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Posted (edited)

The AngleCan SIMPLEX TechTree is divided into five branches, each with two strands.

0YI09Kd.png

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!

This mod includes also includes an Engine reconfigure to make it a little more difficult to launch from Kerbin (and any atmosphere).  This can be removed from the top of the cfg file.  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.

CHANGLOG 27 May 2018

The engine reconfigure has now been separated out to its own cfg file and the fairing size 3 moved back a node.  Some code cleaning was done too.

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/ 

 

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!):

  • kOS (adds kOS to everything with a command module (probes and pods))
  • FASA-RCS
  • Tokamak
  • Research Bodies
  • EVA Fuel Transfer
  • Kerbalism
  • HullCamVDS (not actually present but all parts are in a great location already!)

Further mods to come.

Peace.

Edited by theJesuit
Update to 1.2
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@theJesuit Well this has gotten my attention. I helped myself and peeked through the configs and spotted a major issue.

The use of :FOR in the SimplexISRU....cfg. This command does 2 things, not just 1.

  1. It allows patches to run as part of the sequence of a specific mod (in your case, run during Kerbalism's runtime). Everyone knows this part.
  2. But it also announces the presence of the specified mod. Patches in other mods that are waiting for Kerbalism will run (MM will think it is there when it is not). And that will cause conflicts that no one is expecting. :FOR should not be used if the specified mod is not yours or is not the main part of your download. ;) 
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2 hours ago, JadeOfMaar said:

@theJesuit Well this has gotten my attention. I helped myself and peeked through the configs and spotted a major issue.

The use of :FOR in the SimplexISRU....cfg. This command does 2 things, not just 1.

  1. It allows patches to run as part of the sequence of a specific mod (in your case, run during Kerbalism's runtime). Everyone knows this part.
  2. But it also announces the presence of the specified mod. Patches in other mods that are waiting for Kerbalism will run (MM will think it is there when it is not). And that will cause conflicts that no one is expecting. :FOR should not be used if the specified mod is not yours or is not the main part of your download. ;) 

Great to know thanks!  I'll look at again tonight and clean it up.  I'll update both this separate tech tree and the Kerbalism profile.

Peace.

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On 5/7/2018 at 8:28 PM, theJesuit said:

Mods will be included 

Does this mean that you're working on mod support, or that it's already there?

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3 hours ago, Fancy_Hat said:

Does this mean that you're working on mod support, or that it's already there?

I am working on it.  As was the case with the HPTechTree, mods are unlikely to support it off the bat. Mods that use the stock tech tree will of course just add in on the node they are coded for, but I've made some logic assumptions, (such as size of tanks at different levels, a=so the balance may be a little off.  A suggestion in teh past was to try and make it compatible with CTT, but my ownlogic assumptions didn't allow for it :)

As major mods, currently I plan to add Near future, Keriden Dynamics; SSPX, Tokamak; KER kOS, and a number of small parts and enhancements such as Vens additional bits and pieces, KKPBS which I used to use a lot, but less so more recently Dock Rotate.

Peace.

 

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Hi all.  An update with some mod support will occur this evening.

The engine reconfigure will be separated into a separated cfg so that it can be more easily removed if people want.

Also, I've been wondering whether to implement some small twig branches which would be for part upgrades.  These would cost a small amount of science but would add back some of the reconfigure amount, lessen dry mass of tanks, add functionality to probes etc. Solar cells, batteries.  This wouldn't be implemented for a while though. And it would be a choice to either save your Science Points for the next tier or spend a little to make a certain tech a little better.  The current logic to play through would not be altered.

Let me know what you think!  Also, I'm keen to know how people are finding the balance and which mods you want me to push support for.

Peace.

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Updated  to 1.1 for the following mods

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I haven't gotten around to playing this yet, so I have to ask: what node are fairings in? I've always felt they were unlocked unreasonably late in Stock.

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18 hours ago, Fancy_Hat said:

I haven't gotten around to playing this yet, so I have to ask: what node are fairings in? I've always felt they were unlocked unreasonably late in Stock.

Hi - good question.  Yes, with Simplex the fairings are available much sooner I think.

The 1.25m fairing is in General Construction (the node that looks like the launch clamp).
Then skipping the advanced construction node,
the 2.5m fairing is in specialised construction (the node with four blocks and arrows).
The 3.75m is available in composites (the node with the three layered panels).

However, now that you are pointing it out I have realised that my logic with tank sizes means that I put the 5m fairing for Making History in Composites too to match the 5m tanks.  So I expect when I update this (probably now sooner rather than later :)) I'll move it. This  won't be game breaking if anyone has it installed, just moving one part earlier in the tree.

Peace.

 

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Update to version 1.2 includes some minor updates as listed in the OP.

Peace.

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Finally a new nice tech tree mod. Thanks for it @theJesuit

Like the clean crisp design, though I think a few more nodes would be nice. Especially for separate command pods and probe cores. Dividing into sovjet and american parts would be nice as well, but not suitable for this mod.

 

Kind regards.

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5 hours ago, zulu354 said:

Finally a new nice tech tree mod. Thanks for it @theJesuit

Like the clean crisp design, though I think a few more nodes would be nice. Especially for separate command pods and probe cores. Dividing into sovjet and american parts would be nice as well, but not suitable for this mod.

 

Kind regards.

Thanks!

Would you put command pods and probe cores in the same branch?  I did consider this, but wanted to keep a reasonable separation of crewed vs. non crewed - hence why the probe cores are in the same branch as the antennae and relays.

Ideally I'd put MK1,2,3 tanks elsewhere, but so far I've only used the stock nodes, including the two stock ones that are unused.

If CTT's nodes are unique, then I may release an extended version?  With a sixth major 'tanks' branch for the cylinderical and Mk spaceplane forms.  This would then mean spliting up the engineering construction branch, as when adding in the Near Future and SSPX mods it tends to fill up. I'd also like to have a third mini crewed branch for longer term habitation, so greenhouses and station parts (including the hitchhiker).   There are no current plans for this unless people are keen.

I do need to update anyway - maybe this evening.  I've sorted support for IFILS and it's specialist nodes, Near Future Construction, Solar and Spacecraft, SSPX, kOS and KER and some others for their parts (which I think I use them partless anyway) and also Kerbalism which I think is missing in 1.2.

Currently I'm working my way through a playthrough with Kerbalism SIMPLEX on a 50% science career save (100% funds), with Minmus moved to Eeloo via Kopernicus.  This is ostensibly to balance out the NF and SSPX but also to check that a flyby of Duna and Eve with the Kerbalism transmissible science (only radiation senor, barometer and thermometer), with a half dozen Mün probe landings including the seismic sensor will lead to a Apollo style Mün landing.  I should really put this in a mission report log as well.  Of course in Earth History, Apollo 11 happened after Mars and Eve flybys :)  I think it will work with only 9 or 10 mun biomes visited - all the near ones I think.

Peace,

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Posted (edited)

Nice to see your very quick respond. =)

I would see probes and pods in two different branches, may even divide the pods in to MK and KV series, but not sure about that. One thing, I just recognised with my new play threw with the SIMPLEX tree is as well:

I would put some simple RCS thrusters and tanks infront of the reaction wheels, if you want have it more historical progression wise. Also the 1.25m fairing I would love to see a node earlier. At the moment I am failing to get to space with just the Stayputnik pobe.

 

Mods I play with atm are mostly Sounding Rockets, Firespitter (both come pretty nicely with your tech tree), Kerbalism and some visual mods. Research bodies and outer planet mod are fine as well. Scansat and FASA launch clamps seems to work. I tried the CTT once, but didn't come along with it...I want my probes before pods. At least to be first in space with probes. ;)

 

Keep the good work on. =)

 

 

EDIT:

For the command modules part I just had the idea:

Starting with the Stayputnik module and separating into:

  • unmanned probes
  • manned pods
  • lander cans
Edited by zulu354
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Posted (edited)

What's the new Delta v requirement to reach orbit?

Edited by Cruesoe
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I love this! Works especially well with Sounding Rockets! MUCH more sensible and useful than the Community Tech Tree.

I'm not sure the engine nerf is warranted without the extra nodes being available yet.
Need to test more.

What seems to be the case, though, is that the Engine Nerf does NOT play well with DMagic DeltaV. It displays the same TWR as without the nerf, even though it's rather obviously a much much lower TWR .

Edited by Thygrrr

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On 8/21/2018 at 10:19 PM, Cruesoe said:

What's the new Delta v requirement to reach orbit?

Sorry for the delay.  No delta vee requirements have changed, just the engines are less powerful lower in the atmosphere.

21 hours ago, Thygrrr said:

I love this! Works especially well with Sounding Rockets! MUCH more sensible and useful than the Community Tech Tree.

I'm not sure the engine nerf is warranted without the extra nodes being available yet.
Need to test more.

What seems to be the case, though, is that the Engine Nerf does NOT play well with DMagic DeltaV. It displays the same TWR as without the nerf, even though it's rather obviously a much much lower TWR .

Thanks. I'll look into it.  

So little time for playing or coding... but now Kerbalism has updated with significantly changed figures I've more of a mind to update finally.

Peace.

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