TaintedLion Posted January 9, 2022 Share Posted January 9, 2022 58 minutes ago, bigyihsuan said: it does, but my info windows were erased for some reason so i had to remake them as custom windows from the presets Do I need a new save for it to work? Quote Link to comment Share on other sites More sharing options...
bigyihsuan Posted January 9, 2022 Share Posted January 9, 2022 31 minutes ago, TaintedLion said: Do I need a new save for it to work? Honestly I have no idea what's going on with my patch and it needs to be tested to verify it actually works and whether or not unlocking mechjeb in the correct node will do anything AND I just noticed that the selector in the repo is "MechJeb2-dev", but I have MechJeb installed under "MechJeb2". Maybe this is why MechJeb support wasn't working for me initially. Quote Link to comment Share on other sites More sharing options...
TaintedLion Posted January 9, 2022 Share Posted January 9, 2022 2 minutes ago, bigyihsuan said: I just noticed that the selector in the repo is "MechJeb2-dev", but I have MechJeb installed under "MechJeb2". Maybe this is why MechJeb support wasn't working for me initially. Hmm, I have Mechjeb downloaded from CKAN, do I need to download the dev branch manually? Quote Link to comment Share on other sites More sharing options...
bigyihsuan Posted January 9, 2022 Share Posted January 9, 2022 23 minutes ago, TaintedLion said: Hmm, I have Mechjeb downloaded from CKAN, do I need to download the dev branch manually? I think the quick fix would be to add "-dev" to your MechJeb folder, and report back to see if it works if you can see the MechJeb part upgrades in the tech tree, then that means the patches work Quote Link to comment Share on other sites More sharing options...
TaintedLion Posted January 9, 2022 Share Posted January 9, 2022 1 hour ago, bigyihsuan said: I think the quick fix would be to add "-dev" to your MechJeb folder, and report back to see if it works if you can see the MechJeb part upgrades in the tech tree, then that means the patches work Okay so I didn't see the upgrades in the tech tree, but it works. The icons in the Toolbar mod are pink though, but I can live with that. Quote Link to comment Share on other sites More sharing options...
eberkain Posted January 9, 2022 Share Posted January 9, 2022 FYI, mechjeb already has a feature to unlock all the functions for free, just create an empty folder called MechJebUnlocked in GameData. Quote Link to comment Share on other sites More sharing options...
TaintedLion Posted January 9, 2022 Share Posted January 9, 2022 Is this compatible with RSS? Quote Link to comment Share on other sites More sharing options...
bigyihsuan Posted January 9, 2022 Share Posted January 9, 2022 1 hour ago, TaintedLion said: Is this compatible with RSS? According to the Planet Pack Support wiki page, looks like RSS should work. I'm doing GPP which isn't on the list, but I've been doing fine in that save (probably because of the Iota essentially being subbed in for the Mun/Moon). Any planet pack that has a Mun/Moon-like moon to the starting planet and has stock-like science values could probably work with the tree, since the tree (and BDB) has the Kane parts right about when you've exhausted all the science you can get with probes from the Moon. Quote Link to comment Share on other sites More sharing options...
TaintedLion Posted January 9, 2022 Share Posted January 9, 2022 4 minutes ago, bigyihsuan said: According to the Planet Pack Support wiki page, looks like RSS should work. I'm doing GPP which isn't on the list, but I've been doing fine in that save (probably because of the Iota essentially being subbed in for the Mun/Moon). Any planet pack that has a Mun/Moon-like moon to the starting planet and has stock-like science values could probably work with the tree, since the tree (and BDB) has the Kane parts right about when you've exhausted all the science you can get with probes from the Moon. It says KSRSS works, not full-scale RSS. Quote Link to comment Share on other sites More sharing options...
bigyihsuan Posted January 9, 2022 Share Posted January 9, 2022 I'd imagine if you install SMURFF/Real Fuels and configure it for RSS you'd probably have the same experience as stock+KSRSS. Quote Link to comment Share on other sites More sharing options...
CessnaSkyhawk Posted January 11, 2022 Author Share Posted January 11, 2022 On 1/8/2022 at 7:50 AM, eberkain said: cryotanks and restock are both on the supported mods list, so i would assume they have been checked out. I do get these caused by the hypergolics patch. [ERR 18:46:04.515] Error - Cannot parse variable search when replacing (%) key lfo_volume = #$RESOURCE[LiquidFuel]/maxAmount$ [ERR 18:46:04.516] Error - Cannot parse variable search when replacing (%) key ox_volume = #$RESOURCE[Oxidizer]/maxAmount$ [WRN 18:46:04.516] Cannot find key lfo_volume in PART [ERR 18:46:04.516] Error - Cannot parse variable search when inserting new key amount = #$/lfo_volume$ [WRN 18:46:04.516] Cannot find key lfo_volume in PART [ERR 18:46:04.516] Error - Cannot parse variable search when inserting new key maxAmount = #$/lfo_volume$ [WRN 18:46:04.516] Cannot find key ox_volume in PART [ERR 18:46:04.516] Error - Cannot parse variable search when inserting new key amount = #$/ox_volume$ [WRN 18:46:04.516] Cannot find key ox_volume in PART [ERR 18:46:04.516] Error - Cannot parse variable search when inserting new key maxAmount = #$/ox_volume$ not sure if anyone else is seeing the same, may be one of the part mods I'm using causing the issue. . EDIT: This is caused by something in Rational Resources Squad option on CKAN. I wouldn't recommend adding in any of the Rational Resource addons that modify fuel tankage, as SSS already has a catch-all patch which should hit every tank, so it's pretty liable to have issues when it interacts with them. Also, CKAN in general, at least in my experience, seems to lead to more errors than manual installs for whatever reason. On 1/9/2022 at 5:08 PM, TaintedLion said: Is this compatible with RSS? I'll investigate compatibility right now - I think I just need to add on a RSS term in the needs block for KSRSS as the bodies are all the same, just with different sizes. I don't know, however, how the hypergolic tankage and engines will interact with mods such as SMURFF I'm going to be looking into the mechjeb issue today or tommorow, and will try and have a full patch out then. Quote Link to comment Share on other sites More sharing options...
eberkain Posted January 11, 2022 Share Posted January 11, 2022 Any thoughts on using Better SRBs with this? Quote Link to comment Share on other sites More sharing options...
KeaKaka Posted January 11, 2022 Share Posted January 11, 2022 Issue with the BDB Titan III Transtage: Quote Link to comment Share on other sites More sharing options...
CessnaSkyhawk Posted January 11, 2022 Author Share Posted January 11, 2022 12 hours ago, eberkain said: Any thoughts on using Better SRBs with this? It shouldn't have any issues as I don't touch solid rocket boosters aside from placing them. However the custom SRBs it adds wouldn't be placed. I'll look into adding support though. 11 hours ago, KeaKaka said: Issue with the BDB Titan III Transtage: I've loaded up an instance to investigate, but I'm not seeing anything on my transtage. What mods do you have installed? Quote Link to comment Share on other sites More sharing options...
eberkain Posted January 11, 2022 Share Posted January 11, 2022 what do you recommend for the science reward % setting? I can get 50 science on my very first launch with just transmitting telemetry. With less than 10 launches I was able to completely research all of the sub 100 nodes. There are so many experiments that can transmit data that there really isn't any choice to be made in progression, there is plenty of science available to just research everything in each tier. I really am enjoying the mod, you did a great job with it. Am I correct in understanding that all mods will have to have configs for their parts to show up at all in this tree? Quote Link to comment Share on other sites More sharing options...
CessnaSkyhawk Posted January 11, 2022 Author Share Posted January 11, 2022 2 minutes ago, eberkain said: what do you recommend for the science reward % setting? I can get 50 science on my very first launch with just transmitting telemetry. With less than 10 launches I was able to completely research all of the sub 100 nodes. There are so many experiments that can transmit data that there really isn't any choice to be made in progression, there is plenty of science available to just research everything in each tier. I really am enjoying the mod, you did a great job with it. Am I correct in understanding that all mods will have to have configs for their parts to show up at all in this tree? I recommend a 100% science rewards, but what you seem to be experiencing seems to be quite a bit higher that what I've seen. By chance, are you in a stock size solar system or a 2.5x scale solar system? The science values tend to be balanced more around 2.5x scale by default, so if you are at a stock scale I'd recommend lowering the reward% a decent bit. And yes, you are correct that all mods will need configs to show up - I am looking into setting up a emergency patch to allow for unsupported mods to still show up. Quote Link to comment Share on other sites More sharing options...
CessnaSkyhawk Posted January 11, 2022 Author Share Posted January 11, 2022 (edited) Version 1.0.1 - "Whoops!" Mod Support and Enhancements MOAR Station Science Support Kip Docking Ports Support Improved support for Procedural Parts and Procedural Fairings RSS science value support Bugfixes BDB Contract support fixed MechJeb Feature unlocks properly placed on tech tree Hypergolics added to NF Exploration Tanks Poodle Engine made hypergolic and moved to proper node Edited January 11, 2022 by CessnaSkyhawk Quote Link to comment Share on other sites More sharing options...
eberkain Posted January 11, 2022 Share Posted January 11, 2022 48 minutes ago, CessnaSkyhawk said: I recommend a 100% science rewards, but what you seem to be experiencing seems to be quite a bit higher that what I've seen. By chance, are you in a stock size solar system or a 2.5x scale solar system? The science values tend to be balanced more around 2.5x scale by default, so if you are at a stock scale I'd recommend lowering the reward% a decent bit. And yes, you are correct that all mods will need configs to show up - I am looking into setting up a emergency patch to allow for unsupported mods to still show up. I am playing on JNSQ Quote Link to comment Share on other sites More sharing options...
KeaKaka Posted January 11, 2022 Share Posted January 11, 2022 2 hours ago, CessnaSkyhawk said: I've loaded up an instance to investigate, but I'm not seeing anything on my transtage. What mods do you have installed? Modslist in the spoiler below: Spoiler 000_ClickThroughBlocker 000_TexturesUnlimited 001_ToolbarControl B9PartSwitch BDBNIC Benjee10_sharedAssets Benjee10_shuttleOrbiter Benjee10_Suits Bluedog_DB Bluedog_DB_Extras CommunityCategoryKit CommunityResourcePack ConformalDecals CrewLight CryoEngines CryoEnginesNFLV CryoEnginesRestock CryoTanks CustomPreLaunchChecks DeployableEngines DistantObject DMagicScienceAnimate DynamicBatteryStorage EditorExtensionsRedux EngineIgnitor EngineLightRelit EnvironmentalVisualEnhancements HabTech2 HabTechProps htRobotics JNSQ KerbalKonstructs KerbinSideRemastered Knes Kopernicus Kronometer KSCExtended KSP_PartVolume MandatoryRCS MechJeb2 ModularFlightIntegrator ModularLaunchPads NearFutureExploration NearFutureLaunchVehicles NearFutureProps NearFutureSolar NeptuneCamera NF_Realism OSSNTR Patches PersistentRotation PhotonCorp PlanetShine RationalResources RealPlume RealPlume-Stock reDIRECT ReStock ReStockPlus RestockRigidLegs SCANsat scatterer Shabby SimpleAdjustableFairings SkyhawkScienceSystem SmokeScreen SOCKrecolored SpaceTuxLibrary Quote Link to comment Share on other sites More sharing options...
RKunze Posted January 11, 2022 Share Posted January 11, 2022 I am currently developing a MM patch set that changes kOS integration in SSS. The basic idea is to add a kOSProcessor module to most crewed capsules and probe cores - basically another "kOS for All!" mini-mod, but depending on and balanced for SSS: The performance data of the kOSProcessor (disk space, EC usage per instruction, added mass, ...) depends on the tech tree level where the part is unlocked (processors in earlier probes/capsules are heavier, use more EC per instruction, have smaller disks, and maybe are more expensive). If possible, the kOSProcessor module in each capsule/probe core can be added/dropped via PAW in the VAB (this depends on if I can get B9PartSwitch to reliably switch the kOSProcessor module on/off - support for this is labeled as "highly experimental" in the B9PartSwitch wiki). I can do this either as an integral part of SSS, or as a separate add-on mini mod that depends on SSS,. My personal preference at the moment is to do a separate mini-mod because this gives users more choice. What is your (especially @CessnaSkyhawk) take on this idea? Quote Link to comment Share on other sites More sharing options...
eberkain Posted January 12, 2022 Share Posted January 12, 2022 (edited) Ok, I think I am sold on using this as the base for playing a new career game. I did a thorough mod list and cross referenced everything on the supported mods list to see what the situation is, what I could drop and what I should add from the list. These are the things that I had on my list that do not have support, but have parts. TAC Life Support - not sure how many parts are included in this, but there are a decent number. I don't think there are any life support mods on the supported list? I'd be go with going with just about any of them, they all have ups and downs. B9 Aerospace Procedural Wings - Fork - I'm pretty sure it is only like 6 parts, with AirplanePlus in the list, could probably just drop it, but I do really love the control you get with it. will probably just drop it. Better SR Bs - as you said, there are some boosters added by the mod, but mostly it is great since it overhauls all srbs. will still get a lot out of using it even without the parts it adds. Utility Weight - this is just 1 part, i used to use the NRAP mod, but this is a better version IMO. this part is just on the start node, so it shouldn't matter at the end of the day. Space Dust - This im not sure about, it does have some parts and can function standalone, but it is a pre-requesite of Far Future Tech, which is on the list. So I'm not sure if this is already supported on not. Far future tech also relies on system heat, and I'm not sure how well it plays with other mods on the list, my initial reading was inconclusive on that situation. MOAR Station Science - used to love using this back many years ago, thought it might be interesting to revisit, but i will probably just drop it. I know it has a lot of parts. will probably just drop it. CactEye-2 Orbital Telescope Refocused - This has a few parts and I am looking forward to playing around with it again. May just drop this too. Research Bodies - still not updated for 1.12 but it has a few parts and I do want to use it when I play a career. Probably won't wait for an update and will proceed without it anyhow, just thought I would mention. Edited January 12, 2022 by eberkain Quote Link to comment Share on other sites More sharing options...
bigyihsuan Posted January 12, 2022 Share Posted January 12, 2022 7 hours ago, eberkain said: Better SR Bs - as you said, there are some boosters added by the mod, but mostly it is great since it overhauls all srbs. will still get a lot out of using it even without the parts it adds. I have BetterSRBs installed and it's working fine; I've been using the Titan/Prometheus boosters for dozens of rockets now and they've been working as intended. 7 hours ago, eberkain said: MOAR Station Science - used to love using this back many years ago, thought it might be interesting to revisit, but i will probably just drop it. I know it has a lot of parts. will probably just drop it. I actually made a pull request (that's now merged as of 1.0.1) that adds compat for it. With the science requirements you'll need all the science you can get, and setting up permanent stations for these experiments will help with that. Quote Link to comment Share on other sites More sharing options...
CessnaSkyhawk Posted January 12, 2022 Author Share Posted January 12, 2022 13 hours ago, eberkain said: Ok, I think I am sold on using this as the base for playing a new career game. I did a thorough mod list and cross referenced everything on the supported mods list to see what the situation is, what I could drop and what I should add from the list. These are the things that I had on my list that do not have support, but have parts. TAC Life Support - not sure how many parts are included in this, but there are a decent number. I don't think there are any life support mods on the supported list? I'd be go with going with just about any of them, they all have ups and downs. B9 Aerospace Procedural Wings - Fork - I'm pretty sure it is only like 6 parts, with AirplanePlus in the list, could probably just drop it, but I do really love the control you get with it. will probably just drop it. Better SR Bs - as you said, there are some boosters added by the mod, but mostly it is great since it overhauls all srbs. will still get a lot out of using it even without the parts it adds. Utility Weight - this is just 1 part, i used to use the NRAP mod, but this is a better version IMO. this part is just on the start node, so it shouldn't matter at the end of the day. Space Dust - This im not sure about, it does have some parts and can function standalone, but it is a pre-requesite of Far Future Tech, which is on the list. So I'm not sure if this is already supported on not. Far future tech also relies on system heat, and I'm not sure how well it plays with other mods on the list, my initial reading was inconclusive on that situation. MOAR Station Science - used to love using this back many years ago, thought it might be interesting to revisit, but i will probably just drop it. I know it has a lot of parts. will probably just drop it. CactEye-2 Orbital Telescope Refocused - This has a few parts and I am looking forward to playing around with it again. May just drop this too. Research Bodies - still not updated for 1.12 but it has a few parts and I do want to use it when I play a career. Probably won't wait for an update and will proceed without it anyhow, just thought I would mention. @bigyihsuancovered better srbs and MOAR Station Science, but as for the rest, there’s no support for them, but I’m looking into finally setting up that automatic tech tree patch for supporting all mods sometime later this week, which should make it at least somewhat functional, and then I’m open to either accepting pull requests or just adding full support myself sometime in the next weeks. Quote Link to comment Share on other sites More sharing options...
epicpupster239 Posted January 14, 2022 Share Posted January 14, 2022 Could you maybe add an option to disable the additional fuels added? Playing the mod without the added resources as it causes some issues with the current parts I have. Quote Link to comment Share on other sites More sharing options...
Nekurokasume Posted January 15, 2022 Share Posted January 15, 2022 This may be a dumb question, because I know quite little about modding, but if I were to remove everything in the "Patches" folder would it be possible to use this just as a tech tree? Quote Link to comment Share on other sites More sharing options...
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