CajunInABox Posted November 7, 2015 Share Posted November 7, 2015 (edited) Thanks, glad it's working for you. Good question. I don't use CTT, so I've placed the parts in the early to mid portion of the stock tech tree. I'd have to look at CTT to see what nodes would be appropriate. The basic idea is that habitation elements (Ponderosa, Casa, foundation modules like Saddle, Switchback, and Buckboard) are available in the pioneering phase of exploration, followed by the science elements (Doc), and finally the industrial elements (Hacienda, Homestead, Stockyards).I have a feeling the colonization nodes at the bottom would work well for the ground-based modules, and the structural tree leading to orbital megastructures for the orbital pieces. This would give people 2 wildly different choices on where to go in the tech tree. I currently have USI OKS/MKS to fill those nodes, but the entire mod is really redundant with pathfinder, and I honestly wish I could just un-install it.edit: I forgot you added the buffalo. That would probably fit well in the exploration branch. Edited November 7, 2015 by CajunInABox Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 7, 2015 Author Share Posted November 7, 2015 Hey there, Angel. First of all i would like to thank you for this wonderful mod - Pathfinder combines fun, utility and nice looking models in one kickass package. Keep up the good work!Now, there's several issues that sorta interfere with the whole pathfindin' business for me:- Jumping bases. Despite meticulously seeking out as-flat-as-posbibble sites for construction and ensuring that most of the structures are bolted to the ground, bases keep randomly wrenching Saddles from the ground and lifting several buildings slightly above the ground. God forbid i try to accelerate time during mining or spaceship construction, then the whole installation flies good 50 meters into the air before crashing upside down. Thus, Duna and Laythe violently rebuffed any colonization attempts. Can you advise on this? Is there specific things to be avoided?-Nullrefers. Usually start after bolting down first Saddle and persist until scene is reloaded. May sometimes return if Saddle's KAS port is disconnected, while KAS-powered Mineshaft seems to be unaffected.-Buffalo hitch framerate drop. No exceptions thrown at all, and yet mere presence of this part in VAB or outside of editor causes FPS drop down to ~30. Have no idea what might cause this.While we at it, i'd like to make couple of suggestions regarding hardware. New wheels are well made overall, but still could benefit from further tuning. Just as with their predecessor, Mountain Goat are somewhat small in diameter which means that particularly steep slopes have a nasty habit of destroying front mounted equipment (like winches), so it might be a good idea to give MG larger clearance. Suspension and "wide wheelbase" mode are *kinda* lacking given that Buffalo tends to be top-heavy.Or, perhaps, it would make more sense to leave m1a1 alone and consider making some sort of m1a2 heavy duty wheels - less portable, but more suitable for heavier utility vehicles, like mobile crane or ore hauler. Or particularly rough terrain.Would also like to request 2 parts: 4x buffalo base and some sort rear end cover for cab, b/c slapping flatbed section to cover useless door is kinda... meh. Something like Buffalo-to-1.25 adapter, just without that ugly port.- Jumping bases: I have two bases on Duna right now and have only seen this problem with a base that's on a hill. The other one works just fine.- Null Refs: Without logs and a picture of your base, I can't help.- Buffalo hitch: what part are you talking about?Thanks for the suggestions on the parts.I have a feeling the colonization nodes at the bottom would work well for the ground-based modules, and the structural tree leading to orbital megastructures for the orbital pieces. This would give people 2 wildly different choices on where to go in the tech tree. I currently have USI OKS/MKS to fill those nodes, but the entire mod is really redundant with pathfinder, and I honestly wish I could just un-install it.edit: I forgot you added the buffalo. That would probably fit well in the exploration branch.Thanks, I'll look into CTT. Actually, if you have a list of the CTT nodes and want to try placing things, I'll be happy to work with you on what could go where. Quote Link to comment Share on other sites More sharing options...
CajunInABox Posted November 7, 2015 Share Posted November 7, 2015 I need to preface this post with the fact that amazingly drunk right now. YMMV.Having issues with the normal link in CTT's main thead, but w/e. Here's an imgur link to a picture of the tech tree: http://i.imgur.com/87SeFtQ.pngHere's a picture of the entire CTT, with the zones I was mentioning circled in red: http://imgur.com/r2LmnP3from top to bottom: the structural tree, the exploration tree, and the colonization treeIn retrospect, the colonization tree's top branch focuses on orbital, so I guess you would want to put the ground structures in the bottom tree?So I spent like an hour typing out about half the full names in the tech tree, and then I found the config file with the actual shortened names you would need to implement CTT in Pathfinder. Here's the copy paste of my config file:@TechTree{ // DX (row) = 191 // DY (row) = 80 // Unhide Nanolathing @RDNode:HAS[#id[nanolathing]] { @hideEmpty = False @pos = -1118,1412,-1 } // adjust positions of lower tree ============== @RDNode:HAS[#id[actuators]] { //pos = -1519,1355,-1 @pos = -1519, 1300,-1 } @RDNode:HAS[#id[survivability]] { //pos = -1521,1278,-1 @pos = -2209,930,-1 } // Aero Row 1 @RDNode:HAS[#id[stability]] { //pos = -1521,1278,-1 @pos = -2170,1180,-1 } @RDNode:HAS[#id[aviation]] { //pos = -1521,1278,-1 @pos = -1946,1180,-1 } @RDNode:HAS[#id[aerodynamicSystems]] { //pos = -1521,1278,-1 @pos = -1723,1180,-1 } @RDNode:HAS[#id[supersonicFlight]] { //pos = -1521,1278,-1 @pos = -1521,1180,-1 } @RDNode:HAS[#id[highAltitudeFlight]] { //pos = -1310,1278,-1 @pos = -1310,1180,-1 } @RDNode:HAS[#id[hypersonicFlight]] { //pos = -1118,1278,-1 @pos = -1118,1180,-1 } @RDNode:HAS[#id[aerospaceTech]] { // -956,1278,-1 @pos = -927,1180,-1 } // Aero row 2 @RDNode:HAS[#id[advAerodynamics]] { // pos = -1519,1207,-1 @pos = -1519,1120,-1 } @RDNode:HAS[#id[heavyAerodynamics]] { // pos = -1310,1207,-1 @pos = -1310,1120,-1 } @RDNode:HAS[#id[experimentalAerodynamics]] { // pos = -1120,1207,-1 @pos = -1120,1120,-1 } // Landing @RDNode:HAS[#id[landing]] { // pos = -1519,1142.4,-1 @pos = -1723,1050,-1 } @RDNode:HAS[#id[advLanding]] { // pos = -1519,1142.4,-1 @pos = -1519,1050,-1 } @RDNode:HAS[#id[heavyLanding]] { // pos = -1309,1142.4,-1 @pos = -1309,1050,-1 } // Motors row @RDNode:HAS[#id[flightControl]] { // -1521,1082.2,-1 @pos = -1946,1020,-1 } @RDNode:HAS[#id[advFlightControl]] { // -1521,1082.2,-1 @pos = -1723,990,-1 } @RDNode:HAS[#id[specializedControl]] { // -1521,1082.2,-1 @pos = -1521,990,-1 } @RDNode:HAS[#id[fieldScience]] { // pos = -1309,1067,-1 @pos = -1309,990,-1 } @RDNode:HAS[#id[advancedMotors]] { // -1118,1067,-1 @pos = -1118,990,-1 } @RDNode:HAS[#id[experimentalMotors]] { // pos = @pos = -927,990,-1 } // Science stuff @RDNode:HAS[#id[commandModules]] { // -1520,1020.4,-1 @pos = -1520,930,-1 Parent { parentID = simpleCommandModules lineFrom = RIGHT lineTo = LEFT } } @RDNode:HAS[#id[spaceExploration]] { // -1519,963.9,-1 @pos = -1723,870,-1 } @RDNode:HAS[#id[advExploration]] { // -1519,963.9,-1 @pos = -1520,870,-1 } @RDNode:HAS[#id[scienceTech]] { // -1309,963.9,-1 @pos = -1309,870,-1 } @RDNode:HAS[#id[advScienceTech]] { // -1118,963.9,-1 @pos = -1118,870,-1 } @RDNode:HAS[#id[experimentalScience]] { // -952,963.9,-1 @pos = -927,870,-1 } // ion @RDNode:HAS[#id[ionPropulsion]] { // -952,963.9,-1 @pos = -1118,755,-1 } // Probes @RDNode:HAS[#id[basicScience]] { // -952,963.9,-1 @pos = -1946,620,-1 } @RDNode:HAS[#id[miniaturization]] { // -952,963.9,-1 @pos = -1723,680,-1 } @RDNode:HAS[#id[precisionEngineering]] { // -952,963.9,-1 @pos = -1520,680,-1 } @RDNode:HAS[#id[unmannedTech]] { // -952,963.9,-1 @pos = -1309,680,-1 } @RDNode:HAS[#id[advUnmanned]] { // -952,963.9,-1 @pos = -1118,680,-1 } @RDNode:HAS[#id[largeUnmanned]] { // -952,963.9,-1 @pos = -927,680,-1 } //electronics/auto @RDNode:HAS[#id[electronics]] { // -952,963.9,-1 @pos = -1309,620,-1 } @RDNode:HAS[#id[automation]] { // -952,963.9,-1 @pos = -1118,620,-1 } // Electrics @RDNode:HAS[#id[electrics]] { // -952,963.9,-1 @pos = -1723,560,-1 } @RDNode:HAS[#id[advElectrics]] { // -952,963.9,-1 @pos = -1520,560,-1 } @RDNode:HAS[#id[largeElectrics]] { // -952,963.9,-1 @pos = -1309,560,-1 } @RDNode:HAS[#id[specializedElectrics]] { // -952,963.9,-1 @pos = -1118,560,-1 } @RDNode:HAS[#id[experimentalElectrics]] { // -952,963.9,-1 @pos = -927,560,-1 } // ==================== // Nuclear Power Branch // ==================== RDNode { id = nuclearPower title = Nuclear Power description = Nuclear reactors can make power too! Start your own with this handy kit. cost = 300 hideEmpty = False nodeName = ct_nuclearPower anyToUnlock = True icon = RDicon_propulsion-nuclear pos = -1309,1791,-1 scale = 0.6 Parent { parentID = nuclearPropulsion lineFrom = TOP lineTo = BOTTOM } } RDNode { id = nuclearFuelSystems title = Nuclear Fuel Systems description = Because that nuclear fuel won't just recycle itself. Or move itself. Or do much of anything except stare at us angrily, really. cost = 550 hideEmpty = False nodeName = ct_nuclearFuelSystems anyToUnlock = True icon = RDicon_automation pos = -1118,1871,-1 scale = 0.6 Parent { parentID = nuclearPower lineFrom = RIGHT lineTo = LEFT } } RDNode { id = largeNuclearPower title = Improved Nuclear Power description = Remember, don't place your reactors too close to your habitats. You don't want your Kerbals glowing in the dark for Halloween! cost = 550 hideEmpty = False nodeName = ct_largeNuclearPower anyToUnlock = True icon = RDicon_propulsion-nuclear pos = -1118,1791,-1 scale = 0.6 Parent { parentID = nuclearPower lineFrom = RIGHT lineTo = LEFT } } RDNode { id = advNuclearPower title = High Energy Nuclear Power description = Fry an egg in seconds. In fact, fry anything in seconds. cost = 1000 hideEmpty = False nodeName = ct_advNuclearPower anyToUnlock = True icon = RDicon_propulsion-nuclear pos = -927,1791,-1 scale = 0.6 Parent { parentID = largeNuclearPower lineFrom = RIGHT lineTo = LEFT } } RDNode { id = fusionPower title = Fusion Power description = The holy grrraiiiil of power generation. Cheap fuel and lots of power. cost = 1500 hideEmpty = False nodeName = ct_fusionPower anyToUnlock = True icon = RDicon_propulsion-nuclear pos = -736,1791,-1 scale = 0.6 Parent { parentID = advNuclearPower lineFrom = RIGHT lineTo = LEFT } } RDNode { id = advFusionReactions title = Advanced Fusion Reactions description = Turns out you can fuse nearly anything, including Jeb's cheese sandwich! cost = 2250 hideEmpty = False nodeName = ct_fusionPower anyToUnlock = True icon = RDicon_metamaterials pos = -545,1751,-1 scale = 0.6 Parent { parentID = fusionPower lineFrom = RIGHT lineTo = LEFT } Parent { parentID = fusionRockets lineFrom = RIGHT lineTo = LEFT } } RDNode { id = exoticReactions title = Exotic Fusion Reactions description = With enough research funding, we can buy newer materials to bombard with high energy particles. cost = 4000 hideEmpty = False nodeName = ct_exoticReactions anyToUnlock = True icon = RDicon_science-experimental pos = -354,1791,-1 scale = 0.6 Parent { parentID = advFusionReactions lineFrom = RIGHT lineTo = LEFT } } RDNode { id = antimatterPower title = Antimatter Power description = Harnessing the power of really small particles to create alarmingly large explosions. cost = 4000 hideEmpty = False nodeName = ct_antimatterPower anyToUnlock = True icon = RDicon_science-experimental pos = -354,1631,-1 scale = 0.6 Parent { parentID = advFusionReactions lineFrom = RIGHT lineTo = LEFT } } RDNode { id = ultraHighEnergyPhysics title = Ultra High Energy Physics description = Turns out, it is science fiction! cost = 10000 hideEmpty = False nodeName = ct_ultraHighEnergyPhysics anyToUnlock = True icon = RDicon_science-experimental pos = -163,1180,-1 scale = 0.6 Parent { parentID = antimatterPower lineFrom = RIGHT lineTo = LEFT } Parent { parentID = highEnergyScience lineFrom = RIGHT lineTo = LEFT } Parent { parentID = exoticReactions lineFrom = RIGHT lineTo = LEFT } } // ========================= // Nuclear Propulsion Branch // ========================= RDNode { id = improvedNuclearPropulsion title = Improved Nuclear Propulsion description = Hotter cores, and better engines. cost = 550 hideEmpty = False nodeName = ct_improvedNuclearPropulsion anyToUnlock = True icon = RDicon_propulsion-nuclear pos = -1118,1711,-1 scale = 0.6 Parent { parentID = nuclearPropulsion lineFrom = TOP lineTo = LEFT } } RDNode { id = advNuclearPropulsion title = High Efficiency Nuclear Propulsion description = Research into increasing the power of our nuclear thermal engines. It's unlikely to get any better than this, boss! cost = 1000 hideEmpty = False nodeName = ct_advNuclearPropulsion anyToUnlock = True icon = RDicon_propulsion-nuclear pos = -927,1711,-1 scale = 0.6 Parent { parentID = improvedNuclearPropulsion lineFrom = RIGHT lineTo = LEFT } } RDNode { id = fusionRockets title = Fusion Rockets description = These rockets are going to do their best to make everything else obsolete. cost = 1500 hideEmpty = False nodeName = ct_fusionRockets anyToUnlock = False icon = RDicon_propulsion-nuclear pos = -736,1711,-1 scale = 0.6 Parent { parentID = advNuclearPropulsion lineFrom = RIGHT lineTo = LEFT } Parent { parentID = experimentalRocketry lineFrom = RIGHT lineTo = LEFT } } // ==================== // Rocketry Branch // ==================== RDNode { id = experimentalRocketry title = Experimental Rocketry description = Don't take "experimental" lightly. cost = 1000 hideEmpty = False nodeName = ct_experimentalRocketry anyToUnlock = True icon = RDicon_rocketry-experimental pos = -927,1635,-1 scale = 0.6 Parent { parentID = veryHeavyRocketry lineFrom = RIGHT lineTo = LEFT } } RDNode { id = giganticRocketry title = Gigantic Rocketry description =Despite our detractors' repeated claims to the contrary, we CAN build it bigger. cost = 1500 hideEmpty = False nodeName = ct_giganticRocketry anyToUnlock = True icon = RDicon_rocketry-experimental pos = -736,1635,-1 scale = 0.6 Parent { parentID = experimentalRocketry lineFrom = RIGHT lineTo = LEFT } } RDNode { id = colossalRocketry title = Colossal Rocketry description = Another one-up on our competitors. We may need a larger launch pad... cost = 2250 hideEmpty = False nodeName = ct_colossalRocketry anyToUnlock = True icon = RDicon_rocketry-experimental pos = -545,1635,-1 scale = 0.6 Parent { parentID = giganticRocketry lineFrom = RIGHT lineTo = LEFT } } // ==================== // Fuel Storage Branch // ==================== RDNode { id = specializedFuelStorage title = Specialized Fuel Storage description = Due to fuel seeping through the sides of some of our tanks, we've planned several improvements to fuel containment systems. cost = 1000 hideEmpty = False nodeName = ct_specializedFuels anyToUnlock = True icon = RDicon_largeVolumeContainment pos = -927,1470.2,-1 scale = 0.6 Parent { parentID = highPerformanceFuelSystems lineFrom = RIGHT lineTo = LEFT } } RDNode { id = exoticFuelStorage title = Exotic Fuel Storage description = Storing those really expensive and really fancy fuels could get really expensive and really fancy. cost = 1500 hideEmpty = False nodeName = ct_exoticFuels anyToUnlock = False icon = RDicon_largeVolumeContainment pos = -736,1470.2,-1 scale = 0.6 Parent { parentID = specializedFuelStorage lineFrom = RIGHT lineTo = LEFT } Parent { parentID = exoticAlloys lineFrom = RIGHT lineTo = LEFT } } // ==================== // Construction Branch // ==================== RDNode { id = exoticAlloys title = Exotic Alloys description = Only the toughest and lightest of alloys are allowed into this exclusive club. cost = 1000 hideEmpty = False nodeName = ct_exoticAlloys anyToUnlock = True icon = RDicon_composites pos = -927,1412,-1 scale = 0.6 Parent { parentID = nanolathing lineFrom = RIGHT lineTo = LEFT } } RDNode { id = offworldManufacturing title = Off-World Robotics description = Research into how to create complex robotic systems, including factory assembly lines... in space! cost = 1000 hideEmpty = False nodeName = ct_offworldManufacturing anyToUnlock = True icon = RDicon_construction-advanced pos = -927,1355,-1 scale = 0.6 Parent { parentID = metaMaterials lineFrom = RIGHT lineTo = LEFT } Parent { parentID = experimentalActuators lineFrom = RIGHT lineTo = LEFT } } RDNode { id = orbitalMegastructures title = Orbital Megastructures description = The biggest and heaviest Kerbal construction projects. cost = 2250 hideEmpty = False nodeName = ct_orbitalMegastructures anyToUnlock = True icon = RDicon_generic pos = -545,1385,-1 scale = 0.6 Parent { parentID = orbitalAssembly lineFrom = RIGHT lineTo = LEFT } } RDNode { id = orbitalAssembly title = Orbital Assembly description = Building things on Kerbin is overrated. Building things in orbit is now merely overly expensive. cost = 1500 hideEmpty = False nodeName = ct_orbitalAssembly anyToUnlock = True icon = RDicon_engineering-precision pos = -736,1385,-1 scale = 0.6 Parent { parentID = offworldManufacturing lineFrom = RIGHT lineTo = LEFT } Parent { parentID = exoticAlloys lineFrom = RIGHT lineTo = LEFT } } // ==================== // Robotics Branch // ==================== RDNode { id = advActuators title = Advanced Actuators description = Advanced techniques for making everything mobile with the help of motors. cost = 300 hideEmpty = False nodeName = ct_advActuators anyToUnlock = False icon = RDicon_generic pos = -1309,1300,-1 scale = 0.6 Parent { parentID = actuators lineFrom = RIGHT lineTo = LEFT } } RDNode { id = experimentalActuators title = Experimental Actuators description = You can never have too much mobility. cost = 550 hideEmpty = False nodeName = ct_experimentalActuators anyToUnlock = False icon = RDicon_generic pos = -1118,1300,-1 scale = 0.6 Parent { parentID = composites lineFrom = RIGHT lineTo = LEFT } Parent { parentID = advActuators lineFrom = RIGHT lineTo = LEFT } } // ==================== // Aero Tech Branch // ==================== RDNode { id = subsonicFlight title = Subsonic Flight description = Sometimes, it's not enough to be fast. cost = 160 hideEmpty = False nodeName = ct_subsonicFlight anyToUnlock = False icon = RDicon_aerospaceTech pos = -1519,1240,-1 scale = 0.6 Parent { parentID = aerodynamicSystems lineFrom = RIGHT lineTo = LEFT } } RDNode { id = specializedFlightSystems title = Specialized Flight Systems description = Sometimes, you need a little less jet. cost = 300 hideEmpty = False nodeName = ct_specializedFlightSystems anyToUnlock = False icon = RDicon_aerodynamics-advanced pos = -1309,1240,-1 scale = 0.6 Parent { parentID = subsonicFlight lineFrom = RIGHT lineTo = LEFT } } RDNode { id = expAircraftEngines title = Experimental Aircraft Engines description = Engines intended for planes, not rockets. I guess you could get creative, though. cost = 1500 hideEmpty = False nodeName = ct_expAircraftEngines anyToUnlock = False icon = RDicon_flight-hypersonic pos = -736, 1180, -1 scale = 0.6 Parent { parentID = aerospaceTech lineFrom = RIGHT lineTo = LEFT } } RDNode { id = aerospaceComposites title = Aerospace Composites description = Light, heat resistant and tough. cost = 1000 hideEmpty = False nodeName = ct_aerospaceComposites anyToUnlock = False icon = RDicon_composites pos = -927,1120 , -1 scale = 0.6 Parent { parentID = experimentalAerodynamics lineFrom = RIGHT lineTo = LEFT } } // ==================== // Command Branch // ==================== RDNode { id = enhancedSurvivability title = Enhanced Survivability description = Decrease the number of tearful goodbyes by increasing the survivability of our pilots. cost = 45 hideEmpty = False nodeName = ct_enhancedSurvivability anyToUnlock = False icon = RDicon_commandmodules pos = -1946, 930, -1 scale = 0.6 Parent { parentID = survivability lineFrom = RIGHT lineTo = LEFT } } RDNode { id = simpleCommandModules title = Simple Command Modules description = Command modules for those baby steps into space. cost = 90 hideEmpty = False nodeName = ct_simpleCommandModules anyToUnlock = False icon = RDicon_commandmodules pos = -1724, 930, -1 scale = 0.6 Parent { parentID = enhancedSurvivability lineFrom = RIGHT lineTo = LEFT } } RDNode { id = heavyCommandModules title = Heavy Command Modules description = Big spacecraft need bigger command modules. cost = 300 hideEmpty = False nodeName = ct_heavyCommandModules anyToUnlock = False icon = RDicon_commandmodules pos = -1309, 930, -1 scale = 0.6 Parent { parentID = commandModules lineFrom = RIGHT lineTo = LEFT } } // ==================== // Mining Branch // ==================== RDNode { id = advOffworldMining title = Advanced Off-World Mining description = Mining facilities with more than one drill have opened up huge possibilities. We're looking into hiring oil rig workers to help out. cost = 1500 hideEmpty = False nodeName = ct_advOffworldMining anyToUnlock = False icon = RDicon_fuelSystems-advanced pos = -736, 870, -1 scale = 0.6 Parent { parentID = experimentalScience lineFrom = RIGHT lineTo = LEFT } } RDNode { id = resourceExploitation title = Resource Exploitation description = There's money to be made here! Drill baby drill! cost = 2250 hideEmpty = False nodeName = ct_resourceExploitation anyToUnlock = False icon = RDicon_fuelSystems-advanced pos = -545,870 , -1 scale = 0.6 Parent { parentID = advOffworldMining lineFrom = RIGHT lineTo = LEFT } } // ==================== // Science Branch // ==================== RDNode { id = specializedScienceTech title = Specialized Science Tech description = Science technology whose instruction manuals are thicker than the devices themselves. cost = 550 hideEmpty = False nodeName = ct_specializedScienceTech anyToUnlock = False icon = RDicon_scienceTech pos = -1118, 810, -1 scale = 0.6 Parent { parentID = scienceTech lineFrom = RIGHT lineTo = LEFT } } RDNode { id = longTermScienceTech title = Long Term Science Tech description = Some science experiments require ludicrously long durations. cost = 1000 hideEmpty = False nodeName = ct_longTermScienceTech anyToUnlock = False icon = RDicon_telescope pos = -927, 810, -1 scale = 0.6 Parent { parentID = specializedScienceTech lineFrom = RIGHT lineTo = LEFT } } RDNode { id = scientificOutposts title = Scientific Outposts description = Entire bases dedicated to science sound like great ideas to us. cost = 1500 hideEmpty = False nodeName = ct_scientificOutposts anyToUnlock = False icon = RDicon_science-experimental pos = -736, 810, -1 scale = 0.6 Parent { parentID = longTermScienceTech lineFrom = RIGHT lineTo = LEFT } } RDNode { id = highEnergyScience title = High Energy Science description = Doing science inside a particle accelerator since 2001. cost = 2250 hideEmpty = False nodeName = ct_highEnergyScience anyToUnlock = False icon = RDicon_science-experimental pos = -545, 810, -1 scale = 0.6 Parent { parentID = scientificOutposts lineFrom = RIGHT lineTo = LEFT } } // ==================== // Robotics Branch // ==================== RDNode { id = mechatronics title = Mechatronics description = The rumours of robot-led world domination are greatly exaggerated. cost = 1000 hideEmpty = False nodeName = ct_mechatronics anyToUnlock = False icon = pos = -927, 620, -1 scale = 0.6 Parent { parentID = automation lineFrom = RIGHT lineTo = LEFT } } RDNode { id = artificialIntelligence title = Artificial Intelligence description = Smarter computers to help with the "good decisions" our pilots make. cost = 1500 hideEmpty = False nodeName = ct_artificialIntelligence anyToUnlock = False icon = pos = -736, 680, -1 scale = 0.6 Parent { parentID = largeUnmanned lineFrom = RIGHT lineTo = LEFT } } // ======================= // Electric Engines Branch // ======================= RDNode { id = advIonPropulsion title = Advanced Ion Propulsion description = The R&D department has assured us that these technologies will make great publicity photos. cost = 1000 hideEmpty = False nodeName = ct_advIonPropulsion anyToUnlock = False icon = RDicon_propulsion-ion pos = -927,750 , -1 scale = 0.6 Parent { parentID = ionPropulsion lineFrom = RIGHT lineTo = LEFT } } RDNode { id = plasmaPropulsion title = Plasma Propulsion description = We've discovered a fourth state of matter! It's only very slightly dangerous to handle. cost = 1500 hideEmpty = False nodeName = ct_plasmaPropulsion anyToUnlock = False icon = RDicon_rocketry-experimental pos = -736, 770, -1 scale = 0.6 Parent { parentID = advIonPropulsion lineFrom = RIGHT lineTo = LEFT } } RDNode { id = advEMSystems title = Advanced Electromagnetic Systems description = After studying how electricity behaves with magnets, we now can use these results to direct jets of burning gas. cost = 2250 hideEmpty = False nodeName = ct_advEMSystems anyToUnlock = False icon = RDicon_electrics-specialized pos = -545, 770 , -1 scale = 0.6 Parent { parentID = plasmaPropulsion lineFrom = RIGHT lineTo = LEFT } } RDNode { id = specializedPlasmaGeneration title = Specialized Plasma Generation description = How do you confine a plasma that doesn't want to be confined, and would rather wander into the lab next door? cost = 4000 hideEmpty = False nodeName = ct_specializedPlasmaGeneration anyToUnlock = False icon = RDicon_electrics-specialized pos = -354, 770, -1 scale = 0.6 Parent { parentID = advEMSystems lineFrom = RIGHT lineTo = LEFT } } RDNode { id = advGriddedThrusters title = Advanced Gridded Thrusters description = Some engineers wanted to call this covalent propulsion, but luckily we convinced them not to bond with that idea. cost = 1500 hideEmpty = False nodeName = ct_advGriddedThrusters anyToUnlock = False icon = RDicon_propulsion-ion pos = -736, 730, -1 scale = 0.6 Parent { parentID = advIonPropulsion lineFrom = RIGHT lineTo = LEFT } } RDNode { id = expGriddedThrusters title = Experimental Gridded Thrusters description = In the dark future of the third millenium, there is only ion propulsion. cost = 2250 hideEmpty = False nodeName = ct_expGriddedThrusters anyToUnlock = False icon = RDicon_propulsion-ion pos = -545, 730, -1 scale = 0.6 Parent { parentID = advGriddedThrusters lineFrom = RIGHT lineTo = LEFT } } // ======================= // Solar Tech Branch // ======================= RDNode { id = advSolarTech title = Advanced Solar Technology description = The discovery of the lens has our electrical engineers all abuzz about the possibilities for solar energy generation. cost = 550 hideEmpty = False nodeName = ct_advSolarTech anyToUnlock = False icon = RDicon_electrics-large pos = -1118, 470, -1 scale = 0.6 Parent { parentID = largeElectrics lineFrom = RIGHT lineTo = LEFT } } RDNode { id = advPVMaterials title = Advanced Photovoltaic Materials description = New, stronger, intentionally bendy photovoltaic cells! cost = 1000 hideEmpty = False nodeName = ct_advPVMaterials anyToUnlock = False icon = RDicon_electronics pos = -927, 500, -1 scale = 0.6 Parent { parentID = advSolarTech lineFrom = RIGHT lineTo = LEFT } } RDNode { id = cuttingEdgeSolarTech title = Cutting-Edge Solar Technology description = These new exotic panels are well grounded in reality. cost = 1000 hideEmpty = False nodeName = ct_cuttingEdgeSolarTech anyToUnlock = False icon = RDicon_electrics-large pos = -927, 440, -1 scale = 0.6 Parent { parentID = advSolarTech lineFrom = RIGHT lineTo = LEFT } } // ==================== // Electrics Branch // ==================== RDNode { id = highTechElectricalSystems title = High Tech Electrical Systems description = Unifying electrical systems for distribution and power. cost = 1500 hideEmpty = False nodeName = ct_highTechElectricalSystems anyToUnlock = False icon = RDicon_electrics pos = -736, 590 , -1 scale = 0.6 Parent { parentID = experimentalElectrics lineFrom = RIGHT lineTo = LEFT } } RDNode { id = microwavePowerTransmission title = Microwave Power Transmission description = Using a really long cable, we plan to... nah, just kidding. cost = 1500 hideEmpty = False nodeName = ct_microwavePowerTransmission anyToUnlock = False icon = RDicon_probes-large pos = -736, 530, -1 scale = 0.6 Parent { parentID = experimentalElectrics lineFrom = RIGHT lineTo = LEFT } } // ==================== // Heat Management Branch // ==================== RDNode { id = heatManagementSystems title = Heat Management Systems description = Research into heat radiators to keep the snacks from overheating. cost = 160 hideEmpty = False nodeName = ct_heatManagementSystems anyToUnlock = False icon = RDicon_aerodynamics-heavy pos = -1520, 380, -1 scale = 0.6 Parent { parentID = electrics lineFrom = RIGHT lineTo = LEFT } } RDNode { id = advHeatManagement title = Advanced Heat Management description = More advanced heat management technologies to keep the A/C running. cost = 550 hideEmpty = False nodeName = ct_advHeatManagement anyToUnlock = False icon = RDicon_aerodynamics-heavy pos = -1118, 380, -1 scale = 0.6 Parent { parentID = heatManagementSystems lineFrom = RIGHT lineTo = LEFT } } RDNode { id = specializedRadiators title = Specialized Radiators description = Impressive, unwieldy radiators for immediate release! cost = 1500 hideEmpty = False nodeName = ct_specializedRadiators anyToUnlock = False icon = RDicon_aerodynamics-heavy pos = -736, 380, -1 scale = 0.6 Parent { parentID = advHeatManagement lineFrom = RIGHT lineTo = LEFT } } // ==================== // Life Support Branch // ==================== RDNode { id = recycling title = Recycling description = Reduceable, reuseable, recyclable technologies. cost = 90 hideEmpty = False nodeName = ct_recycling anyToUnlock = False icon = RDicon_automation pos = -1724, 320, -1 scale = 0.6 Parent { parentID = basicScience lineFrom = RIGHT lineTo = LEFT } } RDNode { id = hydroponics title = Hydroponics description = Growing things without getting soiled! cost = 160 hideEmpty = False nodeName = ct_hydroponics anyToUnlock = True icon = RDicon_evaTech pos = -1520, 320, -1 scale = 0.6 Parent { parentID = recycling lineFrom = RIGHT lineTo = LEFT } Parent { parentID = storageTech lineFrom = RIGHT lineTo = LEFT } } RDNode { id = shortTermHabitation title = Short Term Habitation description = A Kerbal, a tiger, a zebra, a chimpanzee and a hyena all walk into a space capsule... cost = 550 hideEmpty = False nodeName = ct_shortTermHabitation anyToUnlock = True icon = RDicon_evaTech pos = -1118, 320, -1 scale = 0.6 Parent { parentID = hydroponics lineFrom = RIGHT lineTo = LEFT } Parent { parentID = logistics lineFrom = RIGHT lineTo = LEFT } } RDNode { id = longTermHabitation title = Long Term Habitation description = Advanced psychological and material studies dedicated to the advancement of Kerbalkind. cost = 1000 hideEmpty = False nodeName = ct_longTermHabitation anyToUnlock = False icon = RDicon_start pos = -927, 320, -1 scale = 0.6 Parent { parentID = shortTermHabitation lineFrom = RIGHT lineTo = LEFT } } RDNode { id = colonization title = Colonization description = When spreading Kerbalkind through random explosions is just not enough. cost = 4000 hideEmpty = False nodeName = ct_colonization anyToUnlock = False icon = RDicon_start pos = -354, 320, -1 scale = 0.6 Parent { parentID = orbitalMegastructures lineFrom = RIGHT lineTo = LEFT } Parent { parentID = longTermHabitation lineFrom = RIGHT lineTo = LEFT } Parent { parentID = advLogistics lineFrom = RIGHT lineTo = LEFT } } // ==================== // Logistics Branch // ==================== RDNode { id = storageTech title = Storage Technology description = For those times when a cardboard box just won't do! cost = 90 hideEmpty = False nodeName = ct_storageTech anyToUnlock = False icon = RDicon_fuelSystems-highPerformance pos = -1724, 260, -1 scale = 0.6 Parent { parentID = basicScience lineFrom = RIGHT lineTo = LEFT } } RDNode { id = logistics title = Logistics description = Making bigger and better cardboard boxes! cost = 300 hideEmpty = False nodeName = ct_logistics anyToUnlock = False icon = RDicon_fuelSystems-highPerformance pos = -1309, 260, -1 scale = 0.6 Parent { parentID = storageTech lineFrom = RIGHT lineTo = LEFT } } RDNode { id = advLogistics title = Advanced Logistics description = Moving boxes from place to place... in space! cost = 1500 hideEmpty = False nodeName = ct_advLogistics anyToUnlock = False icon = RDicon_fuelSystems-highPerformance pos = -736, 260, -1 scale = 0.6 Parent { parentID = logistics lineFrom = RIGHT lineTo = LEFT } } }edit: It occurs to me that the above list is probably going to be amazingly hard to follow. I'm going to try to dig up a picture with all of the node names adjacent to their place in the tech tree. If I don't find one, I'll damned well make one myself. Be back in a bit. Quote Link to comment Share on other sites More sharing options...
123nick Posted November 8, 2015 Share Posted November 8, 2015 i think i have a bug, when placing down a chuckwagon iFV, and converting to greenhouse, i have NRes spammed to my log, and i dont know why. i also cant right click the hacienda once attatched to vessel in editor, and when it turns green when placing, i makes a single ( i think) NRE too the log. any help? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 9, 2015 Author Share Posted November 9, 2015 i think i have a bug, when placing down a chuckwagon iFV, and converting to greenhouse, i have NRes spammed to my log, and i dont know why. i also cant right click the hacienda once attatched to vessel in editor, and when it turns green when placing, i makes a single ( i think) NRE too the log. any help?Can you post your logs? That would help, thanks. Quote Link to comment Share on other sites More sharing options...
123nick Posted November 9, 2015 Share Posted November 9, 2015 Can you post your logs? That would help, thanks. ugh, somebody asked me for logs before, but now i just dont remember their directory.... any help? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 9, 2015 Author Share Posted November 9, 2015 ugh, somebody asked me for logs before, but now i just dont remember their directory.... any help?Take a look in the base directory for KSP. You'll find them there. Quote Link to comment Share on other sites More sharing options...
Rho-Mu 34 Posted November 9, 2015 Share Posted November 9, 2015 I have two bases on Duna right now and have only seen this problem with a base that's on a hill. The other one works just fine.Well, even on flat surface northwards of KSC my test base managed to bork itself after time acceleration. Here's screen of pre-destruction wobble.- Null Refs: Without logs and a picture of your base, I can't help.Here they are. Note extra "tube" from Gaslight linking to already connected port - this stuff appears only after scene is reloaded. Unlinking such port is surefire way to get nullrefers.- Buffalo hitch: what part are you talking about?Buffalo's trailer hitch. The docking thingy with two KAS ports and short extendable ladder. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 9, 2015 Author Share Posted November 9, 2015 http://imgur.com/ETsyhIYhttp://i.imgur.com/ETsyhIY.pnghttp://imgur.com/ETsyhIYWell, even on flat surface northwards of KSC my test base managed to bork itself after time acceleration. Here's screen of pre-destruction wobble.http://i.imgur.com/M5gsCa1.jpghttp://i.imgur.com/zsU9NA2.jpgHere they are. Note extra "tube" from Gaslight linking to already connected port - this stuff appears only after scene is reloaded. Unlinking such port is surefire way to get nullrefers.Buffalo's trailer hitch. The docking thingy with two KAS ports and short extendable ladder.The base issues might be from the breaking force and breaking torque on the parts. I've upped them significantly for the next release; try adding a zero to the end so that a breaking force of 280 becomes 2800. Give the Switchback and the Ponderosas a breaking force/torque of 5000 and see if that helps. Meanwhile I'll look into the trailer hitch issue.One thing I'm noticing is that if you're at a high timewarp and then drop to 1x, bases have issues. I've been warping down to 5x, letting the game settle, then warping to 1x, and that seems to help.The cable issues comes from KIS, so I am at a loss about what to do about that. Can you post your logs so I can take a look? Thanks. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 9, 2015 Author Share Posted November 9, 2015 (edited) I finally ran into the base exploding issue on my second test base on Duna, and it appears related to an interaction with the terrain and the Saddle attached to the terrain. I started to notice it when the plane I brought with me started jumping around after timewarps. It was really profound when loading the base. It seems that when physics is applied to the scene, that is when the base has issues. Interestingly, my other test base has no problems and it too is on sloped terrain. The only difference is that the unaffected base uses a Ponderosa and the glitched base uses a Switchback. I will see if I can salvage the base with the Switchback and replace it with a Ponderosa as the root base element. That might make a difference. Maybe it's not the terrain, but the Switchback that is causing the problem. Edited November 9, 2015 by Angel-125 Quote Link to comment Share on other sites More sharing options...
Rho-Mu 34 Posted November 10, 2015 Share Posted November 10, 2015 The base issues might be from the breaking force and breaking torque on the parts. I've upped them significantly for the next release; try adding a zero to the end so that a breaking force of 280 becomes 2800. Give the Switchback and the Ponderosas a breaking force/torque of 5000 and see if that helps.That seems to help somewhat, test base failed to destroy itself this time, but the problem with wobble still remains and i'm positive that similar base on Duna would still uproot itself at very least.. In fact, 99% of the time it's chukwagons and and haciendas tend to initiate the whole jump: once loaded with resources this modules sag under added weight and press against\clip through the ground, so perhaps this is the main problem. As far as i know, such sag and wobble come from weak attachment node, so strengthening those might help.One thing I'm noticing is that if you're at a high timewarp and then drop to 1x, bases have issues. I've been warping down to 5x, letting the game settle, then warping to 1x, and that seems to help.Can confirm this, gradually slowing down timewarp helps noticeably.Can you post your logs so I can take a look? Thanks.Which logs are you talking about? There were no crashes, so no usual log+dump.I finally ran into the base exploding issue on my second test base on Duna, and it appears related to an interaction with the terrain and the Saddle attached to the terrain. Containerised Ponderosa is no different from switchback, at least in my experience. Worst of all is Ponderosa -> Hacienda -> Chukwagon combo, as 2 modules without Saddle wobble like hell during loading or timewarp, and that's why i try to use Saddles as much as possible. It does help with wobble, but does noting against sagging. Quote Link to comment Share on other sites More sharing options...
rottielover Posted November 10, 2015 Share Posted November 10, 2015 I've got a minor bug report for you (didn't take logs I should have thought about that, but I'm not sure they would be useful anyway)... I installed latest version on a FRESHLY installed KSP (fresh from steam). TERRAIN scanner works for the initial scan, but the on-going monitoring doesn't seem to be working. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 10, 2015 Author Share Posted November 10, 2015 I've got a minor bug report for you (didn't take logs I should have thought about that, but I'm not sure they would be useful anyway)... I installed latest version on a FRESHLY installed KSP (fresh from steam). TERRAIN scanner works for the initial scan, but the on-going monitoring doesn't seem to be working.I've run into something like that. With a bunch of mods installed, I can run the initial scan but I don't see the resource overlay. I just tried stock M700 and have the same problem. I tried just stock KSP and my mods, and things work fine. Not sure where the problem is at the moment. Of course I'm running with the 1.0.5 update, which isn't quite done yet.. Quote Link to comment Share on other sites More sharing options...
rottielover Posted November 10, 2015 Share Posted November 10, 2015 Same, but for me the overlay works, it's just the "on-going" part. No biggie, things break every update Thanks for all the work you do. Quote Link to comment Share on other sites More sharing options...
rottielover Posted November 10, 2015 Share Posted November 10, 2015 Got another minor one, bucket boards and similar don't show the mount option when placed on muncrete slabs that have been "attached". However you can hold H and attach and it seemed to be ok, though I did not try time warp. Ran out of time for that session. I do have to say that was the smoothest session of ksp in memory. Usually I'd have to quick save after just about each operation due to explosions or other kraken events. This time I drove a buffalo out of a plane cargo hold, went 30ish m/s with it for a sustained time, then setup two modules along with a solar tower and some lampposts. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 10, 2015 Author Share Posted November 10, 2015 Got another minor one, bucket boards and similar don't show the mount option when placed on muncrete slabs that have been "attached". However you can hold H and attach and it seemed to be ok, though I did not try time warp. Ran out of time for that session. I do have to say that was the smoothest session of ksp in memory. Usually I'd have to quick save after just about each operation due to explosions or other kraken events. This time I drove a buffalo out of a plane cargo hold, went 30ish m/s with it for a sustained time, then setup two modules along with a solar tower and some lampposts.Thanks for the feedback. I will have the 1.0.5 update tonight. The Buckboards not having the mount option: I got rid of the KIS part Mount module that lets you auto-mount the Buckboards to the Saddle (and other parts too) since I didn't want users hitting that Release button and causing Kraken issues. The exploding base issue is related to terrain and KIS; thus far it is hit or miss. As far as I can tell, I've set up the Saddle to be just like the KIS concrete pylon. It's possible that you might need to put down a Patio and then mount the Saddle on top of that in areas where the terrain is questionable. I'm going to try that with my test base that exploded due to collisions and see what happens. I don't expect that issue to be solves with the upcoming update though.Regarding the sagging inflatable modules: I think this is also KIS related but I'm not sure. Still investigating.. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 11, 2015 Author Share Posted November 11, 2015 @AdmiralTigerClaw: Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 11, 2015 Author Share Posted November 11, 2015 Get the latest here.New Part- Added the Smoke Pipe portable cooling tower. It is good at radiating heat. Be sure to keep it charged with electricity and fill it with water; it needs both.Gold Digger- Increased efficiency on the drill, but it now also generates heat. Be sure to plan accordingly.Hacienda- Added the Claw Marks Strip Miner. Credit goes to AdmiralTigerclaw for the concept, thanks AdmiralTigerclaw! Hot Springs- The Hot Springs now generates heat. Be sure to plan accordingly.Sunburn Lab- Added Ore, Water, and Minerals resources to help with conversions.Pigpen- Added Organics, Ore, and Minerals resources.Flatbeds- Removed KIS part mount module; it was only applicable to a small number of parts.- You can now surface-attach parts to the flatbeds.Buckboards- Anybody can now stack Buckboards.Other- Added ability to switch between different resources to the stock shuttle and airliner wings.- Increased breaking torque and breaking force on all base parts.- Updated to KSP 1.0.5Bug Fixes- The TERRAIN satellite will now benefit from Antenna Range if installed.- Added missing resources to the Brew Works. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 11, 2015 Author Share Posted November 11, 2015 I think the sag in the base parts is caused by two things: excessive weight in the module, and the size zero nodes being used to attach other parts. In my test build, I have changed the connection node sizes to size 2 (used on 2.5m parts) and that helps. I also reduced the storage capacity in the Chuckwagon. Terrain is definitely a factor; some locations are fine for attaching a Saddle to the ground and building bases off of it, other locations can't, and will explode after timewarps. I'm finding that if the base starts to shake a lot after a timewarp then chances are it will explode. Interestingly, my second base, the one that exploded, mostly just lost its saddle and is now resting comfortably on the ground. So some areas are ok with bases just sitting on the ground and don't jump around. It could be that large sprawling bases just don't work in some areas..Anyway I found a couple of minor issues and will have a hotfix in the next day or two. Quote Link to comment Share on other sites More sharing options...
Fr8monkey Posted November 12, 2015 Share Posted November 12, 2015 I looked through a few pages and didn't find my question. If it was covered, I apologize.I grab the 'Chuckwagon' habitat and rotate to where I want it. Is there a way to get it from standing on end when you inflate it or am I missing something? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 12, 2015 Author Share Posted November 12, 2015 I looked through a few pages and didn't find my question. If it was covered, I apologize.I grab the 'Chuckwagon' habitat and rotate to where I want it. Is there a way to get it from standing on end when you inflate it or am I missing something?No worries. Like many parts in Pathfinder, the Chuckwagon is designed to clip together with other base elements. The Wiki describes all the parts and how to use them. The Getting Started guide should give you an idea of how the Chuckwagon is used in better detail. Hope that helps, if you have any questions, just let me know. Quote Link to comment Share on other sites More sharing options...
Fr8monkey Posted November 12, 2015 Share Posted November 12, 2015 I'm an idiot... wasn't putting the unit on one of the saddles, just on the ground by itself... Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 12, 2015 Author Share Posted November 12, 2015 I'm an idiot... wasn't putting the unit on one of the saddles, just on the ground by itself... Actually, you might not be that far off. I'm finding that sometimes just putting the base on the ground works better than mounting it to the Saddle. If the base jumps around a lot even when attached to the Saddle, then try just resting it on the ground. It seems that you need a different setup depending upon the terrain itself. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 12, 2015 Author Share Posted November 12, 2015 Get the latest here.0.9.3- Increased the node size on all the base attachment nodes.Chuckwagon- Moved center of mass for the Chuckwagon to the center of the dome.- Adjusted storage capacity after taking a closer look at the mesh's volume. No more Tardis Chuckwagon...Bug Fixes- You can now carry the Smoke Pipe.- Some inflatable modules have resources that are kept even when switching templates. Now, those resources won't be affected by the part being inflated or deflated. Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted November 12, 2015 Share Posted November 12, 2015 YES! My favorite little rover is in 1.0.5 )) Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.