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KSP2 Release Notes
Everything posted by Yemo
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The first stuff to do when editing configs and something does not work, is clicking behind the last bracket to see if it corresponds to the right one. Welcome to coding, where syntax matters ;-). What text editor do you use?
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Just noticed that the bracket right below @TechTree goes into the wrong direction. - - - Updated - - - Edit: As said above, you could just use the configs from CTT or SETIctt as a basis...
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Have you tried modding the techtree without any other mods installed, except for module manager? Is Rocktest the folder containing your configs? Are your configs named whatever.cfg?
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Can you upload a screenshot of your GameData folder?
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Also, there should be no [ in front of HAS, take a look at the CTT and SETIctt files.
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The tech name is generalRocketry, not generalrocketry or GeneralRocketry. Dont use FINAL if you want to distribute the mod.
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Give me two small patches you want to have corrected, eg changing one node in the techtree and adding changing one part to show up there. Or should I use the ones above? Also, using :FINAL is problematic if you want to distribute the mod, and not only use it privately. It is a major source of incompatibility. It is better to just start your mods folder name with some letter from the end of the alphabet... - - - Updated - - - Also you could just take the CTT or the SETIctt configs as examples of techtree modding and work from there.
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Those extra parts come from the ProceduralParts mod, which was required for earlier versions of the SETI-BalanceMod. You can check the SETIctt/MM-NewParts folder for parts added by SETIctt.
- 2,515 replies
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I strongly suggest trying out minor changes first, then check in game if they work. Instead of editing a textfile for hours only to find you that the methology/syntax is wrong. It is like starting serial production without testing a prototype.
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Thanks for jumping in, it was getting a bit annoying. I have copy pasted the old content of the first post into the second post. And then streamlined the OP to contain mainly stuff for 1.0.2, with a disclaimer that empty nodes are a "feature" implemented by squad. And I will probably just ignore further questions regarding this matter. Or maybe forward them to squad. The picture is from the SETI-BalanceMod. I changed it to another version containing this information. Also the parts you speak of are probably just procedural parts, which were heavily rebalanced/expanded by the SETI-BalanceMod.
- 2,515 replies
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I use the CTT as the basis for my SETIctt addon, where I shift manned space flight back a bit (eg 2.5m fuel tanks for 90 science, but 2.5m engines after the R&D upgrade). Also works better for those extra propulsion nodes (eg precision propulsion). Basically starting with 1.25m and then branching off into 2.5m and 0.625m engines. The former being more useful for manned missions, while the latter are suitable for probes.
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Empty nodes at the end are just invitation to parts packs offering tech beyond the stock scope. As I said before, part placement is balanced by the amount of science necessary to get the part, not by the amount of science for the explicit node containing the part. I do not understand why people are bothered by an empty node and would prefer that I just add the costs of the empty node to the later one. It is just a difference in visualisation. But if you have VenStockRevamp installed, it offers a smaller less efficient nuke for that node. Which would not be possible if I would fusion this node with the next just for appearences sake. I want both, but when in doubt I favor function over form. The picture just shows where the parts of the mods are roughly placed in the tech tree. KSPIextended is mainly in the north eastern corner. MKS/OKS is mainly populates the later nodes of the 2 southern branches.
- 2,515 replies
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There is a different overview image, right beside the download link, stating some mods to fill up many of the nodes. The splitting/reboot is planned, but it is not a priority at the moment. Adding more mods to the current SETIctt mod comes first and I m not sure how fast that will progress. Currently waiting for 1.0.3, which should arrive during the next few days. 1000 posts, yeah!
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Hey, yep, looks like we have very similar approaches to rebalancing stock! I will take a closer look over the next weekend! About the state of the mod: Compared to stock it is much improved. Compared to the BalanceMod before, it is very rough and in its infancy again. For the moment I m only dealing with the extremely bad stock issues, in addition to the tech/science and contracts progression. - - - Updated - - - Are you sure you have the latest (and only the latest) module manager 2.6.3 installed directly in your gamedata directory?
- 2,515 replies
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I can not speak for the massive mod install, though with only SETIctt, CTT and module manager installed, it should work fine. With that setup, do you not have the earlyAvionics technode for 4 science?
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I recommend just making one total copy of your KSP folder for stock and one for a modded savegame.
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Selecting TechTrees on a per save basis was possible in 0.90 tech tree modding using TechManager. It is a "feature" of ksp 1.0.x tech tree modding, that this is not possible anymore, since TechManager is "replaced" by MM modding of the stock tech tree config.
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The compatibility patch is only intended for the balance mod. Do not use it.
- 2,515 replies
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Yes, it is intentional. The range advantage of the KR-7 is largely irrelevant, as Minmus is in range of the DTS-M1 for most cases. The only other advantage of the KR-7 is that it does not snap in the atmosphere. But on the other hand, the DTS-M1 is lighter and provides a much larger cone, which is useful for relay networks. I do not think that all nodes can be filled at the moment. But you can take a look at the linked image besides the SETIctt download or above the big SETIctt overview image in the OP. Generally KSPIextended and NearFuture fill out the NorthWestern corner, StationPartsExpansion and MKS/OKS fill out the Southern line together with life support mods, Karbonite should be for resource extraction and InfernalRobotics for the actuators. This whole list of mods, including the INSTALL section and the compatibility file, is for the SETI-BalanceMod, which only works in KSP 0.90. SETIcontracts is the stuff shown in the progression picture, replacing the stock explore body contracts. InitialContracts only contains the 3 starting contracts, 18km altitude, reach space and orbit.
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Thank you, will correct it! KSPIextended and NF are all over the place, but mostly in the upper right quadrant. They are also the only mods I m aware of for that part of the tech tree. Sorry about that I should only use the hour format for that reason, will correct the title in the next version. Generally the duration statement in the objectives list is the one that gets checked. If you are using TAC life support, you indeed need the containers, with USI you dont. Random green buttons? Could you be more specific (screenshot)? Since no one else of the downloaders reported this.
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I started a guide and a description of the most dramatic changes for the old balance mod (OP and second post), but not for SETIctt yet. One reason was, that the science experiments now show in the game description (module), whether they are collectible or not.
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I ll put it back on the list, thank you! ad1. As hbkmog said, it is a stock feature. However stock parts should be reachable without empty nodes in between, except for the nuclear engine. Researching an empty node is like adding its cost to the one which eventually contains the part, just different visualization. Progression is balanced around costs to reach a part, not around the cost of the node containing the part eventually. You might want to install VenStockRevamp, it adds a small nuke to the now "empty" first nuclear propulsion node. ad2. Those changes are made using module manager statements in the SETI-ScienceSettings.cfg. There should be 3 for mystery goo and 3 for materials bay. You can change or delete them if you like. Though keep in mind that those experiments are balanced around being non-collectible. Materials bay is much lighter than in stock (80kg instead of 200kg), while mystery goo provides much more science (18 instead of 13, while only being a bit heavier 80kg instead of 50kg or so). Also their transmission values are adjusted, so with a scientist you can reuse them, but only for transmission, if you do not use a lab.
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Will try to fix it for Antenna Range with the next update. It should be in the 2nd nuclear propulsion node, the first one should contain the small, less efficient nuke from VenStockRevamp, if that is installed.
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As Hasegawa wrote in the SETI thread, Contract Configurator is required for SETIcontracts. But SETIcontracts only replaces the stock progression contracts. Not the procedural ones. You may want to take a look at the ContractConfigurator thread for other packs. SETI-CommunityTechTree needs the CommunityTechTree and module manager, nothing else. The "INSTALL (SETI-BalanceMod)" instructions with the required mods are just for the SETI-BalanceMod.
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Yemo replied to nightingale's topic in KSP1 Mod Releases
Thank you very much! I decided to use the simple asteroid part way, since that does not lock the asteroid to be the one encountered first by the player (in case the first mission crashed into the asteroid, the player can pick a different one for the nex try). I ll probably try out the other way as well at some point.- 5,219 replies