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[1.12.2] TETRIX TechTree 2.15 and SIMPLEX TechTree 1.25


theJesuit
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Just a small tweak to TETRIXTechTree to 2.8.1 this morning as the new Kerbalism Simplex containers weren't added.

Updated SIMPLEXTechTree to 1.18 but this will also get a small tweak later today as I missed putting in the avionics science changes and also there are some Restock+ changes I missed.

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Hey Jesuit.

I've been a while away from KSP, though digged it out a few weeks ago and started over, using your SimplexTT Mod. Will the new update apply to my existing save, or will I need to start over with the new update as well? I installed it via CKAN.

Kind regards.

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3 hours ago, zulu354 said:

Hey Jesuit.

I've been a while away from KSP, though digged it out a few weeks ago and started over, using your SimplexTT Mod. Will the new update apply to my existing save, or will I need to start over with the new update as well? I installed it via CKAN.

Kind regards.

 

Hi Zulu!

Welcome back. The update will be fine, it only moved the avionicsNoseCone to Start and applied a patch to it, a science experiment, and removed the SAS function until the Specialized Control node.

This won't break existing saves, but the science experiment won't be added to existing craft, or craft already saved - they will function exactly as before.

Peace.

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5 hours ago, CessnaSkyhawk said:

I'm making some patches for reDirect, BARIS, Photon Corp, Coatl Aerospace, and a few others. I'll post a file with them once I'm done in case anyone wants them.

That sounds great. 

If you are happy for me to do so, may l please include them in the next edition?

Peace.

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  • 2 weeks later...

@theJesuit - quick typo fix in TETRIXTechTree-ModParts.cfg:

	@PART[dmReconSmall|dmscope|dmUS2Scope]:NEEDS[DMagicOrbitalScience]
		{	@TechRequired = advUnammed
		}

This one had me pulling my hair out trying to find the telescope in my tech tree until I thought about searching for it in the mod files. :D

(for clarity, it should be         {    @TechRequired = advUnmanned )

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4 hours ago, etmoonshade said:

@theJesuit - quick typo fix in TETRIXTechTree-ModParts.cfg:

	@PART[dmReconSmall|dmscope|dmUS2Scope]:NEEDS[DMagicOrbitalScience]
		{	@TechRequired = advUnammed
		}

This one had me pulling my hair out trying to find the telescope in my tech tree until I thought about searching for it in the mod files. :D

(for clarity, it should be         {    @TechRequired = advUnmanned )

Awesome find thanks!  I'll post an update this evening.

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17 hours ago, etmoonshade said:

@theJesuit - quick typo fix in TETRIXTechTree-ModParts.cfg:

	@PART[dmReconSmall|dmscope|dmUS2Scope]:NEEDS[DMagicOrbitalScience]
		{	@TechRequired = advUnammed
		}

This one had me pulling my hair out trying to find the telescope in my tech tree until I thought about searching for it in the mod files. :D

(for clarity, it should be         {    @TechRequired = advUnmanned )

Updated :)

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More bug!

This one took a while to figure out, because using sandbox mode masks the bug.

The KSPI-E integration is slightly broken. KSPI-E uses a "techRequired" key under the integrated Tweakscale module to limit scaling dependent on tech (think miniaturization)

This causes Tweakscale to not find a valid scale factor, since none of the tech nodes exist in TETRIX.

Example from .\GameData\WarpPlugin\Parts\Electrical\TriAlpha\TriAlpha.cfg in KSPI-E:

	MODULE
	{
		name = TweakScale
		type = stack_interstellar
		defaultScale = 2.5
		scaleFactors = 1.25, 1.875, 2.5, 3.75, 5, 7.5, 10, 15, 20, 30, 40, 60, 80
		techRequired = quantumReactions, exoticReactions, advFusionReactions, advFusionReactions, advFusionReactions, advFusionReactions, advFusionReactions, advFusionReactions, advFusionReactions, advFusionReactions, advFusionReactions, advFusionReactions, advFusionReactions
	}

There are... quite a lot of parts which use this pattern. :D

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1 hour ago, theJesuit said:

Oh my.  KSPIE was such a headache.  I'll need to think what to do about this.

That's a much politer term than I was going to use for it. :D  Alas, it's a fun mod when it's working correctly. And that comment has nothing to do with the tech tree being used. :)

I think (and I stress think) that all KSPI-E modules use stack_interstellar for their tweakscale modules - a search in the folder for techRequired should at least highlight anything that's using that (it'd be basically anything with more than one entry in techRequired, I think...)

Of course, the real fun is figuring out where to move 'em all and writing the new MM configs...

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I'm happy for a suggested patch to be applied.

1 hour ago, etmoonshade said:

That's a much politer term than I was going to use for it. :D  Alas, it's a fun mod when it's working correctly. And that comment has nothing to do with the tech tree being used. :)

I think (and I stress think) that all KSPI-E modules use stack_interstellar for their tweakscale modules - a search in the folder for techRequired should at least highlight anything that's using that (it'd be basically anything with more than one entry in techRequired, I think...)

Of course, the real fun is figuring out where to move 'em all and writing the new MM configs...

 

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12 hours ago, theJesuit said:

I'm happy for a suggested patch to be applied.

 

I'll be honest, my patch (if I write it) is going to be something to the effect of "(if module = tweakscale AND if stack = stack_interstellar) then [email protected]" or something to that effect. I just commented out the techRequired key on the Tri-Alpha so I could just get my mission started, for example.

I understand the upgrade balancing, but I've never had a use for scale restrictions in general and especially for KSPI-E. <_<

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Posted (edited)

Yea, I'm not sure that a simple patch that woukd go through and replace node names qith equivalents is possible for this situation.

It might have to be a manual change.. and I need to play some KSP.  Burnt out on getting some other stuff done tbf.  

I'll add it to the list when I do a big big upgrade.

Edited by theJesuit
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The next update will include the SSPX changes and some fixes.  KSPIE will take a little longer to resolve.

I plan to release the next update once KSP 1.12 drops so that I can include the new parts from Squad as well.  It may take a week or so as I'm snowed under a bit at RL work.

Peace. 

   

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  • 2 weeks later...

As i think SSPX will yake a little longer tge next update will have the provisional changes for SSPX.

The gigantor is moveing to Specialised Electrics and the new solar panels in ksp1.12 go in the large electrics node.

TETRIX will also update CryoEngines as i dodnt release I was missing so many!  Hopefully this is done by Friday.

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  • 2 weeks later...

Hello,  I'm finally back. Unfortuantely, I lost my partially complete Coatl and ReDirect configs, although I'll see about getting them remade. However, in bigger news, I've decided to try and make myself a Bluedog Design Bureau config for Tetrix. I've gotten about half on the parts done so far (most launch vehicles aside from Sarnus) and will maybe try to finish later today ot Thrusday. It won't have everything (I normally don't play with the manned capsules, and even more so, iirc CobaltWolf is working on a big Sarnus update so I don't want to touch that if that's the case), but it should be pretty comprehensive. I'll post it here once it's ready!

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1 hour ago, CessnaSkyhawk said:

Here are mostly-finalized patches for BDB and Coatl - there might be one or two errors, but I think I got everything. BDB doesn't include Gemini, Saturn, Apollo, or Skylab, but has all other parts accounted for.

https://github.com/CessnaSkyhawk/TetrixPatches

That's awesome! I have limited data rge next week and a half so can't download to look further to really check it out.

Would you be happy for me to incorporate it?  I have an upgrade node system that ise for tge pwrt upgrades but it needs redoing for TETRIX.

Thanks for sharing your hard work!

Peace

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19 minutes ago, theJesuit said:

That's awesome! I have limited data rge next week and a half so can't download to look further to really check it out.

Would you be happy for me to incorporate it?  I have an upgrade node system that ise for tge pwrt upgrades but it needs redoing for TETRIX.

Thanks for sharing your hard work!

Peace

That’d be awesome! I did see the upgrade system as well, but didn’t want to mess with it too much, so for the time being, all the upgrades for BDB and Coatl just got balanced into the tech tree proper

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16 minutes ago, CessnaSkyhawk said:

That’d be awesome! I did see the upgrade system as well, but didn’t want to mess with it too much, so for the time being, all the upgrades for BDB and Coatl just got balanced into the tech tree proper

Yup, when i added the upgrade then to the  Simplex tree I redid the naming system and made it more user friendly... or more friendly to me.  I haven't got round to sorting out Tetrix in the same way, which I'd like to for Simplex Propulsion too.  But i need to fix KSPIE which has upgrade issues.  Probably another month away.

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