PapaJoesSoup / BDArmory

Gun turrets and other weapon systems for KSP
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Request better tech tree integration or change weapon manager to be added in start tech node for addon weapons #559

Open mr-engino opened 6 years ago

mr-engino commented 6 years ago
ISSUE TYPE
KSP and BDA Version

KSP 1.4.5

BDA 1.2.2.1
OS / ENVIRONMENT

Windows 7

SUMMARY

The way the parts are added to the tech tree needs to be reorganized. At the very least, the weapons manager should be available in the start node for addon weapons.

DoctorDavinci commented 6 years ago

So BD Armory Continued is not designed with career mode in mind

mr-engino commented 6 years ago

@DoctorDavinci it seems so, but some of the addons for Bd Armory, Naval Artillery System for example, does have tech tree progression.

PapaJoesSoup commented 6 years ago

While adding tech tree support is not difficult, the issue becomes balance. Since balance is so subjective and varies so much by player or player group, It can be a potential cause for "flame wars". Given that, we can look into some sort of tech tree integration, but understand that it will likely need community support to properly balance.

You could aid us in coming up with what you think is a good way to incorporate each part in BDA into the tech tree. Where would you put them?

mr-engino commented 6 years ago

@PapaJoesSoup well, it is rather difficult to balance a mod such as this, although one way to go about it is by sorting out the weapons according to both the year they were invented, and also possibly the effectiveness of the weapon (I.E. smaller yield bombs and missiles first). Honestly all I want to see is the weapon manager available from the starting tech tree node, as addons like Naval Artillery System have parts integrated into the tech tree early on, but are not able to fire without the weapon manager. Another way to rectify this without causing imbalance is maybe making a 'primitive' version of the weapon manager; dunno how that could be created though.

PapaJoesSoup commented 6 years ago

Now you understand our dilemma. I can easily add the WM to the lowest tier of the tech tree. that solves your immediate problem, but now introduces us to the need to include the rest of the parts. In the short term, for your needs only, you can add this to the part config:

// --- editor parameters ---
TechRequired = start

The weapon Manager part config can be found in Gamedata\BDArmory\Parts\weaponManager\weaponManager.cfg