Nertea Posted July 12, 2017 Author Share Posted July 12, 2017 CTT 3.1.2 Changed Experimental Nuclear Propulsion to require both Experimental Rocketry and High Efficiency Nuclear Propulsion Added Spanish translation courtesy of fitiales Added Russian translation courtesy of vladmir_v Quote Link to comment Share on other sites More sharing options...
Nertea Posted July 26, 2017 Author Share Posted July 26, 2017 CTT 3.2.0 Added Heavy Landers [Cost 1500, Command Modules branch] Added Heavy Command Centers [Cost 1500, Command Modules branch] Added Specialized Command Centers [Cost 1000, Command Modules branch] Added Specialized Landers [Cost 1000, Command Modules branch] Quote Link to comment Share on other sites More sharing options...
Yemo Posted July 27, 2017 Share Posted July 27, 2017 Hey, anyone know where the experimental motors node went? should be at the same position as the new specialized landers node. Quote Link to comment Share on other sites More sharing options...
DStaal Posted July 28, 2017 Share Posted July 28, 2017 On 7/27/2017 at 2:09 PM, Yemo said: Hey, anyone know where the experimental motors node went? should be at the same position as the new specialized landers node. It appears to be being overlayed by specialized landers: Quote Link to comment Share on other sites More sharing options...
Nertea Posted July 28, 2017 Author Share Posted July 28, 2017 Oh dear. Quote Link to comment Share on other sites More sharing options...
RonnieThePotato Posted August 3, 2017 Share Posted August 3, 2017 Hi, I have a question. I'm currently mid career and I'm getting a few mods right now. I'm thinking of community tech tree, but will this break my career in any way, since some of the parts I have unlocked may have changed? Quote Link to comment Share on other sites More sharing options...
DStaal Posted August 4, 2017 Share Posted August 4, 2017 3 hours ago, RonnieThePotato said: Hi, I have a question. I'm currently mid career and I'm getting a few mods right now. I'm thinking of community tech tree, but will this break my career in any way, since some of the parts I have unlocked may have changed? Any unlocked parts will still be unlocked - and will *also* be in their new locations under CTT. So a minor breakage, as you'll see some stuff twice in the tech tree. (And have some things unlocked that you might not in theory be supposed to have access to yet.) Other than that, things should be fine. In general KSP doesn't handle changing tech trees min-career very well, but the issues are pretty much cosmetic. Quote Link to comment Share on other sites More sharing options...
RonnieThePotato Posted August 4, 2017 Share Posted August 4, 2017 4 hours ago, DStaal said: Any unlocked parts will still be unlocked - and will *also* be in their new locations under CTT. So a minor breakage, as you'll see some stuff twice in the tech tree. (And have some things unlocked that you might not in theory be supposed to have access to yet.) Other than that, things should be fine. In general KSP doesn't handle changing tech trees min-career very well, but the issues are pretty much cosmetic. Thanks for the answer! Quote Link to comment Share on other sites More sharing options...
JDCollie Posted August 20, 2017 Share Posted August 20, 2017 Could someone direct me to a list of the commands for CTT? I remember there being more than just @ for adding. (Though that was quite awhile ago) Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted August 20, 2017 Share Posted August 20, 2017 6 minutes ago, JDCollie said: Could someone direct me to a list of the commands for CTT? I remember there being more than just @ for adding. (Though that was quite awhile ago) Module Manager syntax is here Quote Link to comment Share on other sites More sharing options...
JDCollie Posted August 21, 2017 Share Posted August 21, 2017 1 hour ago, Aelfhe1m said: Module Manager syntax is here Ah, much appreciated! Quote Link to comment Share on other sites More sharing options...
ev0 Posted August 30, 2017 Share Posted August 30, 2017 On 7/27/2017 at 2:09 PM, Yemo said: Hey, anyone know where the experimental motors node went? should be at the same position as the new specialized landers node. On 7/28/2017 at 3:02 PM, DStaal said: It appears to be being overlayed by specialized landers: Will this be fixed in the next version? Quote Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted August 31, 2017 Share Posted August 31, 2017 4 hours ago, ev0 said: Will this be fixed in the next version? Nah @Nertea loves leaving bugs in his mods Quote Link to comment Share on other sites More sharing options...
Nittany Tiger Posted September 7, 2017 Share Posted September 7, 2017 @Yemo @DStaal @Nertea @ev0 @TheRagingIrishman I actually fixed that bug myself with a small edit of the config file. I just changed the position of two nodes in the config file (Advanced Motors and Experimental Motors), and Experimental Motors no longer overlaps Specialized Landers. The change is made in this part of the CommunityTechTree.cfg file. @RDNode:HAS[#id[advancedMotors]] { //pos = -1118,1067,-1 @pos = -1118,1048,-1 //Second number (Y-position) changed from 990 } @RDNode:HAS[#id[experimentalMotors]] { //pos = -952,1067,-1 @pos = -927,1048,-1 //Second number (Y-position) changed from 990 } So basically, the Experimental Motors node position just needed to be moved from Y = 990 to Y = 1048. I changed the other node position for the sake of symmetry. You can also changed the node position for Advanced Motors as well instead of moving two nodes up like I did.. I can also link my patched config here unless that's not allowed, or let @Nertea do it after he makes the bug fix. Quote Link to comment Share on other sites More sharing options...
ThreePounds Posted September 7, 2017 Share Posted September 7, 2017 Thanks for doing this! Out of curiosity, why don't you make this a PR and send it to Nertea? Quote Link to comment Share on other sites More sharing options...
Nittany Tiger Posted September 7, 2017 Share Posted September 7, 2017 (edited) PR? What's that? EDIT: Oh. Pull request? I'll have to figure out how to do that. Edited September 7, 2017 by Nittany Tiger Quote Link to comment Share on other sites More sharing options...
DStaal Posted September 8, 2017 Share Posted September 8, 2017 2 hours ago, Nittany Tiger said: PR? What's that? EDIT: Oh. Pull request? I'll have to figure out how to do that. It's fairly simple if you have a GitHub account: Just click edit on the file in the browser, and when you try to save it'll be the default option. (This works well for single-file changes. Multi-file changes are a bit harder.) Quote Link to comment Share on other sites More sharing options...
Nittany Tiger Posted September 8, 2017 Share Posted September 8, 2017 Ahh. Thank you. I just made the pull request then. Quote Link to comment Share on other sites More sharing options...
ThreePounds Posted September 16, 2017 Share Posted September 16, 2017 (edited) I've translated this awesome mod into German! The pull request will be up shortly on GitHub. Edited September 16, 2017 by Three_Pounds Quote Link to comment Share on other sites More sharing options...
Nertea Posted September 16, 2017 Author Share Posted September 16, 2017 Much appreciated, I will get to it when I can! Quote Link to comment Share on other sites More sharing options...
Brigadier Posted September 23, 2017 Share Posted September 23, 2017 (edited) A couple of us were wondering if CTT might be responsible for repeated parts entries in the tech tree. Seemingly random parts in different saves. Edit: Solved the immediate problem by editing the persistence.sfs file. No re-occurrence since and I don't believe this is a CTT issue. Edited October 6, 2017 by Brigadier Update Quote Link to comment Share on other sites More sharing options...
Nertea Posted October 6, 2017 Author Share Posted October 6, 2017 CTT 3.2.1 KSP 1.3.1 Fixed node location of Experimental Motors Quote Link to comment Share on other sites More sharing options...
Tyko Posted October 6, 2017 Share Posted October 6, 2017 3 hours ago, Nertea said: CTT 3.2.1 KSP 1.3.1 Fixed node location of Experimental Motors Thanks for the quick work! Quote Link to comment Share on other sites More sharing options...
Verix Posted October 21, 2017 Share Posted October 21, 2017 Great job on making this mod! It makes ksp so much of a more interesting game, I love it (Still very confused on mod relationships tho) Quote Link to comment Share on other sites More sharing options...
Saltshaker Posted November 20, 2017 Share Posted November 20, 2017 anybody know what mod is for the "specialized command centers" node? 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.