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Showing results for tags 'tech tree'.
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Hi Everyone Although this is my first post I've been playing Kerbal for quite a while and have been following the forum ... just not posted. I wanted to add my 2 pennies worth to what i'd like to see and what i think will help the game. I play with the stock game in career mode and Kerbal engineer ... delta v?! To begin with there are some great challenges, like launches, landing, docking etc but as you progress and start building large structures and resource mining, doing harder things ... these initial challenges become more of a chore and a grind. What i think would work is a new layer to the tech tree to improve the game for seasoned players but allow the game to still be great for the new players. The new layer might also be unavailable in sandbox mode due to the fact some of the new science will bypass key things you should learn such as docking. So my ideas are: Automation: Probe Cores that actually can do simple things for themselves such as docking, landing 3D Manufacturing: An upgrade to ISRU. You can build a simple VAB etc 'off Kerbin' 3D Printing: An upgrade to ISRU. You can build simple parts, possibly restricted the fuel tanks and engines. HUD upgrade: Delta V in game plus easier access to altitude etc Recycling: Recover debris turn them back into ORE which can then be used by ISRU Thanks for reading!
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Hello Kerbonauts, When Pathfinder was developed in the they had a still frame camera and scientific instruments from 1996. When Spirit and Opportunity developed they had scientific instruments from 2003. When Curiosity was developed they had scientific instruments from 2012. Get the point? Scientific instruments should progress, and should all parts, but that thread already exists. Should instruments be develover time? Any suggestions would be appreciated. And remember, as Steve Harvey says, always obey your moral barometer. -aperture science employee
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Hi Folks, I've been thinking about changing the tech tree so that probes feature more at the start, as apposed to crewed flight first. I've looked at a few mods, but I'm thinking it might just be more simple to just adjust somethings myself by editing the parts. My only concern is that this might break the contract system in career mode and I'll be stuck, credit-less! Does anyone have any experience with this? Thanks
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Greetings, Why cant we have a program like Tree Loader or even a better graphics program (inside KSP) to move parts to different nodes, add nodes; etc?? I dont even care if we get a third party program to do it but we need one. Seems as though it would be written as a patch program to catch the part moves in the tech tree (by graphically moving parts). Everytime we get an updated MOD either the CFG file needs to be written or each part moved by cheating F12 (I think I cant even remember); this is way to archaic; I apologize but the Community Tech Tree is not an answer and I think it is even disbanded because they are trying to get SetiTree or EngrTree or some other 'certified' tree to get modders to patch to them; this is rediculous and show no concern for the player and how a player would want their parts to be placed depending on how they play the career game. The trees are fine but we dont need modders to patch to them; I have to go in and change every CFG file back to STOCK so I can move them where I want later; I have to change CFG files twice now; or figure out how to get rid of patches, and even then figure out as some of the MODS are softcoded to other TREES and not patched; I dont feel there is any consistency with the Tech Tree. The patch thing may be okay even though that is hard for me to figure out how to use and I am a good programmer, and I cant get Techmanager to work I dont know if it works with 1.05+; I tried some version once and it failed. The problem then is at game start is having parts not available because they depend on a Tech Tree not everyone wants to use; if modders would stick to plopping their parts to the STOCK Tech Tree, and KSP had a graphical implementation of part moving and part availability if no node exists, as in TreeLoader/Editer (NOT TED), it would make Tech Tree building so much easier (and even possible); I dont even have a clue as to how they are making Tech Trees now with XLS (?) and then even adding them to KSP; yet. Please Make A Graphical Tech Tree Editor In KSP ! Commander Zeta
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Hi all, I'm looking for a menu of mods that might rekindle my interest in career mode. In the past, I've used MKS/OKS, ScanSat, RemoteTech, Kerbal Construction Time, Severed Solo's Kerbin Space Station contract pack, "Better than Starting Manned," and a little of KSP-Interstellar. All fun mods, but I'd like a new experience, with a new tech tree and a focus on space stations and bases. I'm using Windows 7, so RAM is a limitation, though I've had success with the OpenGL workaround in the past. I always use KER, Kerbal Alarm Clock, Docking Port Alignment Indicator, PreciseNode, and Final Frontier. Anyway, I'm thinking something like the following modlist: Probus's Engineering Tech Tree Severed Solo's Kerbin Space Station Contract pack DMagic's Orbital Science Nertea's Stockalike Space Station Parts Something to spice up the middle-to-late game: KSPI-Extended? Outer Planets Mod? New Horizons? Kerbal Galaxy 2? Any advice or suggestions? Thanks in advance!