inigma Posted June 4, 2016 Share Posted June 4, 2016 USI Sounding Rocket parts need costs assigned to them. Currently they are all 0 (since USI by default makes them all available in the stock default node 0). I recommend a universal baseline of 1000 funds per part for now. Quote Link to comment Share on other sites More sharing options...
legoclone09 Posted June 4, 2016 Share Posted June 4, 2016 Also I think we need a 1.875m group of parts. They are common now and I think it would help spread out the parts, since 1.875m is so different than 2.5 or 1.25m, and also since almost all of the 1.875m BDB parts are grouped into 1 node. Also, the LY-10 landing gear is in the 'No node assigned' tech, when it should be in the first node of Landing Gear, where there is nothing and the larger gear is in the second and third node. Quote Link to comment Share on other sites More sharing options...
Probus Posted June 5, 2016 Author Share Posted June 5, 2016 23 hours ago, NavyFish said: Is mystery goo intentionally in Atomic Power? You betcha. It glows and wiggles. 11 hours ago, Gaiiden said: I've been sticking them all in the science branch... I'm def waiting for Probus to finish up his guidelines doc before doing any more work to ensure I'm putting things in spots not just reasonable for the parts but for the idea behind the node itself For the most part, they go in the science branch, unless they have some function relating to another branch such as thermometers in Thermodynamics. 8 hours ago, inigma said: USI Sounding Rocket parts need costs assigned to them. Currently they are all 0 (since USI by default makes them all available in the stock default node 0). I recommend a universal baseline of 1000 funds per part for now. @inigma, would you like to whip up a MM patch for Sounding Rockets and I will include it in my patch files. 6 hours ago, legoclone09 said: Also I think we need a 1.875m group of parts. They are common now and I think it would help spread out the parts, since 1.875m is so different than 2.5 or 1.25m, and also since almost all of the 1.875m BDB parts are grouped into 1 node. Also, the LY-10 landing gear is in the 'No node assigned' tech, when it should be in the first node of Landing Gear, where there is nothing and the larger gear is in the second and third node. I am considering this. What part packs use 1.875? I wonder if it should be better to be a 1.875 to 2.0 branch. Also, the LY-10 landing gear is in the 'No node assigned' tech, when it should be in the first node of Landing Gear, where there is nothing and the larger gear is in the second and third node. Several parts just refuse to move to the node that we assign them to. That is one of them. Also the 2x3 solar panel won't behave either. Quote Link to comment Share on other sites More sharing options...
legoclone09 Posted June 5, 2016 Share Posted June 5, 2016 (edited) Tantares, BDB, Habtech, and HGR use 1.875m, but HabTech only for the station parts. Edited June 5, 2016 by legoclone09 Quote Link to comment Share on other sites More sharing options...
Grunf911 Posted June 5, 2016 Share Posted June 5, 2016 Hi, I am making modlist for my next playthrough and would like if anyone knows if following mods are playing nice with ETT: Links provided for easier check :-) Karbonite Karbonite Plus kOS Autopilot BoxSat OctoSat USI Alcubierre Warp Drive Procedural Dynamics - Procedural wing B9 Procedural parts Adjustable Landing Gear Mark IV Spaceplane Quiztech Aero Cormorant Aeronology Space Shuttle System ShadowWorks Stockalike SLS Dr Jet's Chop Shop USI Exploration Pack USI Freight USI Survivability USI Asteroid Recycling Surface Experiment Pack Inline Ballutes CactEye Quote Link to comment Share on other sites More sharing options...
Artfact Posted June 5, 2016 Share Posted June 5, 2016 @Grunf911 The front page shows which mods have been added to ETT, of which the 'Tested'list have been checked and processed for the newest version of the mod and KSP. I'm currently organizing the MKIV system for implementation although I'd rather wait for Nertea to update it before I implement the parts. I had totally forgotten about the Chop Shop and its awesome parts, I'll get to adding those soon!:) Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted June 5, 2016 Share Posted June 5, 2016 @Gaiiden you added BDB compatibility? I don't envy that task. The thing of note for BDB's 1.875m rockets is that they can kind of be divided into 2-3 tiers. Atlas and Titan 1, Titan 2/3 with some of the shorter SRMs, and then Titan 4 with the longer SRMs. They're made to have a progression through them. Having them all in 1 node would be fairly confusing. Somewhat on that note - where were the 1.5m parts placed? Especially because there's sort of two tiers for those - the Juno/Chryslus and Thor/Fenris for the early 1.5m parts, and then the Delta 2/Daleth parts for advanced 1.5m. Quote Link to comment Share on other sites More sharing options...
Grunf911 Posted June 5, 2016 Share Posted June 5, 2016 1 hour ago, Artfact said: @Grunf911 The front page shows which mods have been added to ETT, of which the 'Tested'list have been checked and processed for the newest version of the mod and KSP. I'm currently organizing the MKIV system for implementation although I'd rather wait for Nertea to update it before I implement the parts. I had totally forgotten about the Chop Shop and its awesome parts, I'll get to adding those soon!:) Hi @Artfact, I checked the front page, and for the mods I listed i did not see any info, so I was hoping some1 in the thread played with them and had any comment if it was working or not :-) Quote Link to comment Share on other sites More sharing options...
Artfact Posted June 5, 2016 Share Posted June 5, 2016 (edited) 20 minutes ago, Grunf911 said: Hi @Artfact, I checked the front page, and for the mods I listed i did not see any info, so I was hoping some1 in the thread played with them and had any comment if it was working or not :-) Well, from the top of my head I can say that: Procedural Dynamic wings, has been added to the latest dev version so will be here soon. The original B9 Procedural parts is included; I honestly didn't know of this modified version as the old one works fine for me. As long as the parts haven't been renamed or new ones were added it should be fine. Surface Experiments pack has been added. Adjustable landing gear has not been added and probably won't be until it gets updated, I presume. KOs has been added. Inline Ballutes has been added but might need some work. Edited June 5, 2016 by Artfact Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted June 5, 2016 Share Posted June 5, 2016 1 hour ago, CobaltWolf said: The thing of note for BDB's 1.875m rockets is that they can kind of be divided into 2-3 tiers. Atlas and Titan 1, Titan 2/3 with some of the shorter SRMs, and then Titan 4 with the longer SRMs. They're made to have a progression through them. Having them all in 1 node would be fairly confusing. Somewhat on that note - where were the 1.5m parts placed? Especially because there's sort of two tiers for those - the Juno/Chryslus and Thor/Fenris for the early 1.5m parts, and then the Delta 2/Daleth parts for advanced 1.5m. I forget exactly what I did with them but I used their assigned tech nodes for reference - so if a part had a more advanced tech node I placed it in a higher node on ETT as well. So there shouldn't be parts clustered together that share diff tech nodes assigned by you. But I'm pretty sure I completely screwed up the ability to assemble a specific type of launcher (like as designated in the cool manual) without part hunting through a bunch of nodes to unlock everything... BTW I should mention that I'm currently having second thoughts about wanting to use a tech tree at all. So further contributions may not be forthcoming Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted June 5, 2016 Share Posted June 5, 2016 26 minutes ago, Gaiiden said: I forget exactly what I did with them but I used their assigned tech nodes for reference - so if a part had a more advanced tech node I placed it in a higher node on ETT as well. So there shouldn't be parts clustered together that share diff tech nodes assigned by you. But I'm pretty sure I completely screwed up the ability to assemble a specific type of launcher (like as designated in the cool manual) without part hunting through a bunch of nodes to unlock everything... BTW I should mention that I'm currently having second thoughts about wanting to use a tech tree at all. So further contributions may not be forthcoming Honestly I don't think they all unlock together in the stock tech tree as well. At least, not quite perfectly. Quote Link to comment Share on other sites More sharing options...
Probus Posted June 5, 2016 Author Share Posted June 5, 2016 25 minutes ago, Gaiiden said: BTW I should mention that I'm currently having second thoughts about wanting to use a tech tree at all. So further contributions may not be forthcoming Going for Sandbox? Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted June 5, 2016 Share Posted June 5, 2016 3 hours ago, Probus said: Going for Sandbox? No, just a full tree unlock and paying for parts, but deciding myself when I should be using certain parts as my program develops. I'm roleplaying, so it gets a bit complicated and I'm starting to realize how the tree will just make it more so. Science will be diverted to various other stuff with mods that give you alternate uses for it. Still considering but strongly leaning this way Quote Link to comment Share on other sites More sharing options...
legoclone09 Posted June 8, 2016 Share Posted June 8, 2016 Also there are quite a few parts missing in the tree from BDB, Cargo Agena/Transtage/Gemini and MOL. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted June 8, 2016 Share Posted June 8, 2016 1 hour ago, legoclone09 said: Also there are quite a few parts missing in the tree from BDB, Cargo Agena/Transtage/Gemini and MOL. Well those parts aren't done. They were accidentally included in the last release while I was away. Quote Link to comment Share on other sites More sharing options...
legoclone09 Posted June 8, 2016 Share Posted June 8, 2016 Just now, CobaltWolf said: Well those parts aren't done. They were accidentally included in the last release while I was away. Ah, makes sense. Should they be 'done' by next release? Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted June 8, 2016 Share Posted June 8, 2016 Just now, legoclone09 said: Ah, makes sense. Should they be 'done' by next release? Hopefully? Along with Saturn C-1. Quote Link to comment Share on other sites More sharing options...
Grunf911 Posted June 8, 2016 Share Posted June 8, 2016 Hi @Artfact, Is there a way how i could contribute in terms of getting the rest of the mods from my list proper assignments. I could download ETT, and then provide configs to place the mod packs according to my judgement and then send you the updates to integrate with the rest Would that work ? Quote Link to comment Share on other sites More sharing options...
Artfact Posted June 8, 2016 Share Posted June 8, 2016 1 hour ago, Grunf911 said: Hi @Artfact, Is there a way how i could contribute in terms of getting the rest of the mods from my list proper assignments. I could download ETT, and then provide configs to place the mod packs according to my judgement and then send you the updates to integrate with the rest Would that work ? Hey there.:) That would certainly work. But you might as well do it yourself, the Tech Tree Editor is extremely easy to use. You can then post it on the Github as a branch to the master or, if that doesn't work out for you, send Probus the Edited config file and it should be fine! Instructions are here. If you've got questions or run into problems with part placement or Github you can find us on the #EET EsperNet IRC.:) Quote Link to comment Share on other sites More sharing options...
Grunf911 Posted June 8, 2016 Share Posted June 8, 2016 (edited) 46 minutes ago, Artfact said: Hey there.:) That would certainly work. But you might as well do it yourself, the Tech Tree Editor is extremely easy to use. You can then post it on the Github as a branch to the master or, if that doesn't work out for you, send Probus the Edited config file and it should be fine! Instructions are here. If you've got questions or run into problems with part placement or Github you can find us on the #EET EsperNet IRC.:) Hi @Artfact Sorry for a stupid question but how do i get the editor, there is no download link and i am not github kind a guy> EDIT / nevermind got it UPDATE: Tried to load EngTechTree with Tech Tree editor that i downloaded with your master, and when i try to load the EngTechTree.cfg (using Load Yonge Tech Tree LSP 1.04) i get: Input string was not in the correct format. Ok let me go through what i did: Went to this page: https://github.com/ProbusThrax/ETT Went Clone or download -> ZIP Extracted the zip in my KSP HOME, so the GameData/ETT/EngTechTree.cfg was taken from the master Went to KSP_HOME/KSPTechTreeEditor/ and ran KSP Tech Tree Editor v0.3.exe I could only select KSP1.04 Load STOCK not Yonge, and selected GameData/ETT/EngTechTree.cfg Then i got this, and As far as i understand i should see some tech nodes but i do not see them, see image What am i doing wrong Edited June 8, 2016 by Grunf911 Quote Link to comment Share on other sites More sharing options...
Probus Posted June 8, 2016 Author Share Posted June 8, 2016 55 minutes ago, Grunf911 said: Hi @Artfact Sorry for a stupid question but how do i get the editor, there is no download link and i am not github kind a guy> EDIT / nevermind got it UPDATE: Tried to load EngTechTree with Tech Tree editor that i downloaded with your master, and when i try to load the EngTechTree.cfg (using Load Yonge Tech Tree LSP 1.04) i get: Input string was not in the correct format. Ok let me go through what i did: Went to this page: https://github.com/ProbusThrax/ETT Went Clone or download -> ZIP Extracted the zip in my KSP HOME, so the GameData/ETT/EngTechTree.cfg was taken from the master Went to KSP_HOME/KSPTechTreeEditor/ and ran KSP Tech Tree Editor v0.3.exe I could only select KSP1.04 Load STOCK not Yonge, and selected GameData/ETT/EngTechTree.cfg Then i got this, and As far as i understand i should see some tech nodes but i do not see them, see image What am i doing wrong You are missing a step between 4 and 5. You first need to tell the tech tree editor the path to your KSP install. Then you will have the option to load a yonge tech tree. See if that helps. Quote Link to comment Share on other sites More sharing options...
Grunf911 Posted June 8, 2016 Share Posted June 8, 2016 1 minute ago, Probus said: You are missing a step between 4 and 5. You first need to tell the tech tree editor the path to your KSP install. Then you will have the option to load a yonge tech tree. See if that helps. I am sorry i forgot to write it, but i did tell tech tree editor of my KSP_Home, ...and when i press Load Stock Tech tree and select EngTechTree.cfg from ETT folder i get the picture above from previos post, but if i try to load Yonge: Now i can conclude if you look at the picture from my previous post that my mods loaded correctly when selecting Load StockTechtree, as you will notice Cormorant Aeronology in the mod list. My question is why can i not see tech tree. Here is what my folders look like: My question is what was Quote Link to comment Share on other sites More sharing options...
Probus Posted June 8, 2016 Author Share Posted June 8, 2016 (edited) Let me try to reproduce the error @Grunf911 EDIT: I'm sorry, but I can't reproduce the error. I even inserted errors in the cfg file and couldn't get your error. Try going to the dev version and cutting and pasting the entire tree over the cfg version you have in your ETT directory. https://github.com/ProbusThrax/ETT/tree/master/GameData/ETT I am also on #ETT IRC if you want to chat. Edited June 8, 2016 by Probus Quote Link to comment Share on other sites More sharing options...
Grunf911 Posted June 8, 2016 Share Posted June 8, 2016 (edited) 1 hour ago, Probus said: Let me try to reproduce the error @Grunf911 EDIT: I'm sorry, but I can't reproduce the error. I even inserted errors in the cfg file and couldn't get your error. Try going to the dev version and cutting and pasting the entire tree over the cfg version you have in your ETT directory. https://github.com/ProbusThrax/ETT/tree/master/GameData/ETT I am also on #ETT IRC if you want to chat. That is exactly what i did, now, can you look at my folders in post above and confirm 2 things: We are using same folder structure We are using same file dates. My guess is i messed up either when: Zipping the master in step 1 Installing it in KSP Home I am on irc now #ETT Does KSP need to be running when you start tree editor or ? Edited June 8, 2016 by Grunf911 Quote Link to comment Share on other sites More sharing options...
Grunf911 Posted June 8, 2016 Share Posted June 8, 2016 1 hour ago, Probus said: Let me try to reproduce the error @Grunf911 EDIT: I'm sorry, but I can't reproduce the error. I even inserted errors in the cfg file and couldn't get your error. Try going to the dev version and cutting and pasting the entire tree over the cfg version you have in your ETT directory. https://github.com/ProbusThrax/ETT/tree/master/GameData/ETT I am also on #ETT IRC if you want to chat. Found the bug The problem in scale parameter: the one in the master uses scale = 0.6 ....while to load in Yonge format, it should be: scale = 0,6 The error is in dot versus comma. Figured it out by saving random yonge and comparing it to ett. Anyway it works now, thx Quote Link to comment Share on other sites More sharing options...
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