TMS Posted October 14, 2013 Share Posted October 14, 2013 -Changed the node sizes on all parts to be as close as possible to their sizeDoes the node size affect the node strength and/or stability?Thanks for the update, BTW. Radial SAS is always welcome. Link to comment Share on other sites More sharing options...
ZobrAA Posted October 14, 2013 Share Posted October 14, 2013 Does the node size affect the node strength and/or stability?No, it's for FAR compability. Link to comment Share on other sites More sharing options...
ZobrAA Posted October 14, 2013 Share Posted October 14, 2013 (edited) Also bugreport!Same mistake in all three new flat adapters - top and bottom stack nodes definitions are messed up...Fallacious:MODEL{model = KWRocketry/Parts/Structural/KWFlatadapter2x1/KW_Struct_FlatAdapter21scale = 0.53333, 0.53333, 0.53333}scale = [I][B]0.66666[/B][/I]// --- node definitions ---// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Znode_stack_[U]bottom[/U] = 0.0, [I][B]0.600[/B][/I], 0.0, 0.0, 1.0, 0.0, [U]2[/U]node_stack_[U]top[/U] = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, [U]1[/U]MODEL{model = KWRocketry/Parts/Structural/KWFlatadapter3x1/KW_Struct_FlatAdapter31scale = 0.53333, 0.53333, 0.53333}scale = [I][B]0.66666[/B][/I]// --- node definitions ---// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Znode_stack_[U]bottom[/U] = 0.0, [I][B]0.900[/B][/I], 0.0, 0.0, 1.0, 0.0, [U]3[/U]node_stack_[U]top[/U] = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, [U]1[/U]MODEL{model = KWRocketry/Parts/Structural/KWFlatadapter3x2/KW_Struct_FlatAdapter32scale = 0.53333, 0.53333, 0.53333}scale = [I][B]0.66666[/B][/I]// --- node definitions ---// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Znode_stack_[U]bottom[/U] = 0.0, [I][B]0.65[/B][/I], 0.0, 0.0, 1.0, 0.0, [U]3[/U]node_stack_[U]top[/U] = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, [U]2[/U]Correct (must be):MODEL{model = KWRocketry/Parts/Structural/KWFlatadapter2x1/KW_Struct_FlatAdapter21scale = 0.53333, 0.53333, 0.53333}scale = [I][B]1[/B][/I]// --- node definitions ---// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Znode_stack_[U]top[/U] = 0.0, [I][B]0.4[/B][/I], 0.0, 0.0, 1.0, 0.0, [U]1[/U]node_stack_[U]bottom[/U] = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, [U]2[/U]MODEL{model = KWRocketry/Parts/Structural/KWFlatadapter3x1/KW_Struct_FlatAdapter31scale = 0.53333, 0.53333, 0.53333}scale = [I][b]1[/b][/I]// --- node definitions ---// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Znode_stack_[U]top[/U] = 0.0, [I][B]0.6[/B][/I], 0.0, 0.0, 1.0, 0.0, [U]1[/U]node_stack_[U]bottom[/U] = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, [U]3[/U]MODEL{model = KWRocketry/Parts/Structural/KWFlatadapter3x2/KW_Struct_FlatAdapter32scale = 0.53333, 0.53333, 0.53333}scale = [I][b]1[/b][/I]// --- node definitions ---// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Znode_stack_[U]top[/U]= 0.0, [I][B]0.43333[/B][/I], 0.0, 0.0, 1.0, 0.0, [U]2[/U]node_stack_[U]bottom[/U] = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, [U]3[/U] Edited October 14, 2013 by ZobrAA Link to comment Share on other sites More sharing options...
Kickasskyle Posted October 14, 2013 Author Share Posted October 14, 2013 Also bugreport!Whoops, my bad.I doubt it'll have drastic consequences but I'll change it for the next version. Link to comment Share on other sites More sharing options...
harold1363 Posted October 16, 2013 Share Posted October 16, 2013 will the parts be assigned to tech nodes in 0.22? Link to comment Share on other sites More sharing options...
Deltac Posted October 16, 2013 Share Posted October 16, 2013 will the parts be assigned to tech nodes in 0.22?In one of the episodes of KSPTV (a Squadcast episode), Max said "You'll need plugins." I would like this to be confirmed, though. As far as I would assume, all you would do is put it's category in the cfg of the part, but if it will require a plugin, hoh boy. Anyway, like I said, someone confirm/deny what I heard with some evidence. Link to comment Share on other sites More sharing options...
B787_300 Posted October 16, 2013 Share Posted October 16, 2013 I would hope not deltac, i seem to remember them saying that it is text based if you are adding to a node, and relatively simple to add new nodes, but, alas I have no source for that Link to comment Share on other sites More sharing options...
TomatoSoup Posted October 16, 2013 Share Posted October 16, 2013 I eagerly await the integration to Career mode!Incidentally, at the very least it seems easy enough to add these to existing groups. Quickly opening a cockpit I found this line in the code:TechRequired = advFlightControlA quick search does not, however, find that string defined anywhere besides in parts. While I suppose the existing nodes may be defined in code, I cannot find an existing, user-editable file that can be easily accessed. Link to comment Share on other sites More sharing options...
Kickasskyle Posted October 17, 2013 Author Share Posted October 17, 2013 I'll start assigning the parts into specific research categories when I get home from work today, I don't suspect it will take that long to do. Link to comment Share on other sites More sharing options...
KhaosCorp Posted October 17, 2013 Share Posted October 17, 2013 Awesome! Eager to see how ya break it all up =P Link to comment Share on other sites More sharing options...
BadManiac Posted October 17, 2013 Share Posted October 17, 2013 Also eagerly awaiting the KW update to the science and research system. I'm holding off updating until then. Can't play without KW Thank you for all your work Kyle! Kickass indeed. Link to comment Share on other sites More sharing options...
B787_300 Posted October 17, 2013 Share Posted October 17, 2013 hey Kyle you might want to look into R4m0n's Techtree loader if you want to put your parts into new nodes or reorder the tree. Link to comment Share on other sites More sharing options...
Sunshine Posted October 17, 2013 Share Posted October 17, 2013 So good to see my favorite project alive and kicking! Link to comment Share on other sites More sharing options...
LameLefty Posted October 17, 2013 Share Posted October 17, 2013 Can't wait for the Career Mode update for this pack. I'm sure it'll add even more to an already-entertaining new way to play the game. Link to comment Share on other sites More sharing options...
Lawthfar Posted October 17, 2013 Share Posted October 17, 2013 Can't wait for the Career Mode update for this pack. I'm sure it'll add even more to an already-entertaining new way to play the game.I 100% agree Link to comment Share on other sites More sharing options...
Kickasskyle Posted October 17, 2013 Author Share Posted October 17, 2013 Away we go with 2.5.4!-Added a tech tree, see the OP's changelog image if you want a rough shake down of what's added where. Some minor things have been moved since I made that image nothing that should really effect people too deeply.-Fixed those node sizes on the flat adapters Link to comment Share on other sites More sharing options...
dlrk Posted October 17, 2013 Share Posted October 17, 2013 Upon seeing this update, I cheered outloud! Link to comment Share on other sites More sharing options...
nismobg Posted October 18, 2013 Share Posted October 18, 2013 You sir are a god among men , I just started placing the parts in the tree when i saw your update , thank you !!!! Link to comment Share on other sites More sharing options...
Sunshine Posted October 18, 2013 Share Posted October 18, 2013 @DevteamCan you guys please make a tech tree version that is "standalone"?After every update, the first thing I do is removing all stock parts for tanks, engines and things I would never use anyways, I rely on mods to 99%.Since KW is quite complete, besides pods, this would surely be much appreciated.Right now I dont even have a tank or engine to do anything.I will edit the files myself for now, but in the future, a stand alone version would surely find it's users... Link to comment Share on other sites More sharing options...
nismobg Posted October 18, 2013 Share Posted October 18, 2013 Sunshine i think you still have to delete the Squad parts anyways, as long as KW has the matching parts Link to comment Share on other sites More sharing options...
Sunshine Posted October 18, 2013 Share Posted October 18, 2013 No, why would I?There is no limit or something being overwritten. You can add any part you want into any category with a simple .cfg edit.No problem having stock and mod parts mixed up, I just don't like them (stock parts), that's why I kill them off every time. Link to comment Share on other sites More sharing options...
Rassa Farlander Posted October 18, 2013 Share Posted October 18, 2013 AWESOME JOB KW Team!!!! Loving it!Kinda your own fault for deleting the stock parts isnt it? Why not keep them just to earn the science? This confuses me a bit.... Link to comment Share on other sites More sharing options...
Sunshine Posted October 18, 2013 Share Posted October 18, 2013 AWESOME JOB KW Team!!!! Loving it!Kinda your own fault for deleting the stock parts isnt it? Why not keep them just to earn the science? This confuses me a bit....Was I blaming someone? Did you actually understand the point of my request? It seems you did not.The whole point is to be able to use KW exclusively, without stock engines or tanks. Link to comment Share on other sites More sharing options...
Rassa Farlander Posted October 18, 2013 Share Posted October 18, 2013 Then sounds like you have some work cut out for you in the CTG files Link to comment Share on other sites More sharing options...
Sunshine Posted October 18, 2013 Share Posted October 18, 2013 Not sure what you want to say...? Link to comment Share on other sites More sharing options...
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