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Aknar

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  1. Hey, Like the mod but is there an in-game way to quickly switch between pathmode on , off and commlines off? Maybe it exists and I am mistaken and it doesn't display because the mod hasn't been updated to the latest build of the game? If not it could really help to have a button to do this in the app tray
  2. I've been wanting to make a periodic table type tech tree for a while now but am limited by the tech tree creation options. Having an in-game tech tree editor would make making mods so much easier (half the work is already there in the debug menu, just need to make the options that are already there editable, saveable). Also, we need more options in order for modders to make more varied and complex tech trees. I am thinking for example of tree arrows which can either go left or right, not top or bottom and also the ability to hide them. With this, the game could offer so many more game-play experiences.
  3. Ok, So Bottom to Top works perfectly! I wrote Top to Bottom by mistake and the the tech tree bugged out as it did when I tried None to None. I'll play around with this and start a thread when I consider the tech-tree to be worth sharing. Thanks for the help
  4. Thanks i'll try it out. this would be promising
  5. This is the main idea. It's very far from finished (most elements aren't there yet) but you should get the idea. It'll look pretty much that way in the game (custom "letters" icons for the periodic table, vanilla icons for parts and upgrades.): https://drive.google.com/file/d/0B5fLvFZK7_1OTi1LR3ZCZ2NONHc/view?usp=sharing As you can see, it would be quiet a mess with arrows. This is my previous upgrade based tech-tree. Take a look at it to get the idea of what the upgrades are: https://drive.google.com/file/d/0B5fLvFZK7_1OZlVnNGUtay1xVHc/view?usp=sharing This link explains the idea further if your intrested For example: - SAS module would require "gyroscope" + "electronics". It could be upgraded with "miniaturization" - landing legs require "pistons". They could then be upgraded with light "weight materials" - retractable ladders require "motors" and "folding mechanics". They could then be upgraded with leds - Wheels would be nearly free if the above has already been researched since it needs "motors", and "leds" to be upgraded
  6. My idea is to have a sort of periodic table but filled with mechanical elements. You would have to unlock several for each complex part but that tech would then also be useful for other parts, weather they'd be closely associated or not. Lines going through the whole table to another table of parts would be very messy. I've seen several trees where arrows are unreadable and it's better to look at child and parent nodes on right hand menu to avoid confusion. Edit: And I have to add that i'm attempting and upgrade based tech-tree instead of the regular part based tech-tree: You would have moost parts form the start but upgrade them in order to have all of there modules and maximum performance. You need to understand this in order to understand the tree i'll post.
  7. I'm not having any luck getting answers about this. I'm attempting to do a new type of tech tree and arrows are all over the place. Does anyone know how to hide arrows in the tech tree (the ones linking parents to child nodes). You would rely instead parent and child node info on left hand side below parts instead of following path of arrows. I tried deleting the 2 lines of info about them (direction: lineFrom = RIGHT and lineTo = LEFT) in techtree.cfg but the game relies on default values it seems. Any ideas?
  8. how can I hide arrows in the tech tree (the ones linking parents to child nodes). I tried deleting the 2 lines of info about them (direction: lineFrom = RIGHT and lineTo = LEFT) in techtree.cfg but the game relies on default values it seems. Any ideas?
  9. Ok, I tried adding a "RDSimpleIcons" folder in Ressources folder since there was none to be found anywhere in game folder and it worked. 32x32 works fine. Thanks I have another tech tree related question: how can I hide arrows in the tech tree (the ones linking parents to child nodes). I tried deleting the 2 lines of info about them (direction: lineFrom = RIGHT and lineTo = LEFT) in techtree.cfg but the game relies on default values it seems. Any ideas?
  10. How can i add new tech-tree icons for a custom tech-tree. I made some of my own icons which respect the format (32by32pixels) and put them in the same folder (simpleicons in partlist folder) but they don't appear in debug window ingame and assigning them to nodes in techtree.cfg doesn't work since they're replaced with generic icon. Ho do I find out their ID name.
  11. Everything is in the title. How can i add new tech-tree icons for a custom tech-tree. I made some of my own icons which respect the format (32by32pixels) and put them in the same folder (simpleicons in partlist folder) but they don't appear in debug window ingame and assigning them to nodes in techtree.cfg doesn't work since they're replaced with generic icon. Ho do I find out their ID name.
  12. How can I transfer the list of mods on my mod manager another computer? what files contain all of the mods info?
  13. I've started working on what I think the tech tree should look like. It's still far from perfect (and far from finished) but i'd appreciate feedback/ideas. Let me know if that's something you might be looking for in a tech tree. It's all still WIP but it's starting to look neat
  14. I envisioned a upgrade-based tech-tree for some time now but I'm no modder. I'm so happy to see this mod come along. I can't find the old thread I started on this but I'll recap in the hope that you might be sharing a similar view of the game play-style: I've never liked campaign too much because you start off with a sole cockpit+booster. It's somewhat of an excruciating experience for me to make abominations for most of the game and the end result is to be able to make a complete apollo-styled mission. I would envision the game as starting slightly prior to apollo missions and actually having the parts that aren't profoundly technical and thus shouldn't be locked from the start. Instead, those parts should be "primitive" in the beginning, striped of all but their core functionality. They shouldn't have all the features (the modules) from the start. It's by building and flying crafts that you acquire experience to modify the parts to make them more convenient, reliable. That's where the idea of a upgrade-based tech tree comes from. Evolving through it will let you make more reliable crafts that can do more with less and be more performant while still being able to make realistic crafts and interesting missions from the start. Going to the mun would be a dare-devil's challenge in the beginning but would become easier going through the tech tree by: - improving docking ports with magnetic capabilities - improving landing lights (intensity for focused beam able to light from afar) - parachute capabilities carrying more weight and slowing down craft more effectively (for return obviously) - SAS improves - engine gimbal control and efficiency - solar panels more effective - antenna max range increase - batteries become rechargeable - capsules get SAS, ablator sheilding, life support - ladders include lights, are deployable - decouplers have higher ejection force - monopropellant has higher Isp - wheels get upgraded with motors, become steerable, get fitted with lights, become more durable - ... Parts that would remain in tech tree are all high end tech that are just now becoming available (ion engine, hybrid engines => rapier/saber, ...) and pretty much all parts that are deployable, have an animation. They are more compact and complex and are improvements on base parts so shouldn't be unlocked from start.
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