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hemeac

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Posts posted by hemeac

  1. Designing the tech tree mod was a lot of fun, but definitely a lot of work as well.  Take any code you find useful, but if you are just placing the parts and not modifying in any way, it may also be worthwhile to also look at something like _Zee's Probes Before Crew or theonegalen's Unkerballed Start.  Those were my initial inspiration and have a similar license.  I think to answer your question, if you copy "a lot" of code, just an acknowledgement is all that is necessary and the part that you've used should be under an MIT license, the stuff you write can be within whatever license you choose.  No need to officially acknowledge if you just use my tree as inspiration.

     

    If you have a lot of experience with scripting in Excel, I created a tool to generate the code for sorting and you can find the version I had been tinkering with in the dev branch: kiwiTechTree/TechTree_270422.xlsx at dev · hemeac/kiwiTechTree (github.com)

    If you are interested, send me a message and I can help provide some documentation for using it.

    That would be best paired with a tool such as this which can dump a lot of part data into a csv file and should hopefully save you a lot of time in the long run 

     

     

  2. 12 hours ago, 610yesnolovely said:

    Definitely room for complementary sounding rockets with BDB - I very much like the look! I definitely noticed in the early game using BDB, KSRSS 2.5x and a probes-before-crew (UKS with patches for BDB rebalance). There's not much super early on that's equivalent - Scout and Vanguard are good for sub-orbital to orbital, but nothing suitable before that.

    I suspect these would be useful for various early to mid science missions "above 18km" and at various places around the globe. Modular Launch Pads has some decent rail launchers to go with these.

    Been watching some NASA Wallops sounding rocket launch videos recently - quite different from larger rockets. Poof.Woosh.Gone.

    That was the idea.  When working on my tech tree mod, found it was a bit too easy to get to knock out a few of the first contracts and I actually like the challenge of the first challenges, so that's what inspired these small rockets.  Have you found those videos on YouTube or elsewhere?  Always looking for more reference material.

    Here's an animation test of the parachute in Blender, going first to semi-deployed and then onto full-deployed.  Next step will be trying to get it in the game and see how it goes, but if anyone has any feedback on the parachute, would be appreciated.  The "inspiration" on the deployment came mostly from the Orion parachute test: https://youtu.be/aYGN1Y2bfIs?t=200

     

  3. Have been tinkering a bit in 3D modelling again for the last few weeks as bored with playing games, and given that KSP 2 has been delayed, I am currently inspired to actually try and finish a release of this mod.  I won't feel bad if you are skeptical.  Have been really enjoying the direction of BDB so the art style on this has shifted.  As the sounding rocket mod does not appear to be in current development, I thought I would go back to my pre-MCR idea and work on the Aerobee 150A. My idea is to keep the  mod relatively compact and give a spattering of small, early rockets to give a bit more challenge to early game in 2.5x planet packs due to lower thrust and ISP.

    My goal is to model the AJ11 Engine (Aerobee 150A); AJ11x4 (Aerobee 300A); XLR-11; XLR-99 alongside some basic fuel tanks, nose cones, decouplers to get them off the ground and be useful.  Hopefully have some relevant parts to conduct some science as well.  These will be modelled at Kerbal scale, so the Aerobee 150A will be 0.2344m (smaller than Luciole), Aerobee 300A and XLR-11 will be 0.3125m and XLR-99 0.625m Modelling on the AJ11 and the XLRs are done, but not textured.  Don't think that I will end up modelling cockpits and fuselage parts to recreate the Bell X-1 or X-15 as I think that would force me to be more creative on how to build those parts than I am in reality, the current parts are basically traced from diagrams.

    However, have made enough progress on the tanks and SRBs for the Aerobee 150A that wanted to show off a bit.  These are rendered using Cycles in Blender so the visual results may be more aspirational than what will end up in KSP.

    The SRB, Fins and Tanks of the Aerobee 150A are finished and textured with just some fiddly work on the normal map.  The goal is to have texture switches to also have white, black, and white/black variants to allow some better matching with Restock and other mods.

    FTAYjEMh.jpg

    Work on the parachute (absolutely petrified on trying my hand at animations):

    MmkoFVph.jpg

     

  4. 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.

  5. 4 hours ago, CrzyIrishmanBob said:

    @hemeacWhat do you think about including the Engine Plates from Making History in earlier nodes similar to Unkerballed Start? That is one of the features that I think is really good and worth borrowing. It doesn't really make the game easier but it does make multi-engine stages easier to build unless you use Procedural Fairings.

    Should be able to do another pass to see how they fit in with other pieces.

  6. 21 hours ago, CessnaSkyhawk said:

    Here's my current plan - already starting patching in Vanguard, Scout, and Redstone

    I don't have any particularly strong opinions about the placements, so have fun :-) https://github.com/hemeac/kiwiTechTree/raw/master/Source/PartList_30Jul2021.xlsx

    I have developed a template in Excel that I use to make patches, but not sure how accessible it is for anyone, but as a just in case, you can find it here: https://github.com/hemeac/kiwiTechTree/raw/master/Source/Template_23July2021.xlsx.  The engine upgrade system that I use is not going to work well with the BDB engines that have part variants, so probably don't use them unless you are pretty comfortable with MM patches.  But you will probably want to change around the tech requirements for the engine upgrades.  You can generally find them in folders with engines in files called upgrades.cfg.  You can patch them using something like:

    @PARTUPGRADE[bluedog_RL101]:AFTER[Bluedog_DB]
    {
    	@techRequired = chooseNewTechNodeHere
    }

     

     

  7. 12 hours ago, CrzyIrishmanBob said:

    I love your tech tree. I played with it in the past before eventually abandoning the game for a few months. Recently I started playing again, this time with Unkerballed Start on JNSQ since it directly supports KW. But it doesn't compare to the progression from your mod imo. 

     

    That being said, I'm gonna have to abandon the JNSQ career because the lack of early contracts make it nearly impossible to upgrade the buildings and progress with part purchases. I noticed a JNSQ contract pack was on your list of ideas to play around with. I would love to work with you on developing that. I don't really use the forums much outside of reading mod threads so I don't know if I should PM you about this or not. Sorry if this is derailing to the thread. 

     

    Also, I'm excited to hear about continued development on this mod. I'm very willing to help with testing when you get to that stage. Thanks for your work! 

    Definitely not derailing the thread.  Most of my testing on KTT career was at the very beginning of the tree and while others have noted that there are some really good career packs out there that are a lot of fun, @KawaiiLucy really nailed in that I don't think any fully capture RP1's early sounding rocket contracts.  In the long-run for KTT, I am hoping that people will see the early tiers in the tech tree something to enjoy and not just something to smash through to get to the good stuff of sending off rockets to the Mun.

  8. 10 hours ago, Coyote21 said:

    Just when you think your out.....They drag you back in.

    Seeing Hemeac is back and working on version 2.0 means I'm gonna have to carve out some time for an new playthrough soon.

    Hemeac, I'm guessing you're in lockdown, so here's hoping something good comes from that.

    Lockdown 5 in winter was definitely the motivator for getting started again on the mod :/, but things are still pretty good here.

  9. On 2/3/2021 at 12:39 PM, Kwebib said:

    Suggestion: Have battery upgrades occur later in the tech tree.  It doesn't take too much science to get to the 100% capacity upgrade, so you almost never have to deal with the design problem of needing higher quantities of batteries.

    Been playing a Kerbalism + Kiwi game for a while now, and I love it.

    Changed for the next update.

    On 2/11/2021 at 12:42 AM, Redleg1 said:

    I am curious if anyone else is using the Grounded mod and has noticed that there is no "Ground Vehicle" node in the tech tree? There is a folder for Grounded in the configurations folder and the Grounded_ktt.cfg file points to a  "Ground Vehicle" node for most of the parts. Additionally there is an icon for the node in the icons folder, but I do not see that node showing up in game.  Any thoughts?  Great mod overall by the way, amazing work!

    Not sure what I had been thinking on having OpenCockpit as part of the requirement, that will be fixed for the next version.

    On 2/24/2021 at 3:45 AM, Caerfinon said:

    @hemeac I'm late to the game, but I started a new career using Kiwi and I'm very pleased with how it is working. Well done you. :happy: 

    Glad you liked it!

     

    On 4/1/2021 at 8:04 AM, Coyote21 said:

    Two more MM patches to get some of my favourite KSP mods to fit with my very favourite KSP mod.

    Kerbal Foundries2 - Personally I prefer these parts to those from Airplane+ and definitely more than Stock. Moves all parts to same nodes as their Airplane+ and Stock equivalents. Also adds the truck wheels to the Grounded (groundVehicles) node if it detects that Grounded is installed.

      Reveal hidden contents

     

     

    Research Bodies - Simple patch that just puts the Research Bodies orbital satellite into same node as first ScanSat parts.

    // Kiwi's Tech Tree Overhaul (ResearchBodies by Jplrepo Patch)
    // Version 1.0
    // Created: 31 March 2021 for KSP 1.11.2
    
    @PART[TrackBodiesTelescope]:AFTER[REPOSoftTech/ResearchBodies]
    {
    	@TechRequired = basicScience
    }

    I have sent both (as well as my MJ2 patch from several posts ago) as pull requests but thought others may want to use them earlier.

    Thanks for all of these MechJeb patches and comments, I don't use it so try not to touch it, so thanks!

    On 4/15/2021 at 11:03 PM, Zelda said:

    I have been a longtime KSP player and just started a career with KTT, and I am loving it so far - thank you for what obviously was a ton of work! It's been fun to have a totally different style of progression.

    One question, and sorry if this is obvious but I'm having a hard time parsing this. I am running CryoEngines / CryoTanks, and I unlocked the first few CryoRocketry nodes but I'm not seeing any way to actually get LH2 / OX tanks. I unlocked the CryoTanks but they seem to be LH2 only. Is there another upgrade further along the tree to enable switching tanks to LH2 / OX? 

    I've updated my patch for the next release, but this sounds like something else went wrong with your install.  Are you still having those issues?

    On 4/12/2021 at 8:25 AM, Sabe042 said:

    I stumbled onto this mod recently and I'm having a lot of fun with it.  I'm making progress on a pretty tough playthrough with Kerbalism, JNSQ, cryogenic engines, and a few more.  However, I've noticed that the engine upgrades that reduce ignition failure rates don't seem to be applying for liquid or cryo engines.  Engine descriptions still say a failure rate of 10% for standard engines and I have just researched the heavier rocketry tech where they should be down to 1%.  Solid engines appear to be working properly, and follow the percentage that is listed in the upgrades.

    Has anyone else run into this problem or have an idea what might be causing it?

    I thought I had tested that at the time for it to work, but if you still have your save file handy and want to send over some log files, I can take a look.

    On 4/16/2021 at 4:30 AM, SiCaRiO31 said:

    Just started playing with this mod for the first time. Im loving the slow start! :P. Are there any plans to have an Inline probe core early in the tech tree? I want my soundrockets to look like them but its hard doing it with a stayputnik, since you cant atatch a nosecone to it, and it looks too bulky with a small fairing.

     

    I'm a personal huge fan of CRE that may help in that regard

     

    On 5/7/2021 at 11:54 PM, SiCaRiO31 said:

    you are absolutly right. I just tested it and it changes the size of the options I had (from 4-16 mb to 128-512 with 1 or 22 upgrades). I got confused by the options I had at the start of my career, I trough it was supppose to have only 4 mb available at the beginning.

    However, the SAS controls are present from the beginning without any upgrades applied. 

    I haven't been able to reproduce the SAS upgrades issue in my 1.11.2 career that I am testing right now.  I have nerfed some of the Kerbalism HD upgrades for the next update.

     

  10. 12 hours ago, CessnaSkyhawk said:

    Alright - in that case I might honestly actually just try and make a quick (or as quick as it can be for such a huge mod) BDB patch at some point. Not sure when tho 

    BDB will be one of the core mods that I use for balancing the tech nodes for 2.0, but given it's size and given that the process on upgrades is different enough between the 1.x and 2.x branch, that's too much time spending on both.  But if you are interested in adding some patches for 1.x, let me know and I can generate a part list for you to start working from.

    6 hours ago, Spaceman.Spiff said:

    @hemeac

    Glad to see you’re back on this!

    Would you consider adding support for Blueshift?

    Glad to be back myself :-).  Nertea's mods were an exception to not adding more support as KTT was originally designed around them, but while Blueshift is definitely on my radar for 2.x.  

  11. 3 hours ago, CessnaSkyhawk said:

    Are you still considering BDB and FFT support? I’m thinking about starting a new career using it and I’m deciding between using tetrix with a patch for now or holding out for an update of this tech tree

    I've added a light patch for FFT that adds patches for Kerbalism. Otherwise at this point, I'm focusing on updating the existing patches where there are new parts for the next update. 

  12. The 2.0 will be a save game breaking update, but at this point, it isn't more than an empty tree and a framework for upgrades.  The ETA for release is a big question mark at the moment.  But the goal is to go back to the drawing board for placing parts. 

    I've made a note to go through Restock+ to place parts when Making History isn't installed, but I think that if you have already unlocked it in an existing save, it will still be unlocked even if fixed in my config files.  But hopefully for the next save :-).  

     

    Spoiler

    7RsWwSv.png

     

  13. 23 hours ago, SiCaRiO31 said:

    Is it possible to have jetpacks be avaliable later in the tech tree?  Been able to instantly jump out of a ship on your first crewed mission seems a little odd, taking into account the history of our space programs :p

    I think that is possible!  I had been on the fence on updating the 1.4 version of the tree, but think it deserves at least one more update as I wait for some mods to catch up to 1.12. 

    My big priorities between placing the 1.11 parts will be updating the Near Future suite that accommodates the new methalox engines and also getting Far Future added.  No timetable at the moment as I have also been back in Blender looking at where I ended up with the Mid-Century Rockets mod.  I think I am going to cycle between these depending on interest and how long we stay in lockdown again in Melbourne.       

  14. Definitely did not think it was more than a month since my last post.  Work looks like it will be busy so while my original plan was to first finish up a parts mod will be on hold.  While that had meant to bring very small parts to correspond to the mid 20th century, still have hopes to get to that at some point.  In the mean time  I have installed 1.12.1 and have just poked around a little bit and spent today writing up a script to parse through the ModuleManager Config Cache to pull out some more stats for the engines and other components than what I had been able to get using other people's code. That should make the process on sorting parts easier as I will be able to sort by engines's ISP and thrust.

  15. Thanks everyone for responding to queries from other users.  Time is still a bit tight with work, but my schedule is looking to free up a bit in July.  I have at least opened up KSP this week to see where I left off with KTT and will start lurking through the forums to see what everyone has been up to while away.  If you are feeling sad/angry that KTT has not been upgraded, these two guys are the primary reason for my lack of spare time recently and really helped me realize how sedentary I was last year:

    Spoiler

    oBsEtlHh.jpg

     

  16. I just wanted to pop in and give a quick update and apologize for ignoring the recent posts with some questions.  Some new work and life obligations (good) have come up in the last couple of months and have been keeping me busy.  The next month and a bit will be particularly busy, so there definitely will not be any new development on this until then.  Given the time since I've last worked on this, I'm more than happy if someone wants to use some/all of the ideas in this tech tree and adapt it for their own tech tree.  Just shoot me a pm here if you want as that gets forwarded to my e-mail.  Hoping that I will have some more time over the Australian winter, but can't promise at this point.

  17. 6 hours ago, Neebel said:

    Don't want to hurry or annoy you, but what's current status for 1.11 compitability? ReStock+ got its update, as well as all Near Future mods, Far Future, TantaresLV, Kerbalism and so on.

    I've been a bit unmotivated recently and caught up in a X4 Foundations campaign during my free time.  But the general plan is to finish up a few custom parts for the early tree and then rollout out the 2.0 update.  It will happen, but I think at my current pace, it will likely be a few more weeks.

  18. @Kwebib, thanks for the feedback.  The next update has taken a bit of a back burner as have been working on a part mod and have had some work projects with deadlines, but will be looking through all of the balancing issues more closely and hopefully will be able to start making progress on it again soon :-).  @guto8797, I would differentiate and say there are two sets of "recommended mods".  The first which on top are some gameplay mods that can make the game more challenging, but don't necessarily interact directly with the tech tree mod.  These are listed at the top of my OP.  The second are the part mods which I configure various engine or other type of upgrades for.  Those can be found in the drop down list in the OP under "Current Supported Mods".  My Github page which again is linked in the OP has details on how I patch the parts for each mod.  In general Near Future and ReStock Plus was the baseline in which I tried balancing the tech tree.  Non-supported part mods will show up in the tech tree where they are placed in the Community Tech Tree.  It is hard to tell exactly how unbalanced they will be, but I think I have the major engine mods covered other than BDB, so generally should not be too far off.  I don't have any mods from Rover Dude supported yet, but that is generally on my to do list.

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