inigma Posted November 23, 2015 Share Posted November 23, 2015 (edited) do you have a github for this so people can fork or clone and push requests? i really like the engineering category approach, and with SETI no longer in development, I'd love to see about adopting ETT as the recommended tech tree for my aircraft contract pack. Based on my initial overview of your tree, I recommend: -Move the Command Chair to Aviation -Move Mk1 Crew Cabin to Subsonic Flight This way early airplanes are either command chair affairs (with the Take Command mod recommended), or single seater cockpits (in stock). Pressurized passenger cabins should come a tad later, at Subsonic Flight. Edited November 23, 2015 by inigma Quote Link to comment Share on other sites More sharing options...
Panzerbeard Posted November 27, 2015 Share Posted November 27, 2015 How important are the parts mods, here? If I choose to play without any of them, would it hinder me in any real way? (I don't know if the early aircraft progression is balanced around using firespitter before you unlock jets, for example). I tend to only roll with KER, KAS, KAC and graphical mods, don't like using mods that actually add new parts. Quote Link to comment Share on other sites More sharing options...
Probus Posted December 2, 2015 Author Share Posted December 2, 2015 On 11/22/2015, 10:28:36, inigma said: do you have a github for this so people can fork or clone and push requests? i really like the engineering category approach, and with SETI no longer in development, I'd love to see about adopting ETT as the recommended tech tree for my aircraft contract pack. Based on my initial overview of your tree, I recommend: -Move the Command Chair to Aviation -Move Mk1 Crew Cabin to Subsonic Flight This way early airplanes are either command chair affairs (with the Take Command mod recommended), or single seater cockpits (in stock). Pressurized passenger cabins should come a tad later, at Subsonic Flight. I have a github account but not for this mod. It sounds like a good idea. I have only collaborated on mods, but have never used github for my own projects. Sounds like I should learn how. On 11/26/2015, 7:55:04, Panzerbeard said: How important are the parts mods, here? If I choose to play without any of them, would it hinder me in any real way? (I don't know if the early aircraft progression is balanced around using firespitter before you unlock jets, for example). I tend to only roll with KER, KAS, KAC and graphical mods, don't like using mods that actually add new parts. The only part pack that I always play with is the DMagic Science mod. Quote Link to comment Share on other sites More sharing options...
inigma Posted December 2, 2015 Share Posted December 2, 2015 11 hours ago, Probus said: I have a github account but not for this mod. It sounds like a good idea. I have only collaborated on mods, but have never used github for my own projects. Sounds like I should learn how. Yes do! It's fairly easy to setup and it will make collaboration on this project much easier! Quote Link to comment Share on other sites More sharing options...
MastaSchmitty Posted December 2, 2015 Share Posted December 2, 2015 So if I've read this properly, mods that are not currently "supported" per se (like SXT) won't break the tech tree, they just don't have spots assigned to them by you, so they may show up at relatively random spots, correct? Quote Link to comment Share on other sites More sharing options...
Panzerbeard Posted December 2, 2015 Share Posted December 2, 2015 15 hours ago, Probus said: The only part pack that I always play with is the DMagic Science mod. Thanks. I actually tried it out while the forum was down, it certainly seems to work fine without any mods. I may install DMagic anyway, though. Quote Link to comment Share on other sites More sharing options...
Probus Posted December 2, 2015 Author Share Posted December 2, 2015 3 hours ago, MastaSchmitty said: So if I've read this properly, mods that are not currently "supported" per se (like SXT) won't break the tech tree, they just don't have spots assigned to them by you, so they may show up at relatively random spots, correct? Yes, you are correct. Quote Link to comment Share on other sites More sharing options...
Napseis Posted December 9, 2015 Share Posted December 9, 2015 (edited) hi, First, thanks for this mod, i'm trying to start a new career with something better than the stock tree, and i think i like more yours. I took a look in game, and i cannot see where the spark engine is (or any of the very small ones). Am I missing something ? Thanks edit: ok, i removed and reinstalled, and now it is there... I swear the branch wasn't there before. Edited December 10, 2015 by Napseis Quote Link to comment Share on other sites More sharing options...
inigma Posted December 10, 2015 Share Posted December 10, 2015 On 12/1/2015, 8:52:55, Probus said: I have a github account but not for this mod. It sounds like a good idea. I have only collaborated on mods, but have never used github for my own projects. Sounds like I should learn how. The only part pack that I always play with is the DMagic Science mod. Hey when are you going to github this? Quote Link to comment Share on other sites More sharing options...
Probus Posted December 11, 2015 Author Share Posted December 11, 2015 1 hour ago, inigma said: Hey when are you going to github this? I'm working on it now when I have the time. Hopefully by this weekend if not sooner. Quote Link to comment Share on other sites More sharing options...
Probus Posted December 12, 2015 Author Share Posted December 12, 2015 New GitHub Repository: https://github.com/ProbusThrax/ETT.git \o/ Quote Link to comment Share on other sites More sharing options...
Mister Spock Posted December 12, 2015 Share Posted December 12, 2015 This looks like fun. I've gotten a tad bored of the stock tech tree. Maybe this will reignite my interest in a career game. In the past, I've played career games centered around (1) MKS/OKS, (2) RemoteTech, (3) Kerbal Construction Time, and (4) KSPI, but I didn't get deep into it. I know this question is a bit vague, but can anyone suggest a new career that would be different from the above experiences, using this ETT mod as a centerpiece? I'm using Windows, so RAM is an issue. I've never used DMagic's Orbital Science, and I'd like to try it, so I'm thinking that. I really like space stations, so something like Severed Solo's Kerbal Space Station mod, or Nertea's space station parts? Maybe ScanSAT? Is the latest KSPI-E viable with this mod? Quote Link to comment Share on other sites More sharing options...
H3LK5 Posted December 12, 2015 Share Posted December 12, 2015 Hey, I've been having a lot of fun with this, I like how there's a fair bit of extra challenge just to get started. I thought that this may not have been up-to-date with the latest b9 Aerospace release, but looking in the .cfg file it looks like the parts are all there. Do you know of any reason b9 parts might not show up in the tech tree? I can't find the Mk 2 cockpit, for example (stock or b9 for that matter). Maybe something to do with duplicate entries? I found the stock Mk2 cockpit defined twice in the .cfg file (lines 4898 and 7388). In any case this is a great rearrangement of the tech tree. Thanks! Quote Link to comment Share on other sites More sharing options...
aluc24 Posted December 13, 2015 Share Posted December 13, 2015 On 12/12/2015, 4:48:54, Probus said: ... Probus, I'd like to ask, is there any way to hide "empty" parts of tech tree? I'm not playing with every mod possible, and these empty unlocks in tech tree are confusing. Quote Link to comment Share on other sites More sharing options...
Captain Sierra Posted December 13, 2015 Share Posted December 13, 2015 @aluc24 there's actually a mod originally geared for CTT that does this and it appears to work fine with this as well. Link unfortunately not handy. Quote Link to comment Share on other sites More sharing options...
aluc24 Posted December 13, 2015 Share Posted December 13, 2015 7 minutes ago, Captain Sierra said: @aluc24 there's actually a mod originally geared for CTT that does this and it appears to work fine with this as well. Link unfortunately not handy. I actually tried that one, but it doesn't seem to work for me... Doesn't hide the nodes after I install it. How do you make it work? Quote Link to comment Share on other sites More sharing options...
Mister Spock Posted December 15, 2015 Share Posted December 15, 2015 Is this mod listed in the sticked post that contains the "Library" of mods? I can never find it there, so I always end up searching for Probus to find this thread. Perhaps it should be added to that Library post? Quote Link to comment Share on other sites More sharing options...
Probus Posted December 16, 2015 Author Share Posted December 16, 2015 On 12/12/2015 10:53:14, Mister Spock said: This looks like fun. I've gotten a tad bored of the stock tech tree. Maybe this will reignite my interest in a career game. In the past, I've played career games centered around (1) MKS/OKS, (2) RemoteTech, (3) Kerbal Construction Time, and (4) KSPI, but I didn't get deep into it. I know this question is a bit vague, but can anyone suggest a new career that would be different from the above experiences, using this ETT mod as a centerpiece? I'm using Windows, so RAM is an issue. I've never used DMagic's Orbital Science, and I'd like to try it, so I'm thinking that. I really like space stations, so something like Severed Solo's Kerbal Space Station mod, or Nertea's space station parts? Maybe ScanSAT? Is the latest KSPI-E viable with this mod? A new career with ETT as a center piece is a totally new experience by itself. Nertea's space station parts is in ETT as is ScanSat. The tree was actually started with KSPI-E in mind so it is integrated (unless I've missed some new parts). On 12/12/2015 1:08:53, H3LK5 said: Hey, I've been having a lot of fun with this, I like how there's a fair bit of extra challenge just to get started. I thought that this may not have been up-to-date with the latest b9 Aerospace release, but looking in the .cfg file it looks like the parts are all there. Do you know of any reason b9 parts might not show up in the tech tree? I can't find the Mk 2 cockpit, for example (stock or b9 for that matter). Maybe something to do with duplicate entries? I found the stock Mk2 cockpit defined twice in the .cfg file (lines 4898 and 7388). In any case this is a great rearrangement of the tech tree. Thanks! An older version of B9 is in the tree. Parts that don't show up correctly would probably be all new parts (or name changes). I will check the Mk2 cockpit. If its in there twice, then a mod probably redefined it (or I screwed up). Quote Link to comment Share on other sites More sharing options...
Probus Posted December 16, 2015 Author Share Posted December 16, 2015 (edited) On 12/13/2015 1:41:45, aluc24 said: Probus, I'd like to ask, is there any way to hide "empty" parts of tech tree? I'm not playing with every mod possible, and these empty unlocks in tech tree are confusing. There is a mod out there that might do it. The problem is if you hide an empty node, you might need it for future technologies. Some nodes only contain mod parts but are needed to follow the tech tree in a balanced manner. Search KerbalStuff for fog of tech or hide tech tree. Edited December 16, 2015 by Probus Quote Link to comment Share on other sites More sharing options...
aluc24 Posted December 16, 2015 Share Posted December 16, 2015 4 hours ago, Probus said: There is a mod out there that might do it. The problem is if you hide an empty node, you might need it for future technologies. Some nodes only contain mod parts but are needed to follow the tech tree in a balanced manner. Search KerbalStuff for fog of tech or hide tech tree. I understand. Well, what would be a balanced way to hide those empty nodes, then? Quote Link to comment Share on other sites More sharing options...
IceSentryy Posted December 17, 2015 Share Posted December 17, 2015 Where is the mk1 cockpit. I can't find it in the tree. I see the mk1 inline cockpit but I can't find the not inline cockpit Quote Link to comment Share on other sites More sharing options...
Napseis Posted December 17, 2015 Share Posted December 17, 2015 18 hours ago, IceSentryy said: Where is the mk1 cockpit. I can't find it in the tree. I see the mk1 inline cockpit but I can't find the not inline cockpit hi. It is on the right, in hyper sonic fligths, roughly in he middle of the aviation branch. I have a question also about the lab: what's the point of having the plant experiment growth of the science station mod before the processing lab? Don't you think it is too late in the tree ? Quote Link to comment Share on other sites More sharing options...
inigma Posted December 18, 2015 Share Posted December 18, 2015 Is the pinwheel design the best way to present your nodes? How hard would it be to convert it to a tree form? Quote Link to comment Share on other sites More sharing options...
ghimb2000 Posted December 18, 2015 Share Posted December 18, 2015 Is there a way I can choose to unlock either procedural or non procedural wings? Having only non procedural wings seem counter productive as you are already limited in terms of wing size and length of craft when playing career. Quote Link to comment Share on other sites More sharing options...
Napseis Posted December 18, 2015 Share Posted December 18, 2015 19 hours ago, inigma said: Is the pinwheel design the best way to present your nodes? How hard would it be to convert it to a tree form? What do you dislike about the pin wheel ? I personally like it, it's juste like multiple trees. Quote Link to comment Share on other sites More sharing options...
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