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Jonnothin

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    Rocketeer

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  1. Hi, I do still plan on working on it, but it is on hold at the moment do to ... well life. Technically Karbonite is supported as long as it works with the basic tech tree. I also haven't tested any of the latest mods with .24 yet and I've been kind of waiting for ksp to stabilize a little before I start updating again. I have thought about how flight needs to be changed, but I haven't got around to that yet either. It's good to hear that you like my tech tree.
  2. Alpha Test 0.2.0 update Lots of changes see original post for more info. I'm making a lot of changes to the tree to get rid of some of the webbing and make it more intuitive. These changes are not complete, but it should help.
  3. Hey, I haven't worked on it lately, but I still plan on it. Life and other games have been busy.
  4. Sorry, I misunderstood. I was actually thinking of adding that to the node descriptions at some point. I agree about the node requirements. Which ones specifically are you having problems with?
  5. Do you want a tree with the nodes that could be empty highlighted or do you want something that shows how the tree is divided up? Both could be useful I suppose. I'll probably take a screenshot and highlight the different areas with photoshop. Keep in mind that the tree may still change some, especially around the aerodynamic parts area.
  6. Alpha 0.1.2 Update. I changed the beginning tech costs to reduce grind. I've also readded Kethane and have started adding in the default tech ids.
  7. Apparently I didn't have Kethane installed when I made this last update. I would appear that I can only have as many mods in my tree as memory will allow in a single install. I'll have it fixed soon.
  8. Alpha 0.1.0 update Support for SCANsat and MechJeb added. Partial support for AIES Aerospace added. When I was adding the parts for AIES Aerospace I noticed that some of the parts were missing so I need to go through and add back in the original tech IDs. I add support with TreeEdit by taking the current version of my tree and adding in the new mod's parts. I have just figured out that if I use the default tech IDs I can have all the parts pop up in the tree instantly and then all I have to do is rearrange the parts. It'll take me a bit to add those back in, but then my job will be easier.
  9. @ExavierMacbeth lol you posted while I was posting... Anyway, I'll take a look at them. It probably won't happen until the update after this one, but I don't think I'll have a problem with it.
  10. I've been using TreeEdit to make the tech tree. I know that there is a manual way to do it, but it would take longer. I am not planning on requiring AIES Aerospace, but I might make it so that it requires either KW or AIES Aerospace since they seem to have some of the same ideas (new engines and fairings). Ideally, I want to make it so that KW and AIES isn't required.
  11. I am going to add support for SCANsat this next update as well as Mechjeb. It'll be out soon. There will be quite a few empty nodes especially if you don't have any mods, but only required mods should be the hitch for the rest of the tree. I think that I'll try to also move more of the stock science back farther in the tree so that it'll be easier without the mods. It should reduce empty science nodes which are the core of the tree. At the very least I can attempt to spread the stock science out so that you also get something without the extra experiments. The only other place that would have empty nodes besides the obvious ones (supported mods such as TAC life support and kethane) are some of the rocket engines which is why KW is under required. I haven't figured out what to do with this yet because I like how KW rounds out a lot of the engine choices. I'm hoping AIES Aerospace does something similar. One option I thought of was that I could make those choices only need one parent, but I don't know how well that would work.
  12. @CobaltWolf I'll work on adding SCANsat then. @dtoxic At a glance I know Mechjeb isn't supported yet and neither is AIES Aerospace. I can add support for these and will soon. To know if your mods are supported you just need to find out which of your mods add parts. If a mod does add parts and it isn't on my list in the OP then it's not supported. Most mods that simply add functionality or graphics like FAR or Better atmosphere don't need to be on the list because they don't add parts. @rhoark I changed it. Thanks for pointing that out.
  13. No, is SCANsat still being developed? I was debating about trying it out myself, but I was unsure as to its stability in 0.23.5. It shouldn't be too hard to add.
  14. @CobaltWolf I think it has to be a new save but yes @Tommygun I know what you mean, station science mod gives a lot of science by default and I can't decide if you it's too much yet or not.
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