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[1.4.X] ETT - Engineering Tech Tree - May 25th, 2018

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Hi everyone i have a little problem i usually used to have CTT but than i found this and installed it, the problem is i removed the CTT folder manually but the tech tree is still the same :( is it becouse HETTN ??? or what to do ? btw i usually use CKAN to install/uninstall but i had to delete CTT manually now becouse of KSPI-E ^^
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Edit: nvm: HETTN was the foult and after i uninstalled it it still left the Tech Tree inside the folder, but there are alot of empty nodes now like the Heavy Command Pod Node but i need it to get Specialized one ^^ well at least it works :D

Edit2:
ok sorry to tell that but after looking more deeply in it, i cant play with ETT even the tech tree is just cool it sucks that i cant use HETTN thers just too many empty nodes even with about 168 mods and more than half of them are adding stuff...

 

Edit3: someone mentioned that i should install HETTN again since ETT works now but i tryed that alredy it just reverts back to standard style

Edited by Shoryuken
adding

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What happens if there's a part pack installed that isn't supported? Do the parts not show up at all, or do they get put into the stock equivalent node like in CTT?

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OK, I've gone back and read over the last 10 pages or so of this thread and haven't been able to find anything definitive that would help me, so hoping to get some assistance if I could.

I've tried adding ETT on a clean install (v1.4.5 with expansion) and while the tree itself is there, it appears that parts are listed under nodes based on both the ETT rules as well as stock.  For example, the MK1 Pod is available right from the start (stock rules) but also shows up under the node for Manned Space Exploration (ETT config).

I've tried adding the USI Sounding Rockets mod to test how that works and having similar issue - parts are listed under both their stock tech tree nodes as well as the ETT nodes.

In order to try identify the root cause I have done a complete clean install of the game, with only the ETT mod added.  Also then added YongeTech plugin to see if that made any difference (it didn't).  As an aside, with YongeTech, CTT and ETT all installed I am not given any options on a new save game as to which tech tree I want to use - it's going straight to stock.

Using only the CTT add-on, I have also deleted the PartsDatabase.CFG file and MM caches from the GameData folder.  Have checked the persistent.sfs in the save folder and noted the TechTreeURL = GameData/ModuleManager.TechTree, not the ETT/EngTechTree.cfg as Dep suggested back on pg 31 of this thread.

Note that all of the mods installed are done manually by download from Spacedock, I'm not using CKAN if that might make a difference.  Appreciate any suggestions / support.

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2 hours ago, Strych74 said:

OK, I've gone back and read over the last 10 pages or so of this thread and haven't been able to find anything definitive that would help me, so hoping to get some assistance if I could.

I've tried adding ETT on a clean install (v1.4.5 with expansion) and while the tree itself is there, it appears that parts are listed under nodes based on both the ETT rules as well as stock.  For example, the MK1 Pod is available right from the start (stock rules) but also shows up under the node for Manned Space Exploration (ETT config).

I've tried adding the USI Sounding Rockets mod to test how that works and having similar issue - parts are listed under both their stock tech tree nodes as well as the ETT nodes.

In order to try identify the root cause I have done a complete clean install of the game, with only the ETT mod added.  Also then added YongeTech plugin to see if that made any difference (it didn't).  As an aside, with YongeTech, CTT and ETT all installed I am not given any options on a new save game as to which tech tree I want to use - it's going straight to stock.

Using only the CTT add-on, I have also deleted the PartsDatabase.CFG file and MM caches from the GameData folder.  Have checked the persistent.sfs in the save folder and noted the TechTreeURL = GameData/ModuleManager.TechTree, not the ETT/EngTechTree.cfg as Dep suggested back on pg 31 of this thread.

Note that all of the mods installed are done manually by download from Spacedock, I'm not using CKAN if that might make a difference.  Appreciate any suggestions / support.

So a few things:

CTT and ETT cannot be installed at the same time (they will produce several fun conflicts that actually aren't so fun)

Part node assignments are also not always foolproof with modded tech trees (an issue I am running in to with ETTR, even on new installs and new games).

I know this isn't very helpful, but hopefully it provides some insights

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7 hours ago, GrubbyZebra said:

So a few things:

CTT and ETT cannot be installed at the same time (they will produce several fun conflicts that actually aren't so fun)

Part node assignments are also not always foolproof with modded tech trees (an issue I am running in to with ETTR, even on new installs and new games).

I know this isn't very helpful, but hopefully it provides some insights

Thanks for your response Grub.  As a point of clarification, I only installed CTT AFTER having attempted running ETT stand alone without success, and mainly to see whether by adding CTT I would get any sort of UI regarding tech tree selection (which I understood YongeTech was supposed to do, but I'm not seeing any dialog/option on new game to select a tech tree).

Tried a couple of things, here's what I've come across so far:

With USI Sounding Rockets mod installed, the node for 'Model Rocketry' isn't shown anywhere in the tech tree UNLESS the Hide Empty Tech Tree mod is installed.

On creating a new game, and going strait to the Research Centre, the screen 'flashes' a tech tree before going to the ETT layout.  I can't tell if the first flash is the stock tree or ETT, it happens too quickly, but a check of the persist file in the save game shows that the TechTreeURL = ModuleManager.TechTree.  The values in that file mirror what's in the ETT.cfg file, but the game has already unlocked several stock parts (like the MK1 Pod) even though according to the ETT rules it should be locked until the Manned Space Exploration node is unlocked.

I've edited the persist file to point to TechTreeURL = ETT/EngTechTree.cfg, and also deleted out all of the unlocked parts.  Reloading the save seems to rebuild my parts list so that I only have those parts unlocked that ETT says I should (so MK1Pod is locked, but ProbeCoreSphere is unlocked).

The behaviour seems consistent with ETT becoming the active tech tree only AFTER a new game is created, at which point the game has already executed a check against the stock rules to determine which parts should be available based on the start node.  I would have thought the mod would edit the subroutines for creating a new game so that the ETT tech tree was in place during the creation process, not implemented afterwards.  Unless I am missing something entirely?

I will keep playing around with it, see if there's anything further I can find.

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Hello. This is absolutly broken for me. I am using KSP 1.4.1 from Steam without CTT. I am sorry for mi english.

Edit: fixed using versión for 1.4.1.

03D74B0FC557ECEA1041CB6BCCC1C5E44F957BEC (1280Ã720)
 

Edited by Owari

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2 hours ago, Owari said:

Hello. This is absolutly broken for me. I am using KSP 1.4.1 from Steam without CTT. I am sorry for mi english.

Edit: fixed using versión for 1.4.1.

03D74B0FC557ECEA1041CB6BCCC1C5E44F957BEC (1280Ã720)
 

What is the problem? the screen shot looks right.

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1 hour ago, GrubbyZebra said:

What is the problem? the screen shot looks right.

Down left, the line disappeared.

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45 minutes ago, Owari said:

 

Down left, the line disappeared.

That node is being set by another mod and KSP can't draw the connection to the prerequisite node.

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Just now, GrubbyZebra said:

That node is being set by another mod and KSP can't draw the connection to the prerequisite node.

But i fixed the problem installing 1.4.1 version mod (was using 1.4.3 with CKAN). Anywey, dont worry, all is perfectly now. In fact, i am editing my own tech tree.

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Anyone tried this with 1.5? I have and it works, but "Advanced SRB" node is missing and I cannot research following nodes because of it. Any ideas for a fix? 

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On 10/30/2018 at 3:06 PM, Mighty1 said:

Anyone tried this with 1.5? I have and it works, but "Advanced SRB" node is missing and I cannot research following nodes because of it. Any ideas for a fix? 

Do you have Hide Empty Tech Tree Nodes installed? If you do, you might need to edit the ETT tech tree file. Check here for why.

Search for all "_v2" parts, and either put the matching non-v2 parts in the same nodes as their v2 parts, or just delete the non-v2 parts since I think they're obsolete.

For example delete "probeCoreOcto2", but keep "probeCoreOcto2_v2". Or put them in the same node.

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21 hours ago, ev0 said:

Do you have Hide Empty Tech Tree Nodes installed? If you do, you might need to edit the ETT tech tree file. Check here for why.

Search for all "_v2" parts, and either put the matching non-v2 parts in the same nodes as their v2 parts, or just delete the non-v2 parts since I think they're obsolete.

For example delete "probeCoreOcto2", but keep "probeCoreOcto2_v2". Or put them in the same node.

The solution is not that simple as i don't have it installed. Thanks for trying thou.

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On 11/1/2018 at 11:14 PM, Mighty1 said:

The solution is not that simple as i don't have it installed. Thanks for trying thou.

Hey, have you solved your poblem btw?

 

Im thinking of getting this mod aswell for my 1.5 game but if you have nodes missing then there is no point of me getting this as well.

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no, sorry. But i have more than 100 mods so there could be some conflicts. The best way to do it is to install it and look at the tech tree. if something is missing or not connected then it does not work :)

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7 hours ago, ondert said:

I assume this works with the latest 1.6.x version?

Not this version. Sorry. Someone else has picked up the reins and is supporting this mod right now. You can go back through the thread a bit and find the link. 

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