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Serino

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Everything posted by Serino

  1. This is a link to a cfg that puts kspi into CTT. It keeps most of the right spots that kspi would have them with only a few parts moved to better fit CTT.
  2. I dont understand what you are talking about cause a new tree doesn't need a new release of TM all the mod needs to do is bundle the tree with them. The reason I suggested we bundle CTT and TM is cause we are doing this as a way to integrate all current and future mods into a single usable tree. Also if you do this there isn't 10 different copies of CTT in your files or you forget to download it for some reason. Duplicate files overwrite each other this way so you only have the 1 TM file and the 1 CTT file. No problems, no worries, and no extra work on anyone's part aside from having to include it into your mod's zip file.
  3. Since techmanager already comes with a couple of trees I think it should be done like the old tech loader was with the tree in the techmanager folder and then the mods that absolutely need a tree bundle techmanager with their mod. Those mods that don't need a tree but want to add support for it can add the required tech to their mods and if the player has techmanager and loads CTT then those parts will already be set up for it if not then no worries.
  4. lol yea been playing ksp for almost 2 years and could never get some of the mechanics but after almost 5 hours of crashing the same probe over and over to figure things out I think I have a solid idea on how impact force is distributed so far it seems that it is impact speed of part/5 transfered to all connected parts as impact speed for that part basically if you hit the ground at 100 m/s then the part that is connected to it takes 20m/s as its impact speed and the part connected to that takes 4 m/s and so on and so on. if the part is destroyed then the parts "above" it seem to take extra impact force from the explosion but without concrete numbers I don't know how much. so theoretically one could run their probes into the ground at obscene speeds provided that they have enough between them and the ground to soak the m/s
  5. Wow that's a pretty large range, I know you don't have any control over that. Is there no equation that someone has found for how impact force is transfered to other parts? It would be unfortunate to crash a multi million dollar base because my angle was just a degree or two off when my deceleration rockets run out of fuel from trying to save mass and cost.
  6. I know for me it's stable. I have had no issues even with switching tech trees. MM is taking my config and placing the parts in the right nodes so far. Only thing I see that could be an issue is the amount of science needed gets severely prohibitive if you don't have mods that add more science parts or are playing on anything besides normal. Of course that would probably be offset by the fact that having a complete tree of parts would mean that you are very likely to have additional science modules.
  7. I do have a question. Whats left to be done, besides add nanolathing back in, cause it seems we have our tree and there seems to be no complaints about it currently. Unless there are more nodes that needed to be added is it time for modders who want this to start editing and others to start writing MM configs for those mods that haven't yet joined?
  8. so it would be better to take it at 1/10th the stated impact tolerance then? just curious cause I was planning to use them similar to how the pathfinder was dropped for my MKS modules.
  9. Are the airbags crash tolerance listed correctly? The large one states it can withstand 750 m/s in my game but my probe turns into a pretty fireball when I tested a lithobrake on mun at only 300m/s.
  10. That's asking for a very specific tree with a specific purpose. While these guys are nice and willing to help a lot you are asking them to put a lot of work into creating a tree and assigning parts to it with no knowledge of what mods that will be used in it and that takes quite a bit of time even with that knowledge. That would take time from them working on their own mods, publicly released or not, for something which may or may not be used by anyone other than you. If you are looking for just a tech tree like this one is where MM configs do all the part assignment it's a little more feasible but from what I can glean from your original post is that you want discreet paths for each "type" of progression, plane parts, rocket parts, control parts etc having their own separate progression path with little to no interdependency. If this is true then what benefit does such a tree have over what is being developed here other than jack up the science cost needed to progress further and limiting the player on their choices. Even reality doesn't do that a discovery in one area tends to lead to breakthroughs in one or more other fields which may or may not be related. edit: fat fingered the keyboard in a few places.
  11. @Cpt. Kipard and @madlemur from what has been said, and the short but informative ways RoverDude has explained it, this is only meant as a tree that all mods, current and future, can use. Since it is just the tree and nothing else then it can easily be set for both of you using MM configs to reassign any of the parts to any of the nodes. This way those who want to play with stock tree+ can and those that want special configurations, more realism, planes first, probes before manned, can have those configurations as well. Since all part assignment is done either by the mods themselves, for those mods that support this, or by MM configs, for those that don't or for rearranging, then this tree supports having any of the parts wherever you want which is, from what I have read, one of the goals of this tree, along with the tree for all mods goal.
  12. Cpt. I think what is being said is that this is easy to do community style its just a bunch of node names and places. Your main problem seems to be where things are in the nodes and nertea said they will not be defining what goes where in the tree, its just a tree. It's up to other modders/players to create the MM configs to move parts around on any mods that dont support CTT or to move parts around.
  13. I've been playing with this just a tiny bit, considering right now I'm waiting for nertea and rover to adapt their mods to this so it isn't so empty, and I've been playing with making an MM config to move some KSPI stuff into the tree and so far this tree is everything someone who uses lots of mods could hope for. Only real problems I have had are that for some reason MM keeps wanting to shove everything into the last node when I try to target the warpdrives but I admit that's probably just my inexperience and not techmanager. Good job nertea for coming up with this. EDIT: ok so since that was easy to fix I can put up a MM cfg for the KSPI parts until fractal decides to support if someone wants to tell me a good site to use for something so simple, not really the putting up type but since I'm here I figure I should contribute.
  14. OK then is there going to be a tree.cfg with all nodes of the full tree available just with the hidden if empty tag applied to them released with yalls mods or maybe even separately to make it easier on the person who does the mm config?
  15. After them pointing out the glaring flaw that I missed it would still require a download to make the mods work again which as they said would be a massive pain on top of the fact that allowing community editing would allow trolls to go in and jack things up just to mess with people or someone could make a mistake and screw it all up so that would definately become dangerous. They have had way more time to think about it than I have and so far after Rover and Nertea were so patient with me and my ideas it turns out that what they are planning would actually be the best option for everyone in terms of usability, unless some magical new options that none of us here have thought of show up.
  16. Thank you for a better explination RoverDude. I understand that anyone who uses this will be using the same tree but I was more thinking of how would one mod, like kspi, that uses nodes yall dont be incorporated with the yalls mods. as in how is the game going to know to combine the two sets of needed nodes into the coherent tree that is trying to be made here, or is that done by techmanager? and as for Nertea while i frequent the forums daily I didnt realize that parts were added and removed that frequently so with that knowledge I could see how constantly adding and removing part ids would get tedious and annoying. on top of that i didnt think about the point that you both mentioned of having to wait for the update for the mods to be usable and i could see how that would be horrible. so my only real question is what i mentioned before how are all the parts going to be put into the tree? is each mod going to release a version with their parts in the appropriate nodes and techmanager takes care of it merger wise or is there going to be just a blank tech tree that players download and then in the part files each part points to the node it needs to be in?
  17. @Nertea not sure how it would be a nightmare cause the suggestion I made just references the parts it doesn't define them so the only updating that would need to be done would be if someone wanted to add or remove a part from the tree. I get where you are coming from though considering you have your own mods to maintain. @RoverDude it just seems like what you are suggesting requires more work for modders than mine, while I can see the thorny problem of overcluttering of a couple of nodes or parts going into nodes that aren't connected to others we will still need a CTT download to have the proper tree, I keep mentioning this cause your mods and nertea's mods may share many of the same nodes but there will be nodes nertea has that you don't and nodes you have that nertea doesn't. It just seems like it would be easier to have one person do a small bit of work with the ocassional need for update instead of having every modder having to update their mods to use this and all the players needing to redownload all of their mods that are using this just so that they can take advantage of it. now I may be over complicating my explination or may knowledge of how the tree and such are handled may be too lacking for me to see some of the more complicated problems but it just seems like there would be an easier way to do a CTT than just having everyone use the nodes that are set out and include that into their mod. Now a question for me own curiosity, but could actually be a problem later, is how would you get two different tree files to play nice when they use different nodes of the same tree without the ability to merge them together and then attach the needed nodes to the stock tree? Because in all the posts I don't remember if anyone answered this question.
  18. ^^ This was why I suggested we have a tree that the community of modders who wants to use it informs someone who maintains the tree as to what nodes they want their parts in. It would be just a quick message or post to add or remove parts rather than having to worry about adding in anything or bundling anything. It also allows those who want/need their own trees, like Fractal, for their specific mod if someone just wanted that mod. A cfg wouldnt be that hard to maintain and it would be simpler for modders and users both that way, no bundling needed no worrying about overwriting a file that you shouldnt have or an accidental oopsie of forgetting to add a dependency or node requirement for a part just install the mods you want and the CTT takes care of the rest using the agreed upon tree and nodes that the modders have requested their parts to be in with no worries if you dont have CTT.
  19. I have noticed that the Interstellar tree cfg defines what parts go in what nodes while the part cfg has nothing and since this is a COMMUNITY tech tree that modders have the ability to join then wouldnt it make more sense for the modder who want to join put up what they want in what nodes, after of course a set tree is determined, and then distribute a tree that has those parts set into those nodes automatically there by making it simpler for everyone and making it truely community based rather than having to read from each mod where things are going to go. This would also allow the individual modders to distribute a tree specifically for their own mod, just like what was discussed, if someone only wants one mod.
  20. Not sure how I managed to miss that post but I still see a need for a tech tree download that contains the community tech tree for that to work but that seems just a simple matter of being a cfg download. The only issue I see is doing that requires all the modders who want to participate and already have mods to go into their code and update it part by part is there no simpler method that can be released as a download with the tree we will already need to get?
  21. While my knowledge of programming is pretty good, yay college and years of fun with writing programs, my knowledge of how .cfgs for kerbal is a bit limited right now so correct me if I'm wrong but wouldn't it be easier to, instead of needing the mod writers to make two seperate trees, instead have a tag that they can add to their trees to check for the community tech tree and then shunts the parts into the appropriate node as CTT defines like a simple if else statement. Assuming of course you could load multiple trees this would mean little extra work on the modders part and the user just needing to load the trees for the mods s/he is using.
  22. I've been using this mod for a while and never had this problem until just now with .25. I attached electric generators to my fusion reactor and they automatically set to direct conversion but there is no option for me to switch them over to thermal conversion. I could have sworn there used to be a way to change that or am I just remembering wrong?
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