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Found 6 results

  1. 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. UnKerballed Start is what I'm calling it until I come up with something better. 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. 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. 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. 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: Making History Missing History DMagic Orbital Science Fuel Tanks Plus Interstellar Extended - tech tree extensions only KAX - Coming soon! Kerbalism Kerbonov- Coming soon! kOS KW Rocketry Near Future Construction Near Future Electrical Near Future Launch Vehicles Near Future Spacecraft Open Cockpit - Coming soon! Planetary Bases Real Chute Remote Tech RLA Reborn SCANsat SETI Probe Parts Snacks! Station Parts Expansion Redux TAC Life Support Taerobee - Coming Soon! USI MKS Universal Storage 2 USI Life Support Ven's Stock Revamp To Do: Finish the new engine configs. I’ve only made minimum changes to get them close enough for now. Names and descriptions for the unnamed nodes. Balancing. Feedback appreciated. UPDATES 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 - for VAB/Launchpad & SPH/Runway upgrade cost swap. 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 11 January 2019 Removed the accidentally included SIMPLEXResources and SIMPLEX Living. No other changes. Compatible with KSP 1.6.1 CHANGELOG 6 January 2019 Moved the Separatron to advRocketry (by request) Moved the Mk1 Inline to to survivability (by request) to allow planes to be developed in first tier. Moved the Making History Cheetah LiquidEngineLV-T91 to heavyRocketry Moved the Keridian Dynadmics FabricationContainer to advScienceTech Added support for: Missing History with thanks to @Cruesoe for supplying the config Ventral Drill for Stock ISRU CHANGELOG 23 December 2018 Fixed adding the new fueled adaptor (now in highPerformanceFuelSystsmes Moved fairingSize1p5 in Making History to advAerodynamics Fixed: kv3Pod spelling which now lets it be seen! Keridian Dynadmics 3.75 ST tanks moved to highPerformanceFuelSystems ExtraPlanetary Launchpads updated with depreciation of runway and a new landing pad 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!): Making History Baha EPL Redrilled Dock Rotate ExtraPlanetary Launchpads EVA Fuel Transfer FASA-RCS Interstellar Flight Inc. Life Support HullcamVDS Kerbalism Keridian Dynamics kOS Missing History Near Future Construction Near Future Electrical Near Future Propulsion Near Future Solar Near Future Spacecraft Procedural Fairings Research Bodies SSPX (redux) Stockalike Mining Expansion Tokamak Universal Storage II USI Konstruction Ventral Drill for Stock ISRU Further mods to come. Known possible issues: the Node Hiding mod apparently is causing issues. I'm still looking into it you shouldn't need it as the only nodes that are missing something at the end of branches anyway! 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. phantom000

    Investing Research

    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.