theJesuit Posted May 8, 2018 Share Posted May 8, 2018 (edited) The AngleCan QUARTIX TechTree 3.10 is now available. A TechTree designed for a limited number of mods! DOWNLOAD QUARTIX TechTree from SpaceDock Spoiler Details and Mods support for QUARTIX Spoiler The Tech Tree is divided into four branches, each with four strands. Each branch is nine tiers long. Four tiers before the R&D Building upgrade, three before the second. Tiers and Sizes Tier 1 - 5 science - size 0 tanks (0.675m) Tier 2 - 15 Science - size 1 tanks (1.25m) Tier 3 - 30 Science - size 1.5 shorter tanks (1.875m) Tier 4 - 60 Science - size 1.5 longer tanks (1.875m) R&D Upgrade Required Tier 5 - 120 Science - size 2 shorter tanks (2.5m), Mk2 Systems Tier 6 - 240 Science - size 2 longer tanks (2.5m) Tier 7 - 480 Science - size 3 smaller tanks (3.75m), Mk3 systems R&D Upgrade Required Tier 8 - 960 Science - size 3 longer tanks (3.75m) Tier 9 - 1920 Science - size 4 rocket system parts (5.0m) LIMITED Mod support included (not supporting the mods, just included a patch to balance in the tree) RECOMMENDED MODS SIMPLEX Assembly SIMPLEX Colonies SIMPLEX Propulsion SIMPLEX Resources SIMPLEX StationParts SIMPLEX StationPartsHabs ReStock+ Kerbalism and KerbalismSimplex Moldavite Machines HullcamVDS ScanSat EITHER Extraplanetary Launchpads OR SIMPLEX Assembly Plus Keridian Dynamics WaterDrinker EITHER Stockalike Mining Expansion OR BahaEPL SUGGESTED ALSO Benjee10_stowaway EVA Fuel Transfer ExtraDockingPorts Grounded JX2 Antenna ALSO SUPPORTED SNACKS! (Instead of Kerbalism) The AngleCan TETRIX TechTree 2.26 is now available. Featuring support for, Near Future and Far Future mods, Restock, KSPIE, Kerbalism, and many many more! DOWNLOAD TETRIX TechTree from SpaceDock Spoiler Supported mods with part upgrades show additional 'upgrade' nodes requiring further science points to unlock. These will only appear when the supported mods are installed. Supported for upgrades: Kerbalism and KSPIE. Details and Mods support for TETRIX Spoiler From 2.8 the Avionics Nose Cone is available at the Start node, and has a part upgrade to add the SAS functionality later in the tech tree. It also includes an experiment to assist in getting through to the first tier of experiments. The Tech Tree is divided into five branches, each with two or three strands. Each branch is nine tiers long. Each upgrade level of the R&D Building enables three strands. Each tier doubles the cost of nodes. Tiers and Sizes Tier 1 - 15 Science - initial size 1 rocket system parts (1.25m) Tier 2 - 30 Science - size 1 rocket system parts (1.25m) Tier 3 - 60 Science - size 1.5 rocket system parts (1.85m) and advanced rcs system R&D Upgrade Required Tier 4 - 120 Science - size 2 rocket system parts (2.5m) Tier 5 - 240 Science - size 3 rocket system parts (3.75m) and Mk3 spaceplane parts Tier 6 - 480 Science - size 4 rocket system parts (5.0m) and Mk2 spaceplane parts R&D Upgrade Required Tier 7 - 960 Science - size 5 rocket system parts (7.5m) Tier 8 - 1920 Science - OPT, MkIV,Mk-33 spaceplane parts, fusion engines Tier 9 - 3840 Science - Warpdrive Mod support included (not supporting the mods, just included a patch to balance in the techtree!): Breaking Ground Making History ReStock+ Ablative-Airbrake - originally supplied by @SpudNutimus. Thank you! Airline Kuisine AirPlane Plus AmpYear ANGLECAN Part Tweaks B9 Aerospace Procedural Wings Baha EPL Redrilled BahaSP Critter Crawler, Engines Better SRBS Bluedog Design Bureau (BDB) Blueshift: Kerbal FTL Bumblebee - originally supplied by @SpudNutimus. Thank you! CryoEngines CryoEngines Extensions - originally supplied by @SpudNutimus. Thank you! CryoTanks Coatl Aerospace Probes Plus Deadly Reentry DecouplerShroud DeepFreeze DeepSky DeployableBatteries DMagicOrbitalScience Dock Rotate EVA Fuel Transfer ExtraDockingPorts Extraplanetary Launchpads Far Future Technologies FASA_RCS Firespitter Flat-Bottom Shuttle Systems Flexible Docking GroundConstruction Grounded H.A.D.D Hephaistos HabTech2 Heat Control - originally supplied by @SpudNutimus. Thank you! HullCamVDS Indicator Lights Integrated Phoenix Industries IXS Enterprise JX2 Telescope Kerbal Atomics Kerbal Attachment System Kerbal Engineer Redux Kerbal Foundries Kerbal Heavy Exoskeleton Kit (KHSK) Kerbal Inventory System Kerbal Planetary Base Systems Kerbal Reusability Expansion - originally supplied by @SpudNutimus. Thank you! Kerbalism KerbalismConfig KerbalismSimplex Keridian Dynamics kOS Lithobrake Exploration Technologies MacLuky LanderCanMK12 MechJeb2 Mining Expansion Missing History Config - originally supplied by @Cruesoe. Thank you! Missing Robotics - originally supplied by @SpudNutimus. Thank you! Mk2.5 Spaceplane Parts Modular Pods Modular Segmented SRBs MSP3000 Near Future Aeronautics - originally supplied by @SpudNutimus. Thank you! Near Future Construction Near Future Electrical Near Future Launch Vehicles Near Future Propulsion Near Future Solar Near Future Spacecraft NearFuture Exploration OPT PEBKAC Industries: Launch Escape System photonCorp Planetside Exploration Technologies Procedural Fairings Procedural Parts Procedural Test Weights Progressive Colonization System Rational Resources RealChute Parachute Systems Recycled Parts (Space Tux Industries) reDirect ResearchBodies ReStockRigidLandingLegs RLA Reborn Rocket Motor Menagerie ScanSat ScienceLabInfo (Large 6 creww Lab on stock) Simple Adjustable Fairings - KWRocketry SIMPLEX Assembly SIMPLEX Colonies SIMPLEX Propulsion SIMPLEX Resources SIMPLEX Station Parts SIMPLEX Station Parts Habs Smart Parts Snacks! Sounding Rockets Space Docks SpaceDust SpaceY-Expanded SpaceY-Lifters Stockalike Station Parts Redux Structural Tubing Restructured Supplementary Electric Engines - originally supplied by @SpudNutimus. Thank you! SXT SystemHeat TAC Self Destruct Tarsier Space Technology With Galaxies Tracking Lights Tokamak Universal Storage II USI Mods Vapor Vent Ventral Drill for Stock ISRU WaterDrinker The AngleCan SIMPLEX TechTree 1.36 is now available. Suitable for lightly modded saves. All nodes utilised with Kerbalism and ReStockPlus! DOWNLOAD SIMPLEX TechTree from SpaceDock Spoiler Note that this is with icons prior to 2.14 Details and Mods support for SIMPLEX Spoiler All nodes are based on Stock, with three exceptions, and around half the parts have been moved for balance. Making History and Breaking Ground are supported. Additional mods have been supported over time. It is possible to play non-crewed before crew (unmanned before manned). The AngleCan SIMPLEX TechTree 1.29 is divided into five branches, each with two strands. If you want a lightly modded save, ReStockPlus on its own will ensure every node except the final crewed node (bottom right) will have parts within it. Kerbalism will fill this final node. DOWNLOAD from SpaceDock CHANGELOG 1.36 9 September 2024 Updated Near Future Electrical CHANGELOG 1.35 12 July 2024 Added FL-A10 LFO tank and NCS LFO tank from ANGLECAN Part Tweaks Added upgrades for Procedural Parts Added new tanks for SIMPLEX Resources Added update engines in SIMPLEX Propulsion CHANGELOG 1.34 27 June 2024 Added various parts for the SIMPLEX Mod Suite CHANGELOG 1.33 9 November2023 Thank you @SpudNutimus Added Ablative Airbrake Added Missing Robotics Added Supplementary Electric Engines CHANGELOG 1.32 29 August 2023 Added SIMPLEX Station Parts, inline parachutes Added WaterDrinker Fixed a wayward FOR patch CHANGELOG 1.30 23 June 2023 Added SIMPLEX Station Parts Tweaked location of 1.875m engines in Making History and ReStockPlus CHANGELOG 1.28 & 1.29 November 2022 Added Kerbalism Simplex TinyISRU Added HullCamVDS DC parts Added future KD-SimplexColonies-oasis part Added new nuclear reactors for SIMPLEXResources Fixed SIMPLEX Assembly Added SIMPLEX Propulsion Added Moldavite Machines CHANGELOG 1.27 10 March 2022 Added ExtraDockingPorts mod CHANGELOG 1.26 05 December 2021 1.26 Fixed Simplex Propulsion upgrades showing when they shouldn't Fixed weird connection in the areodynamics branch Moved HullCameraVDS and SSPX telescopes Techtree alters itself when HullCam is installed CHANGELOG 1.25 25 September 2021 1.25 Added a bunch of new mods in line with many additions to TETRIX Removed the Engine nerf CHANGELOG 1.19 12 July 2021 1.19 Added stock fireworks Added new ksp 1.12 solar panels Moved gigantor solar panel Added Kerbalism Simplex medium Container CHANGELOG 1.18 23 May 2021 1.18 Added Planetside Exploration Technologies Added Kerbalism Simplex Containers 1.18.1 adds in the avionics science experiment, moving the avionics nosecone to Start and making SAS an upgrade CHANGELOG 1.17 21 December 2020 1.17 Updated to Included KSP 1.10 and KSP 1.11 Parts Moved Cargo Containers to stock listing (internal only) 1.25 Battery moves earlier in ReStockPlus is installed CHANGELOG 1.16 17 June 2020 1.16 Updated ScanSat CHANGELOG 1.15 25 May 2020 1.15 Added Kerbal Attachment System and Kerbal Inventory System Moved smallest wing, elevon, to stability Moved advance canard to specialized Control Adjusted ReStockPlus science box to basicScience CHANGELOG 1.12,1.13,1.14 18 May 2020 1.14 Moved Making History 5m parts to tier 6 Moved smallest wing, elevon, and fixed gears to engineering 101 Updated to latest ReStock+ Added Near Future Launch Vehicles 5m tanks now at tier 6 (not last tier) 1.13 Moved the Station Hub back a tier in line with where I have the same in SSPX and after testing balance in a stock career. Added the ReStockPlus static ladders Fixed an incorrect tech reference for a USI Konstruction Port. Thanks @jost for sorting that! 1.12 New Drain Value, Mainsail and Skipper name changes in KSP 1.9 New Kerbalism Tanks Added in Kerbalism 3.6+, MacLuky LanderCanMK12 added CHANGELOG 1.11 27 January 2020 WILL BREAK SAVES FROM PREVIOUS VERSIONS New Node layout, hence the breaking of saves. Three additional nodes added - ISRU, Endurance Flight, Heavier Aerodynamics Support added for KerbalismSimplex, KerbalismConfig, SimplexPropulsion with specialist upgrade nodes. Support added for Near Future Exploration Landing legs are now in construction, not landing for probe only careers, Payload and cargo bays are mixed with wings and fairings in an aerodynamics strand. Swapped Mk3 and Mk2 space plane tiers. Mk3 now Tier 5, Mk2 now Tier 6 Engine nerf (for slightly more realistic launch profiles, more likely to need two stage to orbit) is disabled with JNSQ. CHANGELOG 1.10 30 December 2019 Various Squad and ReStock updates SCANsat is added Tree Branches and Strands 1. Propulsion * Atmospheric Propulsion * Rocket Propulsion leading to Small Propulsion 2. Electrics * Power generation and storage * Aerodynamics (wings, cones) 3. Engineering * Flight Control (SAS, RCS etc) leading to Actuators * Construction, docking, landing legs etc 4. Aerodynamics * Tank Storage * Wings, fairings, cargo boys etc. 5. Crewed * Landing and Science * Command Tiers and Sizes Tier 1 - 15 Science - basic size 1 rocket systems parts (1.25m) Tier 2 - 45 Science - remainder size 1 rocket system parts (1.25m) Tier 3 - 90 Science - advanced rcs systems and with Making History expansion size 1.5 rocket system parts (1.85m) Tier 4 - 160 Science - heavy size 2 rocket systems parts (2.5m) Tier 5 - 300 Science - large size 3 rocket systems parts (3.75m) and Mk2 spaceplane parts Tier 6 - 550 Science - Mk3 spaceplane parts, xenon storage and with Making History expansion size 4 rocket systems parts (5m) Tier 7 - 1000 Science - Future proofing! Recommended Mods to play with: Kerbalism and AngleCan Simplex KEI (for Science around the KSC) To play with 50% science settings Mod support included (not supporting the mods, just included a patch to balance in the techtree!): Breaking Ground Making History Missing History ReStock+ Airline Kuisine AirPlane Plus ANGLECAN Part Tweaks B9 Aerospace Procedural Wings Baha EPL Redrilled DeepSky Dock Rotate EVA Fuel Transfer ExtraDockingPorts ExtraPlanetary Launchpads FASA-RCS Firespitter Flat-Bottom Shuttle Systems Integrated Phoenix Industries Interstellar Flight Inc. Life Support HabTech2 H.A.D.D. HullcamVDS Kerbal Attachment System - 1.15 added Kerbal Heavy Exoskeleton Kit Kerbal Inventory System - 1.15 added Kerbalism Keridian Dynamics kOS MacLuky LandercanMk12 Mk2.5 Spaceplane Parts Near Future Construction Near Future Exploration Near Future Electrical Near Future Propulsion Near Future Solar Near Future Spacecraft Planetside Exploration Technologies Procedural Fairings Procedural Parts Research Bodies RealChute Parachute Systems SIMPLEX Assembly SIMPLEX Propulsion SIMPLEX Resources SIMPLEX Station Parts SIMPLEX Station Parts Habs SCANsat ScienceLabInfo Sounding Rockets Snacks SSPX (redux) Stockalike Mining Expansion Tokamak Tracking Lights Universal Storage II USI Konstruction Ventral Drill for Stock ISRU WaterDrinker Currently supported mods will continue to be supported and updated for 1.10+. Requires Module Manager (not included). Licence is as for HPTech Tree = CC-BY-NC-SA http://creativecommons.org/licenses/by-nc-sa/4.0/ Known possible issues: Do not use with other TechTrees. CTT, ETT, HPTechTree, etc. It will cause all sorts of problems. Also, only have SIMPLEX OR TETRIX OR QUARTIX installed. Finally, the SIMPLEX or TETRIX or QUARTIX must be installed inside the AngleCanMods folder. Peace. Edited September 9 by theJesuit TETRIX 2.26 and SIMPLEX 1.36 Quote Link to comment Share on other sites More sharing options...
leatherneck6017 Posted May 8, 2018 Share Posted May 8, 2018 Sounds interesting. Thanks for the release. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted May 8, 2018 Share Posted May 8, 2018 @theJesuit Well this has gotten my attention. I helped myself and peeked through the configs and spotted a major issue. The use of :FOR in the SimplexISRU....cfg. This command does 2 things, not just 1. It allows patches to run as part of the sequence of a specific mod (in your case, run during Kerbalism's runtime). Everyone knows this part. But it also announces the presence of the specified mod. Patches in other mods that are waiting for Kerbalism will run (MM will think it is there when it is not). And that will cause conflicts that no one is expecting. :FOR should not be used if the specified mod is not yours or is not the main part of your download. Quote Link to comment Share on other sites More sharing options...
theJesuit Posted May 8, 2018 Author Share Posted May 8, 2018 2 hours ago, JadeOfMaar said: @theJesuit Well this has gotten my attention. I helped myself and peeked through the configs and spotted a major issue. The use of :FOR in the SimplexISRU....cfg. This command does 2 things, not just 1. It allows patches to run as part of the sequence of a specific mod (in your case, run during Kerbalism's runtime). Everyone knows this part. But it also announces the presence of the specified mod. Patches in other mods that are waiting for Kerbalism will run (MM will think it is there when it is not). And that will cause conflicts that no one is expecting. :FOR should not be used if the specified mod is not yours or is not the main part of your download. Great to know thanks! I'll look at again tonight and clean it up. I'll update both this separate tech tree and the Kerbalism profile. Peace. Quote Link to comment Share on other sites More sharing options...
Fancy_Hat Posted May 13, 2018 Share Posted May 13, 2018 On 5/7/2018 at 8:28 PM, theJesuit said: Mods will be included Does this mean that you're working on mod support, or that it's already there? Quote Link to comment Share on other sites More sharing options...
theJesuit Posted May 13, 2018 Author Share Posted May 13, 2018 3 hours ago, Fancy_Hat said: Does this mean that you're working on mod support, or that it's already there? I am working on it. As was the case with the HPTechTree, mods are unlikely to support it off the bat. Mods that use the stock tech tree will of course just add in on the node they are coded for, but I've made some logic assumptions, (such as size of tanks at different levels, a=so the balance may be a little off. A suggestion in teh past was to try and make it compatible with CTT, but my ownlogic assumptions didn't allow for it As major mods, currently I plan to add Near future, Keriden Dynamics; SSPX, Tokamak; KER kOS, and a number of small parts and enhancements such as Vens additional bits and pieces, KKPBS which I used to use a lot, but less so more recently Dock Rotate. Peace. Quote Link to comment Share on other sites More sharing options...
theJesuit Posted May 14, 2018 Author Share Posted May 14, 2018 Hi all. An update with some mod support will occur this evening. The engine reconfigure will be separated into a separated cfg so that it can be more easily removed if people want. Also, I've been wondering whether to implement some small twig branches which would be for part upgrades. These would cost a small amount of science but would add back some of the reconfigure amount, lessen dry mass of tanks, add functionality to probes etc. Solar cells, batteries. This wouldn't be implemented for a while though. And it would be a choice to either save your Science Points for the next tier or spend a little to make a certain tech a little better. The current logic to play through would not be altered. Let me know what you think! Also, I'm keen to know how people are finding the balance and which mods you want me to push support for. Peace. Quote Link to comment Share on other sites More sharing options...
theJesuit Posted May 14, 2018 Author Share Posted May 14, 2018 Updated to 1.1 for the following mods kOS (adds kOS to everything with a command module (probes and pods)) https://spacedock.info/mod/60 FASA-RCS https://forum.kerbalspaceprogram.com/index.php?/topic/172800-13-fasa-rcs-stock-like-mini-mod/ Tokamak https://spacedock.info/mod/1444 Research Bodies https://forum.kerbalspaceprogram.com/index.php?/topic/139473-141-researchbodies-v197-17th-mar-2018/ EVA Fuel Transfer https://spacedock.info/mod/134 Kerbalism https://spacedock.info/mod/1774 HullCamVDS (not actually present but all parts are in a great location already! https://spacedock.info/mod/885 Quote Link to comment Share on other sites More sharing options...
Fancy_Hat Posted May 25, 2018 Share Posted May 25, 2018 I haven't gotten around to playing this yet, so I have to ask: what node are fairings in? I've always felt they were unlocked unreasonably late in Stock. Quote Link to comment Share on other sites More sharing options...
theJesuit Posted May 26, 2018 Author Share Posted May 26, 2018 18 hours ago, Fancy_Hat said: I haven't gotten around to playing this yet, so I have to ask: what node are fairings in? I've always felt they were unlocked unreasonably late in Stock. Hi - good question. Yes, with Simplex the fairings are available much sooner I think. The 1.25m fairing is in General Construction (the node that looks like the launch clamp). Then skipping the advanced construction node, the 2.5m fairing is in specialised construction (the node with four blocks and arrows). The 3.75m is available in composites (the node with the three layered panels). However, now that you are pointing it out I have realised that my logic with tank sizes means that I put the 5m fairing for Making History in Composites too to match the 5m tanks. So I expect when I update this (probably now sooner rather than later ) I'll move it. This won't be game breaking if anyone has it installed, just moving one part earlier in the tree. Peace. Quote Link to comment Share on other sites More sharing options...
theJesuit Posted May 27, 2018 Author Share Posted May 27, 2018 Update to version 1.2 includes some minor updates as listed in the OP. Peace. Quote Link to comment Share on other sites More sharing options...
zulu354 Posted August 12, 2018 Share Posted August 12, 2018 Finally a new nice tech tree mod. Thanks for it @theJesuit Like the clean crisp design, though I think a few more nodes would be nice. Especially for separate command pods and probe cores. Dividing into sovjet and american parts would be nice as well, but not suitable for this mod. Kind regards. Quote Link to comment Share on other sites More sharing options...
theJesuit Posted August 13, 2018 Author Share Posted August 13, 2018 5 hours ago, zulu354 said: Finally a new nice tech tree mod. Thanks for it @theJesuit Like the clean crisp design, though I think a few more nodes would be nice. Especially for separate command pods and probe cores. Dividing into sovjet and american parts would be nice as well, but not suitable for this mod. Kind regards. Thanks! Would you put command pods and probe cores in the same branch? I did consider this, but wanted to keep a reasonable separation of crewed vs. non crewed - hence why the probe cores are in the same branch as the antennae and relays. Ideally I'd put MK1,2,3 tanks elsewhere, but so far I've only used the stock nodes, including the two stock ones that are unused. If CTT's nodes are unique, then I may release an extended version? With a sixth major 'tanks' branch for the cylinderical and Mk spaceplane forms. This would then mean spliting up the engineering construction branch, as when adding in the Near Future and SSPX mods it tends to fill up. I'd also like to have a third mini crewed branch for longer term habitation, so greenhouses and station parts (including the hitchhiker). There are no current plans for this unless people are keen. I do need to update anyway - maybe this evening. I've sorted support for IFILS and it's specialist nodes, Near Future Construction, Solar and Spacecraft, SSPX, kOS and KER and some others for their parts (which I think I use them partless anyway) and also Kerbalism which I think is missing in 1.2. Currently I'm working my way through a playthrough with Kerbalism SIMPLEX on a 50% science career save (100% funds), with Minmus moved to Eeloo via Kopernicus. This is ostensibly to balance out the NF and SSPX but also to check that a flyby of Duna and Eve with the Kerbalism transmissible science (only radiation senor, barometer and thermometer), with a half dozen Mün probe landings including the seismic sensor will lead to a Apollo style Mün landing. I should really put this in a mission report log as well. Of course in Earth History, Apollo 11 happened after Mars and Eve flybys I think it will work with only 9 or 10 mun biomes visited - all the near ones I think. Peace, Quote Link to comment Share on other sites More sharing options...
zulu354 Posted August 13, 2018 Share Posted August 13, 2018 (edited) Nice to see your very quick respond. =) I would see probes and pods in two different branches, may even divide the pods in to MK and KV series, but not sure about that. One thing, I just recognised with my new play threw with the SIMPLEX tree is as well: I would put some simple RCS thrusters and tanks infront of the reaction wheels, if you want have it more historical progression wise. Also the 1.25m fairing I would love to see a node earlier. At the moment I am failing to get to space with just the Stayputnik pobe. Mods I play with atm are mostly Sounding Rockets, Firespitter (both come pretty nicely with your tech tree), Kerbalism and some visual mods. Research bodies and outer planet mod are fine as well. Scansat and FASA launch clamps seems to work. I tried the CTT once, but didn't come along with it...I want my probes before pods. At least to be first in space with probes. Keep the good work on. =) EDIT: For the command modules part I just had the idea: Starting with the Stayputnik module and separating into: unmanned probes manned pods lander cans Edited August 13, 2018 by zulu354 Quote Link to comment Share on other sites More sharing options...
Cruesoe Posted August 21, 2018 Share Posted August 21, 2018 (edited) What's the new Delta v requirement to reach orbit? Edited August 21, 2018 by Cruesoe Spelling Quote Link to comment Share on other sites More sharing options...
Thygrrr Posted September 14, 2018 Share Posted September 14, 2018 (edited) I love this! Works especially well with Sounding Rockets! MUCH more sensible and useful than the Community Tech Tree. I'm not sure the engine nerf is warranted without the extra nodes being available yet. Need to test more. What seems to be the case, though, is that the Engine Nerf does NOT play well with DMagic DeltaV. It displays the same TWR as without the nerf, even though it's rather obviously a much much lower TWR . Edited September 15, 2018 by Thygrrr Quote Link to comment Share on other sites More sharing options...
theJesuit Posted September 15, 2018 Author Share Posted September 15, 2018 On 8/21/2018 at 10:19 PM, Cruesoe said: What's the new Delta v requirement to reach orbit? Sorry for the delay. No delta vee requirements have changed, just the engines are less powerful lower in the atmosphere. 21 hours ago, Thygrrr said: I love this! Works especially well with Sounding Rockets! MUCH more sensible and useful than the Community Tech Tree. I'm not sure the engine nerf is warranted without the extra nodes being available yet. Need to test more. What seems to be the case, though, is that the Engine Nerf does NOT play well with DMagic DeltaV. It displays the same TWR as without the nerf, even though it's rather obviously a much much lower TWR . Thanks. I'll look into it. So little time for playing or coding... but now Kerbalism has updated with significantly changed figures I've more of a mind to update finally. Peace. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted September 20, 2018 Share Posted September 20, 2018 I'm not sure if this is because of this tech tree or something else, but I already got Procedural Fairing bases, but no sides ... which does not make sense. When bases are available, then also sides should be available. If you could help out and make them appear together, this would be great. The minimum and maximum sizes are applied by GameData\ProceduralFairings\Config\PF_Settings_Config.cfg itself, so this should not be touched. Logs and stuff:https://www.dropbox.com/s/ssq44ybocuqcyuu/2018-09-20_2 KSP.log and stuff.7z?dl=1 Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted September 22, 2018 Share Posted September 22, 2018 @theJesuit since I started a new career with Simplex Tech Tree I also had CTT inside GameData - now I recognized it should™ not be needed - but ... After I removed CTT the mod HideEmptyTechTreeNodes throws an error - it didn't do that with CTT also installed: ArgumentException: An element with the same key already exists in the dictionary. at System.Collections.Generic.Dictionary`2[System.String,HideEmptyTechTreeNodes.HENode].Add (System.String key, HideEmptyTechTreeNodes.HENode value) [0x00000] in <filename unknown>:0 at HideEmptyTechTreeNodes.ChangeTechTree.ChangeParents () [0x00000] in <filename unknown>:0 at HideEmptyTechTreeNodes.ChangeTechTree.Setup () [0x00000] in <filename unknown>:0 at HideEmptyTechTreeNodes.ChangeTechTree.Start () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Quote Link to comment Share on other sites More sharing options...
theJesuit Posted September 24, 2018 Author Share Posted September 24, 2018 Hi @Gordon Dry I haven't had a chance to fire up ksp in a while and probably not this week either. For the procedural fairing issue are the sides appearing in a sandbox game? Also with the ctt and hide node issue? You probably don't need hide node as I think only two end nodes have nothing in them. However it may be that hide node is ex pectin something from ctt. Does hide node have that exception with a fresh save? Peace. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted September 24, 2018 Share Posted September 24, 2018 @theJesuit For now I can tell the fairing sides appear in career with the "Aviation" node - it's not that bad, but in a career it could be some time until this node is untangled (especially with KCT, MonthlyBudgets etc. - even worse when on RSS which is just harder) ... Quote Link to comment Share on other sites More sharing options...
theJesuit Posted September 24, 2018 Author Share Posted September 24, 2018 1 hour ago, Gordon Dry said: @theJesuit For now I can tell the fairing sides appear in career with the "Aviation" node - it's not that bad, but in a career it could be some time until this node is untangled (especially with KCT, MonthlyBudgets etc. - even worse when on RSS which is just harder) ... So place with the bases then? Are the bases in the right place do you think. Any other moves for this mod - I don't normally play with it. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted September 24, 2018 Share Posted September 24, 2018 The bases are okay ... Quote Link to comment Share on other sites More sharing options...
theJesuit Posted September 29, 2018 Author Share Posted September 29, 2018 Hi all! Updated to 1.3. Also, I'm not available for the next week, but please leave issues here. The Hiding Node mod issue is still being worked on, as well as the Procedural Fairing upgrades. Changelog in the OP. Delete AngleCan folder and when installing as file names have been changed. AngleCan Simplex with kerbalism profile and stuff is updated today as well. Peace. Quote Link to comment Share on other sites More sharing options...
theonegalen Posted October 1, 2018 Share Posted October 1, 2018 I've been using the Unmanned Before Manned tech tree for years. My current save uses the Unmanned Tech tree by @Oneiros. Both of those use the Stock tech tree structure as their base, and I've gotten very used to where things are. This, however, this I really like. It is almost exhilarating to think of a tree that I don't know where a lot of the parts are - real tech exploration again. I really like this idea. Any plan to have an extended version with the Community Tech Tree nodes included for more mod parts? Quote Link to comment Share on other sites More sharing options...
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