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Found 6 results

  1. Unkerballed Start by SpinkAkron and 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. License is Creative Commons, so it can be continued if I go MIA. 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. Only .625m engines are available at start. More powerful engines have been moved up the tech tree. Multi-engine stages are essential. Making History's engine plates are made available earlier to facilitate this. Revamped tech tree - The tech tree has been de-squished, de-tangled, and rationalized. Orphan lines such as Nuclear Power and Colonization have been fully integrated. Additional nodes have been added to flesh out the early tree and where needed at various other points. The Precision Rocketry line has been expanded to cover additional tiers, splitting Rocketry into a Power/Boosters line and a Specialty line. This further slows rocketry advancement. NOTE: All inputs to a node are now required to unlock, not just one like stock. Links that didn't make sense have been removed. Just like the Community Tech Tree, on which this is based, most of the later nodes will have no parts in them unless mods using them are also installed. See the CTT thread for a mod list. To balance the delayed availability of powerful engines, many other parts such as docking clamps and station hubs have been moved up allowing for earlier station development. The intent is that the player spend more time developing the Kerbin SOI before heading out to the planets. Special thanks to @Pand5461 for the concept of later engine availability. That was the key that made the whole project come together. Early aviation with extensive mod support generously provided by UBM Extended's @theonegalen. Thanks! The Soviet-style Reentry Pods now have their own tech line. They are simple and cheap, but ultimately a dead end. In a low-income playthrough they become a real option. Only the tech tree node placement of parts is effected. No parts or resources are changed, reducing compatibility issues. Three new .625m engines have been added. The LV-T05 and LV-T10 are re-scaled versions of the LV-30 and LV-45. The RT1 SRB is a re-scaled version of the RT-10. They are removed when a mod with equivalent parts is installed. Added .625m Fairing generously provided by @PocketBrotector from his Extended Antenna Progression Mod. Thanks! OPTIONAL - Small parts means more parts so the upgrade costs for VAB/Launchpad and SPH/Runway have been swapped via Custom Barn Kit. This allows for earlier VAB upgrading. To activate this change rename CustomBarnKit.cfg.disabled to CustomBarnKit.cfg Spreadsheet showing what parts are in what node: UnKerballed Start Tech Tree Spreadsheet (google docs link) Screenshot (click for full size) Compatibility The only mods that are incompatible are other tech tree mods. All parts added by mods will work as designed but their position in the tech tree may not be consistent with the changes made by this mod. If you’d like a mod adapted, I’d be happy to make a config for it. Custom configs are provided for the following mods so far: Recommended Mods Making History - Official Expansion Missing History - Adds the parts that Making History missed Restock Plus - You're already using this, right? No? Go get it! Contracts - Having a good set of contracts that compliment the tech tree is crucial. The stock contracts assume the stock tech tree. For the career, I use SETI Contract Pack made by @Yemo, UKS's spiritual godfather . As an alternative, Exploration Plus is very good for those who prefer a less guided career. @theonegalen recommends Career Evolution Contract Pack I don't care for the stock contracts, so I use Stock No Contracts. I fill out the contracts with these contract packs Clever Sats Field Research Kerbal Academy Bases and Stations Reborn Remote Tech Contracts - currently not working. Unofficial fix HERE Rover Missions Redux Tourism Plus Giving Aircraft a Purpose Strategia - replaces stock strategy system Above all, use what gives you the greatest enjoyment. Make the game your own. There is no wrong way to play! mod list for my Let's Play Using UKS (YouTube playlist) UPDATES 1.1.0 Update for KSP 1.8. Added config for Breaking Ground DLC suggested by kcs123 Disabled RT-1, replaced by stock engine. Fixes to tech tree suggested by FreeThinker Fixes to Intersteller suggested by FreeThinker Change to Custom Barn Kit suggested by kcs123 Change to DMagic Orbital science suggested by kcs123 Added config for Infernal Robitcs Next suggested by kcs123 Added config for PEBKAC Launch Escape System suggested by oOScarfacEOo Added icons by Tonas1997 1.0.7 Added the rest of the changed parts for 1.7. Derp. Reduced cost of Custom Fuel Tanks node 1.0.6 Fix misplaced .75m Waste HexCan for TAC Life Support. 1.0.5 Re-disabled the CustomBarnKit.cfg. In previous versions, I had mistakenly included the non-disabled version. Added compatability for 1.7 1.0.4 Fixed the fix for LV10 attachment nodes that I failed to fix. 1.0.3 Incorporated ModZero's fix for LV05 and LV10 attachment nodes when Restock is installed and Missing History is not. 1.0.2 Fixed Real Plume configs to eliminate MM warnings. 1.0.1 Fixed tier 13 costs Added RealPlume configs Added theonegalen's configs for AirplanesPlus, MAD, Mk3Airliner, ReStockPlus, KAX, TAC Self Destruct 1.0.0 Added theonegale's aero configs Adjustment of the starting parts suggested by MaltYebisu Standardized engine placement More mod configs added. Added Tier markers and wings nodes 0.9.1 Unscrewed up the engines. 0.9.0 Balancing. Added Config for Custom Barn Kit. Uploaded to Spacedock. 0.8.1 Fix for Antenna not showing at start Fix nodes for the new LF engines when Missing History is not present BARIS config added 0.8.0 Initial Beta release Required mods: Community Tech Tree Module Manager Custom Barn Kit - OPTIONAL for VAB/Launchpad & SPH/Runway upgrade cost swap. To activate this change rename CustomBarnKit.cfg.disabled to CustomBarnKit.cfg Installation Instructions: 1. Uninstall any previous version of the mod when upgrading to the latest version. 2. Copy the UnKerballedStart folder into GameData. Download: UnKerballed Start on SPACEDOCK This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  2. The AngleCan SIMPLEX TechTree is divided into five branches, each with two strands. DOWNLOAD from SpaceDock Requires Module Manager (not included). Inspired by the Historical Progression Tech Tree by KSP Forum User @pap1723 https://spacedock.info/mod/855/Historical Progression Tech Tree?ga=%3CGame+3102+%27Kerbal+Space+Program%27%3E Licence is as for HPTech Tree = CC-BY-NC-SA http://creativecommons.org/licenses/by-nc-sa/4.0/ All nodes are based on Stock, and around half the parts have been moved for balance. Making History is supported. Additional mods will be supported over time. It is possible to play non-crewed before crew (unmanned before manned). This mod includes also includes an Engine reconfigure to make it a little more difficult to launch from Kerbin (and any atmosphere). This is within its own cfg file and can be removed. The purpose of this minor reconfigure with Stock engine parts is to make it more likely to need a two or three stage rocket to achieve orbit. Vacuum thrust and ISP have not been adjusted, so all craft designed for vacuum will not be affected. DOWNLOAD from SpaceDock CHANGELOG 1.9 31 May 2019 Engine Nerf is adjusted Breaking Ground is added NearFuture Solar updated its 1.0 names Tree Branches and Strands 1. Propulsion * Atmospheric Propulsion * Rocket Propulsion 2. Flight Control * Stability Controls (SAS, RCS etc) leading to Small Propulsion * Aerodynamics (wings, cones) 3. Electrics * Power generation and storage * Probes and Communication leading to ISRU 4. Crewed Flight * Landing (landercans, legs and wheels) leading to on location science * Command 5. Enginering * Construction * Tank storage Tiers and Sizes Tier 1 - 15 Science - basic size 1 rocket systems parts (1.25m) Tier 2 - 45 Science - remainder size 1 rocket system parts (1.25m) Tier 3 - 90 Science - advanced rcs systems and with Making History expansion size 1.5 rocket system parts (1.85m) Tier 4 - 160 Science - heavy size 2 rocket systems parts (2.5m) Tier 5 - 300 Science - large size 3 rocket systems parts (3.75m) and Mk2 spaceplane parts Tier 6 - 550 Science - Mk3 spaceplane parts, xenon storage and with Making History expansion size 4 rocket systems parts (5m) Tier 7 - 1000 Science - Future proofing! Recommended Mods to play with: Kerbalism and AngleCan Simplex KEI (for Science around the KSC) To play with 50% science settings Mod support included (not supporting the mods, just included a patch to balance in the techtree!): Breaking Ground Making History Missing History ReStock+ Baha EPL Redrilled Dock Rotate ExtraPlanetary Launchpads EVA Fuel Transfer FASA-RCS Flat-Bottom Shuttle Systems Interstellar Flight Inc. Life Support HabTech2 HullcamVDS Kerbalism Keridian Dynamics kOS Mk2.5 Spaceplane Parts Near Future Construction Near Future Electrical Near Future Propulsion Near Future Solar Near Future Spacecraft Procedural Fairings Research Bodies ScienceLabInfo Sounding Rockets SSPX (redux) Stockalike Mining Expansion Tokamak Universal Storage II USI Konstruction Ventral Drill for Stock ISRU Currently supported mods will continue to be supported and updated for 1.9. Version 2.0 will be an extended Tech Tree - hopefully utilising only stock icons... Known possible issues: the Node Hiding mod Apparently is causing issues. Without mods, the only nodes that would be empty would be three of the end of tree nodes. Peace.
  3. Sensible Tech Tree Version 1.0 Sensible Tech Tree is a mod similar to things like Historical Progression, and Unmanned before manned. The purpose of this mod is to completely rebuild the stock tech tree into something more sensible. Things such as planes from the start, probes before manned, and other such things that just flat make sense. Features - A whole new, more sensible tech tree has been built to replace the stock. - Most plane parts can be used from the start of a save, as before touching rocketry, we had planes for a long time. - Sounding rockets, are the first bit of rocketry you obtain, with probes as the only control option. - Survivability parts are unlocked, and tested before manned is even an option. - And many other re-arrangements of parts, and the tiers at which you unlock them. Supported Part Mods - None at the moment. Future Plans Past the first full release, I plan on working on support for mods such as KIS, KAS, Infernal Robotics, and many more, which will lead into the second version of the mod. After the Initial integration with some of the base mods that are planned, I plan to implement support for career's that require you to purchase parts from the unlocked nodes, though this is a lesser priority at the moment. Further down the line than even the part buying, is a contract pack. I plan on putting something together for contracts that will fit this mod better than stock in the future. Download Module Manager IS required for this mod to work. Version 1.0 - Spacedock Change Log License CC-BY-NC-SA (http://creativecommons.org/licenses/by-nc-sa/4.0/) Special Thanks @Pap1723, for helping with the initial bugs that i ran into CSA Community, for helping my motivation to complete the mod.
  4. Hi there, I'm writing a new ModuleManager.techtree file, and I'm trying to figure out how the icons in "icon = RDicon_filename" are loaded because that line doesn't always match the filenames of the .png files its referring to. So far I've only figured out how to set the node icon to any of the R&D_node_icon_ files in GameData/Squad/PartList/SimpleIcons/. Is there a way to link to any of the other .png files either in that folder or anywhere else?
  5. HI, I installed the new interstellar update for 1.3 and also the new community tech tree for 1.3. However, at the beginning of the game, I don't get the option to choose the new tech tree. Any advice? Does anyone know the proper path to the new tech tree maybe I can just rewrite my saves? Thanks for help
  6. So i have 398 Research points and no idea what to spend it on. Any suggestions? Here is an image of my techtree as it currently stands. Everything to the right has not been researched and everything to the left has been.