Shoryuken Posted August 18, 2018 Share Posted August 18, 2018 (edited) Hi everyone i have a little problem i usually used to have CTT but than i found this and installed it, the problem is i removed the CTT folder manually but the tech tree is still the same is it becouse HETTN ??? or what to do ? btw i usually use CKAN to install/uninstall but i had to delete CTT manually now becouse of KSPI-E ^^ _____________________ Edit: nvm: HETTN was the foult and after i uninstalled it it still left the Tech Tree inside the folder, but there are alot of empty nodes now like the Heavy Command Pod Node but i need it to get Specialized one ^^ well at least it works Edit2: ok sorry to tell that but after looking more deeply in it, i cant play with ETT even the tech tree is just cool it sucks that i cant use HETTN thers just too many empty nodes even with about 168 mods and more than half of them are adding stuff... Edit3: someone mentioned that i should install HETTN again since ETT works now but i tryed that alredy it just reverts back to standard style Edited August 18, 2018 by Shoryuken adding Quote Link to comment Share on other sites More sharing options...
3ngin33r Posted August 28, 2018 Share Posted August 28, 2018 What happens if there's a part pack installed that isn't supported? Do the parts not show up at all, or do they get put into the stock equivalent node like in CTT? Quote Link to comment Share on other sites More sharing options...
Strych74 Posted September 1, 2018 Share Posted September 1, 2018 OK, I've gone back and read over the last 10 pages or so of this thread and haven't been able to find anything definitive that would help me, so hoping to get some assistance if I could. I've tried adding ETT on a clean install (v1.4.5 with expansion) and while the tree itself is there, it appears that parts are listed under nodes based on both the ETT rules as well as stock. For example, the MK1 Pod is available right from the start (stock rules) but also shows up under the node for Manned Space Exploration (ETT config). I've tried adding the USI Sounding Rockets mod to test how that works and having similar issue - parts are listed under both their stock tech tree nodes as well as the ETT nodes. In order to try identify the root cause I have done a complete clean install of the game, with only the ETT mod added. Also then added YongeTech plugin to see if that made any difference (it didn't). As an aside, with YongeTech, CTT and ETT all installed I am not given any options on a new save game as to which tech tree I want to use - it's going straight to stock. Using only the CTT add-on, I have also deleted the PartsDatabase.CFG file and MM caches from the GameData folder. Have checked the persistent.sfs in the save folder and noted the TechTreeURL = GameData/ModuleManager.TechTree, not the ETT/EngTechTree.cfg as Dep suggested back on pg 31 of this thread. Note that all of the mods installed are done manually by download from Spacedock, I'm not using CKAN if that might make a difference. Appreciate any suggestions / support. Quote Link to comment Share on other sites More sharing options...
GrubbyZebra Posted September 1, 2018 Share Posted September 1, 2018 2 hours ago, Strych74 said: OK, I've gone back and read over the last 10 pages or so of this thread and haven't been able to find anything definitive that would help me, so hoping to get some assistance if I could. I've tried adding ETT on a clean install (v1.4.5 with expansion) and while the tree itself is there, it appears that parts are listed under nodes based on both the ETT rules as well as stock. For example, the MK1 Pod is available right from the start (stock rules) but also shows up under the node for Manned Space Exploration (ETT config). I've tried adding the USI Sounding Rockets mod to test how that works and having similar issue - parts are listed under both their stock tech tree nodes as well as the ETT nodes. In order to try identify the root cause I have done a complete clean install of the game, with only the ETT mod added. Also then added YongeTech plugin to see if that made any difference (it didn't). As an aside, with YongeTech, CTT and ETT all installed I am not given any options on a new save game as to which tech tree I want to use - it's going straight to stock. Using only the CTT add-on, I have also deleted the PartsDatabase.CFG file and MM caches from the GameData folder. Have checked the persistent.sfs in the save folder and noted the TechTreeURL = GameData/ModuleManager.TechTree, not the ETT/EngTechTree.cfg as Dep suggested back on pg 31 of this thread. Note that all of the mods installed are done manually by download from Spacedock, I'm not using CKAN if that might make a difference. Appreciate any suggestions / support. So a few things: CTT and ETT cannot be installed at the same time (they will produce several fun conflicts that actually aren't so fun) Part node assignments are also not always foolproof with modded tech trees (an issue I am running in to with ETTR, even on new installs and new games). I know this isn't very helpful, but hopefully it provides some insights Quote Link to comment Share on other sites More sharing options...
Strych74 Posted September 2, 2018 Share Posted September 2, 2018 7 hours ago, GrubbyZebra said: So a few things: CTT and ETT cannot be installed at the same time (they will produce several fun conflicts that actually aren't so fun) Part node assignments are also not always foolproof with modded tech trees (an issue I am running in to with ETTR, even on new installs and new games). I know this isn't very helpful, but hopefully it provides some insights Thanks for your response Grub. As a point of clarification, I only installed CTT AFTER having attempted running ETT stand alone without success, and mainly to see whether by adding CTT I would get any sort of UI regarding tech tree selection (which I understood YongeTech was supposed to do, but I'm not seeing any dialog/option on new game to select a tech tree). Tried a couple of things, here's what I've come across so far: With USI Sounding Rockets mod installed, the node for 'Model Rocketry' isn't shown anywhere in the tech tree UNLESS the Hide Empty Tech Tree mod is installed. On creating a new game, and going strait to the Research Centre, the screen 'flashes' a tech tree before going to the ETT layout. I can't tell if the first flash is the stock tree or ETT, it happens too quickly, but a check of the persist file in the save game shows that the TechTreeURL = ModuleManager.TechTree. The values in that file mirror what's in the ETT.cfg file, but the game has already unlocked several stock parts (like the MK1 Pod) even though according to the ETT rules it should be locked until the Manned Space Exploration node is unlocked. I've edited the persist file to point to TechTreeURL = ETT/EngTechTree.cfg, and also deleted out all of the unlocked parts. Reloading the save seems to rebuild my parts list so that I only have those parts unlocked that ETT says I should (so MK1Pod is locked, but ProbeCoreSphere is unlocked). The behaviour seems consistent with ETT becoming the active tech tree only AFTER a new game is created, at which point the game has already executed a check against the stock rules to determine which parts should be available based on the start node. I would have thought the mod would edit the subroutines for creating a new game so that the ETT tech tree was in place during the creation process, not implemented afterwards. Unless I am missing something entirely? I will keep playing around with it, see if there's anything further I can find. Quote Link to comment Share on other sites More sharing options...
OwariTY Posted September 15, 2018 Share Posted September 15, 2018 (edited) Hello. This is absolutly broken for me. I am using KSP 1.4.1 from Steam without CTT. I am sorry for mi english. Edit: fixed using versión for 1.4.1. Edited September 15, 2018 by OwariTY Quote Link to comment Share on other sites More sharing options...
GrubbyZebra Posted September 15, 2018 Share Posted September 15, 2018 2 hours ago, Owari said: Hello. This is absolutly broken for me. I am using KSP 1.4.1 from Steam without CTT. I am sorry for mi english. Edit: fixed using versión for 1.4.1. What is the problem? the screen shot looks right. Quote Link to comment Share on other sites More sharing options...
OwariTY Posted September 15, 2018 Share Posted September 15, 2018 1 hour ago, GrubbyZebra said: What is the problem? the screen shot looks right. Down left, the line disappeared. Quote Link to comment Share on other sites More sharing options...
GrubbyZebra Posted September 15, 2018 Share Posted September 15, 2018 45 minutes ago, Owari said: Down left, the line disappeared. That node is being set by another mod and KSP can't draw the connection to the prerequisite node. Quote Link to comment Share on other sites More sharing options...
OwariTY Posted September 15, 2018 Share Posted September 15, 2018 Just now, GrubbyZebra said: That node is being set by another mod and KSP can't draw the connection to the prerequisite node. But i fixed the problem installing 1.4.1 version mod (was using 1.4.3 with CKAN). Anywey, dont worry, all is perfectly now. In fact, i am editing my own tech tree. Quote Link to comment Share on other sites More sharing options...
Mighty1 Posted October 30, 2018 Share Posted October 30, 2018 Anyone tried this with 1.5? I have and it works, but "Advanced SRB" node is missing and I cannot research following nodes because of it. Any ideas for a fix? Quote Link to comment Share on other sites More sharing options...
ev0 Posted October 31, 2018 Share Posted October 31, 2018 On 10/30/2018 at 3:06 PM, Mighty1 said: Anyone tried this with 1.5? I have and it works, but "Advanced SRB" node is missing and I cannot research following nodes because of it. Any ideas for a fix? Do you have Hide Empty Tech Tree Nodes installed? If you do, you might need to edit the ETT tech tree file. Check here for why. Search for all "_v2" parts, and either put the matching non-v2 parts in the same nodes as their v2 parts, or just delete the non-v2 parts since I think they're obsolete. For example delete "probeCoreOcto2", but keep "probeCoreOcto2_v2". Or put them in the same node. Quote Link to comment Share on other sites More sharing options...
Mighty1 Posted November 1, 2018 Share Posted November 1, 2018 21 hours ago, ev0 said: Do you have Hide Empty Tech Tree Nodes installed? If you do, you might need to edit the ETT tech tree file. Check here for why. Search for all "_v2" parts, and either put the matching non-v2 parts in the same nodes as their v2 parts, or just delete the non-v2 parts since I think they're obsolete. For example delete "probeCoreOcto2", but keep "probeCoreOcto2_v2". Or put them in the same node. The solution is not that simple as i don't have it installed. Thanks for trying thou. Quote Link to comment Share on other sites More sharing options...
code99 Posted November 6, 2018 Share Posted November 6, 2018 On 11/1/2018 at 11:14 PM, Mighty1 said: The solution is not that simple as i don't have it installed. Thanks for trying thou. Hey, have you solved your poblem btw? Im thinking of getting this mod aswell for my 1.5 game but if you have nodes missing then there is no point of me getting this as well. Quote Link to comment Share on other sites More sharing options...
Mighty1 Posted November 7, 2018 Share Posted November 7, 2018 no, sorry. But i have more than 100 mods so there could be some conflicts. The best way to do it is to install it and look at the tech tree. if something is missing or not connected then it does not work Quote Link to comment Share on other sites More sharing options...
ondert Posted January 14, 2019 Share Posted January 14, 2019 I assume this works with the latest 1.6.x version? Quote Link to comment Share on other sites More sharing options...
Probus Posted January 15, 2019 Author Share Posted January 15, 2019 7 hours ago, ondert said: I assume this works with the latest 1.6.x version? Not this version. Sorry. Someone else has picked up the reins and is supporting this mod right now. You can go back through the thread a bit and find the link. Quote Link to comment Share on other sites More sharing options...
AverageUser54 Posted March 30, 2019 Share Posted March 30, 2019 On 6/10/2015 at 9:04 PM, Probus said: ETT is a pinwheel design that is grouped into branches of related engineering disciplines. Premise Do the Kerbals discover rocketry before winged flight? You decide. Both winged flight and rockets first options. ETT also has an "End Game" so you can play the campaign game with a built in goal. I love to hear new ideas and don't be afraid to let me know if I have a part or two out of place. Listed on CKAN or Download at SpaceDock - May break saved games. Patreon Link or even better, contribute to the tech tree by adding a simple config of a/your part pack! New GitHub Repository for Contributors: https://github.com/ProbusThrax/ETT.git (Outdated. Will update soon.) Readme file has instructions. Scope A tech tree based on engineering/scientific principles... mostly, that is challenging to unlock yet fun to play through. Goals & Requirements 1. Branches of the tech tree based on engineering disciplines. 2. The Kerbals discover rocket powered flight before they figure out winged flight. (or vice-versa) 3. Unlocking the entire tech tree is not required but must involve flights to nearby planets. 4. Parts that generate science are spread throughout the disciplines and are not based on which branch you focus on (e.g. Flight, Liquid fueled, Solid, Exotic). 5. The player may unlock just the branches that they are interested in. 6. "End Game", so you can play the campaign game with a built in goal. Highly Recommended for FLIGHT FIRST option: Firespitter, SXT and/or KAX for propeller parts. Take Command to use the external command seat for barnstorming... I mean science. Highly Recommended for ROCKETS first: Interstellar KW Rocketry MRS SpaceY FASA Recommended for the tree overall: Kerbal Engineer or MechJeb for delta V calculations. DMagic Orbital Science to boost your science output. @Necro You can play this tree completely stock, but I believe it is the most fun with several part packs. The many nodes of the tree limits the amount of parts that show up in the editor which makes it easier to find the part you are looking for. Included: AIES by @carmics ALCOR by @alexustas AmpYear Power Manager by @JPLRepo Coatl Aerospace ProbesPlus by @akron CxAerospace by @cxg2827 DarkSideTechnology's Centrifuge by @Badsector DMagic Orbital Science by @DMagic DMagic's EVA struts and transfer pipes by @DMagic EVA Parachutes & Ejection Seats by @linuxgurugamer Extra-Planetary Launchpads @taniwha FASA by @frizzank Infernal Robotics by @sirkut KAS by @KospY Kerbal Atomics by @Nertea Kerbal Engineer by @cybutek Kerbal Planetary Base System by @Nils277 Kethane by @taniwha KIS (Kerbal Inventory System) by @KospY Konstruction by @RoverDude Launchers Pack by @Kartoffelkuchen KSP Interstellar Extended @FreeThinker Landertron by @XanderTek Lithobrake Exploration Technologies by@NecroBones Making History by Squad MKS/OKS by @RoverDude ModPods by @TiktaalikDreaming MRS (Modular Rocket Systems) by@NecroBones Near Future: Electrical by @Nertea Near Future: Propulsion by @Nertea Near Future: Spacecraft by @Nertea Near Future Construction by @Nertea Rocket Factory by @RaendyLeBeau Rover Science Revisited by @theSpeare Real Chutes by @stupid_chris SETI Probe Parts by @Yemo Smart Parts by @Firov SpaceY Expansion by @NecroBones SpaceY Heavy Lifters by @NecroBones Station Parts Expansion by @Nertea Surface Experiment Pack by @AlbertKermin Surface Lights by @Why485 TAC Life Support by @TaranisElsu Tarsier Space Technology by @JPLRepo Universal Storage by @Paul Kingtiger USI Core by @RoverDude USI Sounding Rockets by @RoverDude USI Exploration Pack by @RoverDude USI Life Support by @RoverDude USI Survivability Pack @RoverDude Ven's Stock Part Revamp by @Ven Integrated But Untested for 1.4 Part Packs AntennaRange by @toadicus AoA Tech Aviation Parts by @martinezfg11 Aviation Cockpits by @Mallikas Aviation Lights by @BigNose Atomic Age by @Porkjet B9 by @bac9 Behemoth Aerospace Engineering by @greystork BDArmory by @BahamutoD Bluedog Design Bureau by @CobaltWolf Corvus by @Orionkermin Cryogenic Engines by @Nertea CryoTanks by @Nertea Deadly Reentry by @NathanKell Deep Freeze Continued by @JPLRepo FireSpitter by @Snjo Fuel Tanks Plus by @NecroBones HabTech by @benjee10 HoolganLab's Airships by @JewelShisen K2 Command Pod by @jfjohnny5 Karibou Rover by @RoverDude KAX - Kerbal Aircraft eXpansion by @keptin Kerbalism by @ShotgunNinja Kerbonov Pack by @Sam Hall KWRocketry by @Kickasskyle MechJeb (still needs a bit of MM work) @sarbian Mk2/Mk3 Expansion by @SuicidalInsanity Mk3 Hypersonic System by @nestor_d Mk3 mini expansion by @K.Yeon MOLE - Mark One Laboratory Extensions by @Angel-125 Monkey Business, Inc Parts by @blacsky33 Near Future: Solar by @Nertea OPT by @K.Yeon Procedural Fairings by @e-dog Procedural Parts by @OtherBarry Remote Tech RetroFuture Planes by @nli2work RLA Stockalike by @hoojiwana Rovers and Roadsters by @AlphaAsh ScanSat by @DMagic Solaris Hypernautics by @Carbonjvd Soviet Engines by @BobCat Stock Extension by @Lack Stock Launch Pad by @sciencepanda Stockalike Parts for Useful Esthetics by @TurboNisu Tantares LV by @Beale Taurus HCV by @bsquiklehausen I've made ETT compatible with nodes used by @NerteaChris Adderley's CTT (click here) but CTT itself is not compatible with an ETT campaign. Thanks to all those who have helped me get this far, @yongedevil, @troyfawkes, @NathanKell, @Artfact, @Bahamut, @inigma, @odya-kun, @SpaceNomad, @linuxgurugamer Keep the feedback coming. Reveal hidden contents Changelog May 25th v20180525 Updated to 1.4.3, Added support for Making History, Split engines to branch that progresses based on thrust and ISP, Various minor enhancements Changelog July 4th 20170704 Recompile to 1.3, thanks to linuxgurugamer. Changelog December 22nd v20161222 Antennas 2 fix. Changelog December 11th v20161211 Increased the overall difficulty of the tree. Moved several nodes to new positions. Updated Interstellar Parts and Nodes. Began adding Contares and BlueDog. Changelog November 25th v20161125 Updated DMagic's EVA struts and transfer pipes, Smart Parts, Universal Storage, Launchers Pack, and Surface Experiment Pack. Fixed some nodes. Changelog November 12th v20161112 Added or Updated Cacteye, Rover Science, Coatl Aerospace ProbesPlus, Near Future Construction, Near Future Spacecraft, Extra-Planetary Launchpads, SpaceY, Infernal Robotics, Rocket Factory, USI Life Support, USI Exploration Pack, USI Survivability Pack, USI Sounding Rockets, USI Core, Kerbal Atomics, Dark Side Technology, Real Chutes Changelog October 24th v20161024 Updated AmpYear Power Manager, KAS, Kerbal Planetary Base System, KIS (Kerbal Inventory System), Lithobrake Exploration Technologies, MKS/OKS, MRS (Modular Rocket Systems), SpaceY, Station Parts Expansion. Added Konstruction, CxAerospace, Landertron. Changelog October 18th v20161018 Added 6 nodes from CTT for Interstellar Extended compatibility. Changelog October 16th v20161016 Recompiled DLLs for compatibility with 1.2. Changelog June 3rd v20160603 Added Stock Launch Pad, Tantares LV update, Re-arranged branches for future dependencies, @Artfact: added Final Frontier Nodes, Mk3 Hypersonic System, AoA Tech parts Changelog May 30th v20160530 Added Blue Dog Design Buero, Retrofuture, DMagic's Pipes & Struts, BDArmory. Thanks to @Artfact and @Gaiiden! Changelog May 26th, 2016: 1.1.2 v20160526 Added: B9, Tundra Exploration, VDC HullCams, Surface Experiments; Updated: KWRocketry AIES OPT and other tweaks. THANKS @Artfact Changelog May 15th, 2016: 1.1.2 v20160521 Added Near Future Construction, Kerbal Atomics, CryoTanks, OPT, Insanity's mk2/mk3 expansion pack, Mk3 mini expansion, Hoolgan Lab's Airships, Aviation Cockpits, Kerbalism; Updated Firespitter, KAX, SXT, and Tweaked various part placements. THANKS @Artfact Changelog May 15th, 2016: 1.1.2 v20160515 Recompiled Yonge's Tech tree to 1.1.2; Added: Rocket Factory, Rovers and Roadsters, The Kerbonov Pack, MOLE, HabTech, Monkey Business Parts, Karibou Rover, Deep Freeze Continued; Updated: Stock Extension, MKS/OKS, Kerbal Planetary Base Systems Changelog February 5th, 2016: 1.0.5 20160205 Added @inigma's suggestions; Updated the research costs for the flight branch to fall inline with the rocket side of the tree; Moved some of @Porkjet's new Mk3 part's to the correct nodes in the tree along with some other misplaced parts; Added support for DarkSideTechnology's Centrifuge. Changelog January 15th, 2016: 1.0.5 20160115 Added Kerbal Planetary Base Systems; Overhauled SpaceStations --> Colonization tree structure; Fixed progression issues with TantaresLV; odya-kun started OKS/MKS Changelog January 12th, 2016: 1.0.5_20160112 Revamped Exotic Engines Branch. Updated a lot of new parts in old part packs; Added: Nuclear Rockets & Kethane; @odya-kun contributed: USI Life Support; @SpaceNomad contributed: RLA Stockalike parts Changelog November 9th, 2015: 1.0.5_20151109 Added support for 1.0.5 release. Changelog September 18th, 2015: 1.0.4_20150918 Added TantaresLV, Tarsier Space Technology, Cryogenic Engines, SpaceY Expansion and added a new node on the end of 7.5m Rocketry. Changelog September 7th, 2015: 1.0.3 20150907 Added support for Lack's SXT Airbags and RoverDude's Survivability Airbags. Changelog September 5th, 2015: 1.0.3 20150905 Added Heavy Command Modules node; Added support for Near Future Propulsion and Near Future Spacecraft. Changelog September 3rd, 2015: 1.0.2 20150903 Merged Goo Branch; Split Modern Physics into Nuclear Reactors and Nuclear Propulsion; Added support for Solaris Hypernautics, Corvus, Kerbal Planetary Base Systems Changelog August 9th, 2015: 1.0.1 20150809 Added Near Future: Electrical, Fuel Tanks Plus, Habitat Pack, Lithobrake Exploration Technologies, and "Resource Exploitation" node. Fixed Procedural Fairings upgrade nodes Changelog July 31st, 2015: 1.0 20150731 Added ALCOR, Asteroid Day, Aviation Lights, KAX, KSPX, & Stockalike Parts for Useful Esthetics Changelog June 22nd, 2015: 1.0 20150622 Added 1.0.3 radiators. Changelog June 10th, 2015: 1.0 Release Released under a Creative Commons Attribution-NonCommercial 4.0 license. You are free to redistribute and modify the work so long as it is not used for commercial purposes. Can you replace the rp0 tech tree with. Can you use this with RO Quote Link to comment Share on other sites More sharing options...
Fishfan Posted July 13, 2019 Share Posted July 13, 2019 Hello, I apologize if I am resurrecting an old thread, I didn't see any link to a new thread for this mod. Has anyone tried using this in 1.7? Does it work still? Quote Link to comment Share on other sites More sharing options...
Dr. Jet Posted September 21, 2019 Share Posted September 21, 2019 On 7/13/2019 at 8:43 PM, Fishfan said: Hello, I apologize if I am resurrecting an old thread, I didn't see any link to a new thread for this mod. Has anyone tried using this in 1.7? Does it work still? It didn't work right even in 1.4.x due to lots of bugs and author ignoring github pull requests. That's a pity, as it was the most sane tech tree ever released. Quote Link to comment Share on other sites More sharing options...
GrubbyZebra Posted September 21, 2019 Share Posted September 21, 2019 Check out ETTR in the add on development forum. I haven't done much with it recently due to a lack of testers, but if people are still interested I definitely want to finish it. Quote Link to comment Share on other sites More sharing options...
GrubbyZebra Posted September 21, 2019 Share Posted September 21, 2019 5 hours ago, Dr. Jet said: It didn't work right even in 1.4.x due to lots of bugs and author ignoring github pull requests. That's a pity, as it was the most sane tech tree ever released. Quote Link to comment Share on other sites More sharing options...
Klondike Posted September 30, 2019 Share Posted September 30, 2019 I no longer have the Maneuver Planning node. I've got the correct tech nodes selected as well as my tracking station upgraded. I've read this thread and have tried everything that I could see that was closely related to my issue. It seems that there were some Mechjeb upgrades recently, as there is a new option called Aircraft Approach & Autoland which I never noticed that wording below. Could something have changed and now ETT no longer correctly unlocks the Maneuver Planner feature? Quote Link to comment Share on other sites More sharing options...
Probus Posted January 16, 2020 Author Share Posted January 16, 2020 Hi o/. I'm back after ~2 year hiatus (I had so many games I'd been buying on sale that I had to try them). The KSP 2 announcement sucked me right back in. Thanks to those who helped keep ETT alive. I am going to try and resurrect this version of the mod. All the @yongedevil mods used to run and maintain this tree are out of date (of course). I have to have a tech tree editing solution/GUI that is very good if I am to keep this mod updated. If anyone has suggestions, please let me know. Is there still any interest in this tech tree concept? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 16, 2020 Share Posted January 16, 2020 1 hour ago, Probus said: Is there still any interest in this tech tree concept Yes, was one of my favorites Quote Link to comment Share on other sites More sharing options...
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