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hemeac

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Everything posted by hemeac

  1. Here is updated tech tree complete with the branch for the engines and all icons. There may be some more "parent" connections between branches, but those will come as I am doing some playthroughs. Some miscellaneous stats: Tech Nodes Squad: 65 Community Tech Tree: Adds 76 Kiwi Tech Tree: Adds 148 To try and keep things from just being a grind, I did need to readjust the base points at each tier. Here is the comparison of the current base cost, but these will still be subject to change. The long-run unlock costs for the Kiwi Tech Tree ends up being about 11% higher than the base Community Tech Tree so this is what you should expect if you are playing with a near stock set of parts. However, I will be defaulting to an "adaptive" difficulty based on the number of science-heavy mods, so these include DMagic, BDB, Coatl Aerospace, TantaresSP, Interkosmos, LTech and KrakenScience. The list of science mods could increase as I add support for additional mods, but those will be the ones that are part of the first 2.0 release.
  2. I use Kerbalism's engine reliability system, but this is one that is on my list of mods to check out as an alternative.
  3. @Clamp-o-Tron, also really appreciate the original feedback on the engine tech, that led to a couple of deep dives on looking over various tech that I have generally glossed over. I had been starting to play around with a custom KCT setting and trying to take some inspiration from RP-1's settings. Will bundle it if I think it can improve on the VerySlower preset, otherwise that should go into a recommended settings section. @Superfluous J, sorry about the Swivel as well, think I will try and keep my tweaks to performance relatively "minor". Feel free to comment if something looks a bit out of whack. I think in practice the change to the engine branches shouldn't change too much if you have mostly a vanilla set of parts and few gameplay mods. But it will help me categorize parts for mods that use multi-fuel setup for their parts. It also creates an opportunity for me to add intuitive patches that impact per-part reliability of engines if paired with Kerbalism, Engine Ignitor or Pay to Play. Will try and balance the prototype "nerf" to not be a huge deterrent if you don't use those style of mods.
  4. I would second that, was pretty happy with the direction that 1.11 went with enhancing the inventory system. Bug fixes would be definitely be welcome such as those with the robotic parts that get janky due to multiple loads:
  5. @antilochus, Really glad you are enjoying it! Feeling a bit overwhelmed on RSS scaling was one of the reasons that this tree exists. I had not intended to nerf the Swivel's sea level ISP, just it's vacuum slightly, but looks like I copied that value over from the Terrier. Should be able to put out a hotfix soon to fix that and may do a quick 1.11 compatibility pass for the 1.3 branch as well. If you want to fix that, you can go to KiwiTechTree/Configurations/Core/Main.cfg and change the value on line 1325.
  6. I have found over the years that anything that I've marked as final is generally subject to change.... I've gone through and had a rethink about the engines and this is my current thinking: Two primary branches for engines: Pressure-Fed (ie. Propulsion Systems) and Pump-Fed (Rocketry). Within the primary node of each branch you will have engines that unlock within that tier. They will have their stats slightly nerfed as they are "prototypes". There will be two sub-nodes for fuel types: Liquid Fuel (Kerolox and Hypergolic/MonoProp) and Cryogenic (Hydrolox and Methalox). Each of these subnodes will cost less to unlock than the primary node. Within those subnodes, you will be able to upgrade to the full version of the engine generally based on the original config from Squad/Mod Author. Upgraded variants will be still be available a couple of tiers later within the appropriate fuel-type subnode. I think this will make the unlock system conceptually easier for engines which have multiple fuel-types. If anyone has feedback about the "prototype" concept, let me know.
  7. This should be near the final draft of the 2.0 Tech Tree. Think 1.11 is going to be base version that I will be balancing for as I do like some of the new small RCS parts and really happy about the new inventory system they have implemented. I had gone through an iteration of revamping the engines by type (pressure-fed, staged combustion, etc.) and decided that it is going to edge the tree a bit too close to the "realism" side and taking the development time of tree to be longer than I think will plausibly keep my interest. Erring on the side of abstracting choices by fuel type as that gives me some liberty on placing engines based a bit on thrust/ISP and not solely on when they were historically plausible. This is also driven by the fact that different mod authors have different ideas of part balancing and trying to lean away from large re-balancing of stats as that is a large time sink. However, more than happy if someone (ie. @Clamp-o-Tron) wants to develop a sub mod for the engines that overrides the nodes and layout of my choices. I will try and make the engine choices a bit smarter by moving away from the default bulkhead size of the part and look more at the per-nozzle stats of the engines. I also have a couple of ideas to help fill in some early tech engines by bundling some new, but not an extensive list of parts. Some of you may have seen that I had done some preliminary work on an aerobee mod before discovering that a competing project existed. I think there is scope to repurpose a few parts into general parts that fit into the stockalike style. The part list is likely to stick to a few engines, perhaps an adapter or two, nosecone style probe and an engine plate.
  8. Convinced me to download 1.11 and test to see if I get similar behavior with my tech tree. I've noticed two changes referencing the tech tree in the change log: * Tech Tree now correctly reads all TechTree nodes from gamedata folder. * Fix localization of tech tree node names in UI. Including Part Upgrades. And this in the modders notes: Previously KSP had a hard-coded path to the techtree.cfg file in GameData Folder which was read at startup. Now KSP will look for and concatenate TechTree nodes from the game database which is preloaded on startup of all .cfg files and ConfigNodes. Edit: Think it may be a MacOS issue or a LRTR issue in 1.11. I tested my tech tree with that style config alongside No Kerbalism/Kerbalism and things seem to be parsing correctly. Haven't actually tested LRTR, but will try and remember when I have some free time tonight.
  9. @Pehvbot, I was just going through your cfg as I saw the previous post and I think the issue is that you are trying to patch a tree that doesn't exist. This is functionally what I have been doing with my tree and seems to be working : @TechTree:NEEDS[LRTRTechTree]:FOR[zLRTR] { !RDNode,* {} } @TechTree:AFTER[zLRTR]:NEEDS[LRTRTechTree] { ... Insert nodes here }
  10. The basic structure of the updated tech tree is complete outside the decision to revamp the engine line suggested by @Clamp-o-Tron. Sanity was maintained through a large dose of Katy Perry and Lady Gaga metal covers on YouTube. Think I will spread out the tree a bit more vertically to split a few branches into easier to distinguish branches. However, everything can now be updated quite quickly by moving the cells around in the Excel sheet that I posted a few days back. Have set up Excel to equate the positions to coordinates in KSP and then can generate all the required patches. I think this is also something that I can use to try and get KSP Interstellar to align with my tree relatively quickly, but that will need some review.
  11. @Clamp-o-Tron, thanks for the suggestions on the revamp, other than the engines think we had been largely in agreement. I'll have a look over the weekend to see what kind of coverage I would get by splitting the stock and ReStock+ engines across engine types rather than fuel types. If I feel I can get good coverage, then will just need to get over my inertia of having already made the cryo/hypergolic branches. Glad to see Hypergol humming along and seeing that in action.
  12. Kiwi Tech Tree 1.3.0 (Github) Warning! Next Major Release will be 2.0.0 and will likely break saves, this one should be save game safe Added Support for Blue Steel, Tantares, and TantaresSP (TantaresLV will come after the next major release) Converted EVA propellant to MonoPropellant for KIS and US2 EVA packs when Kerbalism is installed (thanks Kerbalism discord user Snoman for suggestion) Moved Knes Calypso fuel tank to Large Volume Containment Lowered ISP of several stock engines slightly Lowered RCS ISP of Hachimach Control Unit in Knes (thanks Clamp-O-Tron) Moved air launch availability for KCT earlier in the Tech Tree and added descriptions about capabilities in tech tree descriptions (thanks Clamp-O-Tron for original pull request and discussion in KCT for recommendation in adding description) Clarified names of structural and fuel tank upgrades in part descriptions and indicated branch for Probe SAS Upgrades (recommended by forum user Majk) Moved Spad Engine to start for AirplanePlus Moved several Kerbalism experiments from LTech, Interkosmos, and Coatl Aerospace to a general framework that will be also compatible with TantaresSP and BDB (the latter when I add support) Added toggle to disable stock and making history engines from converting to LH2 if CryoEngines is installed (Suggestion from flart) Adjusted science points in hard mode for DMagic Orbital Science (thanks flart) Adjusted science points and more parts should have their xmitDataScalar properly supported. Note: You may see some slight changes to available science. @Superfluous J, photos and videos are always welcome! I will try and keep up with the series! @TheJewelOfJool, help is always appreciated. I now use functions in Excel to generate the patches. You can see an example of that here: https://github.com/hemeac/kiwiTechTree/blob/master/Source/Completed/TantaresSP.xlsx?raw=true At the moment, it may make sense to wait for the 2.0 update as the template will need to be updated to reflect the changes I am making for the tree and I think it would be really helpful for me to record a video that demos how it works as I suspect it makes more sense to me at the moment. I'll tag you when I think it is close enough, but no pressure if it turns out to be more boring than you think :-)
  13. Configs for Blue Steel, Tantares and TantaresSP are on Github along with a few other changes, but decided that I wanted to move a few structural changes forward before moving onto BDB so I don't have to repeat some work later. As I have been adding mod support, it is starting to feel there is scope for a bit of refresh to help spread out some parts in mod-heavy installs: Add a tier between the current start and tier 1 nodes. This would help mods like CRE and Blue Steel and BDB which have lower ISP engines have a natural spot in the tech tree and are not instantly superseded by better technology in basicRocketry. Split up the early aircraft nodes into commercial and non-commercial branches. This will help differentiate planes which are mach capable and those that one wants to use to ferry passengers with mods like Giving Aircraft a Purpose (and the recent variants that have popped up) An optional Hypergolic Engine Branch if users install a hypergolic fuel mod (two are currently in development). It is not really possible to simulate the toxicity of the fuel, so the way that I'll be attempting to balance these is to make the unlock cost of the node lower and possibly the unlock costs of the parts, but the actual cost of the engines are higher than the alternatives. The higher costs will indirectly reflect the "social" costs of using these fuels. Splitting science parts into "probe" science and "ground" science. Also split out probes from science and antenna a bit earlier to space out part unlocks in that area of the tech tree. Will repurpose miniaturization through electronics for the ground based science unlocks. Add some higher nodes to the flexible fuel systems branch to provide a space for larger balloon-style fuel tanks. I have also been doing a bit of work behind the scenes on Science. I am making it a bit easier for myself to support the various difficulty levels for science. That will also be in the next update. In the case for Kerbalism, I have started to create some experiments that are specific to Kiwi Tech Tree. Certain mods have overlapping experiments and I am trying to avoid situations where each mod has the same set of experiments. Thus Coatl Aerospace, Interkosmos, TantaresSP, and BDB will be configured to use KTT specific experiments. This will be a Kerblism exclusive feature as it requires manually configuring patches and I have the energy to do that once, so am choosing the route that I will be using myself. Timing-wise, hoping that the tree revamp will be done over the next week or two and then start retroactively adding support to the mods that I have already added. Development is going to be slow as I am trying to take advantage of Melbourne being Covid-free. That is a luxury that I don't want to miss. All of this is very likely going to break saves, but this should be the last time that I am going to be introducing save-breaking features into the tree.
  14. @king of nowherenowhere, think you need to set the Dump button from None to H2O (or water) as your current storage is full.
  15. That's really great and love the ice cream cone!
  16. Have you tried using the Mk3-S1 (or named something similar) fuselage pieces from AirplanePlus? They are a bit more rectangular and you may get something that is a bit closer aesthetic wise.
  17. @evileye.x, forgot to add yesterday, if you have capacity in your game for AirplanesPlus and Mk.1 Open Cockpit, you can get some decent looking parts to make propeller planes in the start tier. This is what I use for my first flights:
  18. @Daniel Prates, if you want to post your KSP.log, I can take a look to see if that is something I can patch.
  19. @Daniel Prates, I don't use CKAN so not sure on all the details, but I would guess it could be that you have installed at least one of the mods that I set as conflicts: TweakScale, RealisticPowerDraw, a couple of extras from the Near Future suite and KSP Interstellar. I am guessing there may be a way to override that, but you would need to ask on the CKAN forum. KSP Interstellar is fairly incompatible as both change the tree layout and you can see what happens a couple posts above you. If you have any of the others and would like to try my tech tree, it should work if you disable the upgrades (but I haven't tested this). To do that you would need to add this patch to .cfg file within your GameData folder: @KIWI_GENERAL_SETTINGS:FIRST { @UPGRADES { @BATTERY = off // Options: on/off Turning off will disable the battery density upgrades in KTT @ENGINE = off // Options: on/off Turning off will disable the engine upgrades in KTT @COMMAND = off // Options: on/off Turning off will disable the command pod structural upgrades in KTT @FUELTANK = off // Options: on/off Turning off will disable the fuel tank upgrades in KTT. This includes the composite material upgrade for SRBs. @KERBALENGINEER = off // Options: on/off Turning on will add Kerbal Engineer modules to all probes. @PARACHUTE = off // Options: on/off Turning off will disable the parachute upgrades in KTT. @RCS = off // Options: on/off Turning off will disable the RCS upgrades in KTT. This is only relevant if Rational Resources is installed, otherwise it is disabled. @SAS = off // Options: on/off Turning off will disable the Probe SAS upgrades in KTT. Note that this result in the default SAS level for all probes and they may be out of order in the tech tree. I will not balance accordingly. @SOLAR = off // Options: on/off Turning off will disable the solar panel upgrade system upgrades in KTT. Only relevant if Near Future Solar is installed, otherwise it is disabled. @SPACECAPABLE = off // Options: on/off Turning off will disable the space capabile upgrade system upgrades in KTT. @STRUCTURAL = off // Options: on/off Turning off will disable the structural parts upgrade system upgrades in KTT. @SYSTEM = off // Options: on/off Turning off will disable the spaceplane system upgrades in KTT. } }
  20. If it works out well, would not complain on having fewer tanks to scroll through in the VAB, but that is easy enough to solve by having easy to remember tags on the aerobee or black brant parts. There's also Janitor Closet and that is pretty easy to use to hide parts that aren't being used. But would definitely be interested in white variants in addition to the original schemes to help do some mixing and matching.
  21. @SomeoneWhoLikesTrains, as it is out of scope for Blue Steel, I would recommend posting in Add-on Discussions to request the Avro Arrow. It may help to suggest other "flying bricks" that could fit that profile. I know that modders do go through the forums for inspiration and it is a nice looking plane.
  22. @SomeoneWhoLikesTrains, I think the Avro Arrow would likely need a custom fuselage profile to work well. The central part of the fuselage is too rectangular. That creates an issue as Well would be left with a couple of parts that work only with the Avro Arrow or he would need to create a lot of parts to make the new profile modular.
  23. @evileye.x, Thanks for the recommendation! SAF was not really on my radar. I will quickly test with your patch this weekend and get it out in the next release which should be out tomorrow. None of your photos appear to have posted, but I definitely have flagged early aviation for a rethink. I'm still debating amongst myself about what roughly the starting era of the tree should be and if it should be pre or post-jets. Leaving people with only Breaking Ground propellers may be too cruel for those like me who find them tedious. With the OpenCockpit, AirplanesPlus and the now released Blue Steel mod, I think that those will allow a really nice progression with aircraft that will complement the space aspect of the tree. I'll also bump up SXT earlier in my list of supported mods, agree that having at least one decent clamp or pad can make the aesthetics a bit nicer as well as having an early probe that can fit the scale better. I may also look at making a couple of small parts myself for the early tree. @Superfluous J, appreciate the feedback and glad you are enjoying it!
  24. @Veiron, thanks for sharing your gamedata folder. You have KSPIE which also adds new tech nodes and moves nodes from the Community Tech Tree around. KSPIE is a pretty big mod that changes a lot of aspects of the game. I have a feeling that it could be complicated to get my tech tree to play nicely with it so t is not a priority for me at the moment.
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