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hemeac

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Everything posted by hemeac

  1. @Kwebib, sorry missed this post yesterday. In the 1.0+ branch, it was intentional as the thermal tech line follows along Basic Science/Electrics branch before separating. The general of thumb for the naming conventions of tech nodes is that they are representative of types of things that you can see in the branch, not necessarily what is exactly in that node as I feel that can be compromise on playability. However, the 2.0 branch has moved the thermal branch so it will probably fall within Enhanced Survivability in the next big update. @flart, I agree on the fuel tank length. My plan for the 2.0 update will to have the length of fuel tanks come over around 3 tiers as opposed to the current five. I'll be doing a bit of play testing on that point.
  2. There appears to be a mod that adds ElectricCharge to Kerbals, but not sure what it is. Here's a patch that should fix the issue with them blowing up. You will need to open up the file: KiwiTechTree/Configurations/Core/Upgrades/BatteryUpgrades/ElectricCharge_B9Switcher.cfg If you are comfortable with changing one line, you can go to Line 11 and change it to: @PART[*]:HAS[@RESOURCE[ElectricCharge]:HAS[#maxAmount[>0]],!MODULE[FSfuelSwitch],!MODULE[KerbalEVA],~batteryUpgrade[off]]:FOR[zzzKiwiTechTree] or if you aren't, you can copy and replace the whole bit here:
  3. There's 8 + MonoPropellant in RR. Am guessing that Jade's argument is that many of the gasses can come from ISRU chains and those could vary across different planets so wanted to give players flexibility. He also only had a select parts that had cold gas thrusters whereas I am patching all RCS thrusters. Think it is easier have more selections when only on a subset of parts.
  4. @vardicd, if you want to change it in your current game, here's a patch: @EXPERIMENT_DEFINITION:HAS[#id[CosmoCat]]:NEEDS[!FeatureScience,Knes]:FINAL { @baseValue = 12 @scienceCap = 12 @dataScale = 2 @situationMask = 63 @biomeMask = 3 }
  5. @vardicd, thanks, for the 2.0 update, I had knocked the base level down to 12 from 20 (these are all before the science multipliers and world multipliers). Thanks for the note on the biome, I've reduced the biomeMask so it should only have biome specific science when landed and splashed, so that will be consistent with the Material Bay, but have a lower base science which is at 20. Tech level will likely stay about the same tier from there as thought that it should simulate animals going into space prior to Kerbals. @Spaceman.Spiff I've added the RCS upgrades to the 2.0 tree. Decided to go with a Hydrogen Peroxide/Hydrazine/Hypergolic progression to be consistent with Clamp's RCS switch in his Hypergolic mod. Given that Hydrogen Peroxide was used on the X1, I thought it would made sense to have that as the starting RCS fuel. If you have Rational Resources, you can also get all of the 8 cold gas options which will include Nitrogen, but I have that option disabled by default as not sure everyone will want 11 fuel mixes to choose between for their RCS.
  6. @R_Skoklater, I don't know how well skills with Maya transfer to Blender, but there is a mu import tool for Blender: I've been finding that helpful to see how other modders have approached modelling parts. 15k faces if they're quads sounds a bit high for a fuel tank. Using ReStock as a reference, their LF fuel tanks have around 5k tris. It is standard to use a 24 sided cylinder for tanks typically. Displacement maps do not work with unity, so the gold foil look is achieved through the use of a normal map. I am not an expert at texturing, but go through the ReStock mod to see some great examples on how to accomplish that.
  7. Thanks all! @Spaceman.Spiff, when I get a couple more parts finished, I'll create a repository on Github.
  8. @ev0, currently they are only on my dev branch on Github: https://github.com/hemeac/kiwiTechTree/tree/dev. The tree itself is complete.
  9. Agree, this would be great if one could distinguish this level of granularity. BDB does this to an extent with their engines insofar as some of the variants with the B9 part switch require an upgrade. I am trying to do this more cleanly within my update to my tech tree mod. Each engine will be first unlocked as a "prototype" and then subsequent tiers will unlock the "base specs" and then a follow up tier for an upgrade. Yet you are also describing something a bit more complex in that one could link engines by technology type. So if you have researched an expander cycle engine, all subsequent parts that are expander cycles would be relatively cheaper to unlock.
  10. @WLLP, The parts are from Missing History and going through the logs, it looks like it is an incompatibility between Kiwi Tech Tree and one of the extras from Kerbal Atomics: KerbalAtomicsLH2NTRModSupport. As for the Xenon error that you are getting, that is an issue with my fuel tank upgrades and Configurable Containers. You will want to use the patch linked here:
  11. @vardicd, let me know if you do get stuck in the tree at 30% what number you settle on, that may be good to have a section in my OP that talks about difficulty levels. @WLLP, if you are able to post your log, I can take a look to see what may be the issue. Do you know what version of Rational Resources Parts you are using?
  12. @le_zoink, if you are looking for an addon for Blender, you should look at the post just before yours by @Stone Blue. That is actively being developed.
  13. @Kwebib, thanks will use these as references! @vardicd, I think the general discussion a few pages back was about 50-70% for science. What is yours set at? My last Kerbalism career was about 70% with DMagic installed and a number of part mods and didn't have any major issues getting to the Mun/Minmus. The community tech tree with parts in all nodes works out to be about 175k points, but those are loaded a lot into the later nodes.
  14. @Spaceman.Spiff, Thanks, the texturing still needs a bit more tweaking to try and better match stockalike, but it's getting there. I have mostly been relying on some great photos of the XLR11 from the US Air Force Museum: Photos (af.mil). I've taken some liberties with the piping and it will be a bit shorter even after adjusting for scale. I think it should be able to complement to Val's sounding rocket mod as Aerobee will have a smaller bulkhead size than these. A lot of my inspiration for the parts are coming from Well's Blue Steel and Beale's CRE mods and trying to complement the parts if those mods are installed, but also should be standalone enough. Performance-wise, they will be balanced for JNSQ which is technically similar balance to stock in that parts overperform in stock scale relative to real world scale. With that being said, the ISPs will be worse than stock parts insofar as they are meant to be early rockets.
  15. Mid-Century Rocketry is intended to fill in some early tier gaps for the Kiwi Tech Tree 2.0 update. It will not be an extensive mod, but rather a collection of parts that will help ensure players will not get stuck if they do not have an extensive mod list. The goal is to also allow the parts to fit relatively seamless with Stockalike mods. And a couple of Blender Renders: AB-4 "Louse" Solid Rocket Booster RCA-9 "Havanese" Liquid Fuel Engine
  16. Mk4 is similar to Indiana Jones and the Fate of Atlantis for me. It looks like how I remember it looking when it first came out as opposed to how it actually looks compared to things released today.
  17. @InfamousAsHell, thanks for the suggestion. I've compiled a list of mods that I would like to make configs for once the 2.0 release hits, first priority is to update those that I had already supported thus far (& BDB). Here's the link, but feel free to comment in the forums or on Github if you know of anything else: 2.5 Mod Support · Issue #18 · hemeac/kiwiTechTree (github.com) @Kwebib, I forgot that JNSQ added non stock planets, so I've added that on to my to do list. @WLLP, off the top of my head, Decay RTG is supported and some RTGs that do not have configs with that are supported. I'm not at my desktop at the moment, so not 100% positive on all the extras, but I think my CKAN config should be a good guide on what was not compatible. Some of that is due to the fact that I built in some of the extras into the mod. Things are always subject to change, but I think I will be pretty motivated to try out the new MKS with USI a bit after going finishing up BDB if you are hesitant to try Kerbalism. Guess there's always scope for two save games though :-)
  18. @OutInSpace, I believe that is a current known issue. If you aren't using Waterfall, you may want to rollback to 4.0.2.
  19. @TR_HyDra, there's a pre release version for 1.11. The link is on the previous page from December 22.
  20. I have finished the modelling for the XLR11, but before texturing anything as complicated as that, I wanted to try something a bit simpler to focus on getting a repeatable workflow. Finished texturing a 0.3125m SRB, which I am dubbing the Louse to keep it's name aligned with the Flea and Mite. Should be able to get it into KSP this weekend and will create a Github repository for the parts to keep them separate from the base tech tree folder.
  21. @DeadJohn, I am not sure why those would have stopped the error from occurring, that does seem strange. I feel that is only suppressing a conflict between Configurable Containers and KTT. My general feeling is that fuel switcher mods and KTT fuel tank upgrades are not likely to play nicely together. That isn't a high priority for me at the moment as that can be a bit time consuming to tailor make a patch for each of the different fuel switch mods. I would recommend for now to disable the fuel tank upgrades in my mod using the patch below. I think that my approach for the next update will be to auto-disable particular upgrades in the presence of known conflicts if I do not have good workarounds to minimize running into issues. If you are still running into issues after adding this patch to a cfg file, let me know and can take a deeper look into the issue. @KIWI_GENERAL_SETTINGS:FIRST { @UPGRADES { @FUELTANK = off } }
  22. @Spaceman.Spiff, my intended approach will try and create two patches in a similar vein to that of Nertea's Cryotanks patch which are based on modules as opposed to particular authors. In general, there are generally not too many exceptions to the rules of how RCS works in game (for those cases, can tag them and give them custom patches if needed). One that will create a B9 Switch for any parts with a ModuleRCSFX and uses MonoPropellant as a propellant (some mods use Intake Air or Liquid Fuel). In that patch, will have ISPs that will be configurable via my overall config file and based on Clamp's mod values and thrusts that are based on the part's base value. Another patch will add a B9 Part Switch for any part that has MonoPropellant as a fuel switch to add the variants which I believe Clamp has already worked on for his mod.
  23. @Kwebib, I definitely would like to have broader support for more life supports in the long-run. Thanks for the patch. I'll save the patch for now and use it as a basis when I work on USI/MKS.
  24. @Murdabenne, I definitely like what I've read about WOLF so far. I'm not sure how likely that I will be able to playtest it, so if you come across any YouTube series that is using it in a career, feel free to link to it here or message me on Discord so I can take a look at how some of the game mechanics work in practice. That way I have a better sense on how I should be placing parts or how to support the game mechanics. I also agree that sounding rockets will definitely be getting a config for the early career given that I've extended the early tiers. The other mods for RoverDude are on my always growing list of mods. @dylsh, Appreciate it! This mod is good for me to satiate my "problem solving" itch such as how can I get Excel to write more of the patches for me :-) @Spaceman.Spiff really like the idea of having a simplified cold-gas RCS and agree that would fit easily into the core KTT experience. @Clamp-o-Tron, I may borrow some of that work on the RCS if that's ok with you. Lastly, I've made some progress on one of the starter engines. It will takes major inspiration from the XLR11 (hopefully that is obvious). Not sure yet if all of the piping in the back will make it in the final pass, depends on how long it will take to get it textured. Not sure how the stock plume system will work with the small nozzles, but will check to see how Plume Party works with it and am planning on doing a config for Waterfall.
  25. The critical components to the 2.0 update are coming together and I really want to thank everyone who has been part of the development thus far and provided some really amazing feedback. There will be a few changes that are worth noting and some repeating from earlier. Engines will now start off as "prototypes" with slightly worse ISP and Thrust. There will be an upgrade to the primary specs and an upgraded variant. To keep things simpler the flavor text having the variants have different names has been dropped. This will also help keep compatibility with @flart's Community Parts Titles easier. Engine Upgrades will have a NEEDS set in MM that is based on the subfolder of the part (ie. Squad/Parts/Engine/ionEngine). This will help prevent the upgrades breaking if users remove some parts of mods by culling specific folders (ie. BDB or Tantares). However, this won't prevent issues with upgrades if users use PermaPrune in Janitor's Closet or just delete models and/or texture files within a folder. Solar panel upgrades will now be present irrespective of Near Future solar. Each panel will have four variants: Basic, Advanced, Concentrating, Experimental. Other than experimental, they take the names of Near Future Solar for compatibility reasons. However, I am dropping the "per-tier" upgrades and having each type unlock as you progress along the tech tree similar to the battery upgrades. However, the solar panels will be spread out a bit further along the tech tree now. Descriptions for parts will now indicate the English names of the node in which the part unlocks as well as the Tier number. Kept it to English to try as I have been trying to cut down the number of patches that need to be run. Part Upgrades in the Tech Tree are now shaded green thanks to a plugin by @FreeThinker Later tech tree nodes have been added to correspond to KSP Interstellar to help provide a more consistent experience The tree has shifted to the left for better spacing and now . @Cruesoe had identified and fixed a bug in which opening the tech tree did not center around the start. @Clamp-o-Tron and @TheJewelOfJool are putting together a list of contracts to support the tree. The tech tree has nodes that represent the tier. @ev0 has been working on an update for Hide Empty Tech Tree Nodes which should make it pretty seamless to work perfectly with the tree. Base science unlock costs through Tier 12 will be about 20% higher than the Community Tech Tree, but by default now the costs will adjust to the number of science-heavy mods present. Some branches like Nuclear Propulsion will have higher base costs relative to other nodes in the same tier to simulate the challenges to research. Unkerballed science will have the max science available reduced as originally intended as the default setting. While I am waiting on ReStock/ReStock+ to update for 1.11 and to see if 1.11.1 fixes some of the critical bugs that popped up in 1.11 (Bug #26898: Extraneous part mass - Kerbal Space Program - Squad Bugtracker), I will be working on a small supplementary parts pack that will help the early career playthrough for those who have a lightly modded game. You can see what parts I will be working on here: New Parts · Issue #76 · hemeac/kiwiTechTree (github.com). If you have any suggestions on what may be a good addition let me know. This will be bundled alongside KTT.
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