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[1.12.5] TechTrees: QUARTIX 3.7, TETRIX 2.23, SIMPLEX 1.33


theJesuit

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Ya'll may have noticed that the 24hr release never occurred.   I'll do another 24hr notice period now.  Maybe it'll actually happen. 

This will be for Simplex 1.10 and Tetrix 2.0.  Simplex will keep things as they are and Tetrix will be one with extentions both update.

A new kerbalidm profile will be released too and after New Year the Simplex Resources too.

Peace.

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@Cavscout74 Simplex has been around for a while.  Hasn't been properly updated for a while though :)

I'd be keen to know what you think!

At some point I said I'd add BDB.  This is still on the cards but I didn't want to delay release any further. That and the number of cfg files to go through seemed quite a lot.

Peace. 

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@theJesuit

I can't believe I never saw this before.  You seem to have a good set of rules to apply when adding a new mod to the tree.  Would you care to share them?

There are a number of mod which aren't supported yet, but which I could probably do without too much trouble if I had a set of rules to follow

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1 hour ago, theJesuit said:

@Cavscout74 Simplex has been around for a while.  Hasn't been properly updated for a while though :)

I'd be keen to know what you think!

I had seen Simplex, just not Tetrix.  I've tried Simplex before, but that was quite a while ago and IIRC some (most?) of the mods I was using weren't supported and I just didn't want to deal with writing all the patches for them at the time.  Tetrix looks very intriguing - I'm probably going to plug it into a test save I have and see how it works later this week.

Edited by Cavscout74
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1 hour ago, linuxgurugamer said:

@theJesuit

I can't believe I never saw this before.  You seem to have a good set of rules to apply when adding a new mod to the tree.  Would you care to share them?

There are a number of mod which aren't supported yet, but which I could probably do without too much trouble if I had a set of rules to follow

Any support is good! From left to right are sizes are listed in the OP although all most MP tanks are begin in the same tier as when rcs jets become available. 

The idea is that down the tier all parts that relate are in the same.  So mk2 parts are the same tier but different branches.  Another example would be the xenon tanks and ion engines.

Engines should be put where kinda fit against the stock capability.  The MH ones are hard to place as spme have 1.875m  bases but for balance they sit a little later.  Any atmosphere jet's or props would sit obvs in the top strand.

Any power generation, storage, thermal things? In the third strand down.

Probes and comms together as you need them both. Higher functionality further to the right.

The control surfacea, rcs and SAS top strand of the engineering branch. This becomes actuators so any further up ones follow that strand.   From memory, even NF stuff tended to round out and fill up just a couple of similar priced nodes.

All 'engineered' parts go in the engineering strand that parallels construction.  That is legs, wheels, parachutes, heatshields.

Construction like structural parts, couplers, girders, decouplers etc in the construction strand.  EPL goes here methinks.  This strand here is also basically 'materials' science.  I'm think of moving the heat shields here.

Tanks then and aerodynamics.  Tanks simply follow the size profile in the OP.  Aerodynamics is really anything that affects aerodynamics... wings, nose cones, fairings, cargo bays.

When NF Construction is installed there is  connecting line from the tanks strand across to the construction strand where the hex or octo girders that contain tanks appear in like the 4th tier?

Finally the crewed branch.  LanderCans and Command Modules are fairly self explanatory. The support strand is for LS and crew cabins that don't function as command modules.  SSPX rings and hitchhiker for example.

Finally, the idea, like HPTechTree, is that this a progression that is semi historically based.  

Peace. 

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53 minutes ago, Cruesoe said:

With your latest tech tree and Kerbalism 3.2 is the recommended science reward level still 50% as it was back in early Simplex?

With kerbalism and 50% science you won't get to the first tier.  So currently you'll  need to do a 100% playthrough.

I do have a plan to adjust the science values with both Simplex and Tetrix are in play so that the 50% can be reimplemented.  But not just yet.

Peace.

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Hi all...

Now that TETRIX is out I'm thinking of a wee refresh of the SIMPLEX Tree in a similar vein to the TETRIX branches, the idea being to support with Simplex mods that really fit best with the stock nodes.

So SOME of the NF mods, RestockPlus, and both DLCs, and, of course, the life support mods.

The idea is to follow the TETRIX layout with the branches but only to Tier 7 and only stock nodes.

The way I've mapped it is to have two additional nodes only... endurance flight and resource utilisation.  This does break with the original concept but I think allows better progression.

There won't be the engineering/construction parallel strands, nor the support strand.  Minuturaization would come earlier as would provide the smaller strucural girders but some pieces would move to tanks or aerodynamics to reduce node part clutter.

There would be better support for the kerbalism upgrades too.  This would be SIMPLEX 1.11.

Still on the cards is BDB but also Contares and Tantares.  DMagic Science too.

Peace.

Edited by theJesuit
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  • 3 weeks later...

I'm updating both Tech Trees

TETRIX TechTree 2.1 is simply an adding Near Future Exploration.

 

SIMPLEX TechTree 1.11 will break saves.  If you are wanting a lightly modded game, then ReStockPlus by itself will fill almost all their nodes expect the final tier of the crew branch.

There is some reorganisation of the tree, yes, using the Tetrix logic and adding three more nodes.  Mk3 and Mk2 plane parts ave been swapped in their tiers.  Kerbalism is now supported as it is in the Tetrix Tech Tree.

Playing a non-crewed game is now more straight forward and so is planes before rockets.

w1CvXvv.jpg

 

Peace.

Edited by theJesuit
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14 minutes ago, Tahvohck said:

@theJesuit it seems like the most recent update to TETRIX now requires SIMPLEX Kerbalism, which is incompatible with the default Kerbalism config. Is that correct? ModuleManager was crashing my game after I updated.

Ah.  Damn.  Okay.  That is definitely a mistake.

I'll fix when I get home this evening. Sorry about that!

 

Tetrix techtree should be standalone and not need anything.  I've probably set up the kerblaism science patches to look for kerbalism simplex only.  

Yes, KerbalismSimplex is incompatable with KerbalismConfig.

Edited by theJesuit
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10 hours ago, Tahvohck said:

No worries! It doesn't really seem to have messed up anything in my save at least :sticktongue:

Good to know it was in error, of course. I'll keep an eye out for the patch.

Hi!  This is now patched.  It took a while, but has resulted in some pedantic code.  MM patching with :LAST turns out to be very picky.

Thanks for the bug finding @Tahvohck.

Peace.

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SIMPLEX TechTree 1.11 is live.  IT WILL BREAK SAVES

  • New Node layout, hence the breaking of saves.
     
  • Support added for KerbalismSimplex, KerbalismConfig, SimplexPropulsion with specialist upgrade nodes.
  • Support added for Near Future Exploration
     
  • Landing legs are now in construction, not landing for probe only careers,
  • Payload and cargo bays are mixed with wings and fairings in an aerodynamics strand.
  • Swapped Mk3 and Mk2 space plane tiers. Mk3 now Tier 5, Mk2 now Tier 6
  • Engine nerf (for slightly more realistic launch profiles, more likely to need two stage to orbit) is disabled with JNSQ.

w1CvXvv.jpg

 

Peace.

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1 hour ago, Taki117 said:

Does Simplex Tech Tree also support KSPIE? I noticed TETRIX does, but it is not listed under the SIMPLEX tree.

No it doesn't.  With mostly only the  stock nodes there just simply wasn't the room.  TETRIX pushes it together more than what CTT does.  But the latest SIMPLEX is closer TETRIX in terms of layout so there isn't much difference.

Peace.

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I'm also planning a documentee career play through with Simplex TechTree, Simplex Resources and Kerbalism Simplex with only Restock Plus and quality of life mods.  May also include HullCamVDS as well.  I plan for this to be a flag and footsteps career basically stock to land kerbals on Eeloo and do a Jool 5.

I'll do the same with other mods to complete the Tetrix Techtree with JNSQ once I'm done with this.  Not sure if will be an actual Jool 5 with mods and such.

Peace.

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I wish you didn't include the propulsion config in this. In KSP it is already hard enough to tell how much dV you'll actually have or need because nothing takes into account that ISP changes with both staging AND altitude, and that is the real reason engines have such good atmospheric performance.

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