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Probus

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Everything posted by Probus

  1. I think I cheated many years ago and renamed Squad's stock tech tee config file and put mine in it's place. Then loaded TED and loaded stock. Ya know I think there was also a stock tech tree converter utility buried in either the Yongetech or TED mods.
  2. Yessir. That is correct. Yongetech is essentially the support mod to use the TED editor. It is a pretty basic UI but it makes laying out and editing nodes very easy. The only drawback is that you have to create an accompanying module manager file for any parts that MM changes the default tech tree node. //Squad Expansions @PART[Size1p5_Size2_Adapter_01]:FINAL //Fuel Tank Adapter 06-18 { @TechRequired = fuelSystems } I also use it to rearrange some parts depending on what mods are installed. For instance, if propellers and engines are available I push the jet parts back for the 'Flight First' option of my tech tree: //If SquadExpansion parts are not available, make some last minute adjustments @TechTree:NEEDS[!SquadExpansion]:FINAL //Move { @RDNode:HAS[#id[aviation]] { @Unlocks { %part = miniIntake //Move mini intake %part = miniJetEngine //Move mini jet engine } } @RDNode:HAS[#id[mk0]] { @Unlocks { -part = miniIntake //Remove mini intake -part = miniJetEngine //Remove mini jet engine } } }
  3. Hi @Nightside, Thanks for responding. @linuxgurugamer ended up making us a very basic utility that dumps data to a CSV file for us from the VAB/SPH. You are right, the potential data export could be enormous so he made a selection UI. The UI is very basic. Pick a part mod, pick what specs (modules or the like) you want to export and what values in the module you are interested in. So for an LFO engine for instance, I can ask it for mass, ISP, thrust, gimbal, alternator power, etc... Then make a spreadsheet out of all the data sort it and use some formulas to select where it should go in my tech tree. And by 'formulas' I often mean SWAG where it should go.
  4. I can help ya. Just ask away or PM me. There are advantages and disadvantages of using the Yonge method.
  5. A picture says a thousand words: All it would do is let the modder/player add text to the tech tree page/background from a config file. Doesn't even need a UI if that would be more than you would want to take on. Essentially I just want to show what each tech tree branch is... Thermodynamics, Computers, Nuclear, etc... Not necessarily the node name.
  6. Intriguing. How would that work exactly?
  7. I know! In two years there's been an explosion of multi-monitor setups. I thought something like this would be much easier to find.
  8. Can this still be done in 1.8.1 or 1.9.1, or is there another mod that does the same/similar thing?
  9. List of mods: Mod Name Affects Description JNSQ Planet Pack Setting 2.7x remake plus more planets Kerbalism TACLS - TAC Life Support Life Support ??? Adds consumables for kerbals RemoteTech Require signal for control Realistic comms Kerbal Launch Failure Revived DangIt! Continued Part Failures ??? Engineering Tech Tree Probes Before Crew/Unmanned before Manned Tech Tree ??? Personal Favorite Probes then Kerbals Kerbal Construction Time VAB/SPH/Tech Tree/KSC Takes time to build and research RealChute Parachute Systems Real Fuels Fuels/Engines Uses real fuels. Has Stockalike cfgs RealHeat Real heating (not temperature) model May no longer be required? ??? - Choose one
  10. I love Realism Overhaul, but if I were to not use it and play in a Sci-Fi solar system, what would be the most difficult/realistic mod setup I can install? Kopernicus would probably be a must. Mods/settings would include requirements like: Life support Unmanned first Antenna contact required for direct control Part failures etc... I have no problem with using things like KOS, Mechjeb, and calculators as I believe they are realistic, but should probably be limited by the tech tree and probe/pilot level. Suggest 1 mod, or your favorite list of challenging mods. I wish there was a true Iron Man mod that didn't let you alt-F12 around it. Right now Kopernicus is still 1.8.1, so the mods would have to be for that version.
  11. I'll take that as a complete lack of interest. lol Well, if anyone runs across this thread in the future and would like to put something together, just let me know. Thanks!
  12. Would anyone be interested in collaborating on a Tech Tree that was laid out by actual rocket types. I played with the idea a long time ago, but I was too busy to do it by myself. It looked something like this: Maybe to the left would be international rockets and the right be US rockets. Or left to right by first launch date. But each branch would be a single rocket type with a few cross links. So Juno, Redstone, Atlas, Titan, Saturn I, Saturn V, Delta, Shuttle, Falcon 1, Falcon 9.... Where maybe to the left you could start with R-7, Vostok, Soyuz, Proton, etc... Many stock parts would be depreciated and replaced with part packs like FASA, BDB, US/Soviet Launchers by @frizzank, @CobaltWolf, @raidernick, etc... Have a separate branch for things like science experiments, probes, space station parts... Just brainstorming. I just don't have time to do it all myself, but I wouldn't mind collaborating with a crew. Maybe each person could take on a rocket system. Some part packs are huge! And I'm talking to you @CobaltWolf so rocket systems would be better allocated to different contributors and added 1 at a time. I would be willing to set up the tree. The tech tree editor I use (TED) can save the tree out as a stock tree (as well as a YongeTech tree). Some tech tree builders may be interested in contributing like @pap1723, @Nertea, @theJesuit
  13. Those are my tech tree node names. Would you like stock node names instead? Here is a possible Stock configuration: SCALETYPE //Technodes for Stock { name = stack freeScale = true defaultScale = 1.25 suffix = m scaleFactors = 0.1 , 0.3 , 0.625 , 1.25 , 1.875 , 2.5 , 3.75 , 5.0 , 7.5 , 10 , 20 incrementSlide = 0.01 , 0.025 , 0.025 , 0.025 , 0.05 , 0.05 , 0.1 , 0.1 , 0.2 techRequired = precisionEngineering, precisionPropulsion, miniaturization, Default, advRocketry, fuelSystems, largeVolumeContainment, highPerformanceFuelSystems, veryHeavyRocketry, veryHeavyRocketry, veryHeavyRocketry } Also Community Tech Tree may look something like this: SCALETYPE //Technodes for CTT { name = stack freeScale = true defaultScale = 1.25 suffix = m scaleFactors = 0.1 , 0.3 , 0.625 , 1.25 , 1.875 , 2.5 , 3.75 , 5.0 , 7.5 , 10 , 20 incrementSlide = 0.01 , 0.025 , 0.025 , 0.025 , 0.05 , 0.05 , 0.1 , 0.1 , 0.2 techRequired = precisionEngineering, precisionPropulsion, miniaturization, Default, advRocketry, fuelSystems, largeVolumeContainment, highPerformanceFuelSystems, experimentalRocketry, giganticRocketry, colossalRocketry } I have a feeling that to get everything to work just the way we want it, we will have to use Module Manager and some math to set the defaultScale and maybe the Factors also.
  14. At first try, that seems to work. SCALETYPE //Added Technodes to see if they would work Probus { name = stack freeScale = true defaultScale = 1.25 suffix = m scaleFactors = 0.1 , 0.3 , 0.625 , 1.25 , 1.875 , 2.5 , 3.75 , 5.0 , 7.5 , 10 , 20 incrementSlide = 0.01 , 0.025 , 0.025 , 0.025 , 0.05 , 0.05 , 0.1 , 0.1 , 0.2 techRequired = precisionEngineering, advMiniaturization, miniaturization, Default, generalRocketry1875, generalRocketry, advRocketry, heavyRocketry, heavierRocketry, giganticRocketry, colossalRocketry }
  15. Hi @Lisias, I am integrating @FreeThinker's Interstellar mod back into the Engineering Tech Tree. Since he uses Tweakscale and sets many parts to the default size, what would you recommend if I wanted part sizes to unlock the further down the tech tree. Let's say I don't want any 2.5m parts to unlock until the player unlocks the first 2.5m fuel tank tech node. Any suggestions would be greatly appreciated. Thanks!
  16. @linuxgurugamer just told me about your tech tree. This is awesome! I love it! The way you split up the tiers makes it really straightforward and all the new icons look really good too. Did you make them yourself? It seems like the more part packs I added to the tree I was working on, the more nodes I added. If you find yourself running out of room, the tech tree arrows work fine left to right, right to left, and down to up. But up to down just doesn't work right. I had to shift the node left or right to make it work. Good luck and great job!
  17. You just told me that @Corax. What is up with my memory? Thanks again. 2nd time's the charm (I hope). I'll fix it on the OP also.
  18. This really is the end of the world!!! PANIC!!!
  19. I think there may still be a problem. I can upload my file now. If I try to test the link, it can't find the uploaded file.
  20. The Spacedock download appears to be a Spacedock problem. Here is a temporary copy: https://www.dropbox.com/s/m7c1pw83jqssmki/ETT20200504.zip?dl=0
  21. I'm updating the Engineering Tech Tree mod. I was thinking about the aviation branch. If there are no propellers in the game, I want to put the small Juno engine in the first aviation node along with an intake. But, if any other mod that has propellers in it is installed, I want to put the jet engine parts back in the jet engine node (or something like that). What would be the best way to do something like that. Using several NEEDS?
  22. Almost there... Fixing all the module manager patches with more patches... one by one... Tedious but required. Making sure all the tech tree connector arrows can be clearly followed is also tedious but required. Completely reorganized the Electric propulsion branch to better match Near Future Propulsion. This messed up my Interstellar placement so that will need to be updated after the first re-release. Moved ISRU into the space station/colonization area. Waffled. Had a nervous breakdown. Waffled some more. So, it will be soon (not in the biblical sense ). Really close. Didn't have any Aviation part pack volunteers. So that branch will still be dated. Even though I work daily in the aviation avionics industry, I am a really bad pilot, so testing that branch is tricky for me. Maybe if I load an autopilot mod it would help. Anyway, I love constructive feedback. If you use the mod, don't hesitate to tell me about any bugs or improvements you may find. Just PM me the really embarrassing ones.
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