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[1.0.4] YongeTech: Great Big Sky Tech Tree (v1.1)


yongedevil

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YongeTech: Great Big Sky Tech Tree

version: 1.1

last tested with Kerbal v1.0.4

Kerbal Stuff Link

Requires: YongeTech Tech Trees Plugin

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About the Tech Tree

The goal for this tech tree is to group similar parts together and remove dependencies on unrelated parts. To that end the tree is much wider than the stock tree, but total cost are a little bit less.

This tech tree starts with uncrewed solid rockets without steering, landing, or recovery capability. The first 5 tech nodes provide choices on how to control and recover science from the rocket, and are cheap enough to unlock several just from a temperature reading on the launch pad.

Installation

Copy the contents of GameData into the Kerbal GameData folder.

Requirements

This mod requires the YongeTech Tech Trees Plugin.

Previous Versions

If replacing a version before 1.0 you will have to remove the old version manually. Versions from 1.0 and latter will not overwrite versions pre 1.0.

v1.1

  • Changed name of added Procedural Fairings unlock parts to include YT_ prefix
  • Converted most textures to .dds
    Added support for the Asteroid Day Mod
  • Created new impCommmunication tech between electronics and advCommunication
  • Set advCommunication to be hidden if empty
  • Moved commDish from advCommunication to impCommunication
  • Added HighGainAntenna to advCommunication
  • Added LgRadialSolarPanel to solar
  • Added HECS2_ProbeCore to advUnmanned

Licence

Permission is hereby granted, free of charge, to any person obtaining a copy

of this software and associated documentation files (the "Software"), to deal

in the Software without restriction, including without limitation the rights

to use, copy, modify, merge, publish, distribute, sublicense, and/or sell

copies of the Software, and to permit persons to whom the Software is

furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in

all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR

IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,

FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE

AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER

LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,

OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN

THE SOFTWARE.

Edited by yongedevil
v1.1 update
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UPDATE: MK3424 was very helpful in tracking down this issue and v1.2.1 of Tech Trees Plugin fixes the larger problem of the tree not loading. The issue remains that mod tracking parts by their name, and when your Kerbal install has multiple parts with the same name it can't differentiate them, but at least it doesn't crash now.

MK3424, can you open your save file (saves/<save name>/persistent.sfs) and do a text search for “TechTreeUrlâ€Â. There should be two results, in CAREER and SCENARIO nodes. They should look somethign like this:


CAREER
{
TechTreeUrl = GameData/YongeTech_GreatBigSkyTree/Resources/TechTree.cfg
StartingFunds = 25000
StartingScience = 0
StartingReputation = 0
FundsGainMultiplier = 1
RepGainMultiplier = 1
ScienceGainMultiplier = 1
FundsLossMultiplier = 1
RepLossMultiplier = 1
}


SCENARIO
{
name = YT_TechTreesScenario
scene = 5
treeSelected = True
TechTreeUrl = GameData/YongeTech_GreatBigSkyTree/Resources/TechTree.cfg
}

Please let me know what the value of TechTreeUrl is in both nodes.

Edited by yongedevil
problem resolved
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Here's the result:

CAREER        {
TechTreeUrl = GameData\ModuleManager.TechTree
StartingFunds = 25000
StartingScience = 0
StartingReputation = 0
FundsGainMultiplier = 1
RepGainMultiplier = 1
ScienceGainMultiplier = 1.4
FundsLossMultiplier = 1
RepLossMultiplier = 1
}

SCENARIO    {
name = YT_TechTreesScenario
scene = 5
treeSelected = True
TechTreeUrl = GameData\ModuleManager.TechTree
}

Here's a snippet of my Gamedata folder:

FVW2ILo.png

Edited by MK3424
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  • 2 weeks later...

Starting off with a Mk1 Pod and no parachutes?! Are you mad?! Do you want to kill the sweet, innocent kerbals?!

Also, this looks awesome, though I'm not sure about the progression from fuel cells to solar pannels. Seems like it's going to take a lot of mass an be difficult in the long run. But I suppose it's more realistic, only allowing kerbals to remain in space for a certain amount of time :)

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The tree has been updated to v1.1. This adds in support for the Asteroid Day Mod. One new node has been added, Long Range Communication, between Electronics and Deep Space Communication. I also converted most of the textures to .dds This means you will need at least v1.3 of the Tech Trees Plugin.

This won't break anyone's save, but it will mean anyone who has researched Deep Space Communication will lose the Communotron 88-88 until they research Long Range Communication. Deep Space Communication will also be hidden if you do not have the Asteroid Day Mod (no stock parts are in it any more)

You're gonna love this:

MK3424, thank you for passing that on. That is very cool. :)

As for the kerbals, of course I don't want to kill them. Well not all of them, Joemore knows what he did. The tree is supposed to start with a new part, the CONE probe core, to avoid pointless deaths until the discovery of parachutes. The Mk1 Pod is should be in the Command Pods tech, which requires Recovery first.

Here is the CONE core, it might be mistaken for the Mk1 Pod in thumbnails. The other possibility is there is something broken with the Tech Trees Plugin. In which case any additional information on what is appearing broken would be most helpful.

l0rGElft.png

With the solar panels, I don't think there's a reason to worry about difficulty. The static solar panels are actually at about the same level as stock (141 total science vs 155 for stock), so the real change is the fuel cell is available significantly earlier. I will admit I don't use the fuel cell, so I don't really know if having them there fits with how people do use them. So feedback is always welcome.

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I can give you the diagram use when creating the tree. It has information on all the tech nodes.

gQvBpRkm.png

The format is:

tech id [* indicates a stock tech id]

icon name [this is not up to date since I added custom icons]

tech title

(cost)

list of parts

Dashed outlined square are just extensions of the tech when all the parts wouldn't fit.

Red outlined techs are hidden if empty.

Red part names are mod parts.

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  • 2 weeks later...
  • 2 weeks later...
Does this work with part mods?

It seems to be stock only from what I've looked at. AIES, Turbonisu, KW, NovaP, KAX, Lacks, FASA, IFR etc all drop parts in nodes they don't really belong in. More importantly so do Dmagic and Universal storage. KIS/KAS I suspect are the same.

Obviously, support for part packs would be ideal but it's not something the author is going to manage very quickly - there's a lot of stuff to go through and I doubt the part authors would want to make the effort for him/her. So for now, keep it stock on the parts front to experience this mod.

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  • 2 years later...
27 minutes ago, linuxgurugamer said:

After 2 years with no activity, do you really think the model author is going to come back and updated?

Its happened before.  And this mod is still relevant.  

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