SmashBrown Posted January 10, 2017 Share Posted January 10, 2017 Any idea what's causing some of the usi ls parts to appear in the first survivability node? Recycler and and greenhouse and a few cupolas are there for some reason. Have checked the cfgs and they should not appear there. Quote Link to comment Share on other sites More sharing options...
VaPaL Posted January 10, 2017 Share Posted January 10, 2017 14 hours ago, WAKSLOB said: Hey Nertea, does Near Future Construction, Near Future Spacecraft Parts, Near Future Electrical, Near Future Solar, and Near Future Propulsion offer a complete Community Tech Tree? You can use this mod from @ev0 to hide the empty nodes Quote Link to comment Share on other sites More sharing options...
Merkov Posted January 10, 2017 Share Posted January 10, 2017 12 minutes ago, SmashBrown said: Any idea what's causing some of the usi ls parts to appear in the first survivability node? Recycler and and greenhouse and a few cupolas are there for some reason. Have checked the cfgs and they should not appear there. Do these parts show up in later tech tree nodes as well? I have had this happen to me and have not been able to figure out why. Quote Link to comment Share on other sites More sharing options...
SmashBrown Posted January 10, 2017 Share Posted January 10, 2017 8 minutes ago, Merkov said: Do these parts show up in later tech tree nodes as well? I have had this happen to me and have not been able to figure out why. Good point, updated a bunch of mods and started a new career as i have discovered strategia. Didn't happen in my last career. Will load up a new one as well and see what happens. Quote Link to comment Share on other sites More sharing options...
Merkov Posted January 10, 2017 Share Posted January 10, 2017 Just now, SmashBrown said: Good point, updated a bunch of mods and started a new career as i have discovered strategia. Didn't happen in my last career. Will load up a new one as well and see what happens. In my case, I found that a few parts from USI-LS showed up in the first survivability node as well as their proper, later nodes. I was even able to reproduce it with a fresh KSP install with only the USI Constellation and CTT. None of the configs looked out of the ordinary to me, and I never did figure out how a part could show up twice. Quote Link to comment Share on other sites More sharing options...
SmashBrown Posted January 10, 2017 Share Posted January 10, 2017 @Merkov nope they are just showing in the one node for me. Could there have been a slight change in the recent ctt which has made the usi ls cfg redundant? @RoverDude seems that they are only using the default tech tree. Quote Link to comment Share on other sites More sharing options...
SmashBrown Posted January 10, 2017 Share Posted January 10, 2017 Spoiler a pic of the node with all the usi ls in. Quote Link to comment Share on other sites More sharing options...
DStaal Posted January 10, 2017 Share Posted January 10, 2017 51 minutes ago, SmashBrown said: Any idea what's causing some of the usi ls parts to appear in the first survivability node? Recycler and and greenhouse and a few cupolas are there for some reason. Have checked the cfgs and they should not appear there. Did you install USI-LS before CTT? If a part gets moved (after a save is started), it'll show up in both it's original node and the node it's been moved to. Quote Link to comment Share on other sites More sharing options...
SmashBrown Posted January 10, 2017 Share Posted January 10, 2017 (edited) Just now, DStaal said: Did you install USI-LS before CTT? If a part gets moved (after a save is started), it'll show up in both it's original node and the node it's been moved to. no they were already in the game together in a fresh save. Also they are not in two nodes just the one. Edited January 10, 2017 by SmashBrown Quote Link to comment Share on other sites More sharing options...
Malcymalc Posted January 13, 2017 Share Posted January 13, 2017 And this looks like the reason for my earlier comment about the bottom two lines of the tech tree not being populated. I had to reload everything because of an unrelated issue (my ships started revolving uncontrollably, and, surprisingly, it wasn't because of my poor design). I reloaded most mods using CKAN, tested my rocket in sandbox mode and then loaded my saved game. I now have a bunch of rockets I can't use because the MKS / OKS components have moved within the tech tree. I've also got to figure out how to find a lot more science to unlock the bottom two lines of the tech tree! But this is all fine because things are mostly where I expect them to be and the career mode progression makes more sense! Quote Link to comment Share on other sites More sharing options...
PGTART Posted January 17, 2017 Share Posted January 17, 2017 (edited) for a long while everything worked ok, didnt update the game and all the mods, but i missed some parts. so then i thought since comunity tech tree reveals them maybe i only update that one. And so i updated it and also updated module manager 2.7.2 now with exception for all the things i allready discovered, all other nodes are empty ??? ( not a few nodes but all nodes, suddenly nuclear engines etc are empty) I dont have something like hide undiscovered tech enabled, and i really miss everything beyond current, did something change ?. what can i do about it ?. Edited January 17, 2017 by PGTART Quote Link to comment Share on other sites More sharing options...
MaxxQ Posted January 17, 2017 Share Posted January 17, 2017 41 minutes ago, PGTART said: for a long while everything worked ok, didnt update the game and all the mods, but i missed some parts. so then i thought since comunity tech tree reveals them maybe i only update that one. And so i updated it and also updated module manager 2.7.2 now with exception for all the things i allready discovered, all other nodes are empty ??? ( not a few nodes but all nodes, suddenly nuclear engines etc are empty) I dont have something like hide undiscovered tech enabled, and i really miss everything beyond current, did something change ?. what can i do about it ?. Isn't the latest MM 2.7.4 or 2.7.5? On a quick break at work and can't check. Quote Link to comment Share on other sites More sharing options...
PGTART Posted January 17, 2017 Share Posted January 17, 2017 (edited) yes i updated module manager to 2.7.5 and community techtree, since then all nodes are empty with exception for what i had discovered ok restarted PC it works... not sure maybe todo with some disk cache or so and old dll's Edited January 17, 2017 by PGTART Quote Link to comment Share on other sites More sharing options...
Casper613 Posted February 10, 2017 Share Posted February 10, 2017 I Think this is really good. I've been looking for one of these mods! -casper613 Quote Link to comment Share on other sites More sharing options...
Kerbital Posted February 15, 2017 Share Posted February 15, 2017 I did as much searching as possible (many posts, including Nertea's OP, have dead links) and I might have already asked this question: does anyone maintain an up-to-date list of mods that support CTT?Mine is at best 1/2 filled. Although, I don't like some of these mods, either too futuristic or add too much complexity for my tired brain so I removed them on purpose:) But I'm wondering what I might be missing. Playing through Science mode right now and it's so much fun but I had to hide lots of empty nodes. Thanks all and Nertea for all the work! Quote Link to comment Share on other sites More sharing options...
Critter79606 Posted March 26, 2017 Share Posted March 26, 2017 I just wanted to report a conflict with the USI Karbonite mod. Adding the CTT mod caused one (or more) items to not show up in the hanger and assembly building. I noticed the ka-100 karbonite scanner would no longer show up in available items. Unfortunately this makes the rest of the karbonite parts useless as you can't scan for the resources anymore. I uninstalled just the CTT and it appeared again. Quote Link to comment Share on other sites More sharing options...
Merkov Posted March 26, 2017 Share Posted March 26, 2017 54 minutes ago, Critter79606 said: I just wanted to report a conflict with the USI Karbonite mod. Adding the CTT mod caused one (or more) items to not show up in the hanger and assembly building. I noticed the ka-100 karbonite scanner would no longer show up in available items. Unfortunately this makes the rest of the karbonite parts useless as you can't scan for the resources anymore. I uninstalled just the CTT and it appeared again. Welcome to the forums! I am running all of the USI mods (including Karbonite) and CTT and can see the parts just fine. As I recall, the Karbonite scanner is placed in a pretty high tech node when CTT is installed. Are you sure you've unlocked them? Quote Link to comment Share on other sites More sharing options...
MacLuky Posted March 26, 2017 Share Posted March 26, 2017 just released with CTT integration Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted May 5, 2017 Share Posted May 5, 2017 (edited) @Nertea For future version of CTT, I would like to see An new 10000 science cost technode for Electric Propulsion, which requires Specialized Plasma Propulsion. An Advanced Antimatter Tech node at 10.000 science cost requiring Antimatter Power Another 10000 electric tech node requiring Experimental Electric Systems. Another additional fuel storage technology at 2250 science cost requiring exotic fuel storage, mainly meant for extreme storage solutions 2 additional Nuclear power techs that extend the nuclear power tech, from which the first requires High Energy Nuclear power. The main intended parts are the Gas Core reactor and Fission Fragment Reactor Edited May 5, 2017 by FreeThinker Quote Link to comment Share on other sites More sharing options...
Nertea Posted May 5, 2017 Author Share Posted May 5, 2017 Alright to most of those... they'll be in the first version for KSP 1.3. Don't know when icons would happen, though. A comment: 1 hour ago, FreeThinker said: An Advanced Antimatter Tech node at 10.000 science cost requiring Antimatter Power This is intended to be Unified Field theory, is that not enough? 1 hour ago, FreeThinker said: 2 additional Nuclear power techs that extend the nuclear power tech, from which the first requires High Energy Nuclear power. The main intended parts are the Gas Core reactor and Fission Fragment Reactor What tech level would these be? Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted May 5, 2017 Share Posted May 5, 2017 (edited) 54 minutes ago, Nertea said: This is intended to be Unified Field theory, is that not enough? No, Unified Field theory should extend the fusion Branch, Te advanced Antimatter extends the Antimatter branch and Ultra High Energy extends the high energy research branch. 54 minutes ago, Nertea said: What tech level would these be? The same cost as experimental nuclear propulsion and exotic nuclear propulsion. Edited May 5, 2017 by FreeThinker Quote Link to comment Share on other sites More sharing options...
MoeKitsune Posted May 9, 2017 Share Posted May 9, 2017 (edited) Alright, shameless mod plug time. I made a mod for CTT that moves some parts around to go into tech tree nodes introduced by CTT. I just thought this was related to the discussion and would like to share it. link here: Edited May 9, 2017 by TheJewelOfJool Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted May 17, 2017 Share Posted May 17, 2017 On 9.5.2017 at 6:58 PM, TheJewelOfJool said: I just thought this was related to the discussion and would like to share it. I just thought "whut?" because I wondered where are the stock pods in a new careeer without so many part mods which include own pods... No pods, really? So thanks for just exactly answering my question with your post (the last one - how fancy) before I even typed it... Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted May 18, 2017 Share Posted May 18, 2017 (edited) It just seems that stock tech tree entries are NOT included like others claimed... for example advScienceTech ... I really have to manually edit the config provided 2 posts above to include pods from FASA etc. And I have to tell every entry one simple thing: :AFTER[RealismOverhaul] not really, seemed so, but now I know that many mods got no MM patches for CTT support AND/OR CTT is not able to automatically convert stock nodes into CTT nodes. Why is CTT not providing an MM patch that automatically moves the stock tech tree entries to corresponding CTT ones in EVERY part? Edited May 18, 2017 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted May 18, 2017 Share Posted May 18, 2017 (edited) @Gordon Dry CTT doesn't change any of the stock nodes so all parts should be able to load onto the tech tree without config editing. I don't know what's going on on your side but I'd guess it's a mod conflict. for example, AdvancedSciTech has the exact same name in both Stock and CTT. Don't belive me, check out https://github.com/ChrisAdderley/CommunityTechTree/blob/master/GameData/CommunityTechTree/Tree/CommunityTechTree.cfg#L166 Edited May 18, 2017 by TheRagingIrishman Quote Link to comment Share on other sites More sharing options...
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