kcs123 Posted February 13, 2016 Share Posted February 13, 2016 41 minutes ago, Speedster159 said: Any other download locations? Kerbal Stuff seems to be down. Github link is in OP too, you can try that. Quote Link to comment Share on other sites More sharing options...
Speedster159 Posted February 13, 2016 Share Posted February 13, 2016 Just now, kcs123 said: Github link is in OP too, you can try that. Noticed that too, a few minutes after my post. But then CKAN finally got the file. Quote Link to comment Share on other sites More sharing options...
SkyKaptn Posted February 15, 2016 Share Posted February 15, 2016 (edited) @Nertea Please provide secondary download location? Kerbalstuff is down two days in a row. Btw, Github version is 2.2 Edit: Kerbal Stuff is in fact shutting down Edited February 15, 2016 by SkyKaptn Quote Link to comment Share on other sites More sharing options...
Nertea Posted February 16, 2016 Author Share Posted February 16, 2016 Removed KS link, added CurseForge and dropbox mirrors. Please use Curse over Dropbox unless you really have to due to bandwith considerations. I'm aware that the github repo is out of date, it probably needs to be sycned on my modding computer, will do it when I get home sometime. Will be adding a third mirror on Github which might become the main download at the moment. On 2/7/2016 at 10:14 AM, FreeThinker said: One thing I don't like though, is that Fusion Rockets only requirement is High Efficient Nuclear propulsion. I would rather see this to be Experimental Nuclear Propulsion, which I see the logical predecessor and will link it with the experimental Another logical change would be that Ultra High Energy Physics would require either Antimatter Power or High Energy Science. This means the link with Exotic Fusion Reactions must be removed. Because Microwave Power Transmission is only feasible with Specialized Solar Cells, it should require both Experimental Electrics and Advanced Solar Technology Edit: I found an error in exoticNuclearPropulsion, it's science requirement is 2250 while it should be 1500, similar to Fusion Rockets and Fusion Power which are in the same tier. 1. I don't really see it that way. Initial fusion engine technologies (such as magnetized target fusion engines) don't need to be built on the most advanced fission engine technologies. 2. I'll consider this one. 3. As you're the only consumer of that node, sure. 4. Ok that is indeed a bug. Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted February 16, 2016 Share Posted February 16, 2016 1 Alright, I assumed you answer to be this so I already taken measures to make the first Fusion Engine (VISTA) balanced for it's tier 2 That's all I ask 3 Thanks 4 Glad I could help Quote Link to comment Share on other sites More sharing options...
Nertea Posted February 16, 2016 Author Share Posted February 16, 2016 Arright. v2.4 will probably be post 1.1 though Quote Link to comment Share on other sites More sharing options...
Captain Sierra Posted February 17, 2016 Share Posted February 17, 2016 @Nertea Fear not, the demon host Curse is no longer your only option. Praise this community, the KS successor Spacedock.info is already up and running (still some work to restore CKAN linking and other stuff but base mod hosting is fully operational). Quote Link to comment Share on other sites More sharing options...
Yemo Posted February 17, 2016 Share Posted February 17, 2016 On 7.2.2016 at 7:14 PM, FreeThinker said: [...] Edit: I found an error in exoticNuclearPropulsion, it's science requirement is 2250 while it should be 1500, similar to Fusion Rockets and Fusion Power which are in the same tier. 21 hours ago, Nertea said: [...] 4. Ok that is indeed a bug. Did you mean expNuclearPropulsion? Quote Link to comment Share on other sites More sharing options...
PlumHeadLJ Posted February 22, 2016 Share Posted February 22, 2016 Nertea, can you please update Gliffy picture with layout and nodes? Current link does not show any picture Quote Link to comment Share on other sites More sharing options...
Nertea Posted February 22, 2016 Author Share Posted February 22, 2016 Just let it load for a bit. It takes about 10s to appear (I think when you load it, in renders the whole diagram to an image or something). Quote Link to comment Share on other sites More sharing options...
DStaal Posted February 22, 2016 Share Posted February 22, 2016 10 minutes ago, Nertea said: Just let it load for a bit. It takes about 10s to appear (I think when you load it, in renders the whole diagram to an image or something). More like 5 minutes on my computer... But it does eventually load. It spends way more processing power than that should need on the issue however. Literally KSP doesn't hit my CPU as hard. Quote Link to comment Share on other sites More sharing options...
Kill_off Posted February 28, 2016 Share Posted February 28, 2016 Sorry in advance if that's wrong here. I just can't find a mod that adds to the colonization and adv Colonization node. I got all the USI, near future, kspi and a few others. Is just no one using these nodes? Quote Link to comment Share on other sites More sharing options...
Nertea Posted February 28, 2016 Author Share Posted February 28, 2016 I don't maintain the mods that use it, all I know is that colonization-style nodes were requested during initial planning. The community would have to answer that ;). Quote Link to comment Share on other sites More sharing options...
DStaal Posted February 28, 2016 Share Posted February 28, 2016 I know RoverDude has claimed he has plans for stuff which sound like they will go into those nodes, and Civilian Population uses one of them. Quote Link to comment Share on other sites More sharing options...
SpaceBadger007 Posted February 29, 2016 Share Posted February 29, 2016 I know it has not been released yet but when it does would you think about intergrating the sstu mod? Its got a lot of good stuff! Quote Link to comment Share on other sites More sharing options...
Nightside Posted February 29, 2016 Share Posted February 29, 2016 4 minutes ago, SpaceBadger007 said: I know it has not been released yet but when it does would you think about intergrating the sstu mod? Its got a lot of good stuff! Any mod author can use the CTT nodes. Users can also create their own CTT integration configs as well. Quote Link to comment Share on other sites More sharing options...
Likasombodee Posted March 11, 2016 Share Posted March 11, 2016 Sorry I've been staring at the tech tree for half an hour and can't seem to find which node structural panels are? Do we have to add them in manually? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted March 11, 2016 Share Posted March 11, 2016 Should be the same as stock if its stock parts (CTT does not move these around) Quote Link to comment Share on other sites More sharing options...
Brigadier Posted March 11, 2016 Share Posted March 11, 2016 7 hours ago, Likasombodee said: Sorry I've been staring at the tech tree for half an hour and can't seem to find which node structural panels are? Do we have to add them in manually? Use Malah's QuickSearch to resolve all frustrations with trying to find a part in the VAB/SPH. Quote Link to comment Share on other sites More sharing options...
Likasombodee Posted March 11, 2016 Share Posted March 11, 2016 Problem is not finding the part in VAB/SPH, I don't have it unlocked in career. And I can't find out which tech of CTT I need to unlock to get it. Quote Link to comment Share on other sites More sharing options...
Brigadier Posted March 12, 2016 Share Posted March 12, 2016 It finds parts in the nodes of the tech tree, too. Quote Link to comment Share on other sites More sharing options...
Nightside Posted March 12, 2016 Share Posted March 12, 2016 1 hour ago, Likasombodee said: Problem is not finding the part in VAB/SPH, I don't have it unlocked in career. And I can't find out which tech of CTT I need to unlock to get it. According to the KSP wiki it is in Composites. As others have mentioned CTT doesn't move stock parts around, you may have another mod that has moved it though... http://wiki.kerbalspaceprogram.com/wiki/M-1x1_Structural_Panel Quote Link to comment Share on other sites More sharing options...
PocketBrotector Posted March 12, 2016 Share Posted March 12, 2016 (edited) On November 17, 2014 at 3:14 AM, Nertea said: Q: How much science does it take to unlock the tree? A: Lots! I don't have exact numbers for 2.0+ yet. I can answer this one - about 100k for all CTT nodes (plus the 18.5k for the stock tree). Here is a node list for reference (I transcribed this from the config, so errors are possible): Spoiler Nuclear Power 300 Nuclear Power Nuclear Power 550 Nuclear Fuel Systems Nuclear Power 550 Improved Nuclear Power Nuclear Power 1000 High Energy Nuclear Power Nuclear Power 1500 Fusion Power Nuclear Power 2250 Advanced Fusion Reactions Nuclear Power 4000 Exotic Fusion Reactions Nuclear Power 4000 Antimatter Power Nuclear Power 10000 Unified Field Theory Nuclear Power 10000 Ultra High Energy Physics Nuclear Propulsion 550 Improved Nuclear Propulsion Nuclear Propulsion 1000 High Efficiency Nuclear Propulsion Nuclear Propulsion 2250 Experimental Nuclear Propulsion Nuclear Propulsion 2250 Exotic Nuclear Propulsion Nuclear Propulsion 1500 Fusion Rockets Rocketry 1000 Experimental Rocketry Rocketry 1500 Gigantic Rocketry Rocketry 2250 Colossal Rocketry Fuel Storage 1000 Specialized Fuel Storage Fuel Storage 1500 Exotic Fuel Storage Construction 1000 Exotic Alloys Construction 1000 Off-World Robotics Construction 2250 Orbital Megastructures Construction 1500 Orbital Assembly Robotics 300 Advanced Actuators Robotics 550 Experimental Actuators Aero Tech 160 Subsonic Flight Aero Tech 300 Efficient Flight Systems Aero Tech 550 Specialized Flight Systems Aero Tech 1500 Experimental Aircraft Engines Aero Tech 1000 Aerospace Composites Aero Tech 2250 Advanced Aerospace Engineering Command 45 Enhanced Survivability Command 90 Simple Command Modules Command 300 Heavy Command Modules Command 300 Specialized Command Modules Mining 1500 Advanced Off-World Mining Mining 2250 Resource Exploitation Science 550 Specialized Science Tech Science 1000 Long Term Science Tech Science 1500 Scientific Outposts Science 2250 High Energy Science Robotics 1000 Mechatronics Robotics 1500 Artificial Intelligence Electric Engines 1000 Advanced Ion Propulsion Electric Engines 1500 Plasma Propulsion Electric Engines 2250 Advanced Electromagnetic Systems Electric Engines 4000 Specialized Plasma Generation Electric Engines 1500 Advanced Gridded Thrusters Electric Engines 2250 Experimental Gridded Thrusters Solar Tech 550 Advanced Solar Technology Solar Tech 1000 Advanced Photovoltaic Materials Solar Tech 1000 Cutting-Edge Solar Technology Electrics 1500 High Tech Electrical Systems Electrics 1500 Microwave Power Transmission Heat Management 160 Heat Management Systems Heat Management 550 Advanced Heat Management Heat Management 1500 Specialized Radiators Life Support 90 Recycling Life Support 160 Hydroponics Life Support 550 Short Term Habitation Life Support 1000 Long Term Habitation Life Support 1000 Colonization Life Support 2250 Advanced Colonization Logistics 90 Storage Technology Logistics 300 Logistics Logistics 1500 Advanced Logistics I think that a lot of the more expensive (exotic-science-type nodes) are exclusive or nearly exclusive to KSPI. I have a lot of CTT mods installed, but not Interstellar, and it would "only" cost me about 40k - 45k to buy all of the CTT nodes in my game. It definitely improves the appeal of running science labs... Edited March 12, 2016 by PocketBrotector Quote Link to comment Share on other sites More sharing options...
Billy_Is_Dead Posted March 25, 2016 Share Posted March 25, 2016 What mods work together best as a whole with this tech tree? (Without redundancy, such as 3 reactor systems.) Quote Link to comment Share on other sites More sharing options...
RocketSquid Posted April 8, 2016 Share Posted April 8, 2016 I find it a bit odd that node for fusion engines costs less than the node for plasma confinement. Shouldn't the latter be a prerequisite for the former? Quote Link to comment Share on other sites More sharing options...
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