includes a) updating any of the pre-existing mod support patches to match changes made by those mod authors as needed, b) updating pre-existing vanilla part patches as needed, c) introducing new vanilla part patches for parts introduced in 1.9 and 1.10 d) updating AVC files e) (?)update science(?) not too sure, haven't been able to play with the new science modules at all yet. "As Needed" means the bare minimum change needed to solve any compatibility/thematic issues with KSP 1.10 or supported mods. Another thing people have been asking for quite some time is GitHub. Looks like it's finally time to make it happen. Bare with me while I learn the interface if you try to interact with me on it.https://github.com/Axiom-Zee/ProbesBeforeCrew Depending on how this goes and if there is interest, I might start accepting submissions for mod support patches in the future. Maybe I can still grow the mod and maintain its cohesiveness by acting as a curator and not just the sole constructor. That would be cool. How can I help? Quote Link to comment Share on other sites More sharing options...
GJNelson Posted August 17, 2020 Share Posted August 17, 2020 @_Zee Thanks for looking into updating this mod. I really like the concept of having probes before crew for launch vehicles. I use the "History of Spaceflight Pocket Edition" mod and it's starts out with the early unmanned space launches, so this mod really helps with using this mod. I've edited the Stayputnik probe to appear at start, along with a transition adapter for .625 to 1.25 diameters parts. Also, thank you to any who help get this caught up and updated to KSP v1.10.1 and the various mods. Quote Link to comment Share on other sites More sharing options...
dresoccer4 Posted October 18, 2020 Share Posted October 18, 2020 hey all. trying to catch up on this mod and reading through the forum after not playing KSP for a year.... does this work in latest edition? thanks! Quote Link to comment Share on other sites More sharing options...
Kerbocracy Posted October 18, 2020 Share Posted October 18, 2020 1 hour ago, dresoccer4 said: hey all. trying to catch up on this mod and reading through the forum after not playing KSP for a year.... does this work in latest edition? thanks! Currently using it for 1.10.1 and it seems to work but having read the last few pages I expect some things could be borked. I currently have remotetech and NF installed and stuff -seems- ok. However thinking back I had at least one instance of an unlocked part not appearing available in VAB. So it probably needs an update... the part progression seems really nice though. I love starting unmanned with remotetech! Quote Link to comment Share on other sites More sharing options...
dresoccer4 Posted October 18, 2020 Share Posted October 18, 2020 7 minutes ago, Kerbocracy said: Currently using it for 1.10.1 and it seems to work but having read the last few pages I expect some things could be borked. I currently have remotetech and NF installed and stuff -seems- ok. However thinking back I had at least one instance of an unlocked part not appearing available in VAB. So it probably needs an update... the part progression seems really nice though. I love starting unmanned with remotetech! thanks. i just discovered this addon:UnKerballed Start v1.2.0 and it seems to be doing the trick as well Quote Link to comment Share on other sites More sharing options...
Neebel Posted February 7, 2021 Share Posted February 7, 2021 Any chance this gets a 1.11 update sometime in the future? Quote Link to comment Share on other sites More sharing options...
Tacombel Posted February 7, 2021 Share Posted February 7, 2021 2 hours ago, Neebel said: Any chance this gets a 1.11 update sometime in the future? I'm using it in 1.11.1 with no noticeable problem. Quote Link to comment Share on other sites More sharing options...
Neebel Posted February 8, 2021 Share Posted February 8, 2021 9 hours ago, Tacombel said: I'm using it in 1.11.1 with no noticeable problem. Oh, nice Quote Link to comment Share on other sites More sharing options...
Artur G. Posted February 13, 2021 Share Posted February 13, 2021 Hi. I'm old player since v. 0.23, maybe 0.24 (i don't remember). Now i'm playing with 1.11.1 and start using PBC. I was accept contract to explore Mun. When i was make flyby Mun with probe (once i make even orbit around Mun), i did not received any cash or science. This is the problem with version KSP or i do anything wrong? Sorry, but i don't speak english. Quote Link to comment Share on other sites More sharing options...
modus Posted February 14, 2021 Share Posted February 14, 2021 Pbc in itself doesn't do anything with contracts, so the problem is probably caused by the contract pack, or something else. Are you sure you've met al the requirements for the contract? Quote Link to comment Share on other sites More sharing options...
Artur G. Posted February 14, 2021 Share Posted February 14, 2021 Problem is solved. My craft don't was tagged as PROBE - i don't now why is tagged RELAY. Sorry for my mistake Quote Link to comment Share on other sites More sharing options...
UltraJohn Posted April 19, 2021 Share Posted April 19, 2021 (edited) For some reason when this mod is installed, it causes my framerate to drop until I purchase the part "CRSY Light Scanning Arm" (from breaking ground expansion), which when is purchased the framerate is fixed again. This doesn't happen when i remove the mod. I noticed an older mod "SETI-Contracts" had the same issue. I suspect it must be the contracts affecting this part? Edit: Further testing leads me to believe the issue lies in the config files in the ProbesBeforeCrew/Contract Pack folder. Removing these solves the issue. Not sure how it affects framerate so much. Hope someone can help me figure it out. Edited April 19, 2021 by John007qwe Quote Link to comment Share on other sites More sharing options...
256 Posted May 20, 2021 Share Posted May 20, 2021 So I'm doing a no-revert no-quicksave hard mode career using Probes Before Crew, and I just wanted to say that it's been delightful. I've got my science slider and my funds slider both set to 60% and, while both science and funds have been tight, I haven't found it to be oppressive at all. The above is a video explaining all the mods I'm using, and the below is a link to my first successful Mun mission in this career. Quote Link to comment Share on other sites More sharing options...
assasin172 Posted June 2, 2021 Share Posted June 2, 2021 (edited) Does contract part of this mod work for you guys? (mod it self seems working fine) But contract doesn't complete (for example - launch first craft > I tried all the parts I have but it doesn't even register that I had launched) Any idea how to fix or debug this? Version is 1.10.1 Edited June 2, 2021 by assasin172 Quote Link to comment Share on other sites More sharing options...
256 Posted June 2, 2021 Share Posted June 2, 2021 Is your vessel set to type "Probe" in the Tracking Center, rather than type "Rover" or "Relay"? Having the wrong type set has been the source of 100% of my problems with the PBC missions. That said, if new development ever happens on this, I would love to see the "Probe" type requirement simply changed to using crew-capacity=0. Quote Link to comment Share on other sites More sharing options...
assasin172 Posted June 2, 2021 Share Posted June 2, 2021 5 hours ago, 256 said: Is your vessel set to type "Probe" in the Tracking Center, rather than type "Rover" or "Relay"? Having the wrong type set has been the source of 100% of my problems with the PBC missions. That said, if new development ever happens on this, I would love to see the "Probe" type requirement simply changed to using crew-capacity=0. I had it set properly. Tho it didn't even register "flying" parameter Quote Link to comment Share on other sites More sharing options...
Crixomix Posted July 9, 2021 Share Posted July 9, 2021 Is there a place we can find the celestial body defaults vs. what this mod changes them to? I plan on using this with JNSQ and am wondering if I may need to tweak some of the numbers myself. Quote Link to comment Share on other sites More sharing options...
modus Posted July 9, 2021 Share Posted July 9, 2021 Think you're in the wrong thread here This mod changes the tech tree, not the planets... Quote Link to comment Share on other sites More sharing options...
_Zee Posted August 5, 2021 Author Share Posted August 5, 2021 (edited) @modus That's incorrect. This mod does indeed change the celestial body income values. @Crixomix The breakdown of the vanilla values vs. modded values can be found in the "More Details" spoiler tag on the front page post. For anyone wondering about the mods usability with the most up to date version of KSP (1.12.2 as of writing this), there have been multiple reports now that PBC is working without any critical bugs. In fact I haven't seen any reports of anything really out of place at all. Any new parts added by Supported Mods since my last release could possibly be misaligned with PBC's design, but I'm not aware of anything game-breaking there. I have not revisited the mod since my last post in 2020 and to be completely honest I probably won't with the release of KSP 2 coming up soon. I'm also currently working another software project of mine that will be a much bigger undertaking than this mod was, so I think its safe to call this mod "Finished" (Who knows, maybe one of these days i'll get an itch to get everything updated one last time). The invitation to any interested party in taking over maintenance of PBC to get it in sparkling condition for the current release of KSP still stands, and the MIT license grants you permission to do it without even needing to ask me. But by all accounts the mod is working great on 1.12 as is. All are welcome to continue posting bug reports, request for help, personal patches and fixes that you wanna share. Thanks for all the support while this mod was at its peak everyone! Edited August 5, 2021 by _Zee Quote Link to comment Share on other sites More sharing options...
_Zee Posted August 5, 2021 Author Share Posted August 5, 2021 (edited) On 5/20/2021 at 5:26 AM, 256 said: So I'm doing a no-revert no-quicksave hard mode career using Probes Before Crew, and I just wanted to say that it's been delightful. I've got my science slider and my funds slider both set to 60% and, while both science and funds have been tight, I haven't found it to be oppressive at all. The above is a video explaining all the mods I'm using, and the below is a link to my first successful Mun mission in this career. I love the videos by the way!! Thanks for including my mod. I've watched quite a few of them from your series now and I can see that everything in PBC is still working great, including the contract packs which is awesome. Edited August 5, 2021 by _Zee Quote Link to comment Share on other sites More sharing options...
modus Posted August 6, 2021 Share Posted August 6, 2021 11 hours ago, _Zee said: @modus That's incorrect. This mod does indeed change the celestial body income values. Oh yeah, my bad, been playing with your great mod for ages so totally forgot it changes stock Quote Link to comment Share on other sites More sharing options...
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