Monniasza Posted June 25, 2020 Share Posted June 25, 2020 15 hours ago, theJesuit said: No. This is instead of the Community Tech Tree. You can't use them both at the same time. Peace. You can integrate Community Tech Tree into it. Quote Link to comment Share on other sites More sharing options...
Cruesoe Posted June 25, 2020 Share Posted June 25, 2020 1 minute ago, Monniasza said: You can integrate Community Tech Tree into it. That makes no sense. The Community Tech Tree mod adds nodes to the existing stock tech tree. This mod completely reworks the entire tree and is specifically designed to work standalone. I do not understand what you mean by integrating the CTT. What do you expect to happen? Why do you want to use both? What outcome are you expecting? Quote Link to comment Share on other sites More sharing options...
Monniasza Posted June 25, 2020 Share Posted June 25, 2020 1 minute ago, Cruesoe said: That makes no sense. The Community Tech Tree mod adds nodes to the existing stock tech tree. This mod completely reworks the entire tree and is specifically designed to work standalone. I do not understand what you mean by integrating the CTT. What do you expect to happen? Why do you want to use both? What outcome are you expecting? Preseve CTT tech nodes themselves , but rearrange them to match SIMPLEX and TETRIX. This should preserve tech requirements from mods not supported by TETRIX. Quote Link to comment Share on other sites More sharing options...
Cruesoe Posted June 25, 2020 Share Posted June 25, 2020 Just now, Monniasza said: Preseve CTT tech nodes themselves , but rearrange them to match SIMPLEX and TETRIX. This should preserve tech requirements from mods not supported by TETRIX. But TETRIX does adjust positions of parts in the tech tree to where they fit TETRIX, not necessarily where the mod author put them in the entirety separate CTT. They are two entirely different Tech Trees. TETRIX redoes everything, it's not the same as Unkerballed start that changes tech node positions and a few parts too. Engineering Tech Tree, SlMPLEX, TETRIX are tech tree redo's. Unkerballed start and PBC use the CTT as their base. CTT does not fit with SIMPLEX and TETRIX goals. (Apologies if I'm talking out of turn @theJesuit ) Quote Link to comment Share on other sites More sharing options...
Monniasza Posted June 25, 2020 Share Posted June 25, 2020 (edited) The tree doesn't work as expected: How it looks with Hide Empty Tech Tree Nodes: And without it: I have three tech tree mods: KSP Interstellar Extended SSTO Project TETRIX TechTree 1:2.1.1.20200126 KSP 1.8.1 Edited June 25, 2020 by Monniasza add KSP version Quote Link to comment Share on other sites More sharing options...
theJesuit Posted June 25, 2020 Author Share Posted June 25, 2020 7 hours ago, Monniasza said: The tree doesn't work as expected: Hi Monniasza, and thanks @Cruesoe - you are correct, CTT is NOT compatible. @Monniasza, you are quite right. This doesn't look correct. I hadn't noticed your SSTO Project before - looks interesting, but I don't have time to play around with it unfortunately. I did however explore it on Github to see what you meant by a tech tree mod. TETRIX will need specific support in either your mod or in TETRIX - the best way you can support is by patching your parts to fit in with the nodes that come in TETRIX, I can provide a list for you if necessary, but they are all listed in the cfg files. Any nodes you make won't fit particularly well into the aesthetic i'm guessing. Either that or you can provide a list of where you think your parts should go and I'll include them as a patch. When you add nodes in the best support is by having :NEEDS[!AngleCanMods/TETRIXTechTree] when the node is created and whenever a part is referencing that node. SpaceY, KSPIE, and others add nodes, which TETRIX Tech Tree suppresses. Where this gets difficult is when mods natively support CTT, ETT or whatever, and I have to patch around. But it has been done before. SpaceY has only recently been added to support, in 2.4. If you are using SpaceY, try using a newer version of TETRIX even on KSP 1.8.1 and see what happens. I'm not really bothering to support older versions with TETRIX, and tend to remove soft depreciated parts and KSP and mods update. 7 hours ago, Monniasza said: How it looks with Hide Empty Tech Tree Nodes: <snip> And without it: You are right, the screenshots show that it doesn't look right. I can't tell the difference between these two images. My guess is that the Tetrix Tech tree isn't installed correctly, but to know this you'll need to post a screenshot of your GameData folder. Is the techtree in Gamedata/AngleCanMods/TETRIXTechTree? Having it in the AngleCanMods folder is important. I'm happy to include your mod, but I don't have much time at the moment. I'll on school holidays in a couple of weeks so I could look at it then if you want. Peace. Quote Link to comment Share on other sites More sharing options...
Monniasza Posted June 26, 2020 Share Posted June 26, 2020 (edited) 15 hours ago, theJesuit said: Hi Monniasza, and thanks @Cruesoe - you are correct, CTT is NOT compatible. @Monniasza, you are quite right. This doesn't look correct. I hadn't noticed your SSTO Project before - looks interesting, but I don't have time to play around with it unfortunately. I did however explore it on Github to see what you meant by a tech tree mod. TETRIX will need specific support in either your mod or in TETRIX - the best way you can support is by patching your parts to fit in with the nodes that come in TETRIX, I can provide a list for you if necessary, but they are all listed in the cfg files. Any nodes you make won't fit particularly well into the aesthetic i'm guessing. Either that or you can provide a list of where you think your parts should go and I'll include them as a patch. When you add nodes in the best support is by having :NEEDS[!AngleCanMods/TETRIXTechTree] when the node is created and whenever a part is referencing that node. SpaceY, KSPIE, and others add nodes, which TETRIX Tech Tree suppresses. Where this gets difficult is when mods natively support CTT, ETT or whatever, and I have to patch around. But it has been done before. SpaceY has only recently been added to support, in 2.4. If you are using SpaceY, try using a newer version of TETRIX even on KSP 1.8.1 and see what happens. I'm not really bothering to support older versions with TETRIX, and tend to remove soft depreciated parts and KSP and mods update. You are right, the screenshots show that it doesn't look right. I can't tell the difference between these two images. My guess is that the Tetrix Tech tree isn't installed correctly, but to know this you'll need to post a screenshot of your GameData folder. Is the techtree in Gamedata/AngleCanMods/TETRIXTechTree? Having it in the AngleCanMods folder is important. I'm happy to include your mod, but I don't have much time at the moment. I'll on school holidays in a couple of weeks so I could look at it then if you want. Peace. TETRIX tech Tree is installed by CKAN. I use newest version of both SpaceY mods. I've tested SSTO Project compatibility with my development install. If it works, change KSP version of TETRIX to 1.8.1 - 1.9.1 It worked on dev install I've uploaded new version of SSTO Project Here is command prompt printout for GameData directory of main install: Spoiler Spoiler C:\GOG Games\Kerbal Space Program\GameData>dir Volume in drive C is OS Volume Serial Number is 979C-DD3B Directory of C:\GOG Games\Kerbal Space Program\GameData 26.06.2020 09:40 <DIR> . 26.06.2020 09:40 <DIR> .. 24.06.2020 18:45 <DIR> 000_ClickThroughBlocker 25.04.2020 16:05 <DIR> 000_FilterExtensions 25.04.2020 16:05 <DIR> 000_FilterExtensions_Configs 26.04.2020 12:02 <DIR> 000_TexturesUnlimited 01.06.2020 10:53 <DIR> 000_Toolbar 02.03.2020 16:29 <DIR> 000_USITools 28.04.2020 14:56 <DIR> 001_ToolbarControl 26.05.2020 13:52 5 120 999_Scale_Redist.dll 12.05.2020 13:58 <DIR> ActualSitesAirports 21.02.2020 16:28 <DIR> AdvancedSASForAll 17.02.2020 18:00 <DIR> AirplanePlus 25.06.2020 10:25 <DIR> All Tweak 20.05.2020 13:41 <DIR> AllAboard 10.05.2020 09:11 <DIR> AllYAll 26.06.2020 09:38 <DIR> AngleCanMods 01.03.2020 15:35 <DIR> Awesome Parts Pack 26.04.2020 12:02 <DIR> B9AnimationModules 26.04.2020 12:02 <DIR> B9PartSwitch 17.02.2020 18:02 <DIR> B9_Aerospace 17.02.2020 18:00 <DIR> B9_Aerospace_HX 17.02.2020 18:01 <DIR> B9_Aerospace_Legacy 23.03.2020 15:53 <DIR> B9_Aerospace_ProceduralWings 17.02.2020 18:01 <DIR> B9_HX_Reconfig 20.02.2020 19:38 <DIR> BAE 09.06.2020 15:49 <DIR> BahaSP 28.04.2020 14:56 <DIR> BargainRockets 05.06.2020 21:20 <DIR> Benjee10_X-37B 16.06.2020 15:54 <DIR> BetterCrewAssignment 07.04.2020 20:19 <DIR> BetterIonEngine 25.02.2020 21:38 <DIR> BetterScienceLabsContinued 29.04.2020 10:17 <DIR> BetterTimeWarp 17.02.2020 18:02 <DIR> blackheart 20.02.2020 19:32 <DIR> ColorfulFuelLines 22.02.2020 14:27 <DIR> CommandInventory 17.02.2020 18:01 <DIR> CommunityCategoryKit 29.04.2020 09:12 <DIR> CommunityResourcePack 12.04.2020 16:06 <DIR> CraftManager 23.03.2020 15:54 <DIR> CryoEngines 23.03.2020 15:54 <DIR> CryoEnginesLFO 23.03.2020 15:55 <DIR> CryoTanks 02.03.2020 21:19 <DIR> CTTP 23.03.2020 16:41 <DIR> CustomBarnKit 08.05.2020 12:41 <DIR> CustomPreLaunchChecks 06.06.2020 16:36 <DIR> DaedalusConsortium 23.03.2020 15:54 <DIR> DaMichel 18.05.2020 16:29 <DIR> DatedQuickSaves 06.06.2020 16:37 <DIR> DecoupleFromHeatshield 06.06.2020 16:37 <DIR> DecoupleWithControl 23.03.2020 15:55 <DIR> DeployableEngines 06.04.2020 12:52 <DIR> Diazo 23.03.2020 20:44 <DIR> DiscontinuedParts 09.05.2020 10:26 <DIR> DMagicScienceAnimate 23.03.2020 15:55 <DIR> DynamicBatteryStorage 07.12.2016 03:28 <DIR> E4Mods 23.03.2020 15:53 <DIR> EasyVesselSwitch 11.03.2020 17:32 <DIR> EditorExtensionsRedux 12.05.2020 10:52 <DIR> EnginesPlus 07.04.2020 20:21 <DIR> EnvironmentalVisualEnhancements 23.03.2020 20:44 <DIR> ExplodiumBreathingEngines 06.06.2020 16:37 <DIR> ExtraplanetaryLaunchpads 24.06.2020 18:32 <DIR> FairingRadiusOverride 22.02.2020 14:22 <DIR> FASA 24.04.2020 21:03 <DIR> FASA_RCS 26.05.2020 13:45 <DIR> Firespitter 23.03.2020 20:45 <DIR> FlexoDocking 17.02.2020 18:02 <DIR> FreedomTex 28.04.2020 14:56 <DIR> FShangarExtender 01.04.2020 22:00 <DIR> FTLDriveContinued 24.04.2020 21:04 <DIR> FuelEfficientPilots 21.02.2020 16:28 <DIR> FuelTanksPlus 08.05.2020 13:30 <DIR> FuelWings 10.05.2020 10:31 <DIR> FullAutoStrut 01.04.2020 20:38 <DIR> Generic Inline Cockpits 24.04.2020 20:35 <DIR> GlassThings 24.04.2020 21:05 <DIR> HeatControl 26.02.2020 17:05 <DIR> HGR 26.02.2020 17:05 <DIR> HGR_Redux 26.04.2020 19:12 <DIR> HideEmptyTechTreeNodes 29.04.2020 12:52 <DIR> Historian 17.03.2020 09:49 <DIR> ImpossibleInnovations 23.03.2020 20:45 <DIR> InternalRCS 24.06.2020 18:20 <DIR> InterstellarFuelSwitch 17.05.2020 19:31 <DIR> InterstellarFuelTank 26.04.2020 12:05 <DIR> JanitorsCloset 21.04.2020 11:56 <DIR> JatwaaDemolitionsCo 13.06.2020 15:46 <DIR> JoolDIRECT 27.04.2020 11:28 <DIR> JSI 27.04.2020 15:44 <DIR> KAS 13.06.2020 15:47 <DIR> KAX 23.03.2020 15:55 <DIR> KerbalAtomics 21.06.2020 19:27 <DIR> KerbalChangeLog 25.06.2020 10:30 <DIR> KerbalEngineer 17.02.2020 18:02 <DIR> KerbalHacks 17.02.2020 18:01 <DIR> KerbalJointReinforcement 26.05.2020 11:05 <DIR> KerbalKonstructs 12.06.2020 15:17 <DIR> KerbalRenamer 18.02.2020 20:07 <DIR> KerbalReusabilityExpansion 17.02.2020 18:02 <DIR> KerbalStats 24.04.2020 21:05 <DIR> Kerbaltek 26.04.2020 10:23 <DIR> KIS 24.06.2020 18:14 <DIR> Kopernicus 13.05.2020 12:12 <DIR> kOS 24.06.2020 18:14 <DIR> Kronometer 17.02.2020 18:02 <DIR> KSC 29.04.2020 14:04 <DIR> KSCSwitcher 03.05.2020 09:55 <DIR> ksp-advanced-flybywire 29.04.2020 12:28 <DIR> KSP-AVC 12.04.2020 16:10 <DIR> KspCraftOrganizer 29.02.2020 18:52 <DIR> KSPWheel 06.03.2020 16:21 <DIR> KWRocketry 01.03.2020 15:58 <DIR> Landertron 26.05.2020 13:46 <DIR> LCA 30.11.2017 21:14 <DIR> Lunokhod 02.03.2020 21:19 <DIR> M22Ind 14.05.2020 21:02 <DIR> MagiCore 01.04.2020 20:38 <DIR> MagicSmokeIndustries 27.04.2020 00:03 <DIR> MagpieMods 17.02.2020 18:02 <DIR> MainSailor 04.04.2020 12:39 <DIR> MarkIVSystem 27.04.2020 15:31 <DIR> MechJeb2 29.04.2020 14:10 <DIR> MechJebForAll 01.04.2020 20:38 <DIR> MiniAirbrakes 27.04.2020 15:44 <DIR> MiningExpansion 29.04.2020 10:20 <DIR> MissingHistory 05.04.2020 16:06 <DIR> Mk1 LFO Fuselage 27.04.2020 15:44 <DIR> Mk2Expansion 05.03.2020 21:56 <DIR> Mk3Expansion 25.02.2020 21:35 <DIR> Mk3HypersonicSystems 05.04.2020 16:06 <DIR> Mk3MiniExpansion 06.04.2020 13:04 <DIR> ModActions 01.04.2020 20:38 <DIR> ModPods 20.02.2020 19:32 <DIR> ModRocketSys 24.06.2020 18:14 <DIR> ModularFlightIntegrator 01.06.2020 12:05 <DIR> ModularFuelTanks 07.05.2020 16:44 <DIR> ModularMFT 08.05.2020 13:26 141 824 ModuleManager.4.1.3.dll 25.06.2020 10:33 9 082 ModuleManager.Physics 25.06.2020 10:33 80 009 ModuleManager.TechTree 29.04.2020 10:25 <DIR> ModuleSequentialAnimateGeneric 07.05.2020 16:25 <DIR> MunarIndustries 01.04.2020 20:38 <DIR> NearFutureConstruction 01.04.2020 20:38 <DIR> NearFutureElectrical 01.04.2020 20:38 <DIR> NearFutureExploration 01.04.2020 20:39 <DIR> NearFutureLaunchVehicles 23.03.2020 15:54 <DIR> NearFutureProps 01.04.2020 20:39 <DIR> NearFuturePropulsion 01.04.2020 20:39 <DIR> NearFutureSolar 01.04.2020 20:39 <DIR> NearFutureSpacecraft 06.04.2020 11:14 <DIR> NoDecoupleInlineChutes 10.05.2020 09:21 <DIR> NuclearPropulsionDrive 06.03.2020 16:27 <DIR> NyxtonAerospace 16.05.2020 16:33 <DIR> OldPartsRedux 08.05.2020 12:44 <DIR> OnDemandFuelCells 01.04.2020 20:42 <DIR> OpenCockpit 26.04.2020 12:38 <DIR> OPM 02.03.2020 16:20 <DIR> OPT 02.03.2020 21:19 <DIR> OrionSpaceIndustries 06.03.2020 20:58 <DIR> OScience 02.03.2020 16:31 <DIR> PartAngleDisplay 18.02.2020 20:48 <DIR> PatchManager 20.03.2020 16:21 <DIR> PhotonSail 06.06.2020 16:37 <DIR> PhysicsRangeExtender 21.04.2020 11:47 <DIR> PlanetaryBaseInc 02.03.2020 16:27 <DIR> Porkalike_Rapier 26.04.2020 12:02 <DIR> PreciseEditor 19.02.2020 17:24 <DIR> PreciseManeuver 27.03.2020 11:21 <DIR> Procedural Impossible Innovations 17.02.2020 18:01 <DIR> ProceduralFairings 02.04.2020 17:03 <DIR> ProceduralParts 07.03.2020 18:37 <DIR> ProceduralStart 24.06.2020 18:45 <DIR> PWBFuelBalancerRestored 14.06.2020 18:41 <DIR> PylonFix 02.03.2020 21:30 <DIR> QuantumStrutsContinued 24.06.2020 18:14 <DIR> QuickMods 18.02.2020 20:34 <DIR> QuizTechAeroContinued 01.06.2020 10:48 <DIR> Radial_Engine_for_spacecraft_-_T.G.O.L_group-1.1 01.04.2020 20:39 <DIR> RaginCaucasian 14.06.2020 18:41 175 RAPIERpatch.cfg 24.06.2020 18:14 <DIR> RCS 09.03.2020 20:34 <DIR> RCSBuildAid 02.03.2020 21:19 <DIR> RealEnginesPack 01.05.2020 13:38 <DIR> RealExoplanets 14.06.2020 18:41 <DIR> Realistic Heat Managment 02.03.2020 20:59 <DIR> RealScaleBoosters 09.03.2020 16:31 <DIR> REPOSoftTech 24.06.2020 19:39 <DIR> RESCALE 01.05.2020 11:02 <DIR> REX-Textures 02.03.2020 21:28 <DIR> REXVE 21.04.2020 11:47 <DIR> RN_US_Probes 25.04.2020 16:05 <DIR> RN_US_Rockets 14.06.2020 18:41 <DIR> RoverSpeed 29.04.2020 14:04 <DIR> RSSDateTime 02.03.2020 20:59 <DIR> RSSeaDragon 27.04.2020 10:49 <DIR> scatterer 26.03.2020 10:59 <DIR> Science-Full-Reward 26.03.2020 10:59 <DIR> Science-Full-Transmit 17.02.2020 18:02 <DIR> ScienceRelay 24.06.2020 18:14 <DIR> Sigma 26.04.2020 12:02 <DIR> SimpleAdjustableFairings 23.03.2020 15:55 <DIR> SimpleAdjustableFairings-KWRocketry 19.04.2020 16:14 <DIR> SmokeScreen 13.05.2020 10:06 <DIR> SMURFF 16.06.2020 16:49 <DIR> SpaceTuxIndustries 24.06.2020 18:14 <DIR> SpaceTuxLibrary 23.03.2020 15:55 <DIR> SpaceTuxSA 26.06.2020 09:40 <DIR> SpaceY-Expanded 26.06.2020 09:41 <DIR> SpaceY-Lifters 27.04.2020 16:22 <DIR> Squad 27.04.2020 16:27 <DIR> SquadExpansion 21.02.2020 16:35 <DIR> SquiggsySpaceResearch 07.06.2020 12:12 <DIR> SSTOProject 18.02.2020 20:07 <DIR> StationalCunstructs 02.04.2020 17:02 <DIR> StationPartsExpansionRedux 18.02.2020 20:07 <DIR> StationScience 09.06.2020 15:49 <DIR> StreamlineEnginesTanks 17.02.2020 18:02 <DIR> StretchySNTextures 28.03.2020 20:23 <DIR> StructuralDisks 01.04.2020 20:39 <DIR> TDProps 26.03.2020 10:51 <DIR> TexturesUnlimited_StockConfig 14.06.2020 18:41 <DIR> The_Sea_Four 28.02.2020 16:49 <DIR> ToadicusTools 25.06.2020 11:40 3 589 toolbar-settings.dat 28.02.2020 16:38 <DIR> Trajectories 23.03.2020 20:44 <DIR> TriCrossSection 17.02.2020 18:02 <DIR> TriggerTech 06.06.2020 20:28 <DIR> TURD 21.04.2020 11:48 <DIR> TweakableEverything 26.05.2020 13:52 <DIR> TweakScale 01.03.2020 15:58 <DIR> udk_lethal_d0se 23.03.2020 20:36 <DIR> UmbraSpaceIndustries 25.06.2020 10:26 <DIR> UtilityWeight 25.06.2020 10:26 <DIR> VABReorienter 19.04.2020 16:15 <DIR> WarpPlugin 03.05.2020 11:34 <DIR> WaypointManager 13.06.2020 09:43 <DIR> WetterWingsMM 28.02.2020 16:38 <DIR> WhoAmI 09.04.2020 10:41 <DIR> XenonISRU 28.04.2020 14:51 <DIR> XyphosAerospace 29.04.2020 14:04 <DIR> ZeroMiniAVC 25.04.2020 16:05 <DIR> zFinal_FilterExtensions 29.04.2020 14:10 <DIR> [x] Science! 6 File(s) 239 799 bytes 237 Dir(s) 758 798 819 328 bytes free And for dev install: Spoiler Volume in drive C is OS Volume Serial Number is 979C-DD3B Directory of C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData 26.06.2020 10:37 <DIR> . 26.06.2020 10:37 <DIR> .. 26.06.2020 09:50 <DIR> AngleCanMods 22.06.2020 14:46 <DIR> BAE 26.06.2020 10:37 <DIR> KerbalEngineer 29.05.2020 18:49 <DIR> MechJeb2 30.05.2020 09:54 <DIR> MechJebForAll 01.06.2020 12:22 <DIR> ModularFuelTanks 22.06.2020 14:45 <DIR> ModularMFT 29.05.2020 18:49 141 824 ModuleManager.4.1.3.dll 26.06.2020 10:37 9 043 ModuleManager.Physics 26.06.2020 10:37 68 604 ModuleManager.TechTree 06.06.2020 10:37 <DIR> SMURFF 17.02.2020 17:51 <DIR> Squad 18.02.2020 20:28 <DIR> SquadExpansion 26.06.2020 09:42 <DIR> SSTOProject 30.05.2020 15:34 40 210 SSTOProject 1.2b.zip 31.05.2020 12:25 41 140 SSTOProject 1.2final.zip 09.06.2020 16:58 <DIR> UniversalRecolour 5 File(s) 300 821 bytes 14 Dir(s) 758 984 560 640 bytes free New main install screenshots will come later today (at least for Poland). Requsted CKAN update: https://github.com/KSP-CKAN/NetKAN/issues/7997 Edited June 26, 2020 by Monniasza new info Quote Link to comment Share on other sites More sharing options...
Monniasza Posted June 26, 2020 Share Posted June 26, 2020 My main install is still broken after updating TETRIX Tech Tree and SSTO Project. I will need to temporarily uninstall KSPIE and open a mod support module creation request on KSPIE bug tracker. Here is the issue: https://github.com/sswelm/KSP-Interstellar-Extended/issues/587 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 26, 2020 Share Posted June 26, 2020 Do you have the mod which hides empty tech tree nodes installed? I have no idea why, but in my game, I had it installed, uninstalled it while looking for a problen, and then reinstalled it, and the tech tree got bugged just like what you see. Quote Link to comment Share on other sites More sharing options...
theJesuit Posted June 26, 2020 Author Share Posted June 26, 2020 4 hours ago, linuxgurugamer said: Do you have the mod which hides empty tech tree nodes installed? I have no idea why, but in my game, I had it installed, uninstalled it while looking for a problen, and then reinstalled it, and the tech tree got bugged just like what you see. @Monniasza, this could be your issue, so when setting up your dev install it was fresh perhaps? I don't normally use HideTechTreeNodes so that could definitely be a bug with that mod when it doesn't like being installed and reinstalled. It would also explain a problem that was expressed on page 1 on by Gordon Dry. When I'm debugging around Tech Trees I do find that starting a fresh default save every time I go back into the game helps as well. I have had experiences where things haven't updated correctly on multiple use saves. Quote Link to comment Share on other sites More sharing options...
Monniasza Posted June 27, 2020 Share Posted June 27, 2020 14 hours ago, theJesuit said: @Monniasza, this could be your issue, so when setting up your dev install it was fresh perhaps? I don't normally use HideTechTreeNodes so that could definitely be a bug with that mod when it doesn't like being installed and reinstalled. It would also explain a problem that was expressed on page 1 on by Gordon Dry. When I'm debugging around Tech Trees I do find that starting a fresh default save every time I go back into the game helps as well. I have had experiences where things haven't updated correctly on multiple use saves. Removing HETTN helped. Here is bug report for HETTN-TETRIX conflict: https://github.com/Orthethac/HideEmptyTechTreeNodes/issues/9 Quote Link to comment Share on other sites More sharing options...
theJesuit Posted June 27, 2020 Author Share Posted June 27, 2020 9 hours ago, Monniasza said: Removing HETTN helped. Here is bug report for HETTN-TETRIX conflict: https://github.com/Orthethac/HideEmptyTechTreeNodes/issues/9 KSPIE should not be adding nodes, as should by removed by TETRIX upon loading. SSTO Project, Impossible Innovations and Bargain Rocket Parts Recycled are not listed as supported by TETRIX Tech Tree and without these, Hide Empty TechTreee Nodes I didn't think has an issue with Tetrix Tree, unless you are loading the game sometimes with and sometimes without HETTN. I'm happy to support these others, but I don't have time at the moment. You'll have to wait a couple of weeks. I'm more focused on RL at the moment and a desire to get Simplex Resources updated how I want so that I can continue my current playthrough. But I'll add them to the list. Next update should also include the latest OPT updates. Quote Link to comment Share on other sites More sharing options...
ev0 Posted June 27, 2020 Share Posted June 27, 2020 (edited) @Monniasza @theJesuit Hide Empty Tech Tree Nodes (HETTN) runs a plugin to hide empty nodes and do other stuff on the tech tree file generated by ModuleManager, so as long as that MM tree is correct then the HETTN plugin shouldn't have a problem. I see your conversations on Git, so I will also investigate. It might have something to do with SpaceY? Another issue on my Git says they have that mod installed. KSPIE also requires the CTT, but I think you said KSPIE somehow suppresses that requirement if TETRIX is installed. Does CKAN not download the CTT if you install KSPIE though? Edited June 27, 2020 by ev0 clarity Quote Link to comment Share on other sites More sharing options...
theJesuit Posted June 27, 2020 Author Share Posted June 27, 2020 7 minutes ago, ev0 said: @Monniasza @theJesuit Hide Empty Tech Tree Nodes (HETTN) runs a plugin to hide empty nodes and do other stuff on the tech tree file generated by ModuleManager, so as long as that MM tree is correct then the HETTN plugin shouldn't have a problem. I see your conversations on Git, so I will also investigate. It might have something to do with SpaceY? Another issue on my Git says they have that mod installed. KSPIE also requires the CTT, but I think you said KSPIE somehow suppresses that requirement if TETRIX is installed. Does CKAN not download the CTT if you install KSPIE though? SpaceY was supported in the most recent versions of TETRIX and the tree does the same - suppressing the creation of nodes. If CKAN installs CTT with KSPIE then there isn't much I can do about that, that is the responsibility of @FreeThinkerand the CKAN team. FreeThinker kindly did give me assistance in developing TETRIX with what nodes were required specifically for KSPIE and the mods it includes and another issue could be that TETRIX itself adds a couple of nodes if KSPIE is installed (a 2*node 10th tier for the warp components). So if KSPIE is being added and removed (or any other mods that are adding in nodes for that matter) I have found that MM struggles to maintain techtree integrity inside a save game you are using a specific save game for testing. It seems a little random, but if you start fresh each time there shouldn't be a problem. In testing I always start a 'new' default save game to avoid any issues. Peace. Quote Link to comment Share on other sites More sharing options...
Iodyne Posted August 4, 2020 Share Posted August 4, 2020 On 6/27/2020 at 1:29 PM, theJesuit said: Next update should also include the latest OPT updates. I just saw this now, so I'm guessing this isn't needed but I made it before I saw: //OPT_reconfig fix @PART:HAS[#TechRequired[covertAero]]:AFTER[OPT_Reconfig] { @TechRequired = appliedAerospaceTech } @PART:HAS[#TechRequired[covertAero2]]:AFTER[OPT_Reconfig] { @TechRequired = interstellarPropulsion } @TechTree:AFTER[OPT_Reconfig] { !RDNode:HAS[#id[covertAero]] {} !RDNode[covertAero2] {} } For OPT reconfig, either syntax for removing the nodes works. Quote Link to comment Share on other sites More sharing options...
theJesuit Posted August 5, 2020 Author Share Posted August 5, 2020 1 hour ago, Iodyne said: I just saw this now, so I'm guessing this isn't needed but I made it before I saw: //OPT_reconfig fix @PART:HAS[#TechRequired[covertAero]]:AFTER[OPT_Reconfig] { @TechRequired = appliedAerospaceTech } @PART:HAS[#TechRequired[covertAero2]]:AFTER[OPT_Reconfig] { @TechRequired = interstellarPropulsion } @TechTree:AFTER[OPT_Reconfig] { !RDNode:HAS[#id[covertAero]] {} !RDNode[covertAero2] {} } For OPT reconfig, either syntax for removing the nodes works. Could be. @JadeOfMaar provided the configs specifically for me. I just haven't had the time to put them in and give them a whirl yet. RL is busy when you have a job in New Zealand and don't have lock downs! Quote Link to comment Share on other sites More sharing options...
theonegalen Posted August 6, 2020 Share Posted August 6, 2020 (edited) Going to try this in a Near Future focused install on my new computer! I finally have enough RAM, CPU, and GPU to install all the part mods I want! (Until I want more) EDIT: @theJesuit, what contract pack do you usually use or recommend with this tree? Edited August 6, 2020 by theonegalen Quote Link to comment Share on other sites More sharing options...
theJesuit Posted August 6, 2020 Author Share Posted August 6, 2020 3 hours ago, theonegalen said: Going to try this in a Near Future focused install on my new computer! I finally have enough RAM, CPU, and GPU to install all the part mods I want! (Until I want more) EDIT: @theJesuit, what contract pack do you usually use or recommend with this tree? I don't normally play with contract packs but turn off a number of stock ones for personal taste. So mix and and see what happens! I normally play 50% science, 100% funds and 100% rep. Then only have world firsts, bases, satellites, flags. No rescueing/recovery, isru, grandtours or tourists, survey or part testing. (That is off the top of my head). I pay for my kerbals which is how I balance the money game play. Quote Link to comment Share on other sites More sharing options...
theonegalen Posted August 7, 2020 Share Posted August 7, 2020 Ok, so just off the bat, the lack of batteries in the Start node of the TETRIX tree really limits one's options. The only useful science I can get is through probes sitting on the launchpad and runway, as well as from the Worlds First Milestones for breaking altitude and distance records. I was able to just barely get 15 science points to open up one of the tier 1 nodes. Quote Link to comment Share on other sites More sharing options...
theJesuit Posted August 7, 2020 Author Share Posted August 7, 2020 14 hours ago, theonegalen said: Ok, so just off the bat, the lack of batteries in the Start node of the TETRIX tree really limits one's options. The only useful science I can get is through probes sitting on the launchpad and runway, as well as from the Worlds First Milestones for breaking altitude and distance records. I was able to just barely get 15 science points to open up one of the tier 1 nodes. It is a valid point - I think I added extra EC capacity to probe cores to compensate? You may need a couple of sounding rockets to get the low atmo science. Quote Link to comment Share on other sites More sharing options...
eatU4myT Posted August 9, 2020 Share Posted August 9, 2020 (edited) On 1/26/2020 at 7:53 PM, theJesuit said: ... Swapped Mk3 and Mk2 space plane tiers. Mk3 now Tier 5, Mk2 now Tier 6 ... I don't know if it has already been discussed, but can I ask what the rationale is behind having the MK2 spaceplane parts arrive after the MK3? I am a perpetual re-starter, and despite many hours in KSP I'm only really starting to dabble in spaceplanes, so the likelyhood is that there is something I just don't know yet...! Thanks Edited August 9, 2020 by eatU4myT Quote Link to comment Share on other sites More sharing options...
theJesuit Posted August 9, 2020 Author Share Posted August 9, 2020 5 hours ago, eatU4myT said: I don't know if it has already been discussed, but can I ask what the rationale is behind having the MK2 spaceplane parts arrive after the MK3? Congratulations, as you are the first person to query this! The reason was in terms of progression really. Space planes *still* don't truly exist in real life. The shuttle was developed yes, but that is Mk3 analogy. The Mk3 is a craft that feels like it fits with the J-90 "Goliath" Turbofan Engine, an engine that in the real world is like any Boeing or Airbus long haul engine and we've had these from the 1970's? The Mk2 IMHO fits better with the end game (for stock anyway) Rapier - which IRL is still in development. It was a change from what it I had originally, hence the note in the changelog, but when I sat down to rethink progression for Tetrix, I realised that the only reason I have Mk2 before Mk3 was because of the naming - and that didn't hold enough weight for me. 5 hours ago, eatU4myT said: I am a perpetual re-starter, and despite many hours in KSP I'm only really starting to dabble in spaceplanes, so the likelyhood is that there is something I just don't know yet...! As am I, although more recently I have slowed this down with some goals in mind. And I like being closely allied to a stock part playthrough, although once my duna expedition with kerbalism returns, I'll probably retire my save to enjoy 1.10.1 goodness, and allow myself the joy of propeller planes at the start and use more plane parts. Also the Mk2 parts fit better higher up the tree tiers with the drone core's abilities. If you think that it is being unfairly penalised, then I'm happy to reconsider, or I could offer you an MM patch if you want to change them for yourself. Peace. Quote Link to comment Share on other sites More sharing options...
eatU4myT Posted August 9, 2020 Share Posted August 9, 2020 12 minutes ago, theJesuit said: Space planes *still* don't truly exist in real life. The shuttle was developed yes, but that is Mk3 analogy. That's interesting, because I've always looked at the mk2 and seen an SR71 Blackbird, which would make it 70s tech - and before the mk3. As I say, I've never really tried for a spaceplane before, and have only used the mk2 parts to make a Mach 2-3 aeroplane to fly around on Kerbin to quickly fulfil contracts! The main thing that spurred me to ask this was that I've just installed Nertea's mk4 spaceplane parts, and now under TETRIX I've got a few mk4 parts in tier 4, mk3 in tier 5, mk2 in tier 6 and the more "experimental" mk4 parts in tier 7. Not saying it's wrong, it just confused me a bit! Quote Link to comment Share on other sites More sharing options...
Xt007 Posted August 9, 2020 Share Posted August 9, 2020 The balance and placement of everything is very nice. The integration of near future and kspie is much appreciated. Currently playing in 1.10.1 and all is good. I'm also playing with snacks and progressive colonization, anyone know what mods will fill the last of the tree for colonization? Quote Link to comment Share on other sites More sharing options...
theJesuit Posted August 9, 2020 Author Share Posted August 9, 2020 1 hour ago, eatU4myT said: That's interesting, because I've always looked at the mk2 and seen an SR71 Blackbird, which would make it 70s tech - and before the mk3. As I say, I've never really tried for a spaceplane before, and have only used the mk2 parts to make a Mach 2-3 aeroplane to fly around on Kerbin to quickly fulfil contracts! The main thing that spurred me to ask this was that I've just installed Nertea's mk4 spaceplane parts, and now under TETRIX I've got a few mk4 parts in tier 4, mk3 in tier 5, mk2 in tier 6 and the more "experimental" mk4 parts in tier 7. Not saying it's wrong, it just confused me a bit! I don't disagree about the Blackbird from the design aesthetic - that's another reason why it i had them initially around the other way on first release. But you wouldn't necessarily take the Blackbird into orbit? The Mk2 on the other hand... the mk1 also. The Mk4 spaceplane parts should all be in tier 7 or 8 (I can't remember which) so this is an issue. Thanks for pointing it out. Not sure why this has gone wrong. I'm having a look... - I never included it! Okay. I'll have a look at some point when I have time (maybe tomorrow?) I can send you an DM to create a CFG to put this in place 1 hour ago, Xt007 said: The balance and placement of everything is very nice. The integration of near future and kspie is much appreciated. Currently playing in 1.10.1 and all is good. I'm also playing with snacks and progressive colonization, anyone know what mods will fill the last of the tree for colonization? There is a derth of mods for colonization. SSPX will provide centrifuges for tier 7, and Deep Freeze should is will give a tier 8 and tier 9 options as well. Hoevere, in looking this up for you, I've discovered an incorrect reference in the DeepFreeze patch which reads colonialSupport, not populationManagement. This will be corrected in the next update ( you can correct it yourself if you install DeepFreeze). I do dream of someone creating a simple population mechanic to be similar to KSP2, with a part (parts) that I'd put into tier 8 for kerbals to spawn from. Possibly it could happen with Contract Configurator but I struggle with the contract settings. I guess I could put Civilian Population there, but that mod feels as though it should be earlier like tier 7. So, next update is planned for when Restock updates. Peace! Quote Link to comment Share on other sites More sharing options...
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