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


Probus

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2 hours ago, Eklykti said:

Also, CKAN seems to be completely confused by (probably) thinking that v20161211 is newer than 20161222 due to additional 'v' in some releases and no 'v' on others.

That's not good.

I updated the version number in SpaceDock.  Hopefully that will fix it.

Edited by Probus
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17 hours ago, Probus said:

That's not good.

I updated the version number in SpaceDock.  Hopefully that will fix it.

Weird, ETT doesn't appear to work anymore, I created a new campaign and after selection of the ETT at startup, it does not appear in the reach center anymore

This is what the log mentions:

[LOG 17:01:23.598] [R&D]: No tech nodes defined. Assuming initial state
[WRN 17:01:23.598] [R&D Tech start]: Tech Node did not contain cost data. Looking for node in TechTree.cfg. This message should not appear again for this node.
[LOG 17:01:23.602] [ScenarioDestructibles]: Loading... 0 objects registered
[LOG 17:01:23.602] [ScenarioUpgradeableFacilities]: Loading in initial state... 
[LOG 17:01:23.603] [ScenarioUpgradeableFacilities]: Loading... 0 objects registered
[LOG 17:01:23.605] [CustomConfigsManager] Setting modded tech tree as the active one
[LOG 17:01:23.605] [HETTN] New default tech tree path: GameData\ModuleManager.TechTree.
[LOG 17:01:23.605] [HETTN] Current tech tree path: GameData\ModuleManager.TechTree.
[LOG 17:01:23.625] [HETTN] "Unlocks" nodes were found. Changed TechRequred fields for listed Parts.
[EXC 17:01:23.629] FormatException: Index (zero based) must be greater than or equal to zero and less than the size of the argument list.
	System.String.FormatHelper (System.Text.StringBuilder result, IFormatProvider provider, System.String format, System.Object[] args)
	System.String.Format (IFormatProvider provider, System.String format, System.Object[] args)
	System.String.Format (System.String format, System.Object[] args)
	HideEmptyTechTreeNodes.HETTNSettings.LogError (System.String s, System.Object[] o)
	HideEmptyTechTreeNodes.ChangeTechTree.ChangeParents ()
	HideEmptyTechTreeNodes.ChangeTechTree.Setup ()
	HideEmptyTechTreeNodes.ChangeTechTree.Start ()
[LOG 17:01:23.895] [UiApp] Awake: ContractsApp
[LOG 17:01:23.895] [UiApp] Awake: KSPedia
[LOG 17:01:23.895] [ApplicationLauncher] OnSceneLoadedGUIReady: scene SPACECENTER ShouldBeVisible() True ShouldBeOnTop() False iIsPositionedAtTop True
[LOG 17:01:23.896] [ApplicationLauncher] SpawnSimpleLayout: HorizontalRightLeft
[LOG 17:01:23.898] [ApplicationLauncher] SetVisible: 
[LOG 17:01:23.899] ScaleModList: listSize 123 maxListSize 1804
[LOG 17:01:23.900] ScaleModList: listSize 123 maxListSize 1795
[LOG 17:01:23.909] [MessageSystem] Reposition 0.02 32226
[LOG 17:01:23.964] [UIApp] Adding ContractsApp to Application Launcher
[LOG 17:01:23.965] ScaleModList: listSize 123 maxListSize 1754
[LOG 17:01:23.981] [GenericAppFrame] Reposition 0.09224387 32231
[LOG 17:01:23.997] [UIApp] Adding KSPedia to Application Launcher
[LOG 17:01:23.998] ScaleModList: listSize 123 maxListSize 1713
[LOG 17:01:24.031] Flight State Captured
[LOG 17:01:24.031] Saving Achievements Tree...
[LOG 17:01:24.034] [MessageSystem] Save Messages
[LOG 17:01:24.038] Game State Saved to saves/Engeneering/persistent
[LOG 17:01:24.114] [UIMasterController]: ShowUI
[LOG 17:01:46.997] Flight State Captured
[LOG 17:01:46.998] Saving Achievements Tree...
[LOG 17:01:47.001] [MessageSystem] Save Messages
[LOG 17:01:47.007] Game State Saved to saves/Engeneering/persistent
[LOG 17:01:47.781] [UIMasterController]: ShowUI
[LOG 17:01:47.781] Game Paused!
[LOG 17:01:47.865] [HETTN] Using tech tree path: GameData/ETT/EngTechTree.cfg
[LOG 17:01:48.121] [HETTN] ETT fix: ETT detected. Respawning tech tree using HETTN.TechTree...
[WRN 17:01:48.122] File 'C:/Program Files (x86)/Steam/steamapps/common/Kerbal Space Program/KSP_x64_Data/../GameData/HideEmptyTechTreeNodes/HETTN.TechTree' does not exist

 

Edited by FreeThinker
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4 minutes ago, FreeThinker said:

Weird, ETT doesn't appear to work anymore, I created a new campaign and after selection of the ETT at startup, it does not appear in the reach center anymore

This is what the log mentions:


[LOG 17:01:23.598] [R&D]: No tech nodes defined. Assuming initial state
[WRN 17:01:23.598] [R&D Tech start]: Tech Node did not contain cost data. Looking for node in TechTree.cfg. This message should not appear again for this node.
[LOG 17:01:23.602] [ScenarioDestructibles]: Loading... 0 objects registered
[LOG 17:01:23.602] [ScenarioUpgradeableFacilities]: Loading in initial state... 
[LOG 17:01:23.603] [ScenarioUpgradeableFacilities]: Loading... 0 objects registered
[LOG 17:01:23.605] [CustomConfigsManager] Setting modded tech tree as the active one
[LOG 17:01:23.605] [HETTN] New default tech tree path: GameData\ModuleManager.TechTree.
[LOG 17:01:23.605] [HETTN] Current tech tree path: GameData\ModuleManager.TechTree.
[LOG 17:01:23.625] [HETTN] "Unlocks" nodes were found. Changed TechRequred fields for listed Parts.
[EXC 17:01:23.629] FormatException: Index (zero based) must be greater than or equal to zero and less than the size of the argument list.
	System.String.FormatHelper (System.Text.StringBuilder result, IFormatProvider provider, System.String format, System.Object[] args)
	System.String.Format (IFormatProvider provider, System.String format, System.Object[] args)
	System.String.Format (System.String format, System.Object[] args)
	HideEmptyTechTreeNodes.HETTNSettings.LogError (System.String s, System.Object[] o)
	HideEmptyTechTreeNodes.ChangeTechTree.ChangeParents ()
	HideEmptyTechTreeNodes.ChangeTechTree.Setup ()
	HideEmptyTechTreeNodes.ChangeTechTree.Start ()
[LOG 17:01:23.895] [UiApp] Awake: ContractsApp
[LOG 17:01:23.895] [UiApp] Awake: KSPedia
[LOG 17:01:23.895] [ApplicationLauncher] OnSceneLoadedGUIReady: scene SPACECENTER ShouldBeVisible() True ShouldBeOnTop() False iIsPositionedAtTop True
[LOG 17:01:23.896] [ApplicationLauncher] SpawnSimpleLayout: HorizontalRightLeft
[LOG 17:01:23.898] [ApplicationLauncher] SetVisible: 
[LOG 17:01:23.899] ScaleModList: listSize 123 maxListSize 1804
[LOG 17:01:23.900] ScaleModList: listSize 123 maxListSize 1795
[LOG 17:01:23.909] [MessageSystem] Reposition 0.02 32226
[LOG 17:01:23.964] [UIApp] Adding ContractsApp to Application Launcher
[LOG 17:01:23.965] ScaleModList: listSize 123 maxListSize 1754
[LOG 17:01:23.981] [GenericAppFrame] Reposition 0.09224387 32231
[LOG 17:01:23.997] [UIApp] Adding KSPedia to Application Launcher
[LOG 17:01:23.998] ScaleModList: listSize 123 maxListSize 1713
[LOG 17:01:24.031] Flight State Captured
[LOG 17:01:24.031] Saving Achievements Tree...
[LOG 17:01:24.034] [MessageSystem] Save Messages
[LOG 17:01:24.038] Game State Saved to saves/Engeneering/persistent
[LOG 17:01:24.114] [UIMasterController]: ShowUI
[LOG 17:01:46.997] Flight State Captured
[LOG 17:01:46.998] Saving Achievements Tree...
[LOG 17:01:47.001] [MessageSystem] Save Messages
[LOG 17:01:47.007] Game State Saved to saves/Engeneering/persistent
[LOG 17:01:47.781] [UIMasterController]: ShowUI
[LOG 17:01:47.781] Game Paused!
[LOG 17:01:47.865] [HETTN] Using tech tree path: GameData/ETT/EngTechTree.cfg
[LOG 17:01:48.121] [HETTN] ETT fix: ETT detected. Respawning tech tree using HETTN.TechTree...
[WRN 17:01:48.122] File 'C:/Program Files (x86)/Steam/steamapps/common/Kerbal Space Program/KSP_x64_Data/../GameData/HideEmptyTechTreeNodes/HETTN.TechTree' does not exist

 

Do you see a stock tree  instead? I had the same; it must be a problem with the latest HETTN. I've let @ev0 know. Hopefully, he'll find the cause.

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Updated and it seems fixed. Appropriate tech tree is present and seems correct. I had to purchase High gain antennas, but it seems to have saved the state this time. Leaving and returning to R&D shows the parts are still purchased and unlocked.

Woot!

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@garwel @FreeThinker That error is from my mod, there was an error with an error message that I output when you have duplicate tech tree nodes in the MM tech tree.

So I fixed the error, but the actual error message will say you have duplicate nodes. My mod doesn't allow duplicate nodes because of complaints in the CTT thread in the past, so it craps out on purpose anyway in this case and forces the player to find the duplicates and maybe inform the modders of the conflict.

You would definitely get duplicates if you have the CTT and ETT installed at the same time. In other cases, you need to hunt for them yourselves, unfortunately.

You can download an update to my mod at the bottom of a different post here.

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6 minutes ago, ev0 said:

@garwel @FreeThinker That error is from my mod, there was an error with an error message that I output when you have duplicate tech tree nodes in the MM tech tree.

So I fixed the error, but the actual error message will say you have duplicate nodes. My mod doesn't allow duplicate nodes because of complaints in the CTT thread in the past, so it craps out on purpose anyway in this case and forces the player to find the duplicates and maybe inform the modders of the conflict.

You would definitely get duplicates if you have the CTT and ETT installed at the same time. In other cases, you need to hunt for them yourselves, unfortunately.

You can download an update to my mod at the bottom of a different post here.

I didn't have CTT and ETT at the same time in my last test, but still got the wrong tree. Will try the new version later on and see if the issue's resolved.

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1 minute ago, garwel said:

I didn't have CTT and ETT at the same time in my last test, but still got the wrong tree. Will try the new version later on and see if the issue's resolved.

If it's not resolved, it should at least tell you the ID of the first duplicate node in a error message now.

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7 minutes ago, ev0 said:

. My mod doesn't allow duplicate nodes because of complaints in the CTT thread in the past, so it craps out on purpose anyway in this case and forces the player to find the duplicates and maybe inform the modders of the conflict.

Question, is this verification case sensitive?

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4 minutes ago, FreeThinker said:

Question, is this verification case sensitive?

I don't think so. I use a Dictionary with the node ID as the key, but I don't touch the casing before adding IDs. C# considers the same string but with different casing to not be the same, right?

Edited by ev0
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This is the second time I tried playing a career with ETT, and it has the same messed up nodes for Mech Jeb. I found out why.

In the Mechjeb cfg, it does list features groups that ETT calls out. But Mechjeb also, separately, specifies the names of the nodes that turn on each module. So that's all messed up with ETT.

It's fairly simple to edit the Mechjeb cfg file to make things work as they are supposed to. In the Mechjeb AR202 part config file (and I suppose also the Mechjeb pod, but I didn't bother), you just have to go to the section that is called Mechjeb local settings and find the list of modules with "unlocksTechs =" identified. The replace as appropriate. For instance, the ones that need to be unlocked for 4-bit should be changed to "electronics". Those for 8-bit should be "mechatronics". Etc.

I edited the file by hand and it works fine now. But maybe somebody more familiar with module manager can write a module manager patch to fix this.

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49 minutes ago, mikegarrison said:

This is the second time I tried playing a career with ETT, and it has the same messed up nodes for Mech Jeb. I found out why.

In the Mechjeb cfg, it does list features groups that ETT calls out. But Mechjeb also, separately, specifies the names of the nodes that turn on each module. So that's all messed up with ETT.

It's fairly simple to edit the Mechjeb cfg file to make things work as they are supposed to. In the Mechjeb AR202 part config file (and I suppose also the Mechjeb pod, but I didn't bother), you just have to go to the section that is called Mechjeb local settings and find the list of modules with "unlocksTechs =" identified. The replace as appropriate. For instance, the ones that need to be unlocked for 4-bit should be changed to "electronics". Those for 8-bit should be "mechatronics". Etc.

I edited the file by hand and it works fine now. But maybe somebody more familiar with module manager can write a module manager patch to fix this.

Send it to me Mike and I'll incorporate it this weekend.

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Ok, so my initial approach to tackling this tree was to rush getting the MPL, and then get leveled scientists to Minmus while first flying by the Mun to gather science on the way. I am currently pumping out roughly 500 science every 35-40 days if I keep the data filled. I failed to remember to escape Kerbin's SOI briefly before landing, so only one scientist is level 3 :) I have since updated and installed a few mods and contract packs. 

Science is extremely precious in ETT. I have managed to rush to the MPL by doing ALL the science I can at KSC and it's immediate surrounding biomes. It was just enough to open the node. So now my question is, what do I spend my science on? Which branch will give me the most gain back in science? Should I be able to unlock the entire tree eventually? 

Thanks !

Edited by zanie420
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  • Interesting that ETT has Alcubierre Drive at the experimental science node which requires 95 science to research. I'd think this would be deeper in the tech tree given what it does.
  • Is it possible to build a plane with just the stuff in Aviation? I tried and was unable due to not being able to get air flow to the engine. The small circular intake has nowhere to mount and I was not able to radially mount it anywhere. If anyone knows how to get a working plane with these parts, I'd be very interested :).

Really cool tree though, I'm loving it as it lets me change up how the start of a career mode "feels".

 

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2 hours ago, linuxgurugamer said:

Is this ready for use?  I'm getting ready to start a new career, heavily modded, including Mechjeb and others.

I'm a bit concerned about the reports I've been reading

@linuxgurugamer, I use it all the time for my career mode.  It is not as polished as some trees, but it is fun to play through, IMO.

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5 minutes ago, Probus said:

@linuxgurugamer, I use it all the time for my career mode.  It is not as polished as some trees, but it is fun to play through, IMO.

Well, I just started a career, and the initial tree looks like it is the stock tree.  I had FogOftech installed, I'll remove it and see if that helps

I do have Mechjeb, was wondering if what was mentioned earlier is a problem

Edited by linuxgurugamer
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2 hours ago, zanie420 said:

Ok, so my initial approach to tackling this tree was to rush getting the MPL, and then get leveled scientists to Minmus while first flying by the Mun to gather science on the way. I am currently pumping out roughly 500 science every 35-40 days if I keep the data filled. I failed to remember to escape Kerbin's SOI briefly before landing, so only one scientist is level 3 :) I have since updated and installed a few mods and contract packs. 

Science is extremely precious in ETT. I have managed to rush to the MPL by doing ALL the science I can at KSC and it's immediate surrounding biomes. It was just enough to open the node. So now my question is, what do I spend my science on? Which branch will give me the most gain back in science? Should I be able to unlock the entire tree eventually? 

Thanks !

There are experiments buried all through the tree.  Nothing down the SRB, Aviation, or liquid fueled rocket engine branch.  Thermodynamics, Antennas, Nuclear all have science in them.

Just now, linuxgurugamer said:

Well, I just started a career, and the initial tree looks like it is the stock tree.

I do have Mechjeb, was wondering if what was mentioned earlier is a problem

If it is the stock tree then something went wrong.  There is a mechjeb patch coming.

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7 minutes ago, linuxgurugamer said:

Well, I just started a career, and the initial tree looks like it is the stock tree.  I had FogOftech installed, I'll remove it and see if that helps

I do have Mechjeb, was wondering if what was mentioned earlier is a problem

make sure you have YongeTech Tech Trees along with this. When you start a new career, you should be able to pick the tree. I also have the Community Tech Tree installed (comes withe KSPI-E), and while not an option to select, it seems not to conflict..... for now :) 

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1 hour ago, Probus said:

If it is the stock tree then something went wrong.  There is a mechjeb patch coming.

Yes, it looks like the same problem reported earlier with HETTN

I've removed that, looks much better now

57 minutes ago, linuxgurugamer said:

Yes, it looks like the same problem reported earlier with HETTN

I've removed that, looks much better now

There is a temporary fix for this, I found it here:  

it doesn't work (the temp fix)

Edited by linuxgurugamer
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1 hour ago, nixeagle said:
  • Interesting that ETT has Alcubierre Drive at the experimental science node which requires 95 science to research. I'd think this would be deeper in the tech tree given what it does.
  • Is it possible to build a plane with just the stuff in Aviation? I tried and was unable due to not being able to get air flow to the engine. The small circular intake has nowhere to mount and I was not able to radially mount it anywhere. If anyone knows how to get a working plane with these parts, I'd be very interested :).

Really cool tree though, I'm loving it as it lets me change up how the start of a career mode "feels".

 

Alcubierre should unlock at the very end of the tree.  Is it not Interstellar's Alcubierre?

Yes it is possible to build a "plane" with just the parts provided, but without mods, you have to be creative. :)

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13 minutes ago, Probus said:

Alcubierre should unlock at the very end of the tree.  Is it not Interstellar's Alcubierre?

Yes it is possible to build a "plane" with just the parts provided, but without mods, you have to be creative. :)

It's manufactured by umbra space industries, mass 8.8t. Name is Alcubierre Drive (2.5m). There is also a Alcubierre drive (0.625m) in the same Experimental Science node.

It is definitely not at the end of the tech tree here. http://i.imgur.com/oAAWCkZ.png

Below is the copy pasted config for the experimental Science node. I'm not seeing it under an obvious name, but it is clearly there. 

Spoiler

    RDNode
    {
        id = experimentalScience
        nodepart = experimentalScience
        title = Experimental Science
        description = Explore novel fields of science that we didn't even know were there_
        cost = 95
        pos = -1950,1850,-7
        icon = RDicon_science-experimental
        anyParent = False
        hideEmpty = False
        hideIfNoBranchParts = False
        scale = 0.6
        Parent
        {
            parentID = engineering101
            lineFrom = LEFT
            lineTo = RIGHT
        }
        Unlocks
        {
            part = AccelerometerFGA
            part = dmRoverMat
            part = dmSeismicPod
            part = dmSeismicHammer
            part = dmUSImagingPlatform
            part = sensorAccelerometer
            part = StnSciExperiment1
            part = StnSciExperiment2
            part = KA_SolarCollector
            part = MKS_Antenna
            part = MKS_ScanOMatic
            part = dmImagingPlatform
            part = NH_Sci2
            part = Telescope
            part = hc_scicam
            part = ca_accelerometer
            part = SEP_PSE
            part = SEP_CCIG
            part = SEP_LRRR
        }
    }

 

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