cvod
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Everything posted by cvod
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[WIP] ATC - Alternative Tree Configurator (released)
cvod replied to SirJodelstein's topic in KSP1 Mod Development
I like the looks of this. It'd also be great to have a modified/replacement version of TreeEdit so that it would spit out a config file for your ATC to read instead of a TreeLoader config. But that's probably outside the scope of your plans for this, isn't it? -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
cvod replied to cvod's topic in KSP1 Mod Development
I'm pretty sure it takes a lot less science before. I really only deleted and moved nodes. Did you add any mods? Near Future adds a ton of science required to finish the tree. I want the tree to be more expensive than stock, but have all the nodes that contain stock parts add up to about the same as stock. Honestly though, I'm going to scale these prices to make career mode harder when I play a big career with this tree, especially for the end-game. But I've barely played Kerbal in the past few months, so who knows when that'll be. -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
cvod replied to cvod's topic in KSP1 Mod Development
This started making me think of changing the rocketry nodes. If you've ever seen Jonnothin's Reorganized Tech Tree, he splits his rocketry nodes up similarly except with his tree you get lots of fuel tanks first and no engines. I liked that he split it up, but I didn't like the order. My goal is to have each node be worth buying and actually add something to the gameplay. So I don't want the parts spread too thin, I don't want you to have to unlock nodes just to get to the next one, and I don't want you to be stuck with parts that make your building options more limited than they should be (which this current set up may be doing). Maybe instead of having a dedicated fuel node, the first node would have basic engines and medium fuel tanks and then you'd have the option of either more efficient engines with the smallest tanks or higher thrust engines with the largest tanks. How does that sound? That would actually make it a lot like Jonnothin's tree, except for how the fuel tanks are distributed. Or should I just get rid of the option and condense the two nodes into one? (by the way I'm asking for anyone's input. wasn't really directed toward bonesbro) -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
cvod replied to cvod's topic in KSP1 Mod Development
It's fixed now. -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
cvod replied to cvod's topic in KSP1 Mod Development
Yep, that definitely made Kerbal load-able again. Thanks! There is a new version (v0.2.9) in the "all versions" link if you would like to see some of the node changes recently (and also a few bug fixes). I got rid of a few nodes, changed a few dependencies, and kinda fixed support for the new KSPI and B9 (old versions unsupported now), I'll be changing more based on bonesbro's suggestions soon. I'm also planning on adding EPL nodes. I also made a script for splicing tech tree files. It works as long as the input tech tree file's nodes exist in the main tech tree. This should make it easier on me for sorting parts since I can sort with only a few mods at a time. This will also give you the opportunity to help add support for more mods I'm not familiar with. I'd like to support as many mods as possible, but my time is limited now that classes have started again so this should help speed up the development of the tree if you choose to contribute. That being said, you should probably wait to send me anything until v0.3.0 is released since I'm not sure what all is going to change yet, but TreeEdit is included in the download of v0.2.9 if you want to mess with it. Just wanted to give some updates since things have been a little bit in disrepair and you haven't seen any changes. -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
cvod replied to cvod's topic in KSP1 Mod Development
I like you're ideas and I'm working on implementing something pretty close to them. You wouldn't happen to be familiar with NFP, would you? I'm thinking about consolidating or reorganizing those nodes. I think he renamed parts for KSPI 12.2 because they all moved to their default nodes, so radiators are a problem. But you don't really need generators for the reactors, right? The reactors can still be used for thermal rockets. -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
cvod replied to cvod's topic in KSP1 Mod Development
It depends on what mods you have installed. A lot of nodes are for Interstellar, Near Future, USI Kolonization, and Karbonite. That definitely isn't normal, and I'm surprised that you're having this problem and others aren't. Have you done anything weird like install a mod and delete a bunch of parts? -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
cvod replied to cvod's topic in KSP1 Mod Development
That's what I expected to be missing. It'll probably get fixed when I switch to the new KSPI but I'll try to put out a quick fix first. That could be a TreeEdit problem, or somehow I just don't have that part installed. Probably will be fixed when I switch to the new B9. Yeah, that's one of the dependencies I'm not happy with. But making it go backwards really cleaned up how cluttered things were in that section. I don't know either. I haven't ever used them. I think all my prices are about the same as the NFP node prices when you use his added nodes. Are you using Custom Biomes? The stock and interstellar nodes add up fairly close to the normal interstellar tree (or at least they did last time I checked). All the additional nodes with only mod parts do add up though. NFP is probably the main contributor since I just adopted his prices. -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
cvod replied to cvod's topic in KSP1 Mod Development
- (grav detector) I could move it. I forgot how much science you get from it. I'll look into it. - I havent implemented EPL so it makes sense that they're in weird places - I fixed the US quadcore problem, I just haven't updated the download yet - for the O-10 mono engine, it would be the only part in that node in stock (or without mods that add mono propulsion) but I'm glad you pointed that out - for NF, you didn't get all the parts did you? Originally, I was going to require KSPI, and looks like there's still some leftover bugs from not requiring it. - for RoverDude's ART would it be good to have dedicated nodes? I've haven't been sure if those would be worth adding for the few mods that add asteroid parts. Thanks for the feedback! I should be able to get a decent update out this weekend. I've had trouble updating it recently because Kerbal is so unstable with having all these mods installed at the same time (which they have to be for tree edit) -
Would it be possible for this tool to create the maneuver node when the user clicks a spot on the graph?
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Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
cvod replied to cvod's topic in KSP1 Mod Development
That would be awesome. If you do, could I include it in the download? It might be a while before I can sit down and write my own. Good call. That will definitely get updated. -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
cvod replied to cvod's topic in KSP1 Mod Development
This is exactly what I was planning on doing! It probably won't work since I added a couple nodes to the nuclear section, but it would work better than playing without your mm config. -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
cvod replied to cvod's topic in KSP1 Mod Development
I know I only ever have one save at a time, I just wasn't sure if other people did that too. -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
cvod replied to cvod's topic in KSP1 Mod Development
The dummy part is an interesting idea. Or maybe I can just same place the part in both nodes. Not sure if that would break anything or not. I was thinking of it more as the price of engineering a different version of the part rather than coming up with a new technology. Almost like the smaller parts are just prototypes. As a mod I think it's improved, but it seems like the tech stats are less realistic. Dunno, I could be wrong. I'll definitely end up supporting it somehow though. -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
cvod replied to cvod's topic in KSP1 Mod Development
JeffreyCor, I'm glad you like the tech tree so much! I haven't quite decided what to do with the new Interstellar. Right now a couple of the nuclear nodes will be empty because of all the parts sizes being condensed into one. I don't really like that. I think you should have to research bigger reactors separately. If I personally switch to the new Interstellar, I was going to make a .cfg file that would edit the TweakScale modules to make certain sized reactors unlock with different nodes. Dtobi's special part pack does this, and I'm pretty sure it's broken in my tech tree right now since the TweakScale modules assume the parts are in a different section of the tech tree. If people like that idea I could include the .cfg in the download, but that would mess up any other saves you have if they were using a different tech tree. The other problem with TweakScale modules being dependent on the tech tree is that you don't see what you're unlocking in the tech tree, so that might be confusing unless I add it to the node description or part description. -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
cvod replied to cvod's topic in KSP1 Mod Development
Sorry about that, I thought I got it to go away by doing that. Maybe I wrote the readme wrong and it goes away if you install the interstellar tree and the update before adding my tree. -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
cvod replied to cvod's topic in KSP1 Mod Development
i tried playing with default ksp tree and everything is working fine not a single error but as soon i copy your tree the error comes back (other custom tree's too but at different times) thought you should now while i am not 100% sure of this i did manage to reproduce this every single time so i am assuming it's the way nodes in your tech tree interact with contracts or vice versa Good job at figuring this out. If you're right, maybe we can ask the developer of FinePrint to make a fix for this. Maybe turn off the stock contract and add one that doesn't have this problem. I say that because it would be outside what I'm able to do and what I have time for. If that doesn't work, I can't really do anything other than suggest that people don't attempt those contracts. -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
cvod replied to cvod's topic in KSP1 Mod Development
Upadated to 0.2.2 with a few minor changes to part locations, prices, and node locations. Also, if you have NovaPunch installed you'll probably notice that it's halfway sorted. -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
cvod replied to cvod's topic in KSP1 Mod Development
I may not be opposed to changing that. I could probably make the first node or two accessible a little earlier. -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
cvod replied to cvod's topic in KSP1 Mod Development
Sorry, it seems to work for me. Does the link to all versions work for you? -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
cvod replied to cvod's topic in KSP1 Mod Development
Okay, so AIES is implemented, sorta. My GameData is getting pretty unstable at this point. My VAB crashes when placing a single part so I haven't checked the sizes of the AIES parts to make sure I got them in the right spots. For those of you familiar with the AIES parts, let me know if anything is out of place (probably fuel tanks). Also I wasn't sure if the cluster engines should be categorized in "Precision Engineering" or the normal rocket engine nodes. The download link is updated to the new version. Other mods that are implemented in v0.2.1: Habitat Pack Fustek Station Parts 6S Service Compartment Tubes (NovaPunch and Firespitter are probably on the way) -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
cvod replied to cvod's topic in KSP1 Mod Development
Honestly, I'm not sure what it would do. You would probably have a lot of the nodes unlocked, but in a order that wouldn't be possible unless you started with this tree. I would suggest making a copy of your save and seeing what happens. -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
cvod replied to cvod's topic in KSP1 Mod Development
if yes...i think one of these two nodes is causing the error Thanks for investigating this! I will definitely check this out when I get the chance. -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
cvod replied to cvod's topic in KSP1 Mod Development
Updated to v0.2.0. I added support for the following mods: KAX MSI's model rework struts ActiveStruts Real Fuels (stockalike engine configs) AJE Engine Ignitor Universal Storage (core, KAS) Mission Controller Burn Together Procedural Parts Procedural Dynamics Klockheed Martian asteroid cities DERP lifeboat PackRat rover I'm not familiar with the procedural mods so the parts will probably need to be re-distributed a bit. I also tried adding KSOS but I can't get the game to load when I install it, probably because there's so many mods I'm loading for this tree. I even created a fresh GameData folder and KSOS still wouldn't load. For future mod support, would anyone like to see AIES or NovaPunch added? -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
cvod replied to cvod's topic in KSP1 Mod Development
Yeah, that node got accidentally moved. It's fixed now. The new download has a better spaced out version of the tree. Nothing else has changed. If you prefer the old spacing, that's also in the download. It looks like you've made decent progress on unlocking this tree. Are there any prices that you think should be adjusted?