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  1. A "Probes/Planes Before Crew" type overhaul of the Tech Tree inspired by Zee's PBC Mod and Spink Akron/theonegalen's UnKerballed Start. It builds on that concept by further providing an upgrade path (via B9PS or the stock upgrade system when B9 is not available) for many of the parts, such as decreased dry mass, increased thrust/efficiency, or improved SAS levels. I attempt to balance the improvements by having the upgrades come with an increased cost and come later in the tech tree. This should leave a choice between getting upgraded tech at a slightly lower cost first. I am mostly testing th
  2. ETT is a pinwheel design that is grouped into branches of related engineering disciplines. Premise Do the Kerbals discover rocketry before winged flight? You decide. Both winged flight and rockets first options. ETT also has an "End Game" so you can play the campaign game with a built in goal. I love to hear new ideas and don't be afraid to let me know if I have a part or two out of place. Listed on CKAN or Download at SpaceDock - May break saved games. (May 5, 2020, 02:12 PM CST - SpaceDock may be having problems so here is a temporary link: https://www.dropbox.
  3. Unkerballed Start - Under New Management! original by SpinkAkron and theonegalen, now under development by theonegalen This is an unmanned start mod inspired by Yemo’s SETI, Unmanned Before Manned. It is structured around early probes and aircraft. Manned capsules become available as later tech. Download link is at bottom of this post. Overview Starting with the Stayputnik probe core, lack of control is the first challenge to overcome. The QBE is available at Stability (T3) and the OKTO at Flight Control (T4). RCS has been moved to earlier in the tech tree.
  4. Zee's "Probes Before Crew" CTT Overhaul KSP Version 1.8.1 - November 12 2019 Update - July 8 2020 - Please Read Do you want to request a support patch for your favorite mod? Would you like to have a say in which mods receive patches first? Vote & Request Here See Current Poll Results Here Hello everyone! I would like to present a CTT overhaul I have been working on since the release of 1.6. I call it Probes Before Crew, and it does what it says on the box; it places remote technologies far ahead of crewed alternatives on the tech tree while also placing greater significance and
  5. Hide Empty Tech Tree Nodes v1.2.0 (December 5, 2020) Who this mod is for: This mod is for people who use large modded tech trees, such as the awesome Community Tech Tree mod by Nertea, but don't have enough part mods installed to fill up all of the new tech tree nodes and hate the empty tech nodes. Additional features give you even more control over the tech tree. What it does: Main feature: Adds option to hide any empty tech tree nodes, which automatically connects the resultant "hanging" tech tree lines to unhidden nodes in a logical sense. Additional features:
  6. Better Early Tree Download: Github - SpaceDock This mod tries to bring the concept of an uncrewed start, but it also tries to maintain the stock-like vibe of the tree. At the very begining, the nodes arrange parts in function of what the player will want to do next, to make a seamless, funny and grindless transition from Early game, to mid game. This tech tree is also designed to be used alongside both DLCs, and ReStock+... It may used without those, however, it may lead to some "gaps" in parts niches. As I wanted the tree to be the most similar to stock as posible, I tried
  7. Report bugs and suggestions here SSTO Project Overview SSTO Project adds very powerful engines to the Kerbal Space Program Part list Engines SuperJet - most versatile engine in the pack NSABRE - a nuclear jet/rocket hybrid engine XN-1 "Chernobyl" Nuclear Engine(below): Planned parts Engines SpaceSoarer - quad-mode (Reverse Jet, Forward Jet, Rocket and Interstellar) - engine intended for interstellar transport. The engine will come in SSTO Project Interstellar Pack Planned packs (after mod is cut up): Interstellar
  8. =========================== REMODELED TECH TREE v.0.1.6 =========================== This is a customized Tech Tree designed to remodel the Stock and Community Tech Tree for a more challenging Science game while logically grouping related items into similar Nodes. Some Node titles and the tree structure were changed to reflect areas I felt were deficient or used poorly. Forty-three Mods are currently supported. SpaceDock Link To install, place the GameData folder inside your Kerbal Space Program folder. If asked to overwrite files, do so. Note this Mod does NOT replace any
  9. As an experienced KSP player, rushing trough the tech tree by harvesting minmus for science feels like cheating to me, now you can say: just don't do it then... or decrease science value but wait wat if there was an extra difficulty option in the tech tree: Kerbal Road blocks we know that the game keeps track of all you achievements, like if you have landed on the run or not. what if we put this activity tracker to good use, instead of just offering different contacts. the road blocks will automatically unlock when you preform the specific task. and then you will be able to spend y
  10. (Firstly, let me add a disclaimer that I'm writing this late at night based on a rambling note I made on my phone at like 1am the night before, so bear with me if this starts to lose coherence.) Something I've found rather dissatisfying about the base-game science system (ignoring career, which I have other issues with) is that there's generally no point, mechanics-wise, to keeping a scientific mission in its final orbit after you fire off all your experiments. No reason to keep that first crewed orbiter in orbit for more than it takes to click "save crew report", no reason to go for an o
  11. Is it possible for a ksp addon to alter the progression system so that tech tree nodes unlocks by milestones? And will it fix the current super easy science problem? Science is really easy to farm and by the point when you reach minmus you can unlock most of the nececery parts for reaching all of the celestial bodys. However, by changing the progression system somewhat like this : [ reaches milestone (etc Land on the Mun) ] -> [ unlocks node but not reaserched ] -> [ use science to actually get the parts ] it forces you to go out from the kerbin system and explore other planets/muns
  12. More balanced parts, a more intuitive tech and contract progression, some useful probe/greenhouse/etc. parts and configs for RemoteTech and CustomBarnKit! Modding is a lot of work, if you are interested in the continued maintenance and development of the SETI mods, please consider supporting them via patreon. By accepting contributions (funds and code) via patreon and forum, I consider it to by my responsibility to not let the mod die because of my desinterest and thus to orderly hand it over before that happens. I also consider it to be my responsibility to not let the mod and th
  13. So I've undertaken a little project with ETT : Converting the layout to a conventional left-to-right arrangement. - Deprecated, may revisit if there is a demand. Removing Yonge Tech Tree as a dependency. - Done. Making ETT 100% compatible with Stock and CTT. - Done, installing this with CTT will cause conflicts. Removing nodes duplicated between CTT and ETT. - Done. Adding more starting nodes to better facilitate an aircraft first or rocket first career path. - needs testing. Will be adding a mm patches to allow unmanned before manned, aircraft first, or choose yo
  14. So I bought the breaking ground DLC for Ps4 Pro today and started a fresh carrier to avoide any corruption. I started on Hard difficulty with enabled revert and quickload. Also enabled part preasure and g-force for parts and kerbals with plasma blackout and require signal options. When I unlock the tech with FL-100 Fuel Tank it keeps duplicating and have to purchase the entry fee for that part over and over again whenever I enter tha VAB or the Tech tree, also this tank part is dupIicating every time I repurchase it, so by now I have 3 of this sane FL-100 at the tech tree. I already tried to d
  15. Historical Progression Tech Tree This tech tree is designed to take you through the history of the human space program. I always felt like the stock tech tree was lacking and did not like the placement of the parts. There are other tech trees that utilize the stock tech tree and move parts around and that is what inspired me to create a new tech tree like this. The tree will start you with Unmanned parts before you progress to learning how to send Kerbals into Space safely. What I did with this tree is create a linear approach to Research. The entire tree is broken down into space as
  16. Version 3.0 is released on Spacedock! How to install: I've been playing with UnmannedBeforeManned for a long time. In that time, I've made UBM configs for a bunch of mods. In the past, I've sent them to Yemo and had them integrated into the main UBM mod, but Yemo hasn't been answering my PMs. Therefore, I've decided to release what I have as an add-on for UBM. As UBM is released under an ARR license, I have not modified or redistributed anything from UBM, and you will need it to use these configs. Configs included: Dependencies: Unmanned Before Manned, by Y
  17. When you first start a new career game in KSP, do you find yourself frustrated that you have to launch several rockets before you have one that's good enough to get into orbit. Do you dread the idea of having to grind through a bunch of boring survey or tourist contracts just to slowly progress to the point in the game in which you can consider going to the Mun or Mimnus? Do you think to yourself as you're testing an SRB on an escape trajectory out of Kerbin, "there has to be a better way"? The early part of a Career playthrough can be frustrating and grindy. It's the part of the
  18. I think it would be cool if it would be necessary to upgrade the space suits as the game progresses. eg. At the start, the space suits would not have their own tanks and would rely on staying close to the ship to keep a kerbal alive (Maybe have something like a pipe attached to the suit so that the kerbal can't just float away.) The second update would feature an oxygen tank, the next: RCS thrusters. They could be upgraded in the Research Facility. What do you think?
  19. SIMPLEX Living Seeing the coding among the stars... Now released https://spacedock.info/mod/2067 Please see the release thread https://forum.kerbalspaceprogram.com/index.php?/topic/181681-161-simplex-living-11/ Resources with Simplex Ores and EPL recipies now part of separate mod SIMPLEX Resources. Tech Tree and engine nerf part of separate mod SIMPLEX Techtree. An extension of the Engine Nerf with fuel changes now part of separate mod SIMPLEX Propulsion. Simplex Kerbalism Profile LifeSupport that combines food and water into Consumables, with a waste pro
  20. 1. It would be nice to have an option to start the game in a way where the missions and tech tree is reworked in a way that you start off with probes before putting Kerbals into rockets. I know there are mods and everything but would be nice to see in stock game as a more "realistic" start. And again i know there are mods out there for these things but they are getting outdated and some are being left behind. Making the plumes act as they do in real life or like in the mod RealPlumes where the gasses expand the higher you get into the atmosphere making it look more realistic and pleasing/
  21. Firstly, apologies if this already exists, and thanks for pointing me in the right direction. Is there a Mod that, or is someone willing to make or assist me make, will allow me to restrict the tech level available to me in Sandbox, I would like to be able to deactivate Tech Tree nodes and/Or Tech Tree levels. I want to use a Sandbox save as a testing and development 'simulation' for my careers, but find trying to remember which parts I can use a pain.
  22. hi all, Here is the challenge I propose : Start a new stock career mode (medium difficulty or higher) and complete the technology tree the fastest possible. Your score is the game-time when tech tree is completed. I talk about game-time and not about the real time you spent in the game. This may limit the use of time warp and favor multiple concomitant flights. most of mods are vailable, except those modifying physics and science gain What do you think ?
  23. Hey, i am wondering how to unlock all of the tech tree via mission builder as mechjeb is useless without some of the tech tree filled in. Using ".cfg" file in gamedata to enable it does not work. i can change the "persistant.cfg" in saves to open tech tree but the "persistant.mission.cfg" will not enable tech tree from the start. super annoying as mechjeb literally will not work. not the best because some people are really gonna struggle with some missions and i want my missions to be more about understanding than struggling. i hope the developers didnt do this on purpose and me
  24. Hi! This is a small mod that I started mading by myself, but I thinkt that it could be nice to share it. I wanted a correction of the Stock Tech Tree that let me start with probes and then advance to crewed missions. The logic choice was the SETI UnmanedBeforeManned mod, but I don't like the way it changes the game. It just gives you a lot of usseless pieces at the begining, and is not very balanced in the science you need to unlock them. No, I wanted more stock-a-like experience, with a nice looking tree, and a balanced amount of unlocks for each node. So, instead of wait or ask any
  25. Looking at career streams/youtube videos, there are a lot of people skipping the early tech tree by using the KSC science exploit. I m wondering how many do this and what are the reasons to do so?
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