PortableGoogle Posted April 9, 2016 Share Posted April 9, 2016 In case anyone is curious, the current version (2.3) appears to work with the 1.1 pre release. Quote Link to comment Share on other sites More sharing options...
andrestirabo Posted April 11, 2016 Share Posted April 11, 2016 On 9/4/2016 at 11:57 PM, PortableGoogle said: In case anyone is curious, the current version (2.3) appears to work with the 1.1 pre release. Nice!!! Quote Link to comment Share on other sites More sharing options...
PortableGoogle Posted April 11, 2016 Share Posted April 11, 2016 17 minutes ago, andrestirabo said: Nice!!! The only thing i have run into is missing science experiments, but I'm pretty sure that's just me in Dmagic withdrawl lol. Quote Link to comment Share on other sites More sharing options...
iguana_man Posted April 15, 2016 Share Posted April 15, 2016 (edited) On 4/11/2016 at 11:43 PM, PortableGoogle said: The only thing i have run into is missing science experiments, but I'm pretty sure that's just me in Dmagic withdrawl lol. Dmagic Orbital Sciences is out for 1.1 Edited April 15, 2016 by iguana_man Quote Link to comment Share on other sites More sharing options...
Nertea Posted April 18, 2016 Author Share Posted April 18, 2016 Small update. "Official" 1.1 prerelease compatibility. Latest Changelog (2.4): KSP 1.1 version Adjusted some node connections and prerequisites from community input Fixed node cost of Experimental Nuclear Propulsion Quote Link to comment Share on other sites More sharing options...
Temeter Posted April 18, 2016 Share Posted April 18, 2016 26 minutes ago, Nertea said: Small update. "Official" 1.1 prerelease compatibility. Latest Changelog (2.4): KSP 1.1 version Adjusted some node connections and prerequisites from community input Fixed node cost of Experimental Nuclear Propulsion Thanks! Quote Link to comment Share on other sites More sharing options...
danfarnsy Posted April 20, 2016 Share Posted April 20, 2016 @Nertea Heads up: your curseforge download link on the front page points to the page for version 2.3, which no longer exists. It just needs to update to http://kerbal.curseforge.com/projects/community-tech-tree-2-4 instead. Quote Link to comment Share on other sites More sharing options...
Nertea Posted April 20, 2016 Author Share Posted April 20, 2016 Well that I can and will fix! Quote Link to comment Share on other sites More sharing options...
ss8913 Posted April 20, 2016 Share Posted April 20, 2016 will this update be coming to CKAN? I'm never quite sure if it's CKAN itself that's slow picking up updates, or if it's the mods themselves that aren't pushed there Quote Link to comment Share on other sites More sharing options...
vardicd Posted April 20, 2016 Share Posted April 20, 2016 So glad this is updated, now if only that mod that hides empty tech nodes updates soon, I'll be good to go. Quote Link to comment Share on other sites More sharing options...
garwel Posted April 21, 2016 Share Posted April 21, 2016 (edited) 17 hours ago, vardicd said: So glad this is updated, now if only that mod that hides empty tech nodes updates soon, I'll be good to go. You're talking Fog of Tech, right? Actually, it has updated already. Edited April 21, 2016 by garwel Quote Link to comment Share on other sites More sharing options...
vardicd Posted April 21, 2016 Share Posted April 21, 2016 6 minutes ago, garwel said: You're talking Fog of Tech, right? Actually, it has updated already. I was talking about: Not familiar with the one you're talking about. Quote Link to comment Share on other sites More sharing options...
garwel Posted April 21, 2016 Share Posted April 21, 2016 I see. The one I mentioned hides nodes that you can't research yet (to kinda keep that DISCOVERY! feeling). Quote Link to comment Share on other sites More sharing options...
ev0 Posted April 21, 2016 Share Posted April 21, 2016 3 minutes ago, vardicd said: I was talking about: Not familiar with the one you're talking about. Working on it. The KSP code changed a bit, and there's now a strange bug that deletes your accepted and completed contracts. Gotta figure out what's going on there. Quote Link to comment Share on other sites More sharing options...
vardicd Posted April 21, 2016 Share Posted April 21, 2016 8 minutes ago, ev0 said: Working on it. The KSP code changed a bit, and there's now a strange bug that deletes your accepted and completed contracts. Gotta figure out what's going on there. No prob, wasn't trying to rush you or anything, I just can't play without community tech tree, and I can't use it with all those empty nodes on it. It angers me. Quote Link to comment Share on other sites More sharing options...
sparkybear Posted April 22, 2016 Share Posted April 22, 2016 On 4/20/2016 at 3:01 AM, ss8913 said: will this update be coming to CKAN? I'm never quite sure if it's CKAN itself that's slow picking up updates, or if it's the mods themselves that aren't pushed there I'm curious about this as well. Sometimes it seems like CKAN isn't pushing updates properly, but sometimes it looks like mod authors aren't updating their CKAN configs to show compatibility for the new patch. I wish there was an easy tool to automate that if that's all there is to it. Quote Link to comment Share on other sites More sharing options...
Strangelove444 Posted April 22, 2016 Share Posted April 22, 2016 Hi! For some reason, ModuleManager isn't picking up the CTT after I've put the files in GameData - I'm not sure whats wrong, other mods are coming in fine. Logs show that ModuleManager sees it, but the tech tree it spits out is just vanilla... Quote Link to comment Share on other sites More sharing options...
Starstrider42 Posted April 23, 2016 Share Posted April 23, 2016 On 4/22/2016 at 3:15 AM, sparkybear said: I'm curious about this as well. Sometimes it seems like CKAN isn't pushing updates properly, but sometimes it looks like mod authors aren't updating their CKAN configs to show compatibility for the new patch. I wish there was an easy tool to automate that if that's all there is to it. There is, in fact, an automation tool, NetKAN. AFAIK it isn't a push system, it polls download sites (in particular, SpaceDock and GitHub) periodically. Don't know what the period is. Quote Link to comment Share on other sites More sharing options...
garwel Posted April 23, 2016 Share Posted April 23, 2016 2 hours ago, Starstrider42 said: There is, in fact, an automation tool, NetKAN. AFAIK it isn't a push system, it polls download sites (in particular, SpaceDock and GitHub) periodically. Don't know what the period is. Refreshing CKAN like every 15 minutes as I do these days, I see that it actually updates quite often. But some mods make it there much quicker than the others. Sometimes, you have to wait a couple of days until a new version is shown in the list. No idea why it is so. Quote Link to comment Share on other sites More sharing options...
ev0 Posted April 23, 2016 Share Posted April 23, 2016 (edited) Hide Empty Tech Tree Nodes for KSP v1.1 is available now, get it here You might see a couple tech lines intersecting tech nodes icons, but it looks like they also exist on the vanilla CTT. Nertea, what do you think of a fix? The line from Heavier Rocketry to Very Heavy Rocketry intersects the Nuclear Propulsion icon near the top, and the line from Advanced Solar Technology to Microwave Power Transmission intersects the Advanced Photovoltaic Materials icon near the bottom of the tree. Edited April 23, 2016 by ev0 Quote Link to comment Share on other sites More sharing options...
SpeckledFleebeedoo Posted April 28, 2016 Share Posted April 28, 2016 On 23-4-2016 at 8:57 PM, ev0 said: Hide Empty Tech Tree Nodes for KSP v1.1 is available now, get it here You might see a couple tech lines intersecting tech nodes icons, but it looks like they also exist on the vanilla CTT. @Nertea, what do you think of a fix? The line from Heavier Rocketry to Very Heavy Rocketry intersects the Nuclear Propulsion icon near the top, and the line from Advanced Solar Technology to Microwave Power Transmission intersects the Advanced Photovoltaic Materials icon near the bottom of the tree. Working perfect for me. Only the lines to the last node are a intersecting in my game. Looks way better than with all empty nodes. Would be nice if it were added to the recommended mods, especially on CKAN... Quote Link to comment Share on other sites More sharing options...
xiphias Posted May 1, 2016 Share Posted May 1, 2016 I have encountered an issue with 1.1.2 and CCT, yesterday I did a clean install from steam to KSP 1.1.2 and installed just the CCT and the ModuleManager 2.6.22, nothing else. In this case, the ModuleManager won't load the CCT, no idea why I reverted to the 1.1 pre-release through steam and then it worked perfectly. Has anyone else encounter this? And if so, know any fix other than to revert to the pre-release? Quote Link to comment Share on other sites More sharing options...
rakol Posted May 1, 2016 Share Posted May 1, 2016 (edited) 15 minutes ago, xiphias said: I have encountered an issue with 1.1.2 and CCT, yesterday I did a clean install from steam to KSP 1.1.2 and installed just the CCT and the ModuleManager 2.6.22, nothing else. In this case, the ModuleManager won't load the CCT, no idea why I reverted to the 1.1 pre-release through steam and then it worked perfectly. Has anyone else encounter this? And if so, know any fix other than to revert to the pre-release? Module manager was updated to .24 and works with 1.1.2. Download the latest from the page. See if that fixes your problem Edited May 1, 2016 by rakol Quote Link to comment Share on other sites More sharing options...
xiphias Posted May 2, 2016 Share Posted May 2, 2016 Yup it did, guess i was just stupid not to chech if a new version was out Thank you! Quote Link to comment Share on other sites More sharing options...
Faolmor Posted May 3, 2016 Share Posted May 3, 2016 The CKAN distribution has disappeared. Attempting to install anything that uses it result in "Cannot install CommunityTechTree, module is not available." Quote Link to comment Share on other sites More sharing options...
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