Redleg1 Posted February 18, 2021 Share Posted February 18, 2021 @NicolaSix Thanks! I noticed the node in the config that you are referring to the other day. However I am going to copy your config so that I don't have to use the open cockpit mod. Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted February 21, 2021 Share Posted February 21, 2021 Hi y'all, I remember there was a know issue where some node would be missing, and there was an easy fix for that. Can anyone remind me what it was? I had to rever to an old backup and i am getting that again. Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted February 23, 2021 Share Posted February 23, 2021 @hemeac I'm late to the game, but I started a new career using Kiwi and I'm very pleased with how it is working. Well done you. Quote Link to comment Share on other sites More sharing options...
flart Posted February 27, 2021 Share Posted February 27, 2021 @hemeacDo you have time for a hot fix for the new Cryo Engines 2.0.0? (Cryotanks 1.6.0 gives Methane variants for tanks, but kiwi replaces them with its own) Quote Link to comment Share on other sites More sharing options...
GuessingEveryDay Posted February 28, 2021 Share Posted February 28, 2021 And I would like to check out the new engines, but for now, I'm just using a new save with no KTTO. Quote Link to comment Share on other sites More sharing options...
Spaceman.Spiff Posted February 28, 2021 Share Posted February 28, 2021 3 minutes ago, GuessingEveryDay said: And I would like to check out the new engines, but for now, I'm just using a new save with no KTTO. 17 hours ago, flart said: @hemeacDo you have time for a hot fix for the new Cryo Engines 2.0.0? (Cryotanks 1.6.0 gives Methane variants for tanks, but kiwi replaces them with its own) Give hemeac some time. He’s currently doing some other stuff. It probably won’t be a big change. Just removing his methalox patch for the tanks and engines. Plus adding the new ones. Quote Link to comment Share on other sites More sharing options...
Steel_Saint Posted March 1, 2021 Share Posted March 1, 2021 Mod conflict bug. I am running 1.11.1 with main mods USI/MKS w/ TacLS. (yes I know 1.10 support only) The bug is that when capsules like Bluedog Hermes or Corvus are loaded at launch the EC is stripped off at the launch loading scene. So in VAB the EC shows up but when loading into scene you can see the EC show the correct value then go to zero. It does not happen on stock Onion or stock starter probe. I had removed about ten mods that may have touched resources in some way and when I removed Near Future Electrical with it's Dynamic Battery Storage dependency the EC at launch was working again. Adding back Kiwi tech tree without those mods and EC also worked again. I did not get a chance to try Dynamic Battery Storage alone without Near Future Electrical, my load times take forever. Thanks for your time. Quote Link to comment Share on other sites More sharing options...
theonegalen Posted March 2, 2021 Share Posted March 2, 2021 (edited) Going to use this on my new save. Will let you know feedback! EDIT: I want to change my answer - benjee10 mods in this would be *fantastic*. Edited March 2, 2021 by theonegalen Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted March 4, 2021 Share Posted March 4, 2021 (edited) I'm finally diving into a new KSP build with the Kiwi Tree! Lots of neat changes under the hood. I'll likewise provide any feedback/concerns as I go. I think it's been most of a year since I've seriously fired up the game. Sakes alive... Time to fling some probes into the void! --A quick observation/question for @hemeac : What version of CNAR should I be starting with for use in this tree? The latest full github release, or the dev version? You've added a few cool refinements, and I want to make sure the community "fixes" in the CNAR thread aren't going to fight with them. I'm unable to get off the ground after reducing the engine mass, for instance. I'm assuming it has to do with the scaling? Edited March 11, 2021 by Beetlecat Quote Link to comment Share on other sites More sharing options...
8a58d4eee7fa4ef9b47eec3afa Posted March 15, 2021 Share Posted March 15, 2021 (edited) Hello everyone. First of all, I really love this mod! Thanks for the author, contributors, and community! Has anybody faced the issue with Mechjeb functions unblocking? In the release notes for KTT 1.4.0 version the "MechJeb Config" was mentioned but it looks like it is not working properly. With Kiwi TechTree Overhaul I found only 2 tech nodes related to Mechjeb2 : first one in flightControl (with maneurs and translatron unblocking) node and second one in fieldScience (with rover autopilot unblocking). Game/Mods information: Spoiler Game version: 1.11.1 with Breaking Ground DLCInstalled mods (CKAN only): [x] Science! Continued (xScienceContinued 5.26) Action Groups Extended (AGExt 1:2.4.0.1) B9 Part Switch (B9PartSwitch v2.17.0) Better Load Save Game Renewed (BetterLoadSaveGame 2.5.2.1) Better SR Bs (BetterSRBs 1.2.4) BonVoyage (BonVoyage 1:1.3.1) Breaking Ground (BreakingGround-DLC 1.6.0) Chatterer (Chatterer 0.9.99) ClickThrough Blocker (ClickThroughBlocker 1:0.1.10.15) Community Category Kit (CommunityCategoryKit v5.2.0.0) Community Resource Pack (CommunityResourcePack 1.4.2) Community Tech Tree (CommunityTechTree 1:3.4.3) Contract Configurator (ContractConfigurator 1.30.5) Contract Pack: Bases and Stations Reborn (ContractConfigurator-KerbinSpaceStation 2:3.7.2.4) Contract Pack: Clever Sats (ContractConfigurator-CleverSats 1.4) Contract Pack: Exploration Plus (ContractConfigurator-ExplorationPlus 2.0.1) Contract Pack: Field Research (ContractConfigurator-FieldResearch 1.2.2) Contract Pack: Kerbal Academy (ContractConfigurator-KerbalAcademy 1.1.10) Contract Pack: Tourism Plus (ContractConfigurator-Tourism 1.5.2) Custom Barn Kit (CustomBarnKit 1.1.21.0) Distant Object Enhancement Continued (DistantObject v2.0.2.0) Distant Object Enhancement Continued default config (DistantObject-default v2.0.2.0) Easy Vessel Switch (EVS) (EasyVesselSwitch 2.2) Environmental Visual Enhancements - Stock Planet Config files (EnvironmentalVisualEnhancements-HR 2:EVE-1.2.2-1) Environmental Visual Enhancements Redux (EnvironmentalVisualEnhancements 3:1.11.2.1) Final Frontier (FinalFrontier 1.10.0-3485) Firespitter Core (FirespitterCore v7.17) Hide Empty Tech Tree Nodes (HideEmptyTechNodes 1.3.0) Kerbal Alarm Clock (KerbalAlarmClock v3.13.0.0) Kerbal Construction Time (KerbalConstructionTime 1:1.4.9) Kerbal Inventory for All (KerbalInventoryForAll 1:1.2.1) Kerbal Planetary Base Systems (KerbalPlanetaryBaseSystems v1.6.12) Kiwi Tech Tree Overhaul (KiwiTechTree 1.4.0) Konstruction (Konstruction 1.4.0) KRASH - Kerbal Ramification Artifical Simulation Hub (simulation mod for KSP) (KRASH 0.5.33.3) MagiCore (MagiCore 1.3.2.3) MechJeb 2 (MechJeb2 2.12.0.0) Module Manager (ModuleManager 4.1.4) PlanetShine (PlanetShine 0.2.6.3) PlanetShine - Default configuration (PlanetShine-Config-Default 0.2.6.3) Real Plume (RealPlume 2:v13.3.2) Real Plume - Stock Configs (RealPlume-StockConfigs v4.0.6) RealChute Parachute Systems (RealChute v1.4.8.2) SCANsat (SCANsat v20.4) scatterer (Scatterer 3:v0.0723) Scatterer Default Config (Scatterer-config 3:v0.0723) Scatterer Sunflare (Scatterer-sunflare 3:v0.0723) SmokeScreen - Extended FX Plugin (SmokeScreen 2.8.14.0) SpaceTux Library (SpaceTuxLibrary 0.0.6) StageRecovery (StageRecovery 1.9.5.1) The Janitor's Closet (JanitorsCloset 0.3.7.6) Toolbar Controller (ToolbarController 1:0.1.9.4) Trajectories (Trajectories v2.4.0)USI Asteroid Recycling Technologies (USI-ART 1:1.4.0)USI Core (USI-Core 1.4.0)USI Exploration Pack (USI-EXP 1.4.0)USI Freight Transport Technologies (USI-FTT 1.4.0)USI Kolonization Systems (MKS/OKS) (UKS 1:1.4.1)USI Life Support (USI-LS 1.4.0)USI Tools (USITools 1.4.0) Waypoint Manager (WaypointManager 2.8.2.7) Zero MiniAVC (ZeroMiniAVC 1:1.1.0.1) Also I found a PR related to the mechjeb config: https://github.com/hemeac/kiwiTechTree/pull/86 and there is a comment by Redleg1 : Spoiler Need to add :NEEDS[MechJeb2]:FOR[zKiwiTechTree] to the end of the fist line in the .cfg in order for this to actually work correctly. and it not worked for me. Could anyone please help or tell what I am doing wrong? Thanks for advance! UPD: After changing configuration for Mechjeb to Spoiler @PART[*]:HAS[@MODULE[MechJebCore],!MODULE[KerbalEVA]]:NEEDS[MechJeb2]:LAST[zKiwiTechTree] { %MODULE[MechJebCore] { %MechJebLocalSettings { %MechJebModuleCustomWindowEditor { %unlockTechs = start } %MechJebModuleSmartASS { %unlockTechs = start } %MechJebModuleManeuverPlanner { %unlockTechs = start } %MechJebModuleNodeEditor { %unlockTechs = start } %MechJebModuleTranslatron { %unlockTechs = start } %MechJebModuleWarpHelper { %unlockTechs = start } %MechJebModuleAttitudeAdjustment { %unlockTechs = start } %MechJebModuleThrustWindow { %unlockTechs = flightControl } %MechJebModuleRCSBalancerWindow { %unlockTechs = start } %MechJebModuleRoverWindow { %unlockTechs = start } %MechJebModuleAscentGuidance { %unlockTechs = start } %MechJebModuleLandingGuidance { %unlockTechs = start } %MechJebModuleSpaceplaneGuidance { %unlockTechs = start } %MechJebModuleDockingGuidance { %unlockTechs = start } %MechJebModuleRendezvousAutopilotWindow { %unlockTechs = start } %MechJebModuleRendezvousGuidance { %unlockTechs = start } } } } all mechjeb options became availbale, so, possibly issue is related to wrong ordering / wrong unlockTechs name (it may be wrong, I am not mod writer, just read some documentation for module manager and looked at other config files) Also removing mod Hide Empty Tech Tree Nodes not helped to find tech nodes with mechjeb fetures. Edited March 15, 2021 by 8a58d4eee7fa4ef9b47eec3afa Add information about issue that might be useful for fixing / reproducing Quote Link to comment Share on other sites More sharing options...
Coyote21 Posted March 15, 2021 Share Posted March 15, 2021 Came to report same issues with mechjeb. Seems that the KTT MJ2 patch (patch for MJ2 in KTT) runs before the MJ2 patch (patch in MJ2 to add MJ to command modules) so the KTT patch only changes the tech levels for the two MJ2 parts (AR202 and the MechJeb Pod) and then the MJ2 adds it's tech levels to all the command pods. The result is if you use the AR202 or MJ Pod parts you will have the KTT tech levels, otherwise you have MJ tech levels. e.g. Maneuverer Planner becomes available with the AR202 part at Flight Control (KTT) but is not in the command pod until Advanced Flight Control (MJ2). I thought maybe this was done on purpose, so you need to carry an extra part at first before it becomes integrated into the command pod, except that many of the MJ2 tech levels use Unmanned Tech which does not fit with the KTT plan. TLDR; Editing 1st line in KiwiTechTree\Configurations\Mods\MechJeb\MechJebTechLevels.cfg to... @PART[*]:HAS[@MODULE[MechJebCore],!MODULE[KerbalEVA]]:AFTER[MechJeb2] Worked for me. Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted March 15, 2021 Share Posted March 15, 2021 6 minutes ago, Coyote21 said: TLDR; Editing 1st line in KiwiTechTree\Configurations\Mods\MechJeb\MechJebTechLevels.cfg to... @PART[*]:HAS[@MODULE[MechJebCore],!MODULE[KerbalEVA]]:AFTER[MechJeb2] Worked for me. Nice! Quote Link to comment Share on other sites More sharing options...
Coyote21 Posted March 15, 2021 Share Posted March 15, 2021 (edited) Follow up. I impressed myself so much with the idea that the MJ part AR202 should get the MJ techs before the command pods, I made a MM patch to achieve it. Spoiler // Changes MJ2 Tech unlocks for the MJ2 AR202 part 1 tier earlier than for command pods // Means you can get access to the MJ autopilots 1 tier earlier if you use the AR202 part. @PART[mumech_MJ2_AR202]:AFTER[KiwiTechTree] { @TechRequired = start @mass = 0.01 %MODULE[MechJebCore] { %MechJebLocalSettings { %MechJebModuleCustomWindowEditor { %unlockTechs = start } %MechJebModuleSmartASS { %unlockTechs = basicFlightControl } %MechJebModuleManeuverPlanner { %unlockTechs = basicFlightControl } %MechJebModuleNodeEditor { %unlockTechs = start } %MechJebModuleTranslatron { %unlockTechs = basicFlightControl } %MechJebModuleWarpHelper { %unlockTechs = start } %MechJebModuleAttitudeAdjustment { %unlockTechs = basicFlightControl } %MechJebModuleThrustWindow { %unlockTechs = basicFlightControl } %MechJebModuleRCSBalancerWindow { %unlockTechs = basicFlightControl } %MechJebModuleRoverWindow { %unlockTechs = flightControl } %MechJebModuleAscentGuidance { %unlockTechs = flightControl } %MechJebModuleLandingGuidance { %unlockTechs = advFlightControl } %MechJebModuleSpaceplaneGuidance { %unlockTechs = advFlightControl } %MechJebModuleDockingGuidance { %unlockTechs = advFlightControl } %MechJebModuleRendezvousAutopilotWindow { %unlockTechs = advFlightControl } %MechJebModuleRendezvousGuidance { %unlockTechs = flightControl } } } } @PART[*]:HAS[@MODULE[MechJebCore],!MODULE[KerbalEVA]]:AFTER[MechJeb2,KiwiTechTree] { %MODULE[MechJebCore] { %MechJebLocalSettings { %MechJebModuleCustomWindowEditor { %unlockTechs = start } %MechJebModuleSmartASS { %unlockTechs = flightControl } %MechJebModuleManeuverPlanner { %unlockTechs = flightControl } %MechJebModuleNodeEditor { %unlockTechs = start } %MechJebModuleTranslatron { %unlockTechs = flightControl } %MechJebModuleWarpHelper { %unlockTechs = start } %MechJebModuleAttitudeAdjustment { %unlockTechs = flightControl } %MechJebModuleThrustWindow { %unlockTechs = flightControl } %MechJebModuleRCSBalancerWindow { %unlockTechs = flightControl } %MechJebModuleRoverWindow { %unlockTechs = advFlightControl } %MechJebModuleAscentGuidance { %unlockTechs = advFlightControl } %MechJebModuleLandingGuidance { %unlockTechs = specializedControl } %MechJebModuleSpaceplaneGuidance { %unlockTechs = specializedControl } %MechJebModuleDockingGuidance { %unlockTechs = specializedControl } %MechJebModuleRendezvousAutopilotWindow { %unlockTechs = specializedControl } %MechJebModuleRendezvousGuidance { %unlockTechs = advFlightControl } } } } Using this patch means you get the MJ unlocks 1 tier earlier but you have to use an extra (not small) part before it gets integrated into the command pod/probe on the next tech tier. e.g. SmartASS is now available at Basic Flight Control (instead of Flight Control) but only if you also use the AR202 part. When you research Flight Control, SmartASS becomes integrated into the command pod/probe as KTT intended, but now Ascent Guidance is available, but again only with the AR202 part. Played with the idea that I should keep the AR202 tech levels at KTT default and bump command pods/probe integration up by 1 tier instead, but I'm too soft for that type of KSP pain, others may prefer that though. I'll let smarter ppl decide. Edited March 15, 2021 by Coyote21 Updated patch Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted March 15, 2021 Share Posted March 15, 2021 1 minute ago, Coyote21 said: Follow up. I impressed myself so much with the idea that the MJ part AR202 should get the MJ techs before the command pods, I made a MM patch to achieve it. Hah! I thought your previous tweak was doing as you described. Again, nicely done. Is this patch meant to be above/beyond the KTT default one, or supplemental to it? Quote Link to comment Share on other sites More sharing options...
Coyote21 Posted March 15, 2021 Share Posted March 15, 2021 (edited) It's designed to supplant/overwrite the KTT patch, (AFTER[KiwiTechTree]) so if Kiwi (hemeac) ever changes the tech level unlocks this will set them back afterwards unfortunately, but for the next little while, I'm enjoying the KTT so much I'll be able to modify with any updates. Of course if the concept gets enough "likes" maybe hemeac will integrate the idea into KTT instead. It's not like he's doing anything else right now. NOTE: I just edited the patch so it now also increases the mass of the AR202 as the price you pay for getting early access to the new tech. Should make just slapping it on to the side of your rocket, a tiny bit more difficult. Edited March 15, 2021 by Coyote21 Quote Link to comment Share on other sites More sharing options...
Clamp-o-Tron Posted March 15, 2021 Share Posted March 15, 2021 This whole MechJeb fiasco is my fault. I wrote the patch without testing it originally. Go ahead and make a PR on the GitHub, and I’m sure it’ll be merged. It’s been a little quiet from Hemeac recently, but I’m sure we’ll get back on track. As a side note, I would release an unofficial update to support CryoEnginesMethalox, but the whole hydro-methalox switch is so deeply ingrained into the internals of KTT that even I, probably the person with the 2nd most amount of knowledge with it in the world, have no idea. Until then, the engine placements are close enough. I could place them in the appropriate nodes if really needed. Quote Link to comment Share on other sites More sharing options...
8a58d4eee7fa4ef9b47eec3afa Posted March 16, 2021 Share Posted March 16, 2021 Thank you, guys. Looks like the patches are working good Also I love the @Coyote21's idea about different Mechjeb features for parts & command pods. Quote Link to comment Share on other sites More sharing options...
Coyote21 Posted March 16, 2021 Share Posted March 16, 2021 7 hours ago, Clamp-o-Tron said: This whole MechJeb fiasco is my fault. I wrote the patch without testing it originally. Lets get him! First to beat him over the head with his untested patch wins! (Bonus points if you can shove it somewhere delicate too) 7 hours ago, Clamp-o-Tron said: Go ahead and make a PR on the GitHub, and I’m sure it’ll be merged. I'll wait a week or so to see how much love the separate parts/pod idea gets first. Then I 'll PR either the simple fix to the current patch or the other separated parts/pod patch which every seems more appropriate. Quote Link to comment Share on other sites More sharing options...
Coyote21 Posted March 31, 2021 Share Posted March 31, 2021 Two more MM patches to get some of my favourite KSP mods to fit with my very favourite KSP mod. Kerbal Foundries2 - Personally I prefer these parts to those from Airplane+ and definitely more than Stock. Moves all parts to same nodes as their Airplane+ and Stock equivalents. Also adds the truck wheels to the Grounded (groundVehicles) node if it detects that Grounded is installed. Spoiler Research Bodies - Simple patch that just puts the Research Bodies orbital satellite into same node as first ScanSat parts. // Kiwi's Tech Tree Overhaul (ResearchBodies by Jplrepo Patch) // Version 1.0 // Created: 31 March 2021 for KSP 1.11.2 @PART[TrackBodiesTelescope]:AFTER[REPOSoftTech/ResearchBodies] { @TechRequired = basicScience } I have sent both (as well as my MJ2 patch from several posts ago) as pull requests but thought others may want to use them earlier. Quote Link to comment Share on other sites More sharing options...
Sabe042 Posted April 11, 2021 Share Posted April 11, 2021 I stumbled onto this mod recently and I'm having a lot of fun with it. I'm making progress on a pretty tough playthrough with Kerbalism, JNSQ, cryogenic engines, and a few more. However, I've noticed that the engine upgrades that reduce ignition failure rates don't seem to be applying for liquid or cryo engines. Engine descriptions still say a failure rate of 10% for standard engines and I have just researched the heavier rocketry tech where they should be down to 1%. Solid engines appear to be working properly, and follow the percentage that is listed in the upgrades. Has anyone else run into this problem or have an idea what might be causing it? Quote Link to comment Share on other sites More sharing options...
Coyote21 Posted April 15, 2021 Share Posted April 15, 2021 (edited) Another MM Patch, this time for MOIST! Underwater Technologies by Jatwaa. Spoiler // Kiwi's Tech Tree Overhaul (MOIST! Underwater Technologies by Jatwaa Patch) // Version 1.0 // Created: 15 March 2021 for KSP 1.11.2 // Probe Conning Tower // @PART[ConningTowerProbe]:AFTER[JDSA] { @TechRequired = engineering101 } // Ballast Tanks // @PART[JDSAMoistKee*]:AFTER[JDSA] { @TechRequired = basicRocketry } // Engines // @PART[WaterJet*,MOISTprop?]:AFTER[JDSA] { @TechRequired = flightControl } // RCS // @PART[UWMT]:AFTER[JDSA] { @TechRequired = flightControl } // Intakes // @PART[LiquidIntak*]:AFTER[JDSA] { @TechRequired = flightControl } Edited April 15, 2021 by Coyote21 Quote Link to comment Share on other sites More sharing options...
Zelda Posted April 15, 2021 Share Posted April 15, 2021 I have been a longtime KSP player and just started a career with KTT, and I am loving it so far - thank you for what obviously was a ton of work! It's been fun to have a totally different style of progression. One question, and sorry if this is obvious but I'm having a hard time parsing this. I am running CryoEngines / CryoTanks, and I unlocked the first few CryoRocketry nodes but I'm not seeing any way to actually get LH2 / OX tanks. I unlocked the CryoTanks but they seem to be LH2 only. Is there another upgrade further along the tree to enable switching tanks to LH2 / OX? Quote Link to comment Share on other sites More sharing options...
Coyote21 Posted April 15, 2021 Share Posted April 15, 2021 Two more patches. Both for Benjee10's excellent Planetside Exploration Technologies and HabTech2 part mods. Planetside Exploration Technologies Spoiler // Kiwi's Tech Tree Overhaul (Planetside Exploration Technologies by benjee10 Patch) // Version 1.0 // Created: 15 April 2021 for KSP 1.11.2 // Tanks // @PART[MMSEV_monopropSled]:NEEDS[Benjee10_MMSEV]:FOR[KiwiTechTree] { @TechRequired = advFlightControl } // Engines // @PART[DIRECT_KJ10]:NEEDS[Benjee10_sharedAssets]:FOR[KiwiTechTree] { @TechRequired = generalRocketry } // Structural // @PART[MMSEV_chassis]:NEEDS[Benjee10_MMSEV]:FOR[KiwiTechTree] { @TechRequired = advConstruction } @PART[Benjee10_MMSEV_base_adapter_0-9375,Benjee10_MMSEV_base_endCapRound]:NEEDS[Benjee10_MMSEV]:FOR[KiwiTechTree] { @TechRequired = generalConstruction } @PART[Benjee10_MMSEV_base_HDU_base,Benjee10_MMSEV_base_lifter,Benjee10_MMSEV_base_mount_1-875,Benjee10_MMSEV_base_platform]:NEEDS[Benjee10_MMSEV]:FOR[KiwiTechTree] { @TechRequired = advConstruction } @PART[Benjee10_MMSEV_baseTurbineBoo*]:NEEDS[Benjee10_MMSEV]:FOR[KiwiTechTree] { @TechRequired = advElectrics } // Robotics // @PART[Benjee10_MMSEV_baseTurbineMotor,Benjee10_MMSEV_wheelMount]:NEEDS[Benjee10_MMSEV]:FOR[KiwiTechTree] { @TechRequired = advConstruction } // Coupling // @PART[Benjee10_MMSEV_baseDockLowProfile]:NEEDS[Benjee10_MMSEV]:FOR[KiwiTechTree] { @TechRequired = docking } @PART[B10_APASv2]:NEEDS[Benjee10_sharedAssets]:FOR[KiwiTechTree] { @TechRequired = docking } // Wheel // @PART[Benjee10_MMSEV_wheelLinear]:NEEDS[Benjee10_MMSEV]:FOR[KiwiTechTree] { @TechRequired = landing } // Payload // @PART[Benjee10_MMSEV_logistics*]:NEEDS[Benjee10_MMSEV]:FOR[KiwiTechTree] { @TechRequired = earlyStations } // Heat Management // @PART[Benjee10_MMSEV_baseRadiator]:NEEDS[Benjee10_MMSEV]:FOR[KiwiTechTree] { @TechRequired = basicScience } // Electrics // @PART[Benjee10_MMSEV_baseSolarArray]:NEEDS[Benjee10_MMSEV]:FOR[KiwiTechTree] { @TechRequired = science201 } @PART[Benjee10_MMSEV_baseTurbine*]:NEEDS[Benjee10_MMSEV]:FOR[KiwiTechTree] { @TechRequired = advElectrics } // Science // @PART[Benjee10_MMSEV_baseLab,Benjee10_MMSEV_baseGreenhouse]:NEEDS[Benjee10_MMSEV]:FOR[KiwiTechTree] { @TechRequired = hydroponics } // Utility // @PART[Benjee10_MMSEV_baseHab*,Benjee10_MMSEV_crewTube?]:NEEDS[Benjee10_MMSEV]:FOR[KiwiTechTree] { @TechRequired = hydroponics } @PART[Benjee10_MMSEV_baseNode1-25,Benjee10_MMSEV_baseNode_vertical,Benjee10_MMSEV_base_TNode1-25]:NEEDS[Benjee10_MMSEV]:FOR[KiwiTechTree] { @TechRequired = earlyStations } @PART[Benjee10_MMSEV_baseHDU_hab,Benjee10_base_HDU_attic]:NEEDS[Benjee10_MMSEV]:FOR[KiwiTechTree] { @TechRequired = earlyStations } @PART[Benjee10_base_stairs,Benjee10_MMSEV_baseRailings]:NEEDS[Benjee10_MMSEV]:FOR[KiwiTechTree] { @TechRequired = engineering101 } @PART[Benjee10_MMSEV_headlight]:NEEDS[Benjee10_MMSEV]:FOR[KiwiTechTree] { @TechRequired = spaceExploration } HabTech2 Spoiler // Kiwi's Tech Tree Overhaul (HabTech2 by benjee10 Patch) // Version 1.0 // Created: 15 April 2021 for KSP 1.11.2 // Structural // @PART[ht2_truss_*,ht2_JEM_EF]:NEEDS[HabTech2]:FOR[KiwiTechTree] { @TechRequired = engineering101 } // Coupling // @PART[ht2_CBM,ht2_trussPort,ht2_radialTrussPort]:NEEDS[HabTech2]:FOR[KiwiTechTree] { @TechRequired = docking } // Payload // @PART[ht2_MPL*,ht2_moduleJEMlogistics,ht2_questPod]:NEEDS[HabTech2]:FOR[KiwiTechTree] { @TechRequired = storageTech } // Heat Management // @PART[ht2_radiatorTriple]:NEEDS[HabTech2]:FOR[KiwiTechTree] { @TechRequired = heatManagementSystems } // Electrics // @PART[ht2_solarArray_*]:NEEDS[HabTech2]:FOR[KiwiTechTree] { @TechRequired = advElectrics } // Science // @PART[ht2_module*]:NEEDS[HabTech2]:FOR[KiwiTechTree] { @TechRequired = earlyStations } // Pod // @PART[ht2_moduleCupola]:NEEDS[HabTech2]:FOR[KiwiTechTree] { @TechRequired = hydroponics } // Utility // @PART[ht2_PMA]:NEEDS[HabTech2]:FOR[KiwiTechTree] { @TechRequired = docking } @PART[ht2_questRack,ht2_handrail]:NEEDS[HabTech2]:FOR[KiwiTechTree] { @TechRequired = engineering101 } I think these will be the last from me for a while b/c all the mods I use regularly are now covered. Quote Link to comment Share on other sites More sharing options...
Ottomic Posted April 15, 2021 Share Posted April 15, 2021 (edited) 1 hour ago, Zelda said: I am running CryoEngines / CryoTanks, and I unlocked the first few CryoRocketry nodes but I'm not seeing any way to actually get LH2 / OX tanks. I unlocked the CryoTanks but they seem to be LH2 only. Is there another upgrade further along the tree to enable switching tanks to LH2 / OX? No the first node was empty for me too. Provided you have the tanks installed you should be able to change the type of fuel to any on any rank via right click on the vehicle editor. If you got tanks+engines separately via CKAN I'd suggest getting the all in one from the official forum thread. Edited April 15, 2021 by Ottomic Quote Link to comment Share on other sites More sharing options...
Zelda Posted April 15, 2021 Share Posted April 15, 2021 13 minutes ago, Ottomic said: If you got tanks+engines separately via CKAN I'd suggest getting the all in one from the official forum thread. I got them together on CKAN but I'll give installing from the GitHub release directly a try, thanks! I should note that it seems like none of the tank options are showing up for me. I unlocked the lighter 0.625M tanks and purchased the upgrade, but I don't see an option to use them anywhere. Other upgrades (like battery density, solar panel efficiency) work. I have a pretty extensive mod list but I thought I'd removed anything that might conflict with tank switching (i.e., ModularFuelTanks). Maybe I have something else going on in general with tanks. 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.