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Everything posted by Ackander
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It's quite intentional, actually. You should think of this tech tree as playing KSP in story mode. There was a time when the Kerbals had no rockets. Instead of the usual science grind like the one you might be used to, I'm giving you the means to imagine being a kerbal administratengineer from before there were rockets, gazing up at the Mun and stars and the sun moving across the huge empty sky in abject wonder and belated misery that you don't know what the heck lies up.. above the ground, when suddenly you are hit by inspiration, and a rock because you live underground when the inspiration hit you too, and you start getting ideas and images in your mind of walking among the stars and touching the Mun and some of the faster moving stars, if only there was a means to leave the ground.. the ground that gives you life, but you feel hope when you think of up above, hope for excitement, for adventure, for chaos bound by moments of crystal clear order, so you make a deal with yourself that you will find out what is above and you need help, because you don't have the faintest idea of how to go about getting away from Kerbin, which is why you organize your fellow kerbal and share your wild ideas and dreams of a new and better and exciting future, up on the surface and beyond, perhaps among the Mun and stars, so a whole heap of kerbals rise with you at your back to the surface, the desolate and sparsely vegetated surface and there, yes there by the big outside lake you stand tall and proud as your adventurous group shape and build the land into something new, something better, something fearful like when you are young and you know there's nothing in the lake, but you still worry about something finding you and getting you but no more for you are an adult now and no fear of the unknown will stop you, or your brethren as you build the most magnificent and glorious of structures arrayed in a compound there by the big water so big and vast like the dark sea of stars above in the night sky that you know with all your being you will see and touch and maybe taste like the future glory and victory when you finally get there but first, always first, you must look about you, you and your people, you must figure it out for everyone’s sake, not just your own fulfilment of twisted and weird feelings and dreams, dreams that you have when you sleep and when you stare awake at the sky and oh how you're tired now, tired and ready to begin your journey to somewhere, but first you must sleep, perhaps in one of them metal tents with transparent rock windows that someone found earlier and started reproducing them for everyone to sleep in, because they are only big enough for one kerbal to fit into and sleep in like you are doing right now, snagging your strange new suit on which was likewise just found that keeps you so comfortable and warm feeling until you wake up, dazed and tired still inside the metal tent with windows when you notice something, something odd and new, like the scent of newly discovered flowers that you just normally forget about not too soon afterward, but this time, it is different, for you decide to write down what you're noticing in a report thing so others can read it and learn from it, but for now, you need to get back in your tent because you're still tired, so you write another report thing after you get in about your situation within the tent, after which you try to figure out who you're going to give the reports to because you know someone must see them, they need to see the reports so you and your kind can gain new knowledge and understanding and perhaps someday have the ability to go up, far up, and touch the Mun with your own hands, but first the reports must be made by your kerbal people, and turned in, so you go to the top of that new structure they built and sit and give orders and directions and plan and scheme to be ready for the time when kerbals are ready to leave the ground...... aaaaannnd that’s when you get to grind the science. By my reckoning, you only need 25 science points to get small SRBs, and another 50 to get liquid fuel capability. In only a couple of flightless launches, you should be able to gather enough science in and around the KSC to really start taking off, as it were. You really do not need parachutes if you have liquid rockets, and probably can skip solid booster only flight because you have some much science after a little while. There are 124.8 159.6 non-flight required science points from surface samples and reports in and around KSC, which includes the three nearest biomes. The journey is a challenge we must all face.. we might as well make it mean something in a meaningful way along the way.
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Going up the tree does unlock parts with larger radii. For rocketry, I used this general sorting rule: Engines sorted by thrust, regardless of radius Basic Rocketry has the smallest solid boosters Basic Liquid Fuel Rocketry has low thrust liquid engines General Rocketry has slightly higher thrust engines, with minimal thrust vectoring Advanced Rocketry give engines with higher thrust vectoring capability Heavy Rocketry introduces 2.5m engines and tanks Heavier Rocketry introduces 3.75m engines and tanks Very Heavy Rocketry allows for larger thrust engines, 1900 kN and higher Experimental Rocketry introduces 5m engines and tanks and 5m spaceframe parts Larger pods are introduced along the way This is exactly what I set out to do when starting the tree oh so long ago it feels now. I wanted the experience to feel like you where a Kerbal, looking back at the ancient history of space flight. My node description quality, however, leaves much to be desired, mostly because I started cramming more mods into the tree, taking time away from the descriptions.. To quote from the start node: I would love some node description ideas, ones that go along with the history lesson theme. I only get in a certain mood to come up with those in a 'Kerbal voice' only once in a while. Around the time of full moons strangely. I totally agree. You don't realise how long it takes to load 73 mods, of which 50 have parts, until you get that many. I need to take out some of the non-part mods to save on memory commit size (hovering at 2.9 gigs now). I know.. I'll just take out the textures, don't need textures to do the techtree. Brilliant.
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Your observations match my own. So tree.cfg only, and a requirement of Tree*.dll. I haven't seen or heard from r4mon for a month now, one can only imagine he is very busy in real life. At least we can make our own trees at least. One thing to remember, in the universe of my TechTree, logic is not discovered until after the start of the space program. You do make a valid point about radial prior to stack parachutes. I'm going to look at that too. Right now, I want to revise the path to RCSs and the Science Discipline in general. I think there is too much in the way of probes, miniature rocketry, and RCS. I might get to 2.0 before too long at this rate.. So at the moment I am: Adding more mod support Possible Survivability revisalationment Revising Science Discipline Decreasing cost to reach Miniaturization Discipline and Unmanned Discipline I was: Finishing my forum profile picture: The first Kerpollo Mun Landing. I ruined it with too much sharpness though.. might redo it someday.
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Indeed I shall. Here is my list of requested mod support thus far, if anyone would like to add to it, you're more than welcome. ScanSat Ioncross Hullcam VDS StretchyTanks RLA Stockalike 0.9.4 - Tiny monopropellent engine Power Generation 0.1.1 - Tech tree compatibility Electric Engines 0.6.1 - Tech tree compatibility [*]Space Shuttle Engines [*]Tiberdyne Shuttle System
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A disparity for sure. I think I'm doing one thing, but another thing happened it seems. Looks like the tree.cfg I uploaded is Yargnit's tree from another save folder. Correct tree.cfg is uploaded now. I wonder.. if the tree will still work if it's not named tree.cfg. I mean, it's just another .cfg and I don't think the game cares where they are in the file structure, they are all put in one big long list of .cfgs. If this is the case, tree.cfg shall soon be further known as AckandersVerticalTechTree.cfg. At least if you download it from me. I will see about the TreeEdit requirement today. It might be so, I never tried loading the tree without it, in fact. In a way, this was intentional.. so you could appreciate the grandure of the adventure that was laid out before you. I can compromise, perhaps, and decrease the costs to get to survivability and maybe include wheels sooner? I guess not everyone can see the fun in trying to only use boosters to get up and then back down to a new biome, and it does take a lot of launches to walk to the water and grasslands to get those sciences.. What about this: I make it a 'reward' for using mods that make the game more challenging? For instance, if you have Remote Tech 2 you can can get the little antenna much sooner than the other antennas. What I need is a plugin that allows the techtree.cfg to be modified in situ, so mutually exclusive paths may be choosen, like a hard path or a not hard path.. Anyone? Let me look at the numbers again and run a simulation or two, then I'll see what I come up with. Initial thoughts are to make getting parachutes require a minimum number of launches, because I know the launch grinding is tedeous and frankly not fun. The fun part is supposed to be the puzzle of what/how to build something to accomplish the mission. We'll see. I'll get back to you on this soon.
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[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
Ackander replied to TriggerAu's topic in KSP1 Mod Releases
Indeed. I was wondering if you had a formal/public list of features you intend to add to this mod, or are considering adding. Your iconography is exceptional, sir, I can't wait to see more. -
Ack, wrong url then.. zzt zzt ..Fixed. Now.. Mun's potential science? Unrealistic? Perhaps, but that's where the maths lead to. Let's see.. Firstly, I pulled all numbers that went into that spreadsheet from the KSP wiki. And now: Only Kerbin and Mun have "biomes" Mun has 15 biomes [*]Every body in the Kerbolar System has a science multiplier For Mun's surface, near and far outerspace the values are 4, 3, and 3 Every science activity has a maximum science value The science activities are surface sample, crew and eva report, mystery goo, materials study, temp, seismic, and gravity scans (pressure and atmo analysis require atmospheres) Their maximum science values are 40, 8, 10, 18, 35, 10, 23, 22 respectively [*]Every science activity affects the various regions of celestial bodies differently Science activities either: cannot scan a specific region at all scan the entire region as if it were a single biome for one amount of maximum science scan the biome of an entire region for a maximum science for each biome [*]The Maths The equation for maximum science for a given activity for a celestial body is: maximum science value times regional science multiplier times number of "seen" biomes Surface Samples: 40 * 4 * 15 = 2400 Crew Reports: (8 * 4 * 15) + (8 * 3 * 1) + (8 * 3 * 1) = 528 EVA Reports: (10 * 4 * 15) + (10 * 3 * 1) + (10 * 3 * 1) = 1080 Mystery Goos: (18* 4 * 15) + (18 * 3 * 1) + (35 * 3 * 1) = 1188 Materials Studys: (35 * 4 * 15) + (35 * 3 * 1) + (35 * 3 * 1) = 2310 Temperature Scans: (10 * 4 * 15) + (10 * 3 * 1) = 630 Seismic Scans: (23 * 4 * 15) + (23 * 3 * 1) + (23 * 3 * 1) = 1380 Gravity Scans: (22 * 4 * 15) + (22 * 3 * 15) + (22 * 3 * 15) = 3300 [*]When you have 15 biomes, the science really stacks up (wait until the other planets and moons have biomes too). The total science available from Mun is 12,816. Note: Total does not account for science gained by reovering spacecraft/aircraft etc. In conclusion, yes, the amount you can get from Mun is rediculously huge when compaire to the other planets of the Kerbolar System, especially when you get less than half of that from Laythe alone. But, I would not say the amount is unrealistic, not when considering there are 15 biomes on Mun. For reference, here is the entry for Mun from my spreadsheet, with null values omitted: [TABLE=width: 1024, class: grid] [TR] [TD]Experiments[/TD] [TD]surface sample[/TD] [TD]crew[/TD] [TD]eva[/TD] [TD]Mystery Goo [/TD] [TD]Materials Study[/TD] [TD]Temp Scan[/TD] [TD]Seismic Scan[/TD] [TD]Gravity Scan[/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD]Required part[/TD] [TD]sample[/TD] [TD]report[/TD] [TD]report[/TD] [TD]Mystery Goo[/TD] [TD]SC-9001[/TD] [TD]2HOT T[/TD] [TD]Double-C[/TD] [TD]GRAVMAX[/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD]Surface[/TD] [TD]Biome[/TD] [TD]Biome[/TD] [TD]Biome[/TD] [TD]Biome[/TD] [TD]Biome[/TD] [TD]Biome[/TD] [TD]Biome[/TD] [TD]Biome[/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD]Near space[/TD] [TD]none[/TD] [TD]Once[/TD] [TD]Biome[/TD] [TD]Once[/TD] [TD]Once[/TD] [TD]Once[/TD] [TD]none[/TD] [TD]Biome[/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD]Outer space[/TD] [TD]none[/TD] [TD]Once[/TD] [TD]Once[/TD] [TD]Once[/TD] [TD]Once[/TD] [TD]none[/TD] [TD]none[/TD] [TD]Biome[/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD]Maximum value[/TD] [TD]40[/TD] [TD]8[/TD] [TD]10[/TD] [TD]18[/TD] [TD]35[/TD] [TD]10[/TD] [TD]23[/TD] [TD]22[/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [TD]Per Region[/TD] [TD]Total[/TD] [/TR] [TR] [TD]Surface[/TD] [TD=align: right]2400[/TD] [TD=align: right]480[/TD] [TD=align: right]600[/TD] [TD=align: right]1080[/TD] [TD=align: right]2100[/TD] [TD=align: right]600[/TD] [TD=align: right]1380[/TD] [TD=align: right]1320[/TD] [TD=align: right]9960[/TD] [TD=align: right]12816[/TD] [/TR] [TR] [TD]Near space[/TD] [TD] [/TD] [TD=align: right]24[/TD] [TD=align: right]450[/TD] [TD=align: right]54[/TD] [TD=align: right]105[/TD] [TD=align: right]30[/TD] [TD] [/TD] [TD=align: right]990[/TD] [TD=align: right]1653[/TD] [TD][/TD] [/TR] [TR] [TD]Outer space[/TD] [TD] [/TD] [TD=align: right]24[/TD] [TD=align: right]30[/TD] [TD=align: right]54[/TD] [TD=align: right]105[/TD] [TD] [/TD] [TD] [/TD] [TD=align: right]990[/TD] [TD=align: right]1203[/TD] [TD][/TD] [/TR] [/TABLE]
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Kerbal Attachment System already included, others I am adding to my list. However, I do want to mention that I removed Stretchytanks during development because of balancing issues. But... I can add them back in, perhaps to Nanolathing or something beyond, under the guise of requiring perfect chrystaline structure? Sure. Added to the list.
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That's right. Just remember some nodes are made around whole mod parts, so without those mods, the nodes will be empty. Not all empty nodes are hidden or dead ends, either, they probably unlock a node higher up that does have parts in it. I tried to hide all the nodes that are dead ends that have no stock parts.
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Indeed, I agree the red was washed out quite a lot. As far as the four dots, yeah those are the moons, and the 'dead pixel' is actually about 100 or more pixels (if you mean the one above and to the right of the moons). I believe it might be another moon because I took another picture 3 hours later but there is no light there, and all the stars/nebulae/galaxies lined up between the two images.
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KSP Intersteller is indeed accounted for.. however, neither Scansat or Ioncross have been included. To be honest, I mostly used mod popularity on SpacePort to determine what mods I sorted into the TechTree. I will endevour to include all requests that come my way and update the TechTree accordingly.
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You can overide your existing tree.cfg, but to be honest, I don't know what will happen when you do. What I would do for existing saves is back it up first, then replace the tree.cfg, then go into persistent.sfs to delete all Tech{} entries in the ResearchandDevelopment scenario, and depending on how far along I was in my game, give myself an appropriate amount of science points to catch back up. You can try replacing tree.cfg without changing the persistent.sfs, but there are several unique nodes between stock nodes in my TechTree, so you'd have un-researched gaps.. I don't think it would hurt your game too much though, as I think the game would replace..... zzt ...... zzt Sorry, just had to go and test it out real quick. It looks like you do keep the nodes you already researched. Be aware, however, that the parts are shifted around somewhat significantly, so you more than likely will not have access to the same parts as before, but your already launched spacecraft should be ok. Try it out (don't forget to backup ) and see for yourself?
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Meet KSP's first Vertical Technologies Tree: Using r4m0n's TreeEdit plugin I redesigned the TechTree in KSP from the ground... up. Literally, during the redesign I fashioned all the nodes into a tree shape. Now, trading aesthetics for utility, I have arrived at the tree's present form, seen below. I divided the parts, both stock and a lot of mod parts, into logically categorized disciplines. Although most engineering, technologic, and scientific disciplines separate into individual linear paths, there are multi-discipline requirements to acquire more advanced hardware throughout as well as mod-craft specific ____ It is my hope that many play-styles can be experienced without discomfort while using this TechTree; with only the usual .cfg tweaking to acclimate the various mods with one another of course. Because of this, the purpose to the TechTree itself is merely to organize as many parts possible into a logical and concise system of ordered disciplines, as well as order the parts in such a manner as to introduce a balance between difficulty and science grindiness. At the start of the tree, only basic capsules and a truss section are available to the Kerbals, begging the question: are the Kerbals intelligent (or patient, whichever) enough to do the thinking necessary to take to the stars and explore the vast Kerbolar System? (hint: this should be the hardest part of this TechTree.. hopefully). The total required science for the entire tree is now 24,415. I decreased the costs of several areas of the tree to account for there not being enough to gain by spending so much science at once. I am hoping this is not a problem. Plus, just like the Stock TechTree, this TechTree will have some blank nodes if you do not have every mod installed that I do, decreasing overall science costs. ____ That said, this TechTree does not require any mods to play with, as there are minimal gaps of non-stock part only nodes between nodes with stock parts in them. Also, since all stock tech nodes are incorporated, any mod parts that sort into the stock TechTree will do so with this TechTree as well, with relative logistisy. ____ Release v1.15.45.c adds some nodes that only contain craft specific parts, such as Wayland's WT-51 Transport or the spacecraft and rockets from Bobcat's historical packs. For now, all the parts for a single spacecraft/rocket reside together in one node, but eventually the parts will be seperated into new nodes based on discipline, with appropriate requirements for each. Leave any questions, comments, and suggestion you may have, including if you need support for a mod not listed below for whatever reason. ____ To all mod developers I want to give a sincere thank you for all the time and effort you put into your work, as well as Squad for making KSP and including such fine modding support. Thank you! ____ Download: ACKANDER’S VERTICAL TECHTREE v1_16.zip on DropBox. ACKANDER’S VERTICAL TECHTREE v1_16.zip on CurseForge. ____ Requirements: TreeLoader Plugin or TreeEdit Plugin ____ Recommended TechTree Installation Methods: If you have TreeLoader, and/or TreeEdit: Download ACKANDER’S VERTICAL TECHTREE v1_16.zip. Start a new game, goto Research and Development Lab, select stock. Move tree.cfg to your game's save folder, right next to persistent.sfs -I need to find out if I can save a complete tree.cfg through TreeEdit's cloud save, or if it only saves the screen state of the tree. I am sure I cannot load all parts at once to make sure it saves properly. A Few Notes: TreeEdit.dll or TreeLoader.dll is required to play with non-stock TechTrees made using the TreeEdit plugin. The current version of TreeEdit stays active whether you're in or out of the Research and Development Lab. When pressing F5 TreeEdit attempts the nodes in the current scene. If you are in the VAB, there are no nodes therefore TreeEdit saves a blank tree.cfg. I recommend not having TreeEdit installed if you are going to be playing KSP's career mode, otherwise every time you press F5 you will delete your TechTree. Fortunately, your progress is saved in persistent.sfs, so re-installing the tree.cfg file will bring your progress back. Also, you can re-assign quicksave to another function key. You can override your current TechTree, but you may have gaps of unresearched nodes between the nodes you already researched. ____ Updates: v1.16 - Release d May 13, 2014 -Added parts from the additional NASAmission content added to KSP in version 0.23.5 -Updated for KSP Interstellar v0.11 v1.15.45.c - Release c January 11, 2014 - Added parts from the following mods into TechTree: 6S Service Compartment Tubes Beastly Science Pack Damned Robotics MOdular MANipulator Deep Space Mission Pack FTmN Atomic Rockets Historic American Pack Historic Soviet Pack L-Tech Scientific Stuff SpaceX Launch Pack Station Science Stockalike Double Nerva TAC Electrolyzer and Fuel Cell TAC Life Support Converter Tarsier Space Technology Tri-Hexagonal Structural Trusses Wayland's Emergancy Escape Pod "The Egg" Wayland's FL-1 Rover and Wheels Wayland's Freelander Pod Wayland's HyperRing Wayland's MechPod Wayland's Pegasus Px2 Wayland's Port-o-Hatch Wayland's Space Eagle 1999 Wayland's WR1 Rapier and WV8 Air Scoop Wayland's WT-51 Transport - Added projects concept, mods with projects: -B9 Aerospace -Tiberdyne Shuttle System -Wayland's Emergancy Escape Pod "The Egg" -Wayland's FL-1 Rover and Wheels -Wayland's MechPod -Wayland's Pegasus Px2 -Wayland's Space Eagle 1999 -Wayland's WT-51 Transport -Historic American Pack -Historic Soviet Pack -SpaceX Launch Pack -Novapunch Odin and Thor v1.12.18.b - Release b December 3, 2013 - Added parts from the following mods into TechTree: ECLSS Life Support Hooligan Labs Airships Hull Camera VDS Ioncross Crew Support PBW Fuel Balancer RLA Electric Engines RLA Power Generation Parts RLA Stockalike Parts Sceppies Minipack Service Module System Space Shuttle Engines Stretchy Tanks TiberDyne Space Shuttle Systems - Science Costs Overhaul - TechTree nodal structure revised v1.0 - Release a December 3, 2013 - Initial public release v0.9 - preRelease November 23, 2013 - Mod parts added through updates sorted into tree - Arranged tech nodes into final formation - Begin testing v0.5 - preRelease November 15, 2013 - Finished sorting parts - Arranged tech nodes into the rudimentary shape of a tree v0.1 - preRelease November 4, 2013 - Initial design for vertically oriented technologies tree ____ Ackander's Vertical TechTree Support: Until further notice, all requests for mod support will will be added to a requests list for processing into an update. I will try not to put out too many updates too often, only often enough. Unless users of Ackander's Vertical TechTree make requests for support or changes, I probably will not make spontaneous updates, for I will assume there are no problems with the TechTree in its current state. ____ Getting Started: I know what you will think when you first open up the Research and Development Lab, and all you find available to you are a one man capsule or two and a truss section. I can assure you this is intentional. As the Kerbals did not have rockets before they had rockets, why should you? Unlike the last version, you only need to perform two or three missions to get to parachutes, maybe more if you do not have installed NovaPunch, Vanguard's Parachutes, or Hooligan Labs Airships mods. Below I briefly illustrate how it may be possible to to get to the ocean and plains without walking or using rockets, aquiring more than enough science to get the technology to make suborbital rockets (maybe further?) that do not require parashutes to survive. Also included is a screen of the Vertical TechTree from v0.5. Below the gallery, I am providing a list of every node in the Vertical TechTree, and with it the ammount of science you would need to buy only the nodes leading up to that node and how many nodes away from Start it is. For instance, you only need 70 science to get to small or radial parachutes, but you may need more to buy other nodes for their parts to be able to get 70 science in a less grindy way. ____ What follows next may be painfully obvious to some, but I shall explain what is to come as a matter of course. Following this will be list of mods with parts incorporated directly into the TechTree, as well as a short description of the disciplines the TechTree is partitioned into and what types of parts may be found within. I do realize that some mods may not be up-to-date, but in all the testing I managed to do, no mods exposed themselves to be problematic. [TABLE=align: left] [TR] [TD] [TABLE=width: 400] [TR] [TD] Mods With Parts Sorted Into Ackander's Vertical TechTree 6S Service Compartment Tubes by nothke at link AIES Aerospace by carmics at link B9 Aerospace by bac9 at link Beastly Science Pack by BeastofChicken at link CORE ANVIL Rocketry by Absolution at link Damned Robotics MOdular MANipulator by nothke at link Deadly Reentry Continued by NathanKell at link Deep Space Mission Pack by kockaspiton at link Docking Strut by JDP at link ECLSS Life Support by asmi at link Engineer Redux by cybutek at link Extraplanetary Launchpads by taniwha at link FTmN Atomic Rockets by Kommitz at link Fustek Station Parts by sumghai at link FusTek's Common Berthing System by fusty at link FusTek's Munox System by fusty at link H.O.M.E. by BobCat at link HexCans by Greys at link Historic American Pack by BobCat at link Historic Soviet Pack by BobCat at link Hooligan Labs Airships by JewelShisen at link Hull Camera VDS by Albert VDS at link Infernal Robotics by sirkut at link Ion Hybrid Electric Engines by EPD at link Ioncross Crew Support by yongedevil at link ISA MapSat by Innsewerants at link Kerbal Attachment System by Majiir at link Kethane by Majiir at link Kosmos Spacecraft Design Bureau by Normak at link KSP Interstellar by Fractal_UK at link KSPX by KasperVld at link KW Rocketry by Kickasskyle at link Lack Luster Labs by Lack at link LazorSystem by Romfarer at link L-Tech Scientific Stuff by ludsoe at link MechJeb2 by r4m0n at link MK3 Expansion Pack by TouhouTorpedo at link MK4 Fuselage System by TouhouTorpedo at link Near Future Propulsion by Nertea at link NovaPunch 2 by Tiberion at link Procedural Dynamics Wings by DYJ at link Procedural Fairings by e-dog at link Protractor Rendezvous by mrenigma03 at link PWB Fuel Balancer by codepoet at link Radial Experiment Storage Container by Talisar at link RealChute Parachute Systems by stupid_chris at link RemoteTech 2 by Cilph at link ReStock Parts by PolecatEZ at link RLA Electric Engines by hoojiwana at link RLA Power Generation Parts by hoojiwana at link RLA Stockalike Parts by hoojiwana at link Robotic Arms Pack by Romfarer at link SCANSat by damny at link Sceppies MiniPack by Sceppie at link Service Module System by sumghai at link Space Shuttle Engines by dtobi at link SpaceX Launch Pack by LazarusLuan at link Spherical Toroidal Pack by Talisar at link Station Science by ethernet at link Stockalike Double Nerva by Kommitz at link Stretchy Tanks by AncientGammoner at link TAC Electrolyzer and Fuel Cell by eggrobin at link TAC Life Support by TaranisElsu at link TAC Life Support Converter by CSVoltage at link Tarsier Space Technology by tobyb121 at link TiberDyne Space Shuttle Systems by Tiberion at link Tri-Hexagonal add-on Parts by BlueGoblin at link Tri-Hexagonal Structural Trusses by Semni at link TV Aerospace by Taverius at link VanguardTech's EVA Parachutes by Kreuzung at link Wayland's Emergancy Escape Pod "The Egg" by Devo at link Wayland's FL-1 Rover and Wheels by Devo at link Wayland's Freelander Pod by Devo at link Wayland's HyperRing by Devo at link Wayland's MechPod by Devo at link Wayland's Pegasus Px2 by Devo at link Wayland's Port-o-Hatch by Devo at link Wayland's Space Eagle 1999 by Devo at link Wayland's WR1 Rapier and WV8 Air Scoop by Devo at link Wayland's WT-51 Transport by Devo at link [/TD][/TR] [/TABLE] [/TD] [TD] [TABLE] [TR] [TD]Disciplines [/TD] [/TR] [TR] [TD]Start [/TD] [TD=width: 400] Start.. The beginning of your journey through a vast.. fjord of knowledge and exploration. You and your kind know nothing about unnatural flight.. only the deep desire among your brethren to go.. up. You get a metal box to sit in and a small metal structure to put it on that your mind may be that much closer to the stars and Mun above. Basic One-Kerbal Capsule Small Truss [/TD] [TD=width: 125]Mobility [/TD] [TD=width: 400] The advances in electrics empowered Kerbals to study in the Mobility Discipline the parts and structures needed to move various forms of vehicles be it ground, space, or aero based. Rover Parts Landing Wheels Landing Legs [/TD] [/TR] [TR] [TD]Aerodynamics [/TD] [TD] The disciplined study of stability and control led the Kerbals into the realm of the Aerodynamics Discipline, the mystical study of seeing air. Advancing in the Aerodynamics Discipline allows for bigger and better lifting surface developments, which lets you build bigger and better aerocraft. Wings [/TD] [TD]Nuclear [/TD] [TD] After enough experience with radioisotopic power generation, the Kerbals were ready to move on to bigger and better.. stuff. Study of the Nuclear Discipline opens up with the development of nuclear rocket engines and tiny nuclear reactors. Nuclear Rocket Engines Nuclear Reactors [/TD] [/TR] [TR] [TD]Aeroframes [/TD] [TD] Taking flight and soaring above the ground in a heavier than air contraption is a moderately beautiful thing. Each step in the Aeroframes Discipline requires advancement in both controls and aerodynamics to unlock aerocraft control centers, jet engines, air intakes, and fuselages from which to hang lifting surfaces from. Cockpits Fuselages Jet Engines Air Intakes Fairings [/TD] [TD]Resources [/TD] [TD] The advanced exploration of the Kerbolar System forced some Kerbals to realize that there were resources on other celestial bodies suitable for making exploration even easier, With Resources Discipline Kethane and ore discovery, storage, and processing could be achieved. Raw Material Discovery Parts Raw Material Processing Material Storage [/TD] [/TR] [TR] [TD]Communications [/TD] [TD] The knowledge provided by basic space electrics directly led to utilizing radio waves and electric conductors to develop the long range wireless Communications Discipline. Di-pole Antennas for Omnidirectional Use Dish Antennas for Directed Beam Use [/TD] [TD]Robotics [/TD] [TD] From mechanical wheels came the concepts of mechanical arms and joints. Robotics Discipline explores the study of moving parts and manipulators for use on standard and exotic spacecraft designs. Robotic Parts [/TD] [/TR] [TR] [TD]Controls [/TD] [TD] Stability and Control was developed by accident, just like some other things may have been. Regardless, the Controls Discipline allows Kerbals to have better control over their things.. be they real or imagined. Controls includes Stability Augmentation Systems and small wing-like structures with active control surfaces that get bigger the higher in the tree you climb. SAS modules Winglets Control Surfaces Capsules [/TD] [TD]Rocketry [/TD] [TD] Rockets.. those machines propelled through space and time by the sweat, tears, and blood of Kerbal engineers. Within the Rocketry Discipline can be found containers for fuel, rocket motors, liquid rocket engines, aerodynamic forms, and more metal boxes from which to command. The higher up the tree in Rocketry, the larger and more complex the rocket parts you will unlock. Motors and Engines Fuel Containers Command Modules [/TD] [/TR] [TR] [TD]Electrics [/TD] [TD] It was not until the Kerbals started investigating the Kerniverse that they realized electricity would play an important role in a dedicated space program and is necessary for prolonged space missions. The practical applications of Electric Discipline study come to life in power storage, power generation, and powerful lights mounted to the outside of spacecraft. Electric Power Storage Electric Generation Lights Lazors [/TD] [TD]Science [/TD] [TD] The deep thoughts that arose as a result of the feeble attempts to get away from the ground have produced in your Kerbals a sense of logic, as well as a new chair to sit upon while you gaze up in bewildered wonder.. Or perhaps some fantastic accidents have already happened to you, in which case the chair is still almost useless at this point. Within the Science Discipline will be found contraptions to aid the intrepid Kerbals in their quest to understand the universe around them. Integrated into the Science Discipline are thermodynamic theories allowing, in some circumstances the elimination of waste heat from space faring vessels. Sensors Science Experiments Waste Heat Radiators [/TD] [/TR] [TR] [TD]Electric Propulsion [/TD] [TD] The knowledge provided by basic space electrics directly led to utilizing electric fields to create thrust by accelerating ionized material to very high exit velocities using electrostatic/magnetic fields establishing the Electric Propulsion Discipline. Electric Emission Electric Propulsion Thrusters Electric/Liquid Fuel Hybrid Engines Electric Thruster Gas Storage [/TD] [TD]Spaceframes [/TD] [TD] Building complex rockets requires specialized components developed by advances in the Spaceframe Discipline. Here can be found adapters, couplers, decouplers, and basic orbital spaceframes. Adapters Couplers Decouplers Orbital Parts [/TD] [/TR] [TR] [TD]Exploration [/TD] [TD] Once long range communications became popular, Kerbalnauts would be able to more safely leave the confines of Kerbal Orbit, establishing the Exploration Discipline of exploring other places within the Kerbolar System. Ladders Winches Habitation modules [/TD] [TD]Survivability [/TD] [TD] The experiences of having rockets go up and subsequently come back down only to land or fly into fireballs on the ground and in the air gave some Kerbals some.. good ideas. With enough experience Survivability Discipline, parachutes and heat shields can be developed that will protect rockets and their passengers from sudden unexpected endings when trying to land or reenter Kerbin's atmosphere. Parachutes Heatshields [/TD] [/TR] [TR] [TD]Kerbolar Voltaics [/TD] [TD] Ah, the power of Kerbol. This technology will allow free energy from Kerbol, as long as you are not in the shadow of some planet or something. Kerbolar voltaic panels can be unlocked when studying the Kerbolar Voltaic Discipline. Using the combined technologies from thermodynamics in Science and Kerbolar Voltaic Panels, specialized waste heat exchangers can be developed now. Kerbolar Voltaic Panels Waste Heat Radiator Panels [/TD] [TD]Theoretics [/TD] [TD] Some forms of power were always theoretically possible for the Kerbals, they just could never use those technologies until they discovered the Theoretics Discipline and studied quite intensely. Quite intensely. Fusion Reactors Antimatter Reactors Antimatter Collection/Storage Alcubierre Warp Drive [/TD] [/TR] [TR] [TD]Miniaturization [/TD] [TD] They look like real rockets parts.. only smaller. Miniaturization Discipline also includes Reaction control systems. Tiny Rocket Parts Reaction Control Systems [/TD] [TD]Unmanned [/TD] [TD] Kerbasbstensia technology did not succeed properly until the advent of wireless space communication systems. Advancements in the Unmanned Discipline give increasingly better unmanned options, ultimately leading to the potential development of a fully autonomous robotic flight commander. Unmanned command modules MechJeb controlled modules [/TD] [/TR] [/TABLE] [/TD] [/TR] [/TABLE] And.. here’s some astronomy pictures of Mun, Duna, and Jool from my front yard.. just because. This work is licensed under Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
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[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
Ackander replied to TriggerAu's topic in KSP1 Mod Releases
I think the point I was trying to make, more than anything, is what a large task it would be for you to iconize and impliment every single resource in KSP. The list I gave is merely what are in the mods I'm using minus the one's you've already iconized, imagine how many more resources are in use out there. For now, I would suggest having a generic resource icon/color for a place holder, so you can concentrate on your priorities for the mod, whatever they may be. -
[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
Ackander replied to TriggerAu's topic in KSP1 Mod Releases
I'd say that Liquid Oxygen should be light blue, and liquid hydrogen should be a lighter blue. lqdMethane from KSPI should be pale green or pale pinkish. Kethane should be a healthy green. Xenon should be purple, argon should be a "primary color blue". Kerosene should be a dark brown.Let me just start by saying I love this mod, thank you so much for a job well done. And then sorry, but I must protest/correct you/respectfully disagree here.. As far as our world goes, Xenon is intense nearly white blue, while Argon is purple, at least when you pass these gasses through an electron field. Also, some icons should be colored according to their semi-standardized tank colors, so I would propose the following hex values for these and a couple other resources: [table] [tr][td]Xenon[/td][td] #9FC1FF[/td][td]██████████[/td][/tr] [tr][td]Electric Charge[/td][td] #FFE400[/td][td]██████████[/td][/tr] [tr][td]Monopropellant[/td][td] #E7BE5D [/td][td]██████████[/td][/tr] [tr][td]AblativeShielding[/td][td] #BEBE3C [/td][td]██████████[/td][/tr] [tr][td]RocketParts[/td][td] #FF7D00/#666468 [/td][td]██████████[/td][/tr] [tr][td]Metal[/td][td] #696969 [/td][td]██████████[/td][/tr] [tr][td]Ore[/td][td] #AA7828 [/td][td]██████████[/td][/tr] [tr][td]Polytetrafluoroethylene (Teflon)[/td][td] #3D321D [/td][td]██████████[/td][/tr] [tr][td]ArgonGas[/td][td] #8F3FBC [/td][td]██████████[/td][/tr] [tr][td]HydrogenGas[/td][td] #1A367F/#B155AC [/td][td]██████████[/td][/tr] [tr][td]StoredCharge[/td][td] #609BC3 [/td][td]██████████[/td][/tr] [tr][td]EnrichedUranium[/td][td] #5DFF00 [/td][td]██████████[/td][/tr] [tr][td]DepletedUranium[/td][td] #FFE607 [/td][td]██████████[/td][/tr] [tr][td]ThermalPower[/td][td] #FF1900 [/td][td]██████████[/td][/tr] [tr][td]Megajoules[/td][td] #FFE400 [/td][td]██████████[/td][/tr] [tr][td]Antimatter[/td][td] #F763A1/#CA551B [/td][td]██████████[/td][/tr] [tr][td]IntakeAtm[/td][td] #0086E1 [/td][td]██████████[/td][/tr] [tr][td]UF4[/td][td] #00960A [/td][td]██████████[/td][/tr] [tr][td]ThF4[/td][td] #CCCFFF [/td][td]██████████[/td][/tr] [tr][td]Actinides[/td][td] #FF8800 [/td][td]██████████[/td][/tr] [tr][td]DepletedFuel[/td][td] #FFE607 [/td][td]██████████[/td][/tr] [tr][td]Science[/td][td] #FFFFFF [/td][td]██████████[/td][/tr] [tr][td]VacuumPlasma[/td][td] #FF0077 [/td][td]██████████[/td][/tr] [tr][td]Argon[/td][td] #8F3FBC [/td][td]██████████[/td][/tr] [tr][td]Aluminium[/td][td] #7C0101 [/td][td]██████████[/td][/tr] [tr][td]ExoticMatter[/td][td] #FF0018 [/td][td]██████████[/td][/tr] [tr][td]Deuterium[/td][td] #EA00EA [/td][td]██████████[/td][/tr] [tr][td]Lithium[/td][td] #0C75FF [/td][td]██████████[/td][/tr] [tr][td]Tritium[/td][td] #FF6D1E [/td][td]██████████[/td][/tr] [tr][td]WasteHeat[/td][td] #C2781C [/td][td]██████████[/td][/tr] [tr][td]LqdMethane[/td][td] #006161 [/td][td]██████████[/td][/tr] [tr][td]KIntakeAir[/td][td] #0086E1 [/td][td]██████████[/td][/tr] [tr][td]Food[/td][td] #2AFF00 [/td][td]██████████[/td][/tr] [tr][td]Water[/td][td] #043AFF [/td][td]██████████[/td][/tr] [tr][td]CarbonDioxide[/td][td] #C6CEC8 [/td][td]██████████[/td][/tr] [tr][td]Waste[/td][td] #636900 [/td][td]██████████[/td][/tr] [tr][td]WasteWater[/td][td] #004A3E [/td][td]██████████[/td][/tr] [tr][td]CO2[/td][td] #C6CEC8 [/td][td]██████████[/td][/tr] [/table] Didn't you mention something about a rainbow effect? By the way.. is there any way to consolidate resources? I have at least 2 CO2s, two O2s, a few uraniums, argons, intake air.. ..I remember when they did that for Minecraft.. ..I'm guessing there is no simple way short of a registry, but thought I would at least ask. -
Now-defunct-thread-that-should-not-appear-in-google-search.
Ackander replied to Cilph's topic in KSP1 Mod Releases
Where I come from, it's PICNIC.. -
[0.23.5] TreeLoader - Custom Career Tech-tree Loader 1.1.5
Ackander replied to r4m0n's topic in KSP1 Mod Releases
https://www.dropbox.com/s/13mfh0rn1gvxntw/scienceksp%20-%20Copy.xls Try this, maybe? -
[0.23.5] TreeLoader - Custom Career Tech-tree Loader 1.1.5
Ackander replied to r4m0n's topic in KSP1 Mod Releases
EDIT: Looks like the columns are lost when posting, sorry. Just needs to be text-to-columned. Far right column is total for the body, second from the right is science per region. For Kerbin and Mun, the amounts of science for the experiments that work for each biome need to be divided by the number of biomes to get the per biome max science amount. I just did this yesterday. I have made excel calculate for me the max science gainable from the game for each body's region and per experiment based off of data from the KSP Wiki on science. Just copy and paste this post into a spreadsheet to see it in columns. I have adjusted for KSP,Launchpad, and Runway having less maxScience, with the assumption that anything above surface level is the surrounding biome, and not KSP,LP,RW. Have different results? Let me know, one of us did something wrong. Hope this helps any at all. 65248 :Total_Science Science_Per_Region_Per_Experiment Celestial_Body Region Requires_Atmosphere Total/Region Total/Body Kerbin Surface 64.8 126 36 73.6 79.2 50.4 86.4 144 28.8 36 725.2 1889.4 Kerbin Lower_atmosphere 12.6 24.5 7 0 0 9.8 151.2 0 50.4 63 318.5 Kerbin Upper_atmosphere 12.6 24.5 7 0 0 9.8 151.2 0 5.6 7 217.7 Kerbin Near_space 18 35 10 0 198 0 0 0 8 90 359 Kerbin Outer_space 18 35 0 0 198 0 0 0 8 10 269 Mun Surface 1080 2100 600 1380 1320 0 0 2400 480 600 9960 12816 Mun Lower_atmosphere 0 0 0 0 0 0 0 0 0 0 0 Mun Upper_atmosphere 0 0 0 0 0 0 0 0 0 0 0 Mun Near_space 54 105 30 0 990 0 0 0 24 450 1653 Mun Outer_space 54 105 0 0 990 0 0 0 24 30 1203 Minmus Surface 90 175 50 115 110 0 0 200 40 50 830 1614 Minmus Lower_atmosphere 0 0 0 0 0 0 0 0 0 0 0 Minmus Upper_atmosphere 0 0 0 0 0 0 0 0 0 0 0 Minmus Near_space 72 140 40 0 88 0 0 0 32 40 412 Minmus Outer_space 72 140 0 0 88 0 0 0 32 40 372 Duna Surface 144 280 80 184 176 112 192 320 64 80 1632 3837 Duna Lower_atmosphere 126 245 70 0 0 98 168 0 56 70 833 Duna Upper_atmosphere 0 0 0 0 0 0 0 0 0 0 0 Duna Near_space 126 245 70 0 154 0 0 0 56 70 721 Duna Outer_space 126 245 0 0 154 0 0 0 56 70 651 Ike Surface 162 315 90 207 198 0 0 360 72 90 1494 3062 Ike Lower_atmosphere 0 0 0 0 0 0 0 0 0 0 0 Ike Upper_atmosphere 0 0 0 0 0 0 0 0 0 0 0 Ike Near_space 144 280 80 0 176 0 0 0 64 80 824 Ike Outer_space 144 280 0 0 176 0 0 0 64 80 744 Dres Surface 144 280 80 184 176 0 0 320 64 80 1328 2700 Dres Lower_atmosphere 0 0 0 0 0 0 0 0 0 0 0 Dres Upper_atmosphere 0 0 0 0 0 0 0 0 0 0 0 Dres Near_space 126 245 70 0 154 0 0 0 56 70 721 Dres Outer_space 126 245 0 0 154 0 0 0 56 70 651 Jool Surface 0 0 0 0 0 0 0 0 0 0 0 3038 Jool Lower_atmosphere 126 245 70 0 0 98 168 0 56 70 833 Jool Upper_atmosphere 126 245 70 0 0 98 168 0 56 70 833 Jool Near_space 126 245 70 0 154 0 0 0 56 70 721 Jool Outer_space 126 245 0 0 154 0 0 0 56 70 651 Sun Surface 0 0 0 0 0 0 0 0 0 0 0 2156 Sun Lower_atmosphere 0 0 0 0 0 0 0 0 0 0 0 Sun Upper_atmosphere 0 0 0 0 0 0 0 0 0 0 0 Sun Near_space 198 385 110 0 242 0 0 0 88 110 1133 Sun Outer_space 198 385 0 0 242 0 0 0 88 110 1023 Moho Surface 162 315 90 207 198 0 0 360 72 90 1494 3062 Moho Lower_atmosphere 0 0 0 0 0 0 0 0 0 0 0 Moho Upper_atmosphere 0 0 0 0 0 0 0 0 0 0 0 Moho Near_space 144 280 80 0 176 0 0 0 64 80 824 Moho Outer_space 144 280 0 0 176 0 0 0 64 80 744 Eve Surface 216 420 120 276 264 168 288 480 96 120 2448 5486 Eve Lower_atmosphere 126 245 70 0 0 98 168 0 56 70 833 Eve Upper_atmosphere 126 245 70 0 0 98 168 0 56 70 833 Eve Near_space 126 245 70 0 154 0 0 0 56 70 721 Eve Outer_space 126 245 0 0 154 0 0 0 56 70 651 Gilly Surface 162 315 90 207 198 0 0 360 72 90 1494 3062 Gilly Lower_atmosphere 0 0 0 0 0 0 0 0 0 0 0 Gilly Upper_atmosphere 0 0 0 0 0 0 0 0 0 0 0 Gilly Near_space 144 280 80 0 176 0 0 0 64 80 824 Gilly Outer_space 144 280 0 0 176 0 0 0 64 80 744 Laythe Surface 180 350 100 230 220 140 240 400 80 100 2040 5946 Laythe Lower_atmosphere 162 315 90 0 0 126 216 0 72 90 1071 Laythe Upper_atmosphere 162 315 90 0 0 126 216 0 72 90 1071 Laythe Near_space 162 315 90 0 198 0 0 0 72 90 927 Laythe Outer_space 162 315 0 0 198 0 0 0 72 90 837 Vall Surface 180 350 100 230 220 0 0 400 80 100 1660 3424 Vall Lower_atmosphere 0 0 0 0 0 0 0 0 0 0 0 Vall Upper_atmosphere 0 0 0 0 0 0 0 0 0 0 0 Vall Near_space 162 315 90 0 198 0 0 0 72 90 927 Vall Outer_space 162 315 0 0 198 0 0 0 72 90 837 Tylo Surface 198 385 110 253 242 0 0 440 88 110 1826 3786 Tylo Lower_atmosphere 0 0 0 0 0 0 0 0 0 0 0 Tylo Upper_atmosphere 0 0 0 0 0 0 0 0 0 0 0 Tylo Near_space 180 350 100 0 220 0 0 0 80 100 1030 Tylo Outer_space 180 350 0 0 220 0 0 0 80 100 930 Bop Surface 162 315 90 207 198 0 0 360 72 90 1494 3062 Bop Lower_atmosphere 0 0 0 0 0 0 0 0 0 0 0 Bop Upper_atmosphere 0 0 0 0 0 0 0 0 0 0 0 Bop Near_space 144 280 80 0 176 0 0 0 64 80 824 Bop Outer_space 144 280 0 0 176 0 0 0 64 80 744 Pol Surface 162 315 90 207 198 0 0 360 72 90 1494 3062 Pol Lower_atmosphere 0 0 0 0 0 0 0 0 0 0 0 Pol Upper_atmosphere 0 0 0 0 0 0 0 0 0 0 0 Pol Near_space 144 280 80 0 176 0 0 0 64 80 824 Pol Outer_space 144 280 0 0 176 0 0 0 64 80 744 Eeloo Surface 162 315 90 207 198 0 0 360 72 90 1494 3062 Eeloo Lower_atmosphere 0 0 0 0 0 0 0 0 0 0 0 Eeloo Upper_atmosphere 0 0 0 0 0 0 0 0 0 0 0 Eeloo Near_space 144 280 80 0 176 0 0 0 64 80 824 Eeloo Outer_space 144 280 0 0 176 0 0 0 64 80 744 KSP,LP,RW Surface 16.2 31.5 9 20.7 19.8 12.6 21.6 36 7.2 9 183.6 183.6 KSP,LP,RW Lower_atmosphere 0 0 0 0 0 0 0 0 0 0 0 KSP,LP,RW Upper_atmosphere 0 0 0 0 0 0 0 0 0 0 0 KSP,LP,RW Near_space 0 0 0 0 0 0 0 0 0 0 0 KSP,LP,RW Outer_space 0 0 0 0 0 0 0 0 0 0 0