Beetlecat Posted October 29, 2021 Share Posted October 29, 2021 3 hours ago, Spaceman.Spiff said: Sorry to hear that Im glad we got all the stuff that we did though. thanks for all your great work! Lastly, is it safe to download the master? It looks like there’s a few extra bits of compatibility that isn’t in the latest release. I'd say go for it! It's what I'm using. Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted October 29, 2021 Share Posted October 29, 2021 57 minutes ago, Beetlecat said: I'd say go for it! It's what I'm using. Same here, I am using kiwi and seeing no issues. Well... there are two nodes down the tree overlaping somewhat, but they work. What saddens me is the lack of future maintainance. I hope someone pick this up. Quote Link to comment Share on other sites More sharing options...
CessnaSkyhawk Posted October 30, 2021 Share Posted October 30, 2021 On 10/29/2021 at 1:30 AM, hemeac said: Just wanted to pop in here to basically to admit to myself that KTT is functionally dead at this point (or at least my involvement with it). I had a glimmer of hope that I could keep my interest going with it a few months ago, but have been busy with work and other hobbies. Just looking at my schedule for upcoming work and it isn't likely to get any better for awhile. My job involves text editors and spreadsheets, so my mind is usually craving other form of entertainment when I log off from work. So if anyone wants to take on this project or just cannibalize it for your projects, feel free to go ahead and not worry about asking my permission first. I also want to thank everyone again, it was a lot of fun to have a chance to contribute something to KSP and hope you got some entertainment out of it. No, thank you for all the great times @hemeac!!! KTT really was a ground-breaking tech tree and I enjoyed playing around with it! Beyond that, it was KTT which gave me the inspiration and base ideas which eventually led to my Skyhawk Science System, so I think you'll be happy to hear that the KTT's legacy will continue to live on through it! Quote Link to comment Share on other sites More sharing options...
Luuk37 Posted November 16, 2021 Share Posted November 16, 2021 Is this mod discontinued? I really enjoyed playing with this mod, but no update since december 2020? Quote Link to comment Share on other sites More sharing options...
CessnaSkyhawk Posted November 16, 2021 Share Posted November 16, 2021 11 hours ago, Luuk37 said: Is this mod discontinued? I really enjoyed playing with this mod, but no update since december 2020? Yes - if you read up a few posts , the mod author has officially discontinued it. Quote Link to comment Share on other sites More sharing options...
Darkherring Posted December 4, 2021 Share Posted December 4, 2021 On 11/16/2021 at 6:42 AM, Luuk37 said: Is this mod discontinued? I really enjoyed playing with this mod, but no update since december 2020? You can get the later version from GitHub from July 2021. But still - sadly the development ended Quote Link to comment Share on other sites More sharing options...
baldamundo Posted December 18, 2021 Share Posted December 18, 2021 This is a relaly fantastic tech tree! The work you've done patching everything to fit together (especially all the Kerbalism patches!) is really priceless! Anyone have any recommendations for a contract pack progression to go with this? Haven't found a contract pack that really satisfied me since SETI stopped being updated, which was years ago now. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted December 20, 2021 Share Posted December 20, 2021 I dared to quickly adapt the patches for "RN_US_Rockets (only Aerobee)" that I already did for SkyhawkScienceSystem to KTT:https://github.com/hemeac/kiwiTechTree/pull/110/files I hope that it's good enough this way. Quote Link to comment Share on other sites More sharing options...
baldamundo Posted December 23, 2021 Share Posted December 23, 2021 Has anyone else had issues with the creature storage experiments patched into some of the Tantares parts with this mod + Kerbalism? Even on launch they claim to be already depleted, so can never be run. Have had a look at the config files, but don't fully understand how Kerbalism experiments with solid samples are supposed to be set up. Although it's probably already a mistake that these are sample return experiments, since the part they're assigned to (part of the equivalent to one of the Soviet Venera probes) is one that historically wasn't used for or capable of return to Earth. This is what's added to the part: @PART[4mv_science_container_s0_1]:NEEDS[FeatureScience,TantaresSP]:FIRST // Amethyst Size 0 Science Container { @techRequired = engineering101 @crashTolerance = 8 %gTolerance = 15 MODULE { name = Configure title = Living Creature Experiments } } @PART[4mv_science_container_s0_1]:NEEDS[TantaresSP,FeatureScience]:AFTER[zzzKerbalismDefault] { MODULE { name = HardDrive experiment_id = kiwi_insectStorage dataCapacity = 0 sampleCapacity = 1 } } which already i think i can see a mistake - because the Configure Experiments module gives you a choice between kiwi_insectStorage, kiwi_animalStorage, kiwi_insectRadiation, and kiwi_animalRadiation, but only adds storage for kiwi_insectStorage. But it seems like there must be an additional problem, because even the kiwi_insectStorage experiment claims to be depleted upon vessel launch. Additionally, the set-up for the Dust Analysis experiments seems poorly designed? They have a different result for each biome from low orbit, but the experiment takes almost 4h to run, and each part only contains one sample. So unless I'm missing something, this works really poorly with the way Kerbalism's systems are set up and makes it really time consuming and finicky. It takes four hours to run per biome, but in low orbit, you'll only spend a few minutes or even just seconds over each biome at a time - and you can only have one version of the part running at a time, and each has only one sample processing one biome at a time - so the so the experiment has to stop and start constantly in a really inefficient way. Either you need to constantly manually stop and start and shuffle around storage, or it takes much longer than it should need to. Quote Link to comment Share on other sites More sharing options...
goober_one Posted May 6, 2023 Share Posted May 6, 2023 I know this is discontinued and all, but there's a bug that might (MIGHT) be able to be fixed by configs from you guys. I found that Tantares parts keep their positions in the stock tech tree instead of intended spots, and since this is probes before crew... that's a problem. For example, the Andromeda capsule comes at start as well as a lot of other parts that I'd rather not have so early. BDB is clearly not supported and I know that, but does anyone have a config to fix the main problem and maybe add some compatibility with BDB? Fairly certain that Tantares is supported but maybe the config just... isn't. I saw the file for Tantares compatibility as well as the positions for the parts in the tech tree, but for some reason it's not overriding and staying with the stock tech tree positions. Quote Link to comment Share on other sites More sharing options...
Saturn1234 Posted October 15, 2023 Share Posted October 15, 2023 I'm having a problem with Restock+ parts replacing Making History. They were misplaced (I fixed that already) and also don't have upgrades. Don't know how to fix it? Alternatively, do you know of any other issues with Restock+ or Kerbalism? (I know it's not being developed anymore) Quote Link to comment Share on other sites More sharing options...
planeticegaming Posted September 11 Share Posted September 11 hey does anyone know if blueshift and other end game warp drive mods work? Quote Link to comment Share on other sites More sharing options...
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