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[WIP][TechTree @ 0.23.5] - [MS19e] - Realistic Progression LITE


MedievalNerd

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Looking forward to the next release myself! Will it be save-compatible by any chance?

No, I'm afraid not. Completely redone tree for the most part. Some experiment replaced by others, etc.

Not to bother you as you work on tree, but will we have all included pods (from FASA. AIES, Novapunch, ect) in techtree, or only select ones? I guess i could wait for release to see, but i'm fairly excited!

Thanks for putting all the effort in!

Things that aren't balanced for RPL yet will be in a node at the end of the tree, or i'll put them aside. (unconnected but available)

Cheers,

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Im i the only one that is wanting to know why is there a "Things that don't work" node on the techtree? (Got it, its for the "things that don't work", but why was it created?) Did you removed that on MS19? Im really curious :D

lol,

It's just so the parts had a home. And yes there will be some similar nodes. :) I made so many changes I'm going mad with Tree Edit. I was talking to a friend earlier and I came up with a decent analogy. It's like trying to make a puzzle while wearing binoculars and you have t-rex arms. I'll make a dev video tonight or tomorrow to show what I'm doing. :)

Perhaps it will be enlightening, mildly entertaining and hopefully somewhat useful.

Cheers,

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Hi

Will we have both a stock squad style seismic sensor and a interstellar "impact" style sensor or one or the other, as they seem to use same part (stock squad seismic sensor)? If both are included the AIES seismic sensor could be used to give them different models.

Edited by Guest
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Hi

Will we have a stock style seismic sensor and a interstellar "impact" style sensor or one or the other, as they seem to use same part (stock seismic sensor)?

I'm not removing anything, they'll just be grouped differently. Take note that there will surely be a lot of fixes after tomorrow's release so take that in mind when starting new games and what not. :)

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I'm not removing anything, they'll just be grouped differently. Take note that there will surely be a lot of fixes after tomorrow's release so take that in mind when starting new games and what not. :)

Did nathan link you the 2 RPL science tweak files? the ones that added all science instruments from all listed RPL mods to your original tweak files?

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Did nathan link you the 2 RPL science tweak files? the ones that added all science instruments from all listed RPL mods to your original tweak files?

He sent me a link late last night, was it for?

Thanks!

@ALL

So, I'm nearly getting there. But since I was a bit overly ambitious with this reworking of RPL, there will be surely some weird parts here and there that don't fit! D: Fuel Tanks mainly, since I'm a big fan of PP & SSRB, I don't really care much for where they are. They were roughly OK for MS18 so they shouldn't be too off.

For rocket specific parts, like the FASA mercury or Gemini ones, I've decided to bundle them up in their respective nodes. So you'll have some SRBs, engines, SAS in those nodes. They haven't been slipped into Real fuels or RO, so they don't have tech levels. Once we've ironed out the major issues with this release i'll see if I can just put them in their matching tech level node in terms of 'release date'. :)

I can't find 2 of the probes I made for MS19, they might be hiding in some obscure node, or i'll add them via hotfix ASAP.

Just to reinstate to everyone this is still what I consider to be alpha. IE, not everything is implemented, not everything is working, and I don't expect people to be able to play a full campaign just yet. I am making some changes to the tree to allow for a more vanilla progression (IE, putting stock instruments in a separate tree to give access to more science early on.)

It's coming!

Edited by MedievalNerd
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I dont think fuel tank placement matters to much, most of us should delete all non-radial fuel tanks anyways i would think and use stretchies only (isnt that why we use stretchy tanks...), i would just keep them in the "doesnt work/not implemented" node at the end of the tree at some unobtainable point cost.

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I dont think fuel tank placement matters to much, most of us should delete all non-radial fuel tanks anyways i would think and use stretchies only (isnt that why we use stretchy tanks...), i would just keep them in the "doesnt work/not implemented" node at the end of the tree at some unobtainable point cost.

Hey Aazard, what was that link you were talking about earlier? What was it for?

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The link was to sciencedef tweaks and science instrument tweaks (made by editing the files you had in the RPL tweak files) to include all science instruments in all the mod packages RPL has on supported list...i think they are here...

complete sciencedef RPL fix for all parts from squad, aies, interstellar and fasa: https://www.dropbox.com/s/nso552en9fgadot/RPL_Tweaks_ScienceDefs_All.cfg

complete science instrument RPL fix for all parts from squad, aies, interstellar and fasa: https://www.dropbox.com/s/maq0jcb0vg9aqh5/RPL_Tweaks_ScienceInstruments_All_v2.cfg

NOTE: i am still learning this MM cfg tweaking thing, so i would give them a small look over for any errors, but it seems to work in my testing, i have a version of "RPL_Tweaks_ScienceInstruments_All_v2.cfg" that doesnt have the lines needed to make data collectable via EVA, if you find that file too un-conservative, feel free to use, edit and distribute these files (as they are yours that i edited) or to dance around them as you burn them

Edited by Guest
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The link was to sciencedef tweaks and science instrument tweaks (made by editing the files you had in the RPL tweak files) to include all science instruments in all the mod packages RPL has on supported list...i think they are here...

complete sciencedef RPL fix for all parts from squad, aies, interstellar and fasa: https://www.dropbox.com/s/nso552en9fgadot/RPL_Tweaks_ScienceDefs_All.cfg

complete science instrument RPL fix for all parts from squad, aies, interstellar and fasa: https://www.dropbox.com/s/maq0jcb0vg9aqh5/RPL_Tweaks_ScienceInstruments_All_v2.cfg

NOTE: i am still learning this MM cfg tweaking thing, so i would give them a small look over for any errors, but it seems to work in my testing, i have a version of "RPL_Tweaks_ScienceInstruments_All_v2.cfg" that doesnt have the lines needed to make data collectable via EVA, if you find that file too un-conservative, feel free to use, edit and distribute these files (as they are yours that i edited) or to dance around them as you burn them

I just "finished" messing with the tree. I have to get this out asap, I'm quite out of time. So I'll take these files of yours and we'll sort it out this week. :)

Oh, look at that, no more MS18 tree in Tree Loader. How sad. :P

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Howdy all,

I've released MS19 after a long, long wait. It's still quite messed up, so please bear with me.

I will be releasing hotfixes as fast as possible throughout the coming days to iron out the most critical issues.

A few known "issues":

* Missing quite a few probes which will be added shortly. (Unmanned: Mars & Venus flybys, Moon sample retrieval, Sputnik 3 & Luna 2.) (Manned, Mercury & Gemini)

* Balance is all over the place, I tried to reduce the amount of node costs to try and allievate.

* Some parts still need to be RO'd, using Aazard's MM files to fix in the meantime. (Thanks!)

* Antenna ranges & power con revamp hasn't implemented yet. (Thanks Brooklyn666!)

* ... I have to add a file to include the PP & Stretchy tech levels... Oups... I'll do it tonight.

MS19 notes:

* A few nodes are free, please check the next node in any branch to see if you can unlock it. This was to help and make the tree layout more spacious, and less crammed together.

* Stock instruments are available in a sub tree off the left of the starting node. Use these to go around balance issues and what not.

* Offworld Mining & Refining is a sub tree with it's starting node on the left side of the tree. (expensive)

* Heatsinks are available on the get go for very cheap in the tree.

These are just a few things off the top of my head. The changes are way more dramatic than this, I'm just a little burnt! :)

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Well done, I almost got 2 releases out to your none but you beat me by a day ;) But that's good, it means now I've almost finished my next release I can relax and play with yours.

Hehe, sorry!

Things were pretty crazy in the past months. Doing the hotfixes for MS19 won't take too long, plus I'm sure you guys and gals will find a bunch of stuff I surely missed. Getting tunnel vision after all this time. :)

The worst thing I looked over was putting in the file to include tech levels for SSRB & PP... Oups. Tonight!

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no stayputniks in starting tech? unless i was met to overwrite RPL tweak folder with newer one, to keep the old custom probes.

I currently only see vanguard probe core

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BUG report #1: bumper probe requires 750 data for radiation readings, BUT it caps at 500 data storage (so cant get data points to complete), odd issues with atmo test reporting 10 point value @ 100% but the bar looks like it would fill to the 35.71428 pts level (humm...)

Sorry to have the 1st real bug report :(

NOTE: i just looked at the bumper cfg, it seems to say: "xmitDataScalar = 1.0" and the base/cap values match, I wonder if its just me having this issue? but the 750 data needed for bumper low space readings and the max data storage of 500 does seem to be an over-looked issue

I'm puzzled why i didnt transmit @ 100% (nor does recovery yield 100% of points, atmo experiment on bumper would need 3 or 4 attempts to get all points)

Ok after trying a few times, it does report 100% transmission but only for a value of 10pts (not the 35.71428 pts listed in sciebce def's), maybe its confusing this with RPL probe report (as its 10 points IIRC)

EDIT: after looking through tweak files and part cfg of bumper.... i am stumped, all i can think is that it doesnt like the decimal value on point reward or it somehow thinks bumper transmits/recovers at the RPL probe reading value, this issue seems abit deeper than my ability to fix it goes, infact i am 100% clueless as to the cause

here is a pic of issue, reports 10 pts only: i will now run in circles, flailing my arms in panic.. OMG what is "kerbin spacealtitudethreshold 3.5786E+07" mean?

2021D9E5ABEA078F4EE90C925817266F243833BC

Edited by Guest
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First, thanks for making this mod MedievalNerd, it's fantastic from the small amount I can actually use.

For MS19a I am starting a career mode and have noticed two things:

  1. As noted above, WAC Bumper probe requires 750 data for rad, but allows a max of 500. I checked the cfgs and couldn't work out why.
  2. The Vanguard experiments seem to be configured incorrectly, the Low Space experiment says you need to be 'Flying High.' I checked RPL_ScienceDefs.cfg for this issue and couldn't spot why it was happening.

It might also be worth considering uploading in ZIP files instead of RAR.

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Don't know if you're serious Aazard but 3.5786E+07 should be geostationary orbit height and where "in space high over Kerbin" begins :)

Edit: Now that I also looked at the image, it seems a bit out of context. I shall now also flail my arms and run in circles.

Edited by ThorBeorn
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For MS19a I am starting a career mode and have noticed two things:

  1. As noted above, WAC Bumper probe requires 750 data for rad, but allows a max of 500. I checked the cfgs and couldn't work out why.
  2. The Vanguard experiments seem to be configured incorrectly, the Low Space experiment says you need to be 'Flying High.' I checked RPL_ScienceDefs.cfg for this issue and couldn't spot why it was happening.

1. - GameData\Tweaks\RO\RPL_03MBumperCorepart.cfg ExperimentCost and MaxDataAmount - either set both to 500, or to 750.

2. - GameData\RPL\Parts\Vanguard\RPL_Vanguard.cfg TargetSituation = FlyingHigh - change to TargetSituation = InSpaceLow

and

GameData\RPL\Science\RPL_ScienceDefs.cfg requireAtmosphere = True - requireAtmosphere = False

By looking through the sciencedefs, it seems like the Vanguard also has the requireAtmosphere = True for HEO experiments.

Another bug - not sure if that only happens when you do the changes above, but if you resume a flight (only did sub-orbital for now) with the Vanguard, the model reverts back to the - 0.625m model Stayputnik.

Edited by disembodied
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