iueras Posted October 21, 2013 Share Posted October 21, 2013 (edited) Yup, they do indeed. Is that the issue, you think? For instance, [1.25_Heatshield].EDIT: I changed the part name in the part.cfg to 125Heatshield and edited the deadlytech.cfg accordingly. Still no luck. Edited October 21, 2013 by iueras Link to comment Share on other sites More sharing options...
HeadHunter67 Posted October 21, 2013 Share Posted October 21, 2013 I'll give this a try - I really like the concept of a tech tree, but it makes no sense that some things are so far down the stock tree - like ladders? Link to comment Share on other sites More sharing options...
billw Posted October 26, 2013 Share Posted October 26, 2013 KW parts set to aerodynamics node don't work in my install, needed to change them to aerodynamicSystems.Not sure why... Link to comment Share on other sites More sharing options...
billw Posted October 26, 2013 Share Posted October 26, 2013 Also advMetalWorks needed to be changed to advMetalworks. Lower case w... Link to comment Share on other sites More sharing options...
frizzank Posted October 26, 2013 Share Posted October 26, 2013 Nice idea, I like it. I may uninstall Novapunch and try this out. Nooooooooooooooooooooooo......................Also this mod is awesome, works great with FASA... Link to comment Share on other sites More sharing options...
ModZero Posted October 27, 2013 Share Posted October 27, 2013 In kwtech.cfg, you refer to advMetalWorks instead of advMetalworks, which ends up completely dropping a bunch of extra-large parts from the tree. Link to comment Share on other sites More sharing options...
rhoark Posted October 27, 2013 Author Share Posted October 27, 2013 1.4added configurations for B9, KAS, Infernal Robotics, IonCross Crew Support, and a subset of NovaPunch (liquid engines only)moved the basic ladder down to Startfixed some typos in node names Link to comment Share on other sites More sharing options...
MedievalNerd Posted October 27, 2013 Share Posted October 27, 2013 Oh! You actually made a module, I thought this was a new tech tree. Interesting. Must have took a while to get all the parts listed! Made a master list of those mods and a few more, and it literally took me 30 hours.This isn't compatible with TreeLoader though. (Just as an FYI for people using this) Link to comment Share on other sites More sharing options...
rhoark Posted October 27, 2013 Author Share Posted October 27, 2013 Oh! You actually made a module, I thought this was a new tech tree. Interesting. Must have took a while to get all the parts listed! Made a master list of those mods and a few more, and it literally took me 30 hours.This isn't compatible with TreeLoader though. (Just as an FYI for people using this)It's not a module or a new tree. It modifies the part.cfg files only. VetTech is a less-invasive alternative to TreeLoader - using them together would be redundant. Link to comment Share on other sites More sharing options...
rhoark Posted October 27, 2013 Author Share Posted October 27, 2013 (edited) I'm working on the phenomenon of missing parts. It has to do with parts that don't already have a techRequired in their original part cfgs.1.4.2Fixed problem of missing mod parts Edited October 27, 2013 by rhoark Link to comment Share on other sites More sharing options...
johnsonwax Posted October 27, 2013 Share Posted October 27, 2013 Parts that have moved down the tech tree to a node you've already opened can be clicked in the R&D building to enableIs there any way via plugin to automatically enable parts that are unlocked? It's unbelievably tedious to unlock a set like KW when you have 90% of the tree done. A plugin to do that (even if it made no tech tree changes) would be incredibly welcome. Link to comment Share on other sites More sharing options...
kaldak Posted October 27, 2013 Share Posted October 27, 2013 I really like this. The progression is much more comfortable than default, and being forced to return Science Jr. modules to Kerbin is a nice touch.I don't know if you're taking requests, but it'd be great to see Kethane in here too. I think that's the only big mod I still need to add to the tech tree manually at this point. Link to comment Share on other sites More sharing options...
rhoark Posted October 28, 2013 Author Share Posted October 28, 2013 I don't play with Kethane (like the concept, but not the way the kethane resource turns into everything else) so not likely to make something for it in the near future.I'll note I do play with FASA and HL airships and haven't seen anything yet that needs to be relocated. Link to comment Share on other sites More sharing options...
Synthesis Posted October 31, 2013 Share Posted October 31, 2013 (edited) Rhoark, thank you so much for updating this! Especially the KW fixes, I had a hell of a time trying to get that to work.EDIT: Any chance you'll take a crack at AIES? It's a big pack, but nothing you couldn't handle (imagine K&W with science and command parts). It's a long shot, but I thought I'd ask. Edited October 31, 2013 by Synthesis Link to comment Share on other sites More sharing options...
HeadHunter67 Posted November 2, 2013 Share Posted November 2, 2013 I installed this on my "vanilla"-ish build (well, it does have KSPX and RLA stockalikes, plus plugins), and so far it seems like a far more sensible and enjoyable tech tree! The stock tree is ridiculous - seems like I have access to all the scientific gear just in time to not need it any more. Yours works much better for me. Link to comment Share on other sites More sharing options...
Sinner2784 Posted November 3, 2013 Share Posted November 3, 2013 you are missing several parts of infernal robotics in your .cfg there is more than one part in some part.cfghere is my .cfg@PART[AdjustableRail]:Final { TechRequired=robotics entryCost=1000}@PART[AdjustableRailHalf]:Final { TechRequired=robotics entryCost=1000}@PART[AdjustableRailFourth]:Final { TechRequired=robotics entryCost=1000}@PART[dockingwasher_free]:Final { TechRequired=robotics entryCost=1000}@PART[dockingwasher_freejr]:Final { TechRequired=robotics entryCost=1000}@PART[dockingwasher_freesr]:Final { TechRequired=robotics entryCost=1000}@PART[dockingwasher_std]:Final { TechRequired=robotics entryCost=1000}@PART[dockingwasher_sr]:Final { TechRequired=robotics entryCost=1000}@PART[dockingwasher_jr]:Final { TechRequired=robotics entryCost=1000}@PART[GantryLarge]:Final { TechRequired=robotics entryCost=1000}@PART[Gantry]:Final { TechRequired=robotics entryCost=1000}@PART[GantrySmall]:Final { TechRequired=robotics entryCost=1000}@PART[GantryExtraSmall]:Final { TechRequired=robotics entryCost=1000}@PART[GantryLargeVariant]:Final { TechRequired=robotics entryCost=1000}@PART[GantryVariant]:Final { TechRequired=robotics entryCost=1000}@PART[GantrySmallVariant]:Final { TechRequired=robotics entryCost=1000}@PART[GantryExtraSmallVariant]:Final { TechRequired=robotics entryCost=1000}@PART[IRHingeClosed]:Final { TechRequired=robotics entryCost=1000}@PART[IRHingeClosedHalf]:Final { TechRequired=robotics entryCost=1000}@PART[IRHingeClosedFourth]:Final { TechRequired=robotics entryCost=1000}@PART[IR_HingeIndustrial]:Final { TechRequired=robotics entryCost=1000}@PART[IRHingeOpen]:Final { TechRequired=robotics entryCost=1000}@PART[IRHingeOpenHalf]:Final { TechRequired=robotics entryCost=1000}@PART[IRHingeOpenFourth]:Final { TechRequired=robotics entryCost=1000}@PART[IRHingeTall]:Final { TechRequired=robotics entryCost=1000}@PART[IRHingeTallHalf]:Final { TechRequired=robotics entryCost=1000}@PART[IRHingeTallFourth]:Final { TechRequired=robotics entryCost=1000}@PART[IRHingeTallND]:Final { TechRequired=robotics entryCost=1000}@PART[IRHingeTallHalfND]:Final { TechRequired=robotics entryCost=1000}@PART[IRHingeTallFourthND]:Final { TechRequired=robotics entryCost=1000}@PART[IRPiston]:Final { TechRequired=robotics entryCost=1000}@PART[IRPistonHalf]:Final { TechRequired=robotics entryCost=1000}@PART[IRPistonFourth]:Final { TechRequired=robotics entryCost=1000}@PART[IR_Rotatron]:Final { TechRequired=robotics entryCost=1000}@PART[IR_RotatronHalf]:Final { TechRequired=robotics entryCost=1000}@PART[IR_RotatronFourth]:Final { TechRequired=robotics entryCost=1000}@PART[IR_Rotatronmk2]:Final { TechRequired=robotics entryCost=1000}@PART[IR_RotatronVTOL]:Final { TechRequired=robotics entryCost=1000}@PART[TelescopeFullA]:Final { TechRequired=robotics entryCost=1000}@PART[TelescopeFullB]:Final { TechRequired=robotics entryCost=1000}@PART[TelescopeFullC]:Final { TechRequired=robotics entryCost=1000}@PART[TelescopeHalfA]:Final { TechRequired=robotics entryCost=1000}@PART[TelescopeHalfB]:Final { TechRequired=robotics entryCost=1000}@PART[TelescopeHalfC]:Final { TechRequired=robotics entryCost=1000}@PART[TelescopeFourthA]:Final { TechRequired=robotics entryCost=1000}@PART[TelescopeFourthB]:Final { TechRequired=robotics entryCost=1000}@PART[TelescopeFourthC]:Final { TechRequired=robotics entryCost=1000} Link to comment Share on other sites More sharing options...
amo28 Posted November 4, 2013 Share Posted November 4, 2013 Any chance you'll take a crack at AIES? It's a big pack, but nothing you couldn't handle (imagine K&W with science and command parts). It's a long shot, but I thought I'd ask.I 2nd this. AIES and Kosmos are two packs I'd like to see integrated to the tree here -- AIES is especially important now that RemoteTech is back. It's a must-have pack for unmanned probes. Link to comment Share on other sites More sharing options...
balu0 Posted November 4, 2013 Share Posted November 4, 2013 Can you make a Remote Tech 2 integration ? Link to comment Share on other sites More sharing options...
Solra Bizna Posted November 5, 2013 Share Posted November 5, 2013 This mod (along with Deadly Reentry's tech tree stuff) did not work for me... until I deleted MMSarbianExt. Now everything works fine. Link to comment Share on other sites More sharing options...
Synthesis Posted November 11, 2013 Share Posted November 11, 2013 Not to sound ungrateful--I am super grateful for this mod, even now--but will you be updating the K&W module manager file to reflect the new parts in 2.5.5? I'll hold off updating K&W until then I think. Link to comment Share on other sites More sharing options...
PolishRenegade Posted November 20, 2013 Share Posted November 20, 2013 Just wanted you to know that I love your work on the tech tree. Yours is the only tree that properly incorporates all the major KSP mods and actually keep the stock tree while providing a decent challenge.Continue your good work.Thank you. Link to comment Share on other sites More sharing options...
rhoark Posted December 19, 2013 Author Share Posted December 19, 2013 I'd like to get to the little nagging issues with mod support, but to be honest its not high on my priorities right now. It was never my intention to issue continual updates to keep pace with the whole modding scene, just to get things rapidly to what I considered a playable state at the release of .22That aside, bumping for the fact VT already has basic docking ports in Space Exploration, right where the new science lab goes, so you can start making actual science stations separate from your probes. Imagine that! Link to comment Share on other sites More sharing options...
Taki117 Posted August 28, 2014 Share Posted August 28, 2014 IS there any way to adapt this for use with KSP Interstellar? I use KSPI and I've noticed that the stock parts are in their usual place, not the updated place that Vet Tech puts them in and I'd like to fix it and post the result here. Any advice would be appreciated. Link to comment Share on other sites More sharing options...
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