Jump to content

cvod

Members
  • Posts

    154
  • Joined

  • Last visited

Everything posted by cvod

  1. It does. The new parts will just show up as un-purchased, and new nodes will need to be researched.
  2. For those of you figuring out the problems with mechjeb and proc fairings, it'd be very helpful if you write the module manager corrections when you find an error. Post them here and I'll look at them when I get a chance and include them in the download. - - - Updated - - - For the MSI parts, which would you suggest moving to an earlier node? I don't know really how to rank the parts in terms of usefulness based on the few times I've used them.
  3. Dmagic comes with Universal Storage modules, so that's supposed to happen. For the MKS/OKS problem, that might be something to bring up to RoverDude. I don't think that's really my area. Thanks, I'll fix the unmanned file downloads. I just forgot about that mod. Thanks for the edits.
  4. Thanks for letting me know! It's fixed now. I updated the download.
  5. It's about time. I finally got all the changes finished. I actually started before the holidays, but it took a lot longer than expected with bugs in the new tree editor and loader. Luckily for you, I also changed A LOT more than I expected to. I think I improved the organization quite a bit, but let me know what you think. I re-wrote the OP so check that out to see more changes and the new mod list. One exciting new feature is rather simple. There are now two versions of the tree (both included in the download). Neither are intended to be a grind-fest, but one has significantly higher starting node costs. This version requires you to commit to your early game decisions a bit more, but you have to use custom career settings to start with 30 science for this mechanic to work. If you choose to buy spaceplane parts, you cannot just turn around and buy basic rocketry because it will effectively cost you 3x the amount you just spent on spaceplanes. I think it should be fun, but I want to see what you guys think.
  6. Your career folder would be under the "saves" folder in your KSP directory, and then it would be named whatever you called your career save. You can place the file from the download in there, or you can place this edited version of the file in your GameData folder.
  7. It would be a really useful feature for editing trees. It's been rather tedious since TreeEdit died. I've found an interesting issue. Kinda surprised this has not come up yet. I'm sorting parts in a tree using the TED tree editor, but the parts do not move when I load the game. They all go to their default stock nodes... except for parts that aren't defined with underscores. I noticed that my old treeloader file used periods instead of underscores, but TED used underscores and the actual part .cfg used underscores. For example the part defined as "name = B9_Engine_SABRE_M" is seen as "B9_Engine_SABRE_M" by TED but will only load correctly with TechManager if it's written "B9.Engine.SABRE.M" in the tree file. But when I write "B9.Engine.SABRE.M" in the tree file, TED thinks the part is missing so it makes it nearly impossible to sort. Could you make TechManager handle both underscores and periods?
  8. All the stock nodes still exist so the parts will show up somewhere that sorta makes sense. For example, space plane parts will show up with spaceplanes, rocket parts will show up with rockets, and construction parts will end up in a construction node.
  9. Is it possible to load a new tree without restarting KSP? I'm trying to edit a tree and then view it in Kerbal. So far I've only had luck with restarting KSP to see the changes.
  10. I've found a bug. I used this to edit a tree that previously worked with TechManager, and it stopped working once I edited it. The issue was it had replaced "icon = LARGEPROBES" with "icon = UNDEFINED." Switching it back solved the problem. Another bug is in the TechManager header it has "id" and "name" when it should be "id" and "label"
  11. Glad to see you're back! One question. What's Kerbolite? I don't get any results when searching the forums.
  12. I agree with Streetwind. You should definitely try Kerbal Construction Time.
  13. That was part of what made me start this tree. Just get custom biomes and you'll be set. Although with contract science, you'll always have enough.
  14. This is weird because I downloaded the recent Techmanager and loaded the tree without any problems and without these changes. ...I did change the tree file so that it was only "tree.cfg". I still do that out of habit from using treeloader, so I guess it works when it's named like that. Sorry for any confusion.
  15. Yeah, it let you drag the icons and right click to make dependencies. It let you edit the node data, and move parts between a list of unused parts and parts in the current node.
  16. This is a great start. Some things that would definitely be useful are grid snap, more than one letter for the node name, an option to list parts by their in-game name, and better indication of where the arrows are. I know the circle is supposed to show the direction, but if it has a line going in and another coming out then you can't tell which is pointing where. I think there should be two connection points, one for incoming lines and one for outgoing lines. It would also be helpful if the lines followed right angles like in the RnD building, but that's not that big of an issue. The GUI right now could be kinda limiting when having to sort a lot of parts. I think it'd be useful if the list of parts in the node and list of unused parts were parallel instead of stacked. I'd also prefer that the unused parts weren't sorted by VAB categories. I just think there it needs to be easier to see a list of parts in each list. An easy fix would be to make the part names a smaller font and make them not so spaced out. That alone looks like it could double the amount of parts shown.
  17. There's not any chance you'd be interested in making a replacement for TreeEdit too, is there? Being able to edit the tree in-game was a very useful feature that I don't think external editors will be able to replace.
  18. What parts would you like to see them grouped with? I've been meaning to spread KAS out eventually.
  19. Any names in the rocketry nodes referring to tank size probably just weren't updated when I moved the parts around. The extra engines and tanks used to be separated instead of mixed together. Any advice you can give would be great. Love the parts, but I've never actually used them. I started with Nertea's original node structure, but I really thought there were too many nodes so I tried to condense them based on Isp. I can add more nodes if needed though.
  20. The adapter might be misplaced. I'm pretty sure procedural fairings are out of place because of an update. Life support is kinda iffy. I put most of life support later to try to give reason to use probes (also why life support nodes are cheaper than probes). But everything below spaceplanes is going to be reorganized in the next update, so I'll try to come up with a better order for the nodes.
  21. Box Sat is now on the list of planned mods. For anyone who has played with this tree, how do you feel about the rocketry nodes? I've been unsure whether to change them or not. I feel like there's barely enough engines to justify how it's currently organized.
  22. The problem is there are a lot of people that don't like starting with just probes. I happen to be one of those. I will be placing a probe core in one of the first purchasable nodes once I reorganize that section of nodes. I may offer an alternate download that starts probe-first, but it wouldn't have different node structure.
  23. I don't know that I will put them in the start node, but I will be making them easier to get to earlier. I think the lower portions in the tree around electronics are going to be changed quite a bit. Probe cores will probably be one of the first accessible nodes (parallel to rockets, planes, and survivability).
  24. This is the kind of feedback I've been looking for (I'm also rather surprised I didn't get it sooner). All this will definitely be taken into consideration when I get a chance to work on this again. It would be helpful if you named some in particular. I will probably integrate any big part packs, but very specialized parts or unpopular part packs won't be a high priority since this is still in development. This would make sense to break. It had a very unique way of defining the parts in the tech tree. Sorry it broke. To everyone: Updates to this are long past due, and I'm sorry I haven't been able to work on this. But remember that's why this is in the development forum. It also doesn't help that my main drive failed and I haven't had a chance to reinstall everything.
  25. I would love to see this also work during warp travel. It'd be funny to have this in place of KSPI's warp trail.
×
×
  • Create New...