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I've moved my mod file into the game data folder like every tutorial I have read has said to do. Help? I have Kerbal engineer redux, EVE, Scatterer, Waterfall stock, Mechjeb, and modular management in the mod folder.
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=========================== REMODELED TECH TREE v.0.1.6 =========================== This is a customized Tech Tree designed to remodel the Stock and Community Tech Tree for a more challenging Science game while logically grouping related items into similar Nodes. Some Node titles and the tree structure were changed to reflect areas I felt were deficient or used poorly. Forty-three Mods are currently supported. SpaceDock Link To install, place the GameData folder inside your Kerbal Space Program folder. If asked to overwrite files, do so. Note this Mod does NOT replace any files in other Mods. To uninstall, simply delete the 'zzzRemodeledTechTree' folder and your Tech Tree will revert to as it was before. This mod is only a Tech Tree and related icon files. It requires the correct version of Module Manager for your KSP version to function. It also requires Community Tech Tree as many of the icons used come from that Mod. This only supersedes CTT's tree structure and some names and descriptions. NOTE: Because CTT is a dependency, none of the MM code in this Mod checks for its presence as it is assumed. Failure to install CTT with this Mod will result in a massive number of errors. Grounded is no longer a dependency by way of introducing two new parts to the game if you don't have Grounded installed... a Prototype QBE (2x the size, 20x the weight, 20x the EC requirement, 50km range for the internal antenna, and no SAS) and Prototype Z-10 battery. (same size and weight as the Z-100 but 1/10th the power) Both are made obsolete once you research Physics & Chemistry. COMMUNITY TECH TREE AND MODULE MANAGER ARE BOTH REQUIREMENTS TO USE THIS MOD! Additionally, it requires the Mods to support it for their parts to be added. I have included definitions only for those Mods I use frequently. If you wish to adapt this Mod for use with your own preferred Mods, simply add your own Module Manager re-definition lines for the parts you wish to move around the Tech Tree. Since I did not change the internal ID designations of any existing CTT or Stock nodes, unsupported Mods will still populate within the tree, just in odd places that may not make any sense given what parts are already there. DLC NOTE: This Mod has NOT been balanced against either the Making History or Breaking Ground DLC and those parts, while still present in the tech tree, have not been moved to their corrected nodes. Unfortunately, short of me getting money from somewhere unexpected or someone providing me the internal CFGs of all the parts included in both packs, this will not be fixed any time soon. List of 43 currently supported Mods: (all working under KSP v.1.7.3) Aircraft Carrier Accessories v.1.5.1 AirplanePlus v.26.1 AlphaMensaes Modular Launch Pads v.2.0.4 AmpYear v.1.5.5.0 AviationLights v.4.0.8 BonVoyage v.0.5.3 Cormorant Aeronology v.1.5.1 Cormorant Aeronology - Mk3 Block II v.0.2 DeepFreeze v.0.26.0.0 Extraplanetary Launchpads v.6.6.1 FASA v.7.2.5 Feline Utility Rovers v.1.2.10 Firespitter v.7.13 Firespitter Extended Version 1 Grounded - Modular Vehicles v.5.0 HeatControl v.0.4.12 Heisenberg Airship Parts Pack v.2.16.1 Hooligan Labs Airships v.6.3.1 HullcamVDS Continued v.0.1.13 InfernalRobotics - Next v.3.0.2 IR Sequencer v.3.0.1_KSP_1.6 Its the little things v.2 KAS v.1.4 Kerbal Planetary Base Systems v.1.6.9 KIS v.1.22 KSP SDHI Strobeomatic v.1.0.1 Mandatory RCS Part Pack v.1.4_KSP1.7 MOARdVPlus v.1.0.0 Near Future Propulsion v.1.1.1 Near Future Solar v.1.0.4 OPT Spaceplane Parts (Lagacy) v.1.4.0 OPT Reconfig v.1.6.1 PEBKAC Industries Launch Escape System v.1.4.1.4 RasterPropMonitor v.0.30.6 RecycledParts-1.7.2 v.0.1.7 RN Skylab v.1.8.3 SCANsat v.18.13 SEP v.2.7.1 SmartParts v.1.9.13.8 Station Parts Expansion Redux v.1.2.1 SurfaceLights v.1.13 TacLifeSupport v.0.13.13 Note that dependencies for these Mods such as Community Resource Pack and others are not listed, nor are supported partless Mods like TweakScale or EVE. The issue regarding the Recycled Parts Mod has been fixed and is working correctly, so no action is required on this now. Likewise, BonVoyage is now fixed so the upgrades are moved to their correct nodes. Labs have also been re-balanced against one another to have a more realistic progression. (more advanced Labs yield more/less Science per point, use less power, operate faster, etc.) Mobile Processing Lab (Squad) - Unchanged. All other Labs are noted relative to the Stock lab. Manned Orbital Lab (FASA) - Heavier, Higher Science Cap, Faster Data Processing Rate (DPR), Higher EC/s usage GondoLab (Heisenberg Airship) - Lighter, Portable, Lower Data Storage and Science Cap, Faster DPR, Higher EC/s use, Only 2-to-1 Science conversion Big "G" Science Bay (FASA) - Lighter, Lower Data Storage and Science Cap, Faster DPR, Higher EC/s usage, Only 3-to-1 Science conversion SPT-7 "Iglet" (Cormorant Aeronology) - Lighter, Lower Data Storage and Science Cap, Faster DPR, Lower EC/s usage, Only 4-to-1 Science conversion SPB-HUGE-3 Science Bay (Recycled Parts / R&S CAPSULDYNE) - Heavier, Higher Data and Science Cap, Faster DPR, Higher EC/s, 6-to-1 Science conversion Lynx Mobile Lab (Feline Utility Rover) - Lighter, Lower Data Storage and Science Cap, Much lower EC/s usage, Only 4-to-1 Science conversion SPT-14 "Igloo" (Cormorant Aeronology) - Heavier, Faster DPR, Much lower EC/s usage 'Stail' Mobile Processing Lab (OPT Legacy) - Heavier, Higher Data and Science Cap, Much lower EC/s usage, 6-to-1 Science conversion PXL-2 'Fate' D-S Lab Module (Station Parts Expansion Redux) - Heavier, Higher Data & Science Cap, Lower EC/s usage, 3x DPR, 6-to-1 Science conversion Planetary Lab (Kerbal Planetary Base Systems) - 2x DPR, Much lower EC/s usage, 7-to-1 Science conversion Planetary Central Hub (Kerbal Planetary Base Systems) - Heavier, Lower Data & Science Cap, 2x DPR, Much lower EC/s usage, Only 4-to-1 Science conversion While the later labs may seem to be sort of OP, they are so far down the Tech Tree that by the time you get them you're going to NEED them as each Node starts to cost tens of thousands of Science each. (just getting the Fate lab requires at minimum 2,000 Science to unlock, not to mention the additional science needed to actually put it in orbit, which can be thousands of Science more) ====== EXTRAS ====== Within the RTT_MM_QOL_Mods.cfg file are several tweaks for some Mods that are put there for game balance purposes, but also some Quality of Life improvements to some parts. For an example of modification for game balance is the creation of 'soft dependencies' on some technologies that could otherwise be reached without following a logical path to get them. (such as removing the fuel from the K&K Nuclear Reactor and Centrifuge so you can't actually USE them without having researched the Nuclear Fuel Systems node, etc.) An example of one of the QOL modifications, if you have TAC Life Support installed, you'll note the addition of three new Containers and three new Hexcans to add Wastewater, Waste, and CO2 only containment for specialized uses. Also, if you also have TweakScale AND TACLS installed, this Mod hides the duplicate Containers and Hexcans for larger/smaller sizes, reducing build menu clutter. I also have implemented a new mechanic for handing entryCost to be equal to 3x part cost for all parts. (Extraplanetary Launchpads is excluded from this mechanic as it causes numerous errors. (known issue with this Mod) I have included a customized version of the Community Tech Tree PNG file that has been completed and corrected for this Mod to easily show the remodeled tree structure outside of the game. It uses the same style and branching as the CTT version. (as a bonus, I have included a completed copy of the CTT tree PNG due to the fact that the one on the CTT page is incomplete and outdated in some places) I have also included the XLS file that I created to quickly restructure the tree to my own tastes. You can open it in most any spreadsheet program (Excel, OpenOffice, etc.) and are free to use it to add additional Nodes, delete ones you don't like, alter the Science cost progression, or redefine Parent Nodes to your liking. It saved me quite a lot of work by putting everything on one page that I could search, edit, and modify in minutes rather than hours. NOTE: This file does NOT go in the KSP directory structure. Place it wherever you like for easy access or if you don't intend to use it, simply leave it in the ZIP file. To use the spreadsheet, simply make the changes to the tree as you like on the 'Custom Tree' tab. You can review Node positions (though not branching) using the 'New Tree' tab to see the relative positions of your nodes. Finally you can use the 'Tech Tree Output' tab to copy-paste a completely new tree into a CFG file. The 'Unmodified Table' tab shows the default tech tree using the same format as the 'Custom Tree' tab for reference and the 'Old Tree' tab shows the default Node positions. I have not yet incorporated a tab to quickly edit the parts that populate within each node. (WIP) ============ LOCALIZATION ============ This mod does not include localization support, and includes translations for English only. Since it erases the Stock and CTT titles and descriptions, existing Tech Tree Localization with those Mods are discarded. If anyone wants Localization support, provide me with translations for each tech node and I will try to add it at some point. ===== NOTES ===== I know it is not a 'best practice' to use FINAL directives in a distributed Mod, but since I need this tree structure to supersede tree modifications made by other Mods (i.e. OPT, Modular Launch Pads, Recycled Parts, etc.) and cannot predict what future Mods may include Tech Tree re-definitions, I have employed the FINAL directive to ensure that all Techtree node operations are run BEFORE this mod, then deleted, and finally replaced with the desired tree structure. The same applies to PART operations. (though I have included at least one FOR directive to properly index this Mod with Module Manager) I have no intentions of altering this behavior. If you don't like it, feel free to change it in your own copy, but note that I will NOT provide support for installs that do not use the FINAL directive as I cannot predict what interactions any given Mod may have on the tree structure and PART locations after this Mod has been initialized. Though Modular Launch Pads is not required for this Mod, the tree structure has been altered to include and fully incorporate the Tech Nodes of that Mod. Since it just used Stock icons, and I have subsequently replaced those with my own, no resources from that Mod are used or required. Lastly, for those wanting to make changes to this Mod to suit their own style, I have included EVERY part (to the best of my ability) in the listed Mods within the RTT_MM_Part_Configs.cfg file, even if I didn't move it to a new node. In this way, so long as you know the internal name of the part you want to move, you can just search for it and do a cut-paste to its new node. Soon (hopefully) I will have this all automated and you'll be able to use the XLS file to restructure your parts within the Tech Tree to your liking using the XLS file and simply copy-paste the new part definitions from the spreadsheet. (I know that using a spreadsheet for this purpose is unusual and it would be better to just write an actual program to create the CFG files for you, but I'm a wife and mother and don't have time to code out a full program... and an XLS spreadsheet works and was quicker to make, so... there it is!) ========================= LICENSING CC-BY-NC-SA-4.0 ========================= The contents of this pack are distributed under a Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc-sa/4.0/legalcode). You are free to share and adapt the materials only for non-commercial purposes and when providing appropriate attribution. Any derivatives must be distributed under the same license. All new Icons are of my own creations based loosely on other's works posted publicly online over the past thirty years. No claim of originality should be inferred, but they are not direct duplicates of any work. The 'Cutting-Edge Aeronautics' icon is from the OPT Reconfig produced by author JadeOfMaar and is used under the CC-BY-NC-SA-4.0 License. No claim of ownership or original design is implied nor should be inferred. Community Tech Tree produced by ChrisAdderley (aka Nertea) and is used under the CC-BY-NC-SA-4.0 License. --- As Mods go, I know this isn't much, but I put a lot of work into it and thought that maybe others in the Community might find it useful, even if just to tear it apart and see how it works. Thoughts and opinions welcome. (unless you just want to be mean, in which case Jeb would like to have a word with you outside...)
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How do I get into spectator mode to view other peoples rockets? Also how would I transfer ownership of vehicle if lets say they hop in and want to drive and switch back?
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So, everytime I start KSP (1.6.1, relatively heavily modded, about 12200 patches) it for one makes my PC run very slow (other programs take very long to respond) after the loading bar filled and secondly it glitches the audio coming from my PC. And it also freezes Windows in most cases between it finishing to fill the loading bar and arriving at the KSC (after loading a savefile). All of my mods were installed with CKAN, and if not, manually installed with the right version. Pictures of my GameData Folder can be found here. My PC specs are as follow: - CPU: AMD Ryzen 5 2600 Six-Core Processor 3.40 GHz - GPU NVIDIA GeForce GTX 1060 3GB - Motherboard: Gigabyte A320M-S2H V2-CF - Installed RAM: 8,00GB - Harddrive: 2TB HDD I run my game in DirectX11 because of KS3P and the whole freezing thing. In case of questions (wich will most probably come up as I don't know all the important things for solving my problem) please just ask me Thanks in advance!
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Hello Kerbonauts, I'm rather new in this forum, but I've been playing KSP since it came out. Anyway, My game is heavily modded, and theres a mod that keeps giving me trouble. As the title says, its BDAc. I dont currently have it installed, but its given me trouble in the past. The first time I installed it, it Kraken'd my save file and corrupted my entire game. The second and third time i downloaded it ( third time from spacedock, first and second from curseforge), it worked but i couldnt right-click anything except the Rotary Launchers and Adjustable Missile Rails. Anyone able to help? Thanks A Million.