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Jonnothin

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Everything posted by Jonnothin

  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.
  15. Alpha Test 0.0.4 released. KSPI is no longer required, but is still supported. RemoteTech dishes have also been adjusted. Any feedback would be appreciated!
  16. @Tommygun As I understand it mods are usually responsible for that error. It's means that there is probably a bug in it. @Cpt. Kipard KSPI is mostly setup for the late game and I tried to keep as such. I think the only thing it really affects is the stock nuclear engine. At this point you would have to go through 2 empty nodes without KSPI to get it. @CobaltWolf I'll take a look at it. You should be able to get dishes that can reach a least duna and eve, if not I'll change it. Though, I should probably move the dishes back a tier anyways in order for you to be able to reach the whole system sooner with unmanned probes and RemoteTech2. Nuclear propulsion (at least stock) takes more science to get to. I'm thinking about changing how nuclear progression happens. If I change this then KSPI would not be required any more. It would still be supported though. Thanks for the feedback!
  17. @DMagic Awesome. @Cpt. Kipard I see what you're saying now. I have done what you're saying to some degree and I am trying to keep the required mods to a minimum. I need to figure out good way for the stock rocket engines to be arranged so that they still make sense. Basically I have more nodes than there are engines I think. Also I'm trying to make most of the science experiments be part of getting the next tier which might make some of the science mods be required anyway. @5thHorseman Good for you! Technically, loading the tree shouldn't crash the game or anything if you don't have those mods. Those mods are "required" because they're part of the progression. You could try to play without them and see how far you can get. Then change the tree to make it work. @Tommygun Your link isn't working for some reason. When are you installing the tree? Try installing the tree with the new career save game not loaded, if you haven't already. Is this a new game? @CobaltWolf That's not my intention. I'll have to check those costs. The intention is to have to visit each a couple of times at most before going interplanetary.
  18. Alpha Test 0.0.3 Available. Any feedback would be appreciated.
  19. Hi all, it's good to see some feedback even though I don't have anything for you to see yet. @KvickFlygarn87 I don't mind if you use this for a let's play ... in fact I might watch that. @Dmagic would you happen to know if your mod works with custom biomes? because that would REALLY multiply the science. @sidfu I think if you leave the TechID the same then it works. @everyone wanting something compatible with stock or something else Really the problem with making a tech tree of any kind is how you want progression to happen. If you're not sure if certain parts are going to be there then you can't rely on them for progression which is the problem I have with my current modded game. So... the mods that would be required would be required because they help progression. In other words, not having certain mods (especially science mods) may make it impossible to finish the whole tree. My advice would be to either try out treeEdit (it really is easy, just time consuming) or make a feature request if you haven't already. Maybe someone will pick it up and I hope someone does.
  20. Alpha Test 0.2.0 Lots of adjustments to name a few: Added support for near future electrics, solar and propulsion. Added support for modular fuel tanks Readded stock nodes so every mod's parts should appear in the tree they just won't be where they should be. Fixed Infernal rebotics appearing elsewhere in the tree. lots of rearranging for the structural components, rcs and separators. full support for AIES, but it still needs work. lowered the cost to get to certain parts such as the stock rcs thruster. 0.2.x is going to change a lot of the tree, but testing is still going to be important. Hi all, I've been working on a tech tree for the last few days and thought it was time to show a picture and explain what it's for. This tech tree is for spreading out the parts a lot more and increasing the amount of science required to finish the tech tree. Also the nodes revolve around getting more experiments which are in the middle of the tree. This tech tree's goal is to help make a game with the mods I've been using more complete not to make it a grindfest or anything like that. License: Creative Commons Share-Alike Non-Commercial Attribution (Basically you can use this and edit it to your heart's content as long as you give me credit). (Thanks to rhoark for pointing out that I had the wrong license here.) Features: Reworked tech tree Increased overall science cost (somewhere around 130000 which might be too much) to account for KSPI, Station Science, Custom Biomes and Dmagic Orbital Science(hopefully without slowing the beginning down too much) Logically organized tech tree that spreads the parts around and allows the player to see what they're getting. (again hopefully) Maintain parts upgrades for KSPI without editing KSPI(this seems to be surprisingly easy) Upcoming Features: Better space plane progression Make KW not required Node descriptions More intuitive part progression Bugs: None Installation Instructions: 1. Start a new career mode game 2. Go to your ksp folder/save/yoursavegame 3. replace tree.cfg with my tree.cfg Required Mods: Station Science DMagic Orbital Science Custom Biomes Note: this may not be required in the final version, but the extra science probably helps. I intend to account for its science if possible. KWRocketry Treeloader Supported Mods: KSP Interstellar Infernal Robotics TAC Life Support RealChute Kethane Deadly Reentry B9 Aerospace Mission Controller Extended KAS Kerbal Engineer Redux VNG Parachute Remote Tech2 SCANsat MechJeb AIES Aerospace Spherical and Toroidal Tank Pack Near Future Propulsion If you have any suggestions or feedback especially on a name for this project or space plane progression please let me know. These aren't all the mods I'm using, but these are most if not all of the mods that add parts. In fact some of these mods I don't use at all, but have added them from the request of others. Thanks to all the developers of these mods and of course the developer of TreeEdit/Treeloader otherwise I may not have even attempted this.
  21. @Amaroq - Oh I see it now. My bad. Also I believe sciguyCO is correct. I did some tests in sandbox which has the range on the probe cores and when I started a career mode game it was gone. So it would seem tech unlocks the range.
  22. I noticed that once I had the throttle up a little somehow in one instance, so it could be any of those things. What things can cause the vessel id to change? (going to space center?, quickloading?). Also are you planning on allowing multiple missions to run at the same time in the future?
  23. Well I just threw both of my theories out the window. I landed in the water with a command capsule 2 goos on opposite sides and an engineering module on another and it didn't say the mission was finished until my kerbal got out. This would have been a problem if it were unmanned. This was mission Kerra 3. Any thoughts?
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