NavyFish Posted May 14, 2016 Share Posted May 14, 2016 This will be my first time using ETT, and I'm excited to see what it has to offer! Personally, I'm quite familiar with how inconsiderate real life can be to one's mod updating priorities. But, I've been fairly fortunate in that any breaking changes resulting from a KSP update were relatively minor. The fact that a minor Point release broke this is really surprising. Tisk tisk Squad. Quote Link to comment Share on other sites More sharing options...
RocketRyleigh Posted May 14, 2016 Share Posted May 14, 2016 44 minutes ago, NavyFish said: This will be my first time using ETT, and I'm excited to see what it has to offer! I'm confident you won't be disappointed! P.S. Your mod is one of those that I forget isn't stock 'cause I always have it installed Quote Link to comment Share on other sites More sharing options...
Probus Posted May 15, 2016 Author Share Posted May 15, 2016 (edited) Here is the Engineering Tech Tree for 1.1.2 for those of you waiting: https://www.dropbox.com/s/31tbac1fo9952s8/ETT.zip?dl=0 We have added the following mods: Stock Extension by Lack Rocket Factory by LeBeau Space Industries Rovers and Roadsters by AlphaAsh The Kerbonov Pack by Sam Hall Mk2 Expansions by SuicidalInsanity - Soon(tm) Mk3 Expansions by SuicidalInsanity - Soon(tm) MKS/OKS by RoverDude MOLE - Mark One Laboratory Extensions by Wild Blue HabTech by Benjee10 Monkey Business, Inc Parts by Blacksky33 Karibou Rover by RoverDude Deep Freeze Continued by Jplrepo Kerbal Planetary Base System by Nils277 Thanks Artfact & Bahamut for all your help! Official release tomorrow (as I ran out of time today). Enjoy! After this release, I am going to put all the new work on GitHub for others to contribute/peruse. EDIT: BTW, KAX and Firespitter will need to be updated to fit the new aviation branch. Edited May 15, 2016 by Probus Quote Link to comment Share on other sites More sharing options...
NavyFish Posted May 15, 2016 Share Posted May 15, 2016 (edited) Woohoo! Great timing... I was seconds away from launching KSP for a new career (and my launch process takes about 8 minutes, so it's quite a commitment, lol). I look forward to trying this out!! Edited May 15, 2016 by NavyFish Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted May 15, 2016 Share Posted May 15, 2016 9 hours ago, NavyFish said: Woohoo! Great timing... I was seconds away from launching KSP for a new career (and my launch process takes about 8 minutes, so it's quite a commitment, lol). I look forward to trying this out!! ~25 min here for a full part load just to see where it all falls within the ETT to plan accordingly now that the new update is out Quote Link to comment Share on other sites More sharing options...
Probus Posted May 15, 2016 Author Share Posted May 15, 2016 9 hours ago, NavyFish said: Woohoo! Great timing... I was seconds away from launching KSP for a new career (and my launch process takes about 8 minutes, so it's quite a commitment, lol). I look forward to trying this out!! 50 minutes ago, Gaiiden said: ~25 min here for a full part load just to see where it all falls within the ETT to plan accordingly now that the new update is out You guys need to get SSDs!!! On an unrelated note: Anyone up to reintegrating KAX or Firespitter let me know. Quote Link to comment Share on other sites More sharing options...
Artfact Posted May 15, 2016 Share Posted May 15, 2016 (edited) Yes, it's here!:D What a heap of new stuff. Mk2 and 3 expansions aren't in yet, I'll try to put them into the tree in the next few days. As for the next aviation additions, these are my plans, if others want to take up on any of the mods, give a shout out.:) My roadmap:-Continue work on Insanity's Mk2/mk3 expansion and add K.Yeon's mini Mk3 Expansion to the mix.(needs implementation, categorization done)-KAX.(not yet started)-Rearange Firespitters parts to the new scheme, which should be quicker as they're already in there.(already in EET, needs more dispersing) -Hooligan Labs' airships (maybe with new Inflatables tech line?)-MkIV (not yet started) Edited May 15, 2016 by Artfact Quote Link to comment Share on other sites More sharing options...
Probus Posted May 15, 2016 Author Share Posted May 15, 2016 FYI, I set up an IRC channel on EsperNet if anyone has any questions or suggestions or just general tech tree talk. It is: #ETT Quote Link to comment Share on other sites More sharing options...
New Horizons Posted May 15, 2016 Share Posted May 15, 2016 The ETT.cfg seems to be much shorter than before. Do I still need to keep an older form of that and add the latest release to that? Just noticed: This tree isn't working with Community Tech Tree installed anymore. ETT does not overwrite CTT. Quote Link to comment Share on other sites More sharing options...
Artfact Posted May 15, 2016 Share Posted May 15, 2016 @New Horizons Have you installed YongeTech and selected EngTechTree?:) Quote Link to comment Share on other sites More sharing options...
Probus Posted May 15, 2016 Author Share Posted May 15, 2016 1 hour ago, New Horizons said: The ETT.cfg seems to be much shorter than before. Do I still need to keep an older form of that and add the latest release to that? Just noticed: This tree isn't working with Community Tech Tree installed anymore. ETT does not overwrite CTT. @New Horizons Yes it is a lot more compact. Community Tech Tree is embedded in ETT now. You don't need to have it installed. Quote Link to comment Share on other sites More sharing options...
New Horizons Posted May 15, 2016 Share Posted May 15, 2016 Now I know where my problem came from. It seems to be important to start a new save - only then you get that selection menu for choosing this tree here. It although works, wenn CTT still is installed. Now I am trying to use my old adjustments to the tree in a the old form: @PART[probeCoreCube]:NEEDS[zETT]:FINAL { @TechRequired = KETT_6801//unmannedTech } I don't want to write in the the ETT.cfg. I want to keep these in an extra file. This is not working so far. Quote Link to comment Share on other sites More sharing options...
NavyFish Posted May 15, 2016 Share Posted May 15, 2016 6 hours ago, Probus said: You guys need to get SSDs!!! I have one! Unmodded, KSP loads in 18 seconds. But who runs unmodded? I have 90+, lol. Quote Link to comment Share on other sites More sharing options...
Mister Spock Posted May 15, 2016 Share Posted May 15, 2016 Delighted to see the new version. I'll try it soon. I might be interested in helping develop .cfg files for other parts mods, in particular Raidernick's US and Soviet probes. But his mods still haven't been updated to 1.1.2, and (more to the point) I don't fully understand the syntax for the .cfg files I see in this latest version. And maybe separate .cfg files are unnecessary? I dunno. Quote Link to comment Share on other sites More sharing options...
Probus Posted May 15, 2016 Author Share Posted May 15, 2016 Just released for 1.1.2 Enjoy! Quote Link to comment Share on other sites More sharing options...
garwel Posted May 15, 2016 Share Posted May 15, 2016 1 hour ago, Probus said: Just released for 1.1.2 Enjoy! Fantastic, great job! Is it savegame-compatible with the old version? When I tried one of the dev versions with my current game, I saw that lots of parts were either locked or just didn't appear in the VAB. Quote Link to comment Share on other sites More sharing options...
Probus Posted May 15, 2016 Author Share Posted May 15, 2016 16 minutes ago, garwel said: Fantastic, great job! Is it savegame-compatible with the old version? When I tried one of the dev versions with my current game, I saw that lots of parts were either locked or just didn't appear in the VAB. Not very save game compatible. When I upgraded my saved game, I had to use alt-F12 to update some of the unlocks. Some of the nodes changed to more dev friendly names. If your save game was heavily into aircraft the you're hosed. Quote Link to comment Share on other sites More sharing options...
LordAssault Posted May 15, 2016 Share Posted May 15, 2016 I guess I did something terribly wrong here D: Spoiler I uninstalled Community Tech Tree, installed ETT(with CKAN), removed MM cache files, created new game and got this D: KSP.log Output_log Quote Link to comment Share on other sites More sharing options...
New Horizons Posted May 15, 2016 Share Posted May 15, 2016 To me this happens, when loading a save game before ETT with YongeTech_TechTreesPlugin. A new save game solved that. Quote Link to comment Share on other sites More sharing options...
LordAssault Posted May 15, 2016 Share Posted May 15, 2016 Oh, I found out what happened. CKAN downloaded full archive but didn't install TechTreesPlugin for some reason. With manual extraction it's working fine. Quote Link to comment Share on other sites More sharing options...
Noobton Posted May 15, 2016 Share Posted May 15, 2016 yeah, CKAN is not installing Yonge's mod. Quote Link to comment Share on other sites More sharing options...
Probus Posted May 16, 2016 Author Share Posted May 16, 2016 (edited) 49 minutes ago, Noobton said: yeah, CKAN is not installing Yonge's mod. That's odd... I wonder why. Its in the zip file. I wonder if I have to tell it to install multiple directories or if I need to upload yonge's tree mod separately? Edited May 16, 2016 by Probus Quote Link to comment Share on other sites More sharing options...
RocketRyleigh Posted May 16, 2016 Share Posted May 16, 2016 5 hours ago, Probus said: Just released for 1.1.2 Enjoy! Thank you very much to @Probus and @Artfact for all the hard work they've been putting into this amazing mod! Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted May 16, 2016 Share Posted May 16, 2016 12 hours ago, Probus said: @New HorizonsCommunity Tech Tree is embedded in ETT now. You don't need to have it installed. How does that work for any future CTT updates? Will we then have to wait for an ETT update? Quote Link to comment Share on other sites More sharing options...
Probus Posted May 16, 2016 Author Share Posted May 16, 2016 1 hour ago, Gaiiden said: How does that work for any future CTT updates? Will we then have to wait for an ETT update? If CTT adds any new nodes, I will add them. Since ETT redistributes the parts it won't affect any parts in ETT already. Quote Link to comment Share on other sites More sharing options...
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