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GrubbyZebra

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Everything posted by GrubbyZebra

  1. So I've undertaken a little project with ETT : Converting the layout to a conventional left-to-right arrangement. - Deprecated, may revisit if there is a demand. Removing Yonge Tech Tree as a dependency. - Done. Making ETT 100% compatible with Stock and CTT. - Done, installing this with CTT will cause conflicts. Removing nodes duplicated between CTT and ETT. - Done. Adding more starting nodes to better facilitate an aircraft first or rocket first career path. - needs testing. Will be adding a mm patches to allow unmanned before manned, aircraft first, or choose your own adventure Adding nodes to provide a longer R&D game (Tree current has 229 nodes and requires over 178,000 science to unlock) - Started reducing to streamline the tree. Moving part configs to separate patch files to make it easier to edit part locations and add mod support - first pass is done, will need a lot of tweaking, but needs testing and feedback to know how to tweak Re-aligning research nodes into logical groups based on engineering discipline - Done. Creating new node names and descriptions (my creativity on descriptions has run out after the first dozen or so, so look for this to be crowd sourced). - node names are more or less done, descriptions are in desperate need of a creative mind or 40. I rather liked the pinwheel tree idea, so long-term development will include a config for each layout type. - Done, needs testing. Non-English localization packs. - Russian language is provided by Dr. Jet, all other languages are currently just the CTT files, need more translators. GitHub Repository Probus ETT Thread The original mod was released as Creative Commons Attribution-NonCommercial 4.0 license, as will be this fork's code. Any art or other assets distributed with this mod will be released under the license chosen by their creator. Reference the README for complete details. https://github.com/fwdixon/ETT/releases Dec. 2019 Update: Organised the Github repository and published an Alpha 2 release. Download and copy the contents of the Game Data folder to your Game Data folder. Oct. 2019 Update: Removed the preview from the OP. Started work on the Pinwheel tree, preview image is on page 3 of the thread. Will post the completed image here when done. The mod now includes RDNodeAnchorFix by @Ryujin no Mai, which adds the bottom node and corrects an issue with some of the other attach points. Incorporated @Dr. Jet's Russian localization. Removed CTT dependency (the tree is still CTT compatible, but you will not need to install CTT anymore, and, in fact, having both may cause weird things to happen). Sept. 2019 Update: I would like to get this reworked to be both usable and manageable. But I need feedback on the progression and costs. Once the node dependencies and values are more or less locked down, I can start the arduous task of manually locating the nodes in a pinwheel configuration like the original ETT. Feb 2019 Update: Alpha 1 release is up, thanks Ryujin no Mai for the part configs. This is by no means anything close to finished, but it is now at least usable. Please provide feedback (good, bad, or otherwise. Also, the pinwheel layout is coming back, the grid is just easier to tweak during development).
  2. So here's where I'm at: Gotta say, I kinda don't love the layout change. Without a means to control the connecting lines, it still gets a bit confusing because some lines go underneath or over top nodes that they are not connected to. Some notes: There are 4 start nodes, Mechanical Engineering, Chemical Engineering, Electrical Engineering, and Elementary Science. The node ID's are stock nodes from the early tree (engineering101, start, electrics, and basicScience) to ensure compatibility with any parts pack. Other "Engineering" nodes are Structural Engineering, Marine Engineering, Aerospace Engineering, Nuclear Engineering, and Logisitics Engineering. The nodes with gear icons are the ETT-specific nodes that I haven't assigned icons or descriptions to yet. This is on the plan for tomorrow if I have a slow day at work. You'll notice the tree is very "columnar". Every node in a given column has the same research cost (and it was easier to use Excel to get this layout than one that was more creative). But hey, I was happy it loaded with only about 6 spelling errors to correct!
  3. Well, as usual with me this project started as a simple reconfiguring of ETT (empty frame and then cfg files for parts packs) and ended up being a complete rebuild of it. So I may, but then I'd have to come up with another name...
  4. Yup, it sure is. This is the setup I currently use. Need to install GPP_Secondary along with GPP and install OPM and GEP as directed.
  5. Another update: My tree is 100% Stock and CTT compatible (it actually will require CTT due to node and icon usage). It is no longer is dependent on Yonge Tech Tree. All old dependencies are removed and stock/CTT nodes are repositioned at load. I built the tree in excel and then use a macro to actual generate the cfg file (makes life soooooo much easier). Next is to generate the descriptions for the 83 ETT exclusive nodes (the descriptions will be in a separate file to allow for localization). On a side note, due to making the tree build off of stock and CTT, it now has 229 nodes and takes 179,048 science to unlock all of them. @ProbusAt some point before posting any files I'll fork from ETT on github and start making pull requests.
  6. So I figured if I was going to go through all this, I may as well incorporate a request from elsewhere in the thread, so I am making the tree a more conventionally left-to-right tree instead of the spiral tree. I also pruned some duplicate nodes between ETT and CTT, so I'm down to 204 nodes, but remapped the science cost to increase approximately exponentially by tier. Using a cubic relationship across the 20 tiers, the most expensive node was reduced to 8000 science from 10000, but the total science required to unlock the whole tree actually increased slightly to 129,983. To provide more granularity for the early game, tiers below 7 were split into 2, 3, or 4 sub-tiers. I've just finished mapping out all the coordinates for the nodes (by hand, because it was easier to just make a big grid), and have drawn all the relationships between them. Now I am starting the arduous process of building the text file manually (I am trying to remove the yong tech tree dependency) using the stock tree as a template. Will post screenshots when I am done....
  7. Having an issue where v23.0 of AirplanesPlus is failing to download: CKAN.InvalidModuleFileKraken: AirplanePlus 23.0: C:\Users\Frank\AppData\Local\Temp\tmp4B48.tmp has length 93226203, should be 93226015 at CKAN.NetModuleCache.Store(CkanModule module, String path, String description, Boolean move) at CKAN.NetAsyncModulesDownloader.ModuleDownloadsComplete(NetModuleCache cache, Uri[] urls, String[] filenames, Exception[] errors) I downloaded the package manually and it is indeed 93226203 bytes, so not sure if this is a CKAN issue or something in the mod.
  8. Guess I'll keep that one then (although the alarms in it about gave me a heart attack the other day, thought my computer was blowing up! )
  9. n00b question here, other than the altitude disabler, what is the major difference between this and DangIt!?
  10. Github has a desktop plugin that works a lot like google drive, it will sync your folders and files automatically with the github repository.
  11. So one thing that always bugged me is that when transmitting data it is not uncommon for your battery to get killed quickly. This got me thinking, shouldn't the packet size being transmitted be scaled to the power generation capabilities of the vehicle? I was wondering if anybody new of a mod that does such a thing already?
  12. For stock or 2.5x scale, BDB for American rockets, Contares and/or Tantares for Russian rockets. FASA Launch Clamps for the launch clamps and towers. Historical Progression Contract Pack may still work on 1.4.x (it worked on 1.3 and I haven't seen 1.4 break too many contract packs), Airplanes+ for aircraft (and Firespitter too if you want to start with Biplanes), ProbesPlus! add a bunch of historical unmanned vehicles, CxAerospace adds a bunch of RL inspired Space Station parts.
  13. In other news, I've just finished mapping the nodes to a relational array. There are 212 nodes and it takes 128,030 science points to unlock them all at their base cost (difficulty multipliers will increase this, of course). That's a lot of Science!
  14. Here is the current tree layout I am working with:
  15. @Probus So I've undertaken a little project with ETT if you are ok with it: I have stripped out the tech tree file to be a framework only, no parts. I am currently mapping each node on the tree (I have 68 mapped so far and am not even 1/2 way through, boy there are a lot of nodes!) I am then creating a config file for each supported mod. The idea is to make it easier to customize the tree for different play styles (e.g. unmanned before manned, historical progression, airplanes first), and to make it easier to add mod support in the future. Basically the impetus was that I am trying to do a historical progression career save starting with aircraft, and found that due to where many of my parts fall in the tree, I have to upgrade the RnD building to access the nodes well before I have the funds to do so (due to my settings, the 1st upgrade is 500K). Anyway, will post the results here when I'm done. Oh, and for airplanes first, it will just be a MM patch that adds supersonic flight as a parent to the 1st manned command module node.
  16. It works on my test install, so I'm definitely of the opinion that it is some mod interaction causing the problem. Anyhoo, no rush, but it was baffling to me so I figured I would post here for a fresh set of eyes.
  17. Sweet! A suggestion if I may: would it be possible to have the AOA check automatically disable if outside of an atmosphere without having to turn off all of Bob's? (realistically there is no AOA without an atmosphere, but I doubt this is how KSP is programmed) I have a few ships that I would like to still run aborts on if an explosion takes pace prior to reaching a stable orbit, but the AOA checker will trigger as soon as I start turning to point maneuver prograde.
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