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Found 8 results

  1. The AngleCan TETRIX TechTree 2.5 is now available. Featuring support for, Near Future and Far Future mods, Restock, KSPIE, Kerbalism, and many many more! The AngleCan SIMPLEX TechTree 1.16 is now available. Suitable for lightly modded saves. All nodes utilised with Kerbalism and ReStockPlus! DOWNLOAD TETRIX TechTree from SpaceDock Requires Module Manager (not included). Licence is as for HPTech Tree = CC-BY-NC-SA http://creativecommons.org/licenses/by-nc-sa/4.0/ Supported mods with part upgrades show additional 'upgrade' nodes requiring further science points to unlock. These will only appear when the supported mods are installed. Supported for upgrades: Kerbalism and KSPIE. The Tech Tree is divided into five branches, each with two or three strands. Each branch is nine tiers long. Each upgrade level of the R&D Building enables three strands. Each tier doubles the cost of nodes. Tiers and Sizes Tier 1 - 15 Science - initial size 1 rocket system parts (1.25m) Tier 2 - 30 Science - size 1 rocket system parts (1.25m) Tier 3 - 60 Science - size 1.5 rocket system parts (1.85m) and advanced rcs system R&D Upgrade Required Tier 4 - 120 Science - size 2 rocket system parts (2.5m) Tier 5 - 240 Science - size 3 rocket system parts (3.75m) and Mk3 spaceplane parts Tier 6 - 480 Science - size 4 rocket system parts (5.0m) and Mk2 spaceplane parts R&D Upgrade Required Tier 7 - 960 Science - size 5 rocket system parts (7.5m) Tier 8 - 1920 Science - OPT, MkIV spaceplane parts Tier 9 - 3840 Science - Warpdrive Mod support included (not supporting the mods, just included a patch to balance in the techtree!): Breaking Ground Making History ReStock+ AmpYear Baha EPL Redrilled BahaSP Critter Crawler, Engines Better SRBS CryoEngines CryoTanks Deadly Reentry DecouplerShroud DeepFreeze DeployableBatteries DMagicOrbitalScience Dock Rotate EVA Fuel Transfer ExtraPlanetary Launchpads Far Future Technologies FASA_RCS Flat-Bottom Shuttle Systems Flexible Docking GroundConstruction Grounded HabTech2 Indicator Lights IXS Enterprise JX2 Telescope Kerbal Atomics Kerbal Attachment System Kerbal Engineer Redux Kerbal Foundries Kerbal Inventory System Kerbal Planetary Base Systems Kerbalism KerbalismConfig KerbalismSimplex Keridian Dynamics kOS Lithobrake Exploration Technologies MacLuky LanderCanMK12 MechJeb2 Mining Expansion Missing History Config - originally supplied by @Cruesoe. Thank you! Mk2.5 Spaceplane Parts Modular Pods Modular Segmented SRBs MSP3000 Near Future Construction Near Future Electrical Near Future Launch Vehicles Near Future Propulsion Near Future Solar Near Future Spacecraft NearFuture Exploration OPT PEBKAC Industries: Launch Escape System Procedural Fairings Procedural Test Weights Progressive Colonization System Rational Resources Recycled Parts (Space Tux Industries) ResearchBodies ReStockRigidLandingLegs RLA Reborn ScanSat ScienceLabInfo (Large 6 creww Lab on stock) Simple Adjustable Fairings - KWRocketry Smart Parts Sounding Rockets Space Docks SpaceY-Expanded SpaceY-Lifters Stockalike Station Parts Redux Structural Tubing Restructured SXT TAC Self Destruct Tarsier Space Technology With Galaxies Tokamak Universal Storage II USI Konstruction Vapor Vent Ventral Drill for Stock ISRU The AngleCan SIMPLEX TechTree 1.16 is divided into five branches, each with two strands. If you want a lightly modded save, ReStockPlus on its own will ensure every node except the final crewed node (bottom right) will have parts within it. Kerbalism will fill this final node. Upgrading from 1.10 or earlier breaks saves. DOWNLOAD SIMPLEX TechTree from SpaceDock Requires Module Manager (not included). Licence is CC-BY-NC-SA http://creativecommons.org/licenses/by-nc-sa/4.0/ 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 All nodes are based on Stock, and around half the parts have been moved for balance. Making History and Breaking Ground are supported. Additional mods will be supported over time. It is possible to play non-crewed before crew (unmanned before manned). Known possible issues: Do not use with other TechTrees. CTT, ETT, HPTechTree, etc. It will cause all sorts of problems. Also, only have SIMPLEX OR TETRIX installed. Finally, the SIMPLEX or TETRIX must be installed inside the AngleCanMods folder. Peace.
  2. 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.
  3. In other threads, some folks have voiced justifiable concerns about the presence of certain engine types in the game. I posted some ideas which I thought might be acceptable compromises for all involved. One of these ideas was that the game should include a tech progression editor, a tool used at the creation of a game to decide where, when, and whether the player unlocks certain parts, classes of technology, etc. This is essentially just turning a toggle for X propulsion system into a system for greater personalization. For example, one could remove all fusion drives, or make Vectors available early in the progression. Tweaks to the progression could push players to build SSTOs or reusable rockets earlier in the game by making other tech unavailable, or increasing cost, or whatever. The pros are that one does not have to use mods to alter the progression, one can easily remove unwanted tech from the game, and also more customization. The con, I believe, is that the community could lose a sense of a common gameplay progression. Although, this doesn't seem so negative, considering that any misconceptions could be resolved by a simple explanation to another player. "I'm playing with torch drives moved up to mid-game, and Orion drives removed" or something. So, I've got the poll for you guys. If you like parts of the idea, but not others, tell me down below. I expect someone will find whatever cons I overlooked, as well.
  4. Overview The Better with Science mod is intended to overhaul the Kerbal Space Program progression, reducing grind and increasing the overall difficulty. It is, however, a work in progress and it is recommended to play it in Science Mode rather than Career. In its current state, Better with Science has three components: 1) A new tech tree, made to extend the mid-to-late game while staying close to stock; 2) a science overhaul, with changes to experiment values, biomes, and data transmission; and 3) an electrics re-balance, intended to make electricity an important factor in the design and flight of a mission. The fourth part is still in progress, and will greatly increase the challenge of the game. The new tech tree in action Features Tech Tree The technology tree has been changed to a vertical format, and many cross-dependencies have been removed (e.g. Flight Control and Survivability). Now the only way to get a technology is to research its direct antecedents, rather than some unrelated node that happened to be nearby. - Unmanned Tech and Adv. Unmanned Tech have been hidden, and their parts moved to Electronics and Automation. - Ditto Command Modules and Adv. Exploration - Ditto Advanced Metalworks and Composites To increase difficulty in the late game, the costs of tech nodes have been increased from 45–90–160–300–550–1000 to 50–100–250–500–1000–2500. The complete tech tree costs a total 29063 science to unlock, 72% more than stock (16918 science). Many parts have been rearranged: Basic plane parts have been moved to Stability, fuel cells are now accessible from Basic Science, the retractable solar panels and the Gigantor have been moved up by a tier, the Lander Cans can now be found in the Landing category, the gravimeter has been moved to Automation, and large mining parts have been moved up a tier. FULL LIST OF CHANGES: Science All experiments have had repeat science removed, because it was pointlessly small and incredibly annoying to never get the full value. This is done the hard way (setting the max science to equal the base). The biome masks for Crew and EVA reports have been switched, and Gravity Scans now only work in space. Atmosphere Studies are no longer biome-dependent, and neither are Pressure Scans. If playing with either Kopernicus or ScienceParamModifier, Kerbin ground science is reduced to 0. (ScienceParamModifer is included by default, but is not necessary if Kopernicus is installed.) Transmission has been changed: Sensors and the Infrared Telescope now have 100% data transmission (material experiments have 25%, same as the surface sample), all experiments have had their data size rebalanced, and antennae will now transmit incomplete by default. FULL LIST OF CHANGES: Electrics All probe cores have had their energy consumptions rebalanced. Large solar panels are now more than decoration, and the outer system is a substantial challenge. The values for stock probe cores are as follows: QBE: 3.6/min (0.06/sec) OKTO: 3.9/min (0.065/sec) HECS: 4.2/min (0.07/sec) Stayputnik: 4.5/min (0.075/sec) OKTO2: 4.8/min (0.08/sec) RoveMate: 6.0/min (0.1/sec) HECS2/RC-001S/MK2 Drone Core: 7.2/min (0.12/sec) RC-LO1: 10.8/min (0.18/sec) The nuclear engine has had its heat production increased, so as to necessitate radiators. Crewed command modules now cannot function without some EC, though they still do not consume it. The energy consumption of reaction wheels has been increased fivefold, and all command modules and probe cores have been given a minimum of 50 EC storage. (These last two in combination result in the Mk.1 Pod being unaffected, so fear not for your early-game missions) Download Download on SpaceDock (Requires ModuleManager) Better with Science has been written to work for every version of KSP from 1.0 to 1.9. The 1.9 version of ScienceParamModifier is included, but when playing on an older version, you should instead install Kopernicus. Better with Science should be compatible with any mod so long as it does not modify experiments or the tech tree, and is additionally compatible with Making History and Breaking Ground. All parts mods should be supported out of the box, as this mod only moves stock tech nodes rather than creating new ones. Thanks to @DMagic for his ScienceParamModifer, and thanks again for its MIT license.
  5. 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.
  6. 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?
  7. 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
  8. 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.