Angelo Kerman Posted March 1, 2018 Share Posted March 1, 2018 9 minutes ago, theonegalen said: @Angel-125 but I need a sprawling tech tree to make it hard to decide where to spend my points! A sprawling tech tree is only good when there's stuff to put in the nodes. If you have a tree whose nodes are mostly devoid of parts because the scant few mods who use them aren't installed, then what good are those nodes? I still think that there are plenty of CTT nodes in which to put parts. Heck, with careful design I've managed to put nearly all my parts into the stock tech tree. DSEV does add a few extra nodes but only when CTT isn't installed. In that case I just go with what's already there. Adding more and more nodes to the baseline CTT will just dilute it; if you really need custom, then try creating your own branch. I've done that in one case. Quote Link to comment Share on other sites More sharing options...
theonegalen Posted March 1, 2018 Share Posted March 1, 2018 (edited) @Angel-125 No, I agree, I dont think I need any more branches than CTT offers. With part unlock costs, making strategic decisions about parts isn't limited to tech nodes either. EDIT: That being said, I did download and update a new branch for naval vessels, and create one of my own for propeller engines. A lot of that was to declutter my parts list in the early game, but a lot of it was also my obsession that everything must be in its proper place in relation to everything else. Edited March 2, 2018 by theonegalen Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted March 4, 2018 Share Posted March 4, 2018 (edited) @Nertea Alright, clearly there is no support for any additional fusion propulsion tech nodes, I guess I keep them exclusive for KSPIE, like I did for the FasterTHanLight tech node I proposed in the past. Now for something different. Currently the Antimatter power technode can only be unlocked by the Advanced Fusion tech nodes. But why is this? Wouldn't it make sence if it could also be unlocked by the Nuclear Power technology? Therefore I propose to make the antimatter power technode by either Advanced Fusion OR Exotic Nuclear Power To prevent any crossing of dependencies, I suggest to move it above the fusion power tech nodes It would then look like this This effectively allows the option you to bypass fusion technology completely to unlock antimatter power, and more options in my view is a good thing Edited March 4, 2018 by FreeThinker Quote Link to comment Share on other sites More sharing options...
JPGSP Posted March 11, 2018 Share Posted March 11, 2018 does kw rocketry adds any branches? Quote Link to comment Share on other sites More sharing options...
Nertea Posted March 14, 2018 Author Share Posted March 14, 2018 On 3/4/2018 at 10:49 AM, FreeThinker said: @Nertea Alright, clearly there is no support for any additional fusion propulsion tech nodes, I guess I keep them exclusive for KSPIE, like I did for the FasterTHanLight tech node I proposed in the past. Now for something different. Currently the Antimatter power technode can only be unlocked by the Advanced Fusion tech nodes. But why is this? Wouldn't it make sence if it could also be unlocked by the Nuclear Power technology? Therefore I propose to make the antimatter power technode by either Advanced Fusion OR Exotic Nuclear Power To prevent any crossing of dependencies, I suggest to move it above the fusion power tech nodes It would then look like this This effectively allows the option you to bypass fusion technology completely to unlock antimatter power, and more options in my view is a good thing That's a pretty minor change except for verifying new coordinates. Care to take a stab at it? Maybe add to this PR? Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted March 14, 2018 Share Posted March 14, 2018 3 hours ago, Nertea said: That's a pretty minor change except for verifying new coordinates. Care to take a stab at it? Maybe add to this PR? Ok done Notice to prevent any crossing lines I also had to remove antimatterpower as a parent from ultraHigEnergyPhysics which I moved to the same high as appliedHighEnergyPhysics Quote Link to comment Share on other sites More sharing options...
Nertea Posted March 22, 2018 Author Share Posted March 22, 2018 Update: KSP 1.4.1 Small restructure to nuclear nodes and connectivities Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted March 22, 2018 Share Posted March 22, 2018 On 17/11/2014 at 6:14 AM, Nertea said: Q: Anything about CKAN A: Not supported. The older 1.3.1 version is there though. Did the update to 1.4 change much? Or both versions pretty much do the same? Quote Link to comment Share on other sites More sharing options...
Nertea Posted March 22, 2018 Author Share Posted March 22, 2018 2 minutes ago, Daniel Prates said: The older 1.3.1 version is there though. Did the update to 1.4 change much? Or both versions pretty much do the same? What people do with this mod and CKAN is their business. Also, there's a changelog in the post above yours. Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted March 22, 2018 Share Posted March 22, 2018 55 minutes ago, Nertea said: What people do with this mod and CKAN is their business. Also, there's a changelog in the post above yours. No need to be rude, I was just pointing the fact that it is there. Also, I read the changelog, that's not really what I was asking. But sorry for bothering you. Quote Link to comment Share on other sites More sharing options...
Nertea Posted March 22, 2018 Author Share Posted March 22, 2018 Well, you asked a question about CKAN, I added my canned response, which is just letting you know that actual CKAN questions are not supported. And well... a changelog is what it is. I can't describe it any better than that really, it would just be similar words in a different order. I'm sorry if I offended you. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 22, 2018 Share Posted March 22, 2018 On 3/11/2018 at 8:35 AM, JPGSP said: does kw rocketry adds any branches? No Quote Link to comment Share on other sites More sharing options...
Arni01 Posted March 22, 2018 Share Posted March 22, 2018 5 hours ago, Daniel Prates said: The older 1.3.1 version is there though. Nertea doesn't support CKAN, but the CKAN folks do, so that's why you can find it there. Any problems or questions related to CKAN should be asked from the developers of CKAN, not Nertea. Sorry, if I misunderstood your question. Quote Link to comment Share on other sites More sharing options...
Simog Posted March 23, 2018 Share Posted March 23, 2018 On 22/3/2018 at 3:33 PM, Nertea said: Update: KSP 1.4.1 Small restructure to nuclear nodes and connectivities @Nertea if it can be useful, I have translated this mod in Italian. My English is limited but I think to have translated everything in the correct way :-)Here is the file: https://1drv.ms/f/s!Apx9C9K7sjyIg0oRUwmzyml86h42 Quote Link to comment Share on other sites More sharing options...
Nertea Posted March 24, 2018 Author Share Posted March 24, 2018 20 hours ago, Simog said: @Nertea if it can be useful, I have translated this mod in Italian. My English is limited but I think to have translated everything in the correct way :-)Here is the file: https://1drv.ms/f/s!Apx9C9K7sjyIg0oRUwmzyml86h42 Hey that's pretty cool, I'll try to remember to put that in the next version. Quote Link to comment Share on other sites More sharing options...
ev0 Posted March 24, 2018 Share Posted March 24, 2018 Is anyone else seeing low-res CTT node icons in 1.4.1? In case it's just me, I also see very low-res images with Squad's own stuff in the new Play Missions section of the game. Quote Link to comment Share on other sites More sharing options...
theonegalen Posted March 26, 2018 Share Posted March 26, 2018 (edited) On 3/24/2018 at 3:44 PM, ev0 said: Is anyone else seeing low-res CTT node icons in 1.4.1? In case it's just me, I also see very low-res images with Squad's own stuff in the new Play Missions section of the game. Make sure that Texture Quality is set to Full Res in the settings menu. It now defaults to Half Res and for some reason is applied to all the icons. Edited March 26, 2018 by theonegalen Quote Link to comment Share on other sites More sharing options...
Jacke Posted March 26, 2018 Share Posted March 26, 2018 19 minutes ago, theonegalen said: Make sure that Texture Quality is set to Full Res in the settings menu. It now defaults to Half Res and for some reason is applied to all the icons. Texture Quality has defaulted to Half Res for several KSP versions, since at least 1.2.2. I have detailed notes of how to configure KSP from a clean install the way I like it. And I've had a note to turn up the Texture Quality from Half Res to Full Res from at least 1.2.2. Seems that with KSP 1.4.x (perhaps the new Unity version and related changes) the default Half Res is impacting the icons in several mods. Quote Link to comment Share on other sites More sharing options...
HaydenTheKing Posted April 1, 2018 Share Posted April 1, 2018 Hey all updating to 1.31 I need version 3.2.1 based on change log how do I find that version? Quote Link to comment Share on other sites More sharing options...
Jebs_SY Posted April 1, 2018 Share Posted April 1, 2018 1 hour ago, HaydenTheKing said: Hey all updating to 1.31 I need version 3.2.1 based on change log how do I find that version? Spacedock, Changelog, Download. Quote Link to comment Share on other sites More sharing options...
HaydenTheKing Posted April 1, 2018 Share Posted April 1, 2018 3 minutes ago, Jebs_SY said: Spacedock, Changelog, Download. didn't know i could do that thanks Quote Link to comment Share on other sites More sharing options...
HaydenTheKing Posted April 1, 2018 Share Posted April 1, 2018 29 minutes ago, Jebs_SY said: Spacedock, Changelog, Download. ya just figured that out from another guy thanks though! Quote Link to comment Share on other sites More sharing options...
Rohaq Posted April 4, 2018 Share Posted April 4, 2018 Just to confirm: I've tested this in 1.4.2, and as you might expect with a minor KSP patch, it seems to work without any problems, in case @Nertea wants to update the Spacedock page (which should hopefully stop the CKAN questions since it pulls the version number from there). Quote Link to comment Share on other sites More sharing options...
Nertea Posted April 9, 2018 Author Share Posted April 9, 2018 I can't stress how important 3.3.1 was for me. It's an important milestone in the development of CTT, similar to how Making History was a huge milestone for KSP. Nothing will ever be the same again. KSP 1.4.2 Updated MiniAVC to 1.2.0.1 Quote Link to comment Share on other sites More sharing options...
Simog Posted April 10, 2018 Share Posted April 10, 2018 Thanks for the update but I think you forgot a piece On 24/3/2018 at 7:04 PM, Nertea said: On 23/3/2018 at 10:09 PM, Simog said: @Nertea if it can be useful, I have translated this mod in Italian. My English is limited but I think to have translated everything in the correct way :-)Here is the file: https://1drv.ms/f/s!Apx9C9K7sjyIg0oRUwmzyml86h42 Hey that's pretty cool, I'll try to remember to put that in the next version. Quote Link to comment Share on other sites More sharing options...
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