vardicd Posted November 10, 2015 Share Posted November 10, 2015 I've been re-updating my mods for the new 1.0.5 release, and I've grabbed this mod, which I love, btw, but in my previous version, there was another mod I had gotten ahold of, that hid the empty nodes in this mod, and being the idiot I am, I deleted it by mistake before looking it up/moving it to the new game. anyone happen to know which mod I'm talking about? Quote Link to comment Share on other sites More sharing options...
Yemo Posted November 10, 2015 Share Posted November 10, 2015 (edited) Hey,since 1.0.5 is not necessarily savegame breaking (at least for science mode), I was wondering whether you plan to change/add to CTT for it or whether you will wait for KSP 1.1?Since some tech tree mods (like ETT and SETIctt) are based on the CTT, they would need to adjust for those changes with regards to node positions etc. Edited November 11, 2015 by Yemo Quote Link to comment Share on other sites More sharing options...
kcs123 Posted November 10, 2015 Share Posted November 10, 2015 (edited) I've been re-updating my mods for the new 1.0.5 release, and I've grabbed this mod, which I love, btw, but in my previous version, there was another mod I had gotten ahold of, that hid the empty nodes in this mod, and being the idiot I am, I deleted it by mistake before looking it up/moving it to the new game. anyone happen to know which mod I'm talking about?Can't remember mod name, but I recall that moder posted several times link for it. Try to search in main CTT thread first.I'm not sure, but there might be link for it somewhere in this thread too.EDIT:Sorry, I have opened many threads at once, I was thinkink it is SETI thread. You may look there for link too. Edited November 10, 2015 by kcs123 Quote Link to comment Share on other sites More sharing options...
vardicd Posted November 10, 2015 Share Posted November 10, 2015 Can't remember mod name, but I recall that moder posted several times link for it. Try to search in main CTT thread first.I'm not sure, but there might be link for it somewhere in this thread too.EDIT:Sorry, I have opened many threads at once, I was thinkink it is SETI thread. You may look there for link too.Seems like every mod is linked in SETI, except the one I'm looking for. I'll keep looking. Quote Link to comment Share on other sites More sharing options...
Yemo Posted November 10, 2015 Share Posted November 10, 2015 Seems like every mod is linked in SETI, except the one I'm looking for. I'll keep looking.That should be the thread you are looking for:http://forum.kerbalspaceprogram.com/threads/131367 Quote Link to comment Share on other sites More sharing options...
vardicd Posted November 10, 2015 Share Posted November 10, 2015 That should be the thread you are looking for:http://forum.kerbalspaceprogram.com/threads/131367THANK YOU SO MUCH. This is it!! :D :D Quote Link to comment Share on other sites More sharing options...
Argonicus Posted November 10, 2015 Share Posted November 10, 2015 Any news about update for 1.05? Quote Link to comment Share on other sites More sharing options...
Streetwind Posted November 11, 2015 Share Posted November 11, 2015 Any news about update for 1.05?CTT should be compatible out of the box. Quote Link to comment Share on other sites More sharing options...
SpaceNomad Posted November 11, 2015 Share Posted November 11, 2015 CTT should be compatible out of the box.In that case, could you update the CKAN metadata accordingly, please (and maybe also change the thread title). Thanks in advance! Quote Link to comment Share on other sites More sharing options...
Streetwind Posted November 12, 2015 Share Posted November 12, 2015 (edited) I'm just a little helper, not a mod author... I'll update the metadata only once Nertea declares it officially sanctioned (it's possible that he's planning to implement some pending changes). Or in the case of Nertea being MIA, when at least 3-4 people can give me reliable confirmation that it actually works. Just because I think that it should work, because the patchnotes don't mention any changes to the way tech trees are defined, doesn't mean there's no chance that it doesn't. Not everything makes it into the patchnotes all the time, and I don't want to be responsible for negligently ruining people's saves. Edited November 12, 2015 by Streetwind Quote Link to comment Share on other sites More sharing options...
Skystorm Posted November 13, 2015 Share Posted November 13, 2015 @StreetwindI can confirm that I am using this with 1.0.5 and haven't noticed any issues so far. Everything looks to be the same as before. Quote Link to comment Share on other sites More sharing options...
Streetwind Posted November 13, 2015 Share Posted November 13, 2015 @Skystorm: Thanks for the report!In general though, an addendum to what I said above: Turns out that I cannot really change the metadata with respect to the version number, because that is populated automatically from KerbalStuff. I could technically disconnect that and populate all the auto-synced fields by hand, but that is tedious and complicated and the metadata would no longer respond to changes made on KerbalStuff, which is the primary mirror. It's basically neither worth it nor a good idea. Quote Link to comment Share on other sites More sharing options...
Olympic1 Posted November 13, 2015 Share Posted November 13, 2015 @Skystorm: Thanks for the report!In general though, an addendum to what I said above: Turns out that I cannot really change the metadata with respect to the version number, because that is populated automatically from KerbalStuff. I could technically disconnect that and populate all the auto-synced fields by hand, but that is tedious and complicated and the metadata would no longer respond to changes made on KerbalStuff, which is the primary mirror. It's basically neither worth it nor a good idea.CTT will be downloadable for 1.0.5 when this PR gets merged. It overrides the compatible version from 1.0.4 to 1.0.5 Quote Link to comment Share on other sites More sharing options...
Sophistry Posted November 13, 2015 Share Posted November 13, 2015 I must preface this by saying I'm *guessing* that the problem is with CTT, but I appear to not have any access to the stock fairings when using the current version of CTT in 1.05. If I go into a Sandbox game everything's fine, but in Career they're missing from the tech tree. Help please? O_o Quote Link to comment Share on other sites More sharing options...
Streetwind Posted November 13, 2015 Share Posted November 13, 2015 CTT will be downloadable for 1.0.5 when this PR gets merged. It overrides the compatible version from 1.0.4 to 1.0.5I don't even understand what you've done there... Darn spec extensions But as long as it can be easily reverted once KerbalStuff is updated, I suppose it works! Quote Link to comment Share on other sites More sharing options...
Olympic1 Posted November 13, 2015 Share Posted November 13, 2015 I don't even understand what you've done there... Darn spec extensions But as long as it can be easily reverted once KerbalStuff is updated, I suppose it works!I'll keep it understandable: It makes CTT compatible with 1.0.4 and 1.0.5.It can be reverted easily Quote Link to comment Share on other sites More sharing options...
inigma Posted November 20, 2015 Share Posted November 20, 2015 Is this the place to suggest CTT start with small rover wheels, small battery, command seat,flea, and cmd pod mk1? Also is this on github? Quote Link to comment Share on other sites More sharing options...
Nertea Posted November 22, 2015 Author Share Posted November 22, 2015 [quote name='inigma']Is this the place to suggest CTT start with small rover wheels, small battery, command seat,flea, and cmd pod mk1? Also is this on github?[/QUOTE] No to 1, read the OP. Yes to 2. Update 2.2 will contain the few new techs mentioned earlier and fully vetted 1.05 compatibility. Up later once I finish testing. Quote Link to comment Share on other sites More sharing options...
Nertea Posted November 23, 2015 Author Share Posted November 23, 2015 Tested and deployed: [list] [*] KSP 1.0.5 [*] Added Specialized Command Modules technology [*] Added Efficient Flight Systems technology [*] Added Experimental Nuclear Propulsion technology [*] Added Exotic Nuclear Propulsion technology [*] Added Advanced Aerospace Engineering technology [*] Added Unified Field Theory technology [/list] Quote Link to comment Share on other sites More sharing options...
inigma Posted November 23, 2015 Share Posted November 23, 2015 four stars? just made it five. good work Nertea. Quote Link to comment Share on other sites More sharing options...
eddiew Posted November 23, 2015 Share Posted November 23, 2015 [quote name='inigma']Is this the place to suggest CTT start with small rover wheels, small battery, command seat,flea, and cmd pod mk1? Also is this on github?[/QUOTE] This is all in the config anyway. Tbh, I also moved the first rover wheels forward for my career to get them for early mun probes :) [COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] [quote name='Nertea']Tested and deployed: [LIST] [*] KSP 1.0.5 [*]...[/QUOTE] [/LIST] Nice, thank you :) Quote Link to comment Share on other sites More sharing options...
Streetwind Posted November 24, 2015 Share Posted November 24, 2015 (edited) Gosh darnit CKAN... Edited November 30, 2015 by Streetwind Quote Link to comment Share on other sites More sharing options...
TomatoSoup Posted December 2, 2015 Share Posted December 2, 2015 Bug report. Experimental Nuclear Propulsion and Fusion Rockets are overlapping on my install. For your consideration: https://dl.dropboxusercontent.com/u/6121926/CTTbug.mp4 Quote Link to comment Share on other sites More sharing options...
Spagoose Posted December 10, 2015 Share Posted December 10, 2015 Out of curiosity, what is the recommended science return in the difficulty settings with this mod? Does completing this tech tree need considerable more science than the stock tree? Quote Link to comment Share on other sites More sharing options...
Captain Sierra Posted December 10, 2015 Share Posted December 10, 2015 5 hours ago, Spagoose said: Out of curiosity, what is the recommended science return in the difficulty settings with this mod? Does completing this tech tree need considerable more science than the stock tree? Simply because the tree is significantly longer, yes. That said, the stock tree can be completed without even touching another planet (a trip to solar SoI and proper farming of the Kerbin system and you're done). By having a much longer tree (for higher mod techs and the like), you're going to need more science and thus need at least one good interplanetary trip, likely two. That said, science return settings do not need any alteration. Its still easily doable to fill out this tree without adjusting that slider. Its just a bit harder than default. Quote Link to comment Share on other sites More sharing options...
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