

GrubbyZebra
Members-
Posts
259 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by GrubbyZebra
-
[1.4+] ETTR - Engineering Tech Tree Remastered
GrubbyZebra replied to GrubbyZebra's topic in KSP1 Mod Development
The pinwheel layout is definitely my preference for this tree as well. The current layout came from 2 things, 1) a request in the ETT thread for a more traditional layout (some people found the pinwheel confusing) 2) From a practical standpoint, figuring out how the various nodes related to each other (if at all) is far easier in a first pass if I grouped similar techs into the same row (for example, all the SRB stuff is in the same row, all the propeller engines, etc). When the pinwheel returns in this fork, I am hoping to make several small pinwheels centered on each Engineering branch, although I'm not sure if the layout space is large enough to do this. -
[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
GrubbyZebra replied to Probus's topic in KSP1 Mod Releases
So I stop cluttering up the thread:- 1,028 replies
-
- tech tree
- engineering
-
(and 1 more)
Tagged with:
-
So I've undertaken a little project with ETT : Converting the layout to a conventional left-to-right arrangement. - Deprecated, may revisit if there is a demand. Removing Yonge Tech Tree as a dependency. - Done. Making ETT 100% compatible with Stock and CTT. - Done, installing this with CTT will cause conflicts. Removing nodes duplicated between CTT and ETT. - Done. Adding more starting nodes to better facilitate an aircraft first or rocket first career path. - needs testing. Will be adding a mm patches to allow unmanned before manned, aircraft first, or choose your own adventure Adding nodes to provide a longer R&D game (Tree current has 229 nodes and requires over 178,000 science to unlock) - Started reducing to streamline the tree. Moving part configs to separate patch files to make it easier to edit part locations and add mod support - first pass is done, will need a lot of tweaking, but needs testing and feedback to know how to tweak Re-aligning research nodes into logical groups based on engineering discipline - Done. Creating new node names and descriptions (my creativity on descriptions has run out after the first dozen or so, so look for this to be crowd sourced). - node names are more or less done, descriptions are in desperate need of a creative mind or 40. I rather liked the pinwheel tree idea, so long-term development will include a config for each layout type. - Done, needs testing. Non-English localization packs. - Russian language is provided by Dr. Jet, all other languages are currently just the CTT files, need more translators. GitHub Repository Probus ETT Thread The original mod was released as Creative Commons Attribution-NonCommercial 4.0 license, as will be this fork's code. Any art or other assets distributed with this mod will be released under the license chosen by their creator. Reference the README for complete details. https://github.com/fwdixon/ETT/releases Dec. 2019 Update: Organised the Github repository and published an Alpha 2 release. Download and copy the contents of the Game Data folder to your Game Data folder. Oct. 2019 Update: Removed the preview from the OP. Started work on the Pinwheel tree, preview image is on page 3 of the thread. Will post the completed image here when done. The mod now includes RDNodeAnchorFix by @Ryujin no Mai, which adds the bottom node and corrects an issue with some of the other attach points. Incorporated @Dr. Jet's Russian localization. Removed CTT dependency (the tree is still CTT compatible, but you will not need to install CTT anymore, and, in fact, having both may cause weird things to happen). Sept. 2019 Update: I would like to get this reworked to be both usable and manageable. But I need feedback on the progression and costs. Once the node dependencies and values are more or less locked down, I can start the arduous task of manually locating the nodes in a pinwheel configuration like the original ETT. Feb 2019 Update: Alpha 1 release is up, thanks Ryujin no Mai for the part configs. This is by no means anything close to finished, but it is now at least usable. Please provide feedback (good, bad, or otherwise. Also, the pinwheel layout is coming back, the grid is just easier to tweak during development).
-
[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
GrubbyZebra replied to Probus's topic in KSP1 Mod Releases
So here's where I'm at: Gotta say, I kinda don't love the layout change. Without a means to control the connecting lines, it still gets a bit confusing because some lines go underneath or over top nodes that they are not connected to. Some notes: There are 4 start nodes, Mechanical Engineering, Chemical Engineering, Electrical Engineering, and Elementary Science. The node ID's are stock nodes from the early tree (engineering101, start, electrics, and basicScience) to ensure compatibility with any parts pack. Other "Engineering" nodes are Structural Engineering, Marine Engineering, Aerospace Engineering, Nuclear Engineering, and Logisitics Engineering. The nodes with gear icons are the ETT-specific nodes that I haven't assigned icons or descriptions to yet. This is on the plan for tomorrow if I have a slow day at work. You'll notice the tree is very "columnar". Every node in a given column has the same research cost (and it was easier to use Excel to get this layout than one that was more creative). But hey, I was happy it loaded with only about 6 spelling errors to correct!- 1,028 replies
-
- 1
-
-
- tech tree
- engineering
-
(and 1 more)
Tagged with:
-
[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
GrubbyZebra replied to Probus's topic in KSP1 Mod Releases
Well, as usual with me this project started as a simple reconfiguring of ETT (empty frame and then cfg files for parts packs) and ended up being a complete rebuild of it. So I may, but then I'd have to come up with another name...- 1,028 replies
-
- 1
-
-
- tech tree
- engineering
-
(and 1 more)
Tagged with:
-
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
GrubbyZebra replied to Galileo's topic in KSP1 Mod Releases
Yup, it sure is. This is the setup I currently use. Need to install GPP_Secondary along with GPP and install OPM and GEP as directed.- 7,372 replies
-
- 1
-
-
- gpp
- kopernicus
-
(and 1 more)
Tagged with:
-
[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
GrubbyZebra replied to Probus's topic in KSP1 Mod Releases
Another update: My tree is 100% Stock and CTT compatible (it actually will require CTT due to node and icon usage). It is no longer is dependent on Yonge Tech Tree. All old dependencies are removed and stock/CTT nodes are repositioned at load. I built the tree in excel and then use a macro to actual generate the cfg file (makes life soooooo much easier). Next is to generate the descriptions for the 83 ETT exclusive nodes (the descriptions will be in a separate file to allow for localization). On a side note, due to making the tree build off of stock and CTT, it now has 229 nodes and takes 179,048 science to unlock all of them. @ProbusAt some point before posting any files I'll fork from ETT on github and start making pull requests.- 1,028 replies
-
- 1
-
-
- tech tree
- engineering
-
(and 1 more)
Tagged with:
-
[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
GrubbyZebra replied to Probus's topic in KSP1 Mod Releases
So I figured if I was going to go through all this, I may as well incorporate a request from elsewhere in the thread, so I am making the tree a more conventionally left-to-right tree instead of the spiral tree. I also pruned some duplicate nodes between ETT and CTT, so I'm down to 204 nodes, but remapped the science cost to increase approximately exponentially by tier. Using a cubic relationship across the 20 tiers, the most expensive node was reduced to 8000 science from 10000, but the total science required to unlock the whole tree actually increased slightly to 129,983. To provide more granularity for the early game, tiers below 7 were split into 2, 3, or 4 sub-tiers. I've just finished mapping out all the coordinates for the nodes (by hand, because it was easier to just make a big grid), and have drawn all the relationships between them. Now I am starting the arduous process of building the text file manually (I am trying to remove the yong tech tree dependency) using the stock tree as a template. Will post screenshots when I am done....- 1,028 replies
-
- 2
-
-
- tech tree
- engineering
-
(and 1 more)
Tagged with:
-
https://github.com/KSP-CKAN/NetKAN/issues/6643
- 4,345 replies
-
- helicopter
- parts
-
(and 1 more)
Tagged with:
-
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
GrubbyZebra replied to politas's topic in KSP1 Mod Releases
will copy your reply in the mod thread -
From the CKAN thread (I posted the issue over there)
- 4,345 replies
-
- helicopter
- parts
-
(and 1 more)
Tagged with:
-
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
GrubbyZebra replied to politas's topic in KSP1 Mod Releases
Having an issue where v23.0 of AirplanesPlus is failing to download: CKAN.InvalidModuleFileKraken: AirplanePlus 23.0: C:\Users\Frank\AppData\Local\Temp\tmp4B48.tmp has length 93226203, should be 93226015 at CKAN.NetModuleCache.Store(CkanModule module, String path, String description, Boolean move) at CKAN.NetAsyncModulesDownloader.ModuleDownloadsComplete(NetModuleCache cache, Uri[] urls, String[] filenames, Exception[] errors) I downloaded the package manually and it is indeed 93226203 bytes, so not sure if this is a CKAN issue or something in the mod. -
[1.12.x] Kerbal Launch Failure Revived
GrubbyZebra replied to linuxgurugamer's topic in KSP1 Mod Releases
Guess I'll keep that one then (although the alarms in it about gave me a heart attack the other day, thought my computer was blowing up! ) -
[1.12.x] Kerbal Launch Failure Revived
GrubbyZebra replied to linuxgurugamer's topic in KSP1 Mod Releases
n00b question here, other than the altitude disabler, what is the major difference between this and DangIt!? -
KSR Airports for Kerbinside Remastered
GrubbyZebra replied to AdmiralTigerclaw's topic in KSP1 Mod Development
Github has a desktop plugin that works a lot like google drive, it will sync your folders and files automatically with the github repository. -
Sent you a PM.
-
So one thing that always bugged me is that when transmitting data it is not uncommon for your battery to get killed quickly. This got me thinking, shouldn't the packet size being transmitted be scaled to the power generation capabilities of the vehicle? I was wondering if anybody new of a mod that does such a thing already?
-
New Career (historical) Playthrough
GrubbyZebra replied to MR_STYLZ's topic in KSP1 Mods Discussions
For stock or 2.5x scale, BDB for American rockets, Contares and/or Tantares for Russian rockets. FASA Launch Clamps for the launch clamps and towers. Historical Progression Contract Pack may still work on 1.4.x (it worked on 1.3 and I haven't seen 1.4 break too many contract packs), Airplanes+ for aircraft (and Firespitter too if you want to start with Biplanes), ProbesPlus! add a bunch of historical unmanned vehicles, CxAerospace adds a bunch of RL inspired Space Station parts. -
[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
GrubbyZebra replied to Probus's topic in KSP1 Mod Releases
In other news, I've just finished mapping the nodes to a relational array. There are 212 nodes and it takes 128,030 science points to unlock them all at their base cost (difficulty multipliers will increase this, of course). That's a lot of Science!- 1,028 replies
-
- 2
-
-
- tech tree
- engineering
-
(and 1 more)
Tagged with:
-
[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
GrubbyZebra replied to Probus's topic in KSP1 Mod Releases
Here is the current tree layout I am working with:- 1,028 replies
-
- tech tree
- engineering
-
(and 1 more)
Tagged with:
-
[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
GrubbyZebra replied to Probus's topic in KSP1 Mod Releases
@Probus So I've undertaken a little project with ETT if you are ok with it: I have stripped out the tech tree file to be a framework only, no parts. I am currently mapping each node on the tree (I have 68 mapped so far and am not even 1/2 way through, boy there are a lot of nodes!) I am then creating a config file for each supported mod. The idea is to make it easier to customize the tree for different play styles (e.g. unmanned before manned, historical progression, airplanes first), and to make it easier to add mod support in the future. Basically the impetus was that I am trying to do a historical progression career save starting with aircraft, and found that due to where many of my parts fall in the tree, I have to upgrade the RnD building to access the nodes well before I have the funds to do so (due to my settings, the 1st upgrade is 500K). Anyway, will post the results here when I'm done. Oh, and for airplanes first, it will just be a MM patch that adds supersonic flight as a parent to the 1st manned command module node.- 1,028 replies
-
- 1
-
-
- tech tree
- engineering
-
(and 1 more)
Tagged with:
-
Do you have a Patreon or something?