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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020


Probus

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11 hours ago, secondcircle said:

Does this work with the Universal Storage Mod?

I'm cant find the struts to mount the science parts but not the science parts themselves.

Yes it does @secondcircle.  The list of supported mods is on the first page.  The struts to mount the parts are in the upper right mechanical part of the tree.

 

2 minutes ago, Probus said:

Yes it does @secondcircle.  The list of supported mods is on the first page.  The struts to mount the parts are in the upper right mechanical part of the tree.

No.  That's all @Amilianus.  I would recommend at least a science mod and a parts pack to help unlock and fill out the tree.

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35 minutes ago, lrd.Helmet said:

It might already be asked, in which case my bad.

If a mod is not in the OP does that mean that it won't show up at all? Or will it just not be balanced? Because I would love to use the taerobee pack in a airplane started career.

The mod will show up, it may be out of order though.  I have recently put taerobee in the tree, but it may not be in the current release.

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I have tried to install this on 1.1 with only ModuleManager.2.6.18 and it isn't working, I have also tried KSP Interstellar Extended - 1.7.2 and CommunityTechTree2_3_0. Even without EET, only Interstellar Extended parts that use the default nodes show up.

 

Found that there is newer version of MM that fixes issue

ModuleManager-2.6.21.zip

 

Edited by Umbra TuSlayer
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Hello, I cannot load this tree in 1.1, It gives me no option to choose, I installed with ckan and have module manager 2.6.18, I also manually changed the techtree URL in my save and it still didnt work, I have tried with multiple new career games

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After much reload I found out that this mod conflict with the Action Everywhere mod in 1.1 on windows 10. 64 bit version.

Both mod installed with CKAN on a clean install will result in 0 part being loaded.. I go in the tech tree and the tree is there but there no part in the nodes.

When you go in the hangar there is 0 part available in the part selector on the left.

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1 hour ago, devilwarriors said:

After much reload I found out that this mod conflict with the Action Everywhere mod in 1.1 on windows 10. 64 bit version.

Both mod installed with CKAN on a clean install will result in 0 part being loaded.. I go in the tech tree and the tree is there but there no part in the nodes.

When you go in the hangar there is 0 part available in the part selector on the left.

 

12 hours ago, Deewad said:

Hello, I cannot load this tree in 1.1, It gives me no option to choose, I installed with ckan and have module manager 2.6.18, I also manually changed the techtree URL in my save and it still didnt work, I have tried with multiple new career games

 

On 3/31/2016 at 10:55 PM, Amilianus said:

Is there something else I need besides the Module manager to get this to work?

I think the latest version of Module Manager is 2.6.21.  Can you guys try that?  I know we are finding a lot of mods that are incompatible with each other.  

Since things have changed so drastically with KSP, please keep up the feedback.  Thanks! 

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Thanks for this tree, looks amazing and I'll be trying it on my next career game :). Looking in the config file it looks like you have the info for the MKS mod, but is not on the list of supported mods, am I reading this incorrectly or did  you miss adding it?

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16 hours ago, Noobton said:

Thanks for this tree, looks amazing and I'll be trying it on my next career game :). Looking in the config file it looks like you have the info for the MKS mod, but is not on the list of supported mods, am I reading this incorrectly or did  you miss adding it?

Yes.  MKS/OKS is in there, it just hasn't been updated to the latest configurations.

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On 4/15/2016 at 1:20 AM, corbett said:

compatible with kerbals age of pioneers?

Never even heard of age of Pioneers, so no it is not directly supported.  Looks cool though.

1 hour ago, ebigunso said:

Gosh you've got the Deadly Reentry heatshields all messed up :S

Seems you are working on a overhaul for the tree so I'll just go and fix this for myself now. I hope we see the overhauled version soon enough :)

Ack! It used to be perfect dang it.

Yes I am working on a large overhaul for the tree using Yonge's tech tree modifier.  I have had it recompiled for 1.1 and it is working flawlessly so far.  I will release it when 1.1 comes out of pre-release. If for some reason Yonge's doesn't work out, I will parse the files back to the original module manager configuration.  This will clean things up quite a bit too.

Also will be releasing the Historical Tech Tree shortly thereafter.  Here is a sneak peak:

 

Edited by Probus
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Love the tech tree its just what I wanted for my mainly planes career. 

I was wondering if you plan to create a config for the MK2 Expantion? or if that would be more the MK2 Expantion authors job? or mabye mine, i would be happy to create a cfg if it were to be added to Ether pack.

Thanks again for the mod awesome job.

Edited by joebopie
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9 hours ago, joebopie said:

Love the tech tree its just what I wanted for my mainly planes career. 

I was wondering if you plan to create a config for the MK2 Expantion? or if that would be more the MK2 Expantion authors job? or mabye mine, i would be happy to create a cfg if it were to be added to Ether pack.

Thanks again for the mod awesome job.

Thanks @joebopie, Normally I would say YES, please create a config!  But right now is a bad time as I am changing cfg formats.  As soon as 1.1 is out of pre-release, we can chat.

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On 4/9/2016 at 7:52 AM, Probus said:

Yes.  MKS/OKS is in there, it just hasn't been updated to the latest configurations.

If you need a hand let me know - there's a specific parts progression I like to keep for balance reasons :)

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On ‎17‎/‎04‎/‎2016 at 9:21 PM, Probus said:

Thanks @joebopie, Normally I would say YES, please create a config!  But right now is a bad time as I am changing cfg formats.  As soon as 1.1 is out of pre-release, we can chat.

Kool, sounds like a plan, im happy to make sure it fits well with other mods aswell

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First of all l like say this tech tree is really fun to play, I like the fact you can choose your own path. And thinks for all the work you put into the mod. I was wandering if you ever thought about adding ocean exploration branch to tech tree? I think it would add even more "depth" to an all ready great mod. Thanks again!

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I really like the goal of this mod, and the far more choice driven career it provides. The one thing I wish was different is the techs you unlock in the initial "Aviation" node in a mostly stock career. You don't get access to any cockpits or jet-engines until a later node, so I guess I don't understand why there's a point to unlocking a Mk0 Liquid Fuel Fuselage when you have no purpose for it until the following node, when you will get the Juno and Small Circular Intake. Do we need to have a stepping stone in between which provides parts you can't use yet?

Again, I am a fan of your mod, which is why I bring this up at all.

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