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GrubbyZebra
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Everything posted by GrubbyZebra
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[1.4+] ETTR - Engineering Tech Tree Remastered
GrubbyZebra replied to GrubbyZebra's topic in KSP1 Mod Development
So for some reason that I have not cared enough to delve in to, 1.7 causes the "researched" node icons to display at 100% scale, even though the scale in the config file is set to 60%. Therefore, instead of figuring out why this is happening, I've decided to map the full space available in the tech tree window and dive in to creating the pinwheel layout the original ETT had. Fingers crossed. -
[1.4+] ETTR - Engineering Tech Tree Remastered
GrubbyZebra replied to GrubbyZebra's topic in KSP1 Mod Development
Nope, just me being a n00b. It works fine in 1.7.3, with all the aforementioned bugs/features and quirks. Also, playing around with spacing. For anyone interested, the farthest into the bottom right corner of the Tech Tree window a node can be placed and still be fully visible is at approximately position (-75, 75). The locations go positive up and right, which makes the entire tree exist in the 2nd Cartesian Quadrant for some reason.... -
[1.4+] ETTR - Engineering Tech Tree Remastered
GrubbyZebra replied to GrubbyZebra's topic in KSP1 Mod Development
This may be broken in 1.7, looking in to it.... -
[1.4+] ETTR - Engineering Tech Tree Remastered
GrubbyZebra replied to GrubbyZebra's topic in KSP1 Mod Development
He did this last year. I will work on getting it put back in. Thanks for the update. -
[1.4+] ETTR - Engineering Tech Tree Remastered
GrubbyZebra replied to GrubbyZebra's topic in KSP1 Mod Development
Awesome! Love your Chop Shop! -
[1.4+] ETTR - Engineering Tech Tree Remastered
GrubbyZebra replied to GrubbyZebra's topic in KSP1 Mod Development
If anyone is interested in helping test this and tweak part locations, node costs, etc, please let me know. I also need creative types to come up with fun and useful node descriptions. I'm more of a "this is the starting node" kind of guy, which get boring to read (and write) after the first few dozen. -
[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
GrubbyZebra replied to Probus's topic in KSP1 Mod Releases
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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
GrubbyZebra replied to Probus's topic in KSP1 Mod Releases
Check out ETTR in the add on development forum. I haven't done much with it recently due to a lack of testers, but if people are still interested I definitely want to finish it.- 1,028 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
GrubbyZebra replied to Galileo's topic in KSP1 Mod Releases
Thanks. None of it was showing up, and I thought someone mentioned earlier that GPP didn't work with 1.7. Good to know this isn't the case. I am also going to check out JNSQ, as it looks intriguing.- 7,372 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
GrubbyZebra replied to Galileo's topic in KSP1 Mod Releases
I am recently returned and a bit bad at the search function, so I hope you will indulge me, but what ever happened to GPP secondary? (I was looking for that and GEP to put on a fresh 1.7.3 install and can't find any of it listed in CKAN)- 7,372 replies
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[1.4+] ETTR - Engineering Tech Tree Remastered
GrubbyZebra replied to GrubbyZebra's topic in KSP1 Mod Development
I expect errors for the time being, there are many behind the scenes issues that this is likely creating. As long as they aren't game-breaking, they are pretty low on the list (high time investment to track down and fix, no real benefit other than making MM happy). I am unable to reproduce this. The parts in the 4 startings nodes are all able to be purchased from the start of the game, sometimes it can take multiple clicks, but they are buyable. This is likely caused by having conflicting tech trees installed. Make sure you don't have another tree installed (other than CTT) in addition to this. the only experiments available at the beginning should be the temperature experiment and the sounding rockets experiments (if installed), will have to look into this as I do not have all the compatible mods installed. also, it may be caused by having conflicting tech trees installed. I'm going to leave that up to the individual mod makers, as eventually I am paring this down to only use the CTT nodes (over 200 is too many to keep track of and way to many to show in the display space available). Any customisations I do will be noted in the respective config files within the ETTR game data folder. Thx for the feedback, keep it coming. -
[1.4+] ETTR - Engineering Tech Tree Remastered
GrubbyZebra replied to GrubbyZebra's topic in KSP1 Mod Development
Finally got through your work. Did not anticipate that many files! Looks good though. Saves a significant amount of time. can delete the ETT folder that is in this, I thought I could deselect it when i composed a release, but there should be enough in here to push an alpha for people to start looking through and making feed back on. https://github.com/fwdixon/ETT/releases -
[1.4+] ETTR - Engineering Tech Tree Remastered
GrubbyZebra replied to GrubbyZebra's topic in KSP1 Mod Development
It's going slowly. Had some family stuff pop up over the holidays that precluded my ability to review Ryujin's work. I also plan to revise the scope given the current state of Probus' original ETT (and in turn, pare down this one). Depending on my workload the next few weeks, I should be able to make some more progress and possibly get an alpha out on Git. -
[1.4+] ETTR - Engineering Tech Tree Remastered
GrubbyZebra replied to GrubbyZebra's topic in KSP1 Mod Development
Would like to see what it looks like. Thx! -
[1.4+] ETTR - Engineering Tech Tree Remastered
GrubbyZebra replied to GrubbyZebra's topic in KSP1 Mod Development
Yes and no. All the ETT nodes are present, but ETTR adds a few additional ones. The main reason why I can't automate it is because I don't want to have parts in the tech tree config file. Therefore, for each mod I have to write a sepearate config file to add parts to the tree. While this makes managing mod support easier down the road, it makes the initial set up more time consuming. Also, i have a few assignment issues that I need to work through (parts appearing in multiple nodes) -
[1.4+] ETTR - Engineering Tech Tree Remastered
GrubbyZebra replied to GrubbyZebra's topic in KSP1 Mod Development
Still in development. Coursework taking all my time up at the moment. Will get back to writing config files during the winter break. -
[1.8.x+] Strategia [v1.8.0] [2019-10-22]
GrubbyZebra replied to nightingale's topic in KSP1 Mod Releases
There is a conflict, but if I recall correctly it isn't related to strategia directly. Search the GPP thread for more info. -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
GrubbyZebra replied to RoverDude's topic in KSP1 Mod Releases
Yes, the one that comes with sounding rockets. I seem to recall one of the RT configs gives that part the config instead of the probe core. -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
GrubbyZebra replied to RoverDude's topic in KSP1 Mod Releases
Nose cone? -
[1.4+] ETTR - Engineering Tech Tree Remastered
GrubbyZebra replied to GrubbyZebra's topic in KSP1 Mod Development
Yes. I thought it was related to his using the yong tech tree plugin, but I am having the same issue so it is something else (I don't use yongtech). -
[1.4+] ETTR - Engineering Tech Tree Remastered
GrubbyZebra replied to GrubbyZebra's topic in KSP1 Mod Development
It is, SoundingRockets get 3 custom nodes and part distributions through a mm config file. I am having issues at the moment with a few of the parts not being redistributed properly (they show up twice) and so I haven't put any of the mod configs on the github. -
[1.8.x+] Strategia [v1.8.0] [2019-10-22]
GrubbyZebra replied to nightingale's topic in KSP1 Mod Releases
Change it to 3/5/7 The issue is with something in the game. Tool tip error is jusy thr tool tip not matching the admin building. -
[1.8.x+] Strategia [v1.8.0] [2019-10-22]
GrubbyZebra replied to nightingale's topic in KSP1 Mod Releases
Long standing issue. The tooltip in the space center will show 1 more than you can actually select. You can just change the file to get more strategies. -
[1.4+] ETTR - Engineering Tech Tree Remastered
GrubbyZebra replied to GrubbyZebra's topic in KSP1 Mod Development
Got ya. Anything not in code>gamedata is just whatever forked over from ETT. ETTR has no release or even beta builds published. I Will see if I can clear out that releases list to avoid confusion. -
[1.4+] ETTR - Engineering Tech Tree Remastered
GrubbyZebra replied to GrubbyZebra's topic in KSP1 Mod Development
the latest version on my Git is v20180627. Currently, I am slowly building mod configs for it and will post them once they are done, and the the mod will be ready for release. Right now, it is just a shell essentially (although it is usable, you just wouldn't get any benefit from any of the ETTR nodes). I am still using 1.4.3, so i have no idea if it will work with later versions (although it should work with any 1.4.x). Just realising you were looking at Probus' ETT, not my ETTR. Here is the thread for ETT: Probus ETT Thread