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  1. I can't seem to determine if there is any specific rhyme or reason behind the way parts are organized in the research nodes on the tech tree. It's not alphabetical, by size, by mass, or by part type. At least not consistently across all nodes. For instance here's a few nodes that directly follow each other in Tier 3, [Part name (Size - Part Type)]: Enlarged Power Systems: SP-XL "Gigantor" (MD - Solar Panel), FC-01 (XS - Converter), Z-1K (S - Battery) Long-Range Generation: PB-NUK (XS - Generator), Z-4K (M - Battery), RA-100 (S - Transmitter), Communotron 88-88 (S - Transmitter), FCA-06 (S - Converter) Nuclear Power: Z-375 (L - Battery), SP-XXL "Colossus" (L - Solar Panel), KR4-P3 (S - Converter) They're all over the place! In some nodes there's fuel tanks followed by an engine and others an engine followed by fuel tanks. Generally similar parts are grouped sensibly in individual nodes, although there are exceptions to even that. Medium Orbital Rockets has two pods, three other parts, a pod again, and one last other part. If there's any formula to this I can't tell what it is. I wouldn't call this a bug because technically there isn't anything wrong, I don't know what the correct order would even be, it's just a weird quirk to the layout of parts in the nodes. It would be nice to see some cohesion in the parts list for the nodes just for the heck of it, but I recognize this is about as pedantic as a suggestion gets.
  2. After playing around in the For Science update, I have really noticed that with aircraft tech, you are given most of the parts needed for a design, but lack a few key pieces for it to completely encompass an aircraft. Let me explain: The initial node on the aircraft tree hands you: two cockpits, a jet fuel tank, two landing gear types, an intake, a wing and a stabiliser. Yes, it is possible to create an aircraft, but I can't escape the feeling that parts have just been omitted or placed in other areas that do not make sense. Simply being given a nosecone intake instead of a radial one, for example, severely limits the craft you can design, meaning it must be placed at the front, or on the sides with more fuel tanks to connect it to. No tail piece, not even the Mk A like in KSP-1, means you are basically forced to stick with a rear-jet arrangement. Yes, you can make an aircraft, you just cannot make one effectively that comes with pieces I would of thought would be included as standard for an aircraft design. Moving on to the Mk-2 modules. We acquire these in tier 2 of the tech tree, which makes sense. Two cockpits, a jet, medium landing gear, airbrakes, a short and medium variant of Mk-2 fuel tanks, a wing and a nacelle. Again however, noticably missing is things a bicoupler, or even a small-medium Mk-2 adapter, meaning you still can't really finish off the design like you could in KSP-1 with two engines at the back, or a singular, or connect it to Mk-1 parts. Confusingly, these are all placed three nodes along. Last night I was trying to design a Mk-2 plane after unlocking the node, and could not for the life of me figure out how I was supposed to add a tail to it or finish it off without unlocking those other nodes first. It just feels extremely out of place. I know the point is to slowly progress to better, more specialised tech, but this really just feels like punishment or forced omission for the sake of it. The point should not be to have to unlock every other node first before designing something, it should be to be able to work with what you have in a fair way of progression and use that tech to progress to other tech. I contrast this to the Rocket technology, which is very well thought out (for the most part) You can easily progress along, visit other bodies with the parts you are given at the right stages, there is room for creating interesting designs. For aircraft, it just feels like things have been placed so far along that you would think to be standard for making even a basic design. How I would improve this: Mk2 Bicoupler/Adapter > Mk2 Jets XM-G50 Radial Intake from HAA > Light Aviation LY-05 from Aerial Drones > Light Aviation (why we have the landing sticks but not nose wheel makes no sense to me) Tail Connector A > Light Aviation Tail Connector B > Precision Aerodynamics Don't even get me started on the Mk-3 parts and their placement.. that's another headache I will get around to >.> Feedback, discussion is welcome as always. - Rachel
  3. KSP1 already includes a search bar on the top right of the R&D facility that makes it easy to find the part you are looking for in order to focus your science points towards unlocking that specific branch. In current KSP2 tech tree you are forced to click node by node to search for what you are looking for.
  4. Background I've tried some of the general purpose tech trees before, CTT, SIMPLEX, Unkerballed Start, Probes Before Crew. They're all great but there's a few things that bother me: If you use a lot of parts mods, you'll end up unlocking waaay too many parts on each node, cluttering your editor, though this can be minimized with the categorization mods. For a noob like me doing their first run with mods, it's overwhelming. Unlocking parts too early that you don't have an use for yet, like a rover skid when the rover is unlocked 2 tiers later. This also means you'll be dragging useless parts until you go further in the tree. Spreading non-essential parts among several tiers. Like come on, why can I build a medium girder and I have to go do science to be able to build a slightly longer one. Mixing parts with different purposes that are marginally related. UKS was guilty of this, landing wheels were in the plane nodes and then the heavier ones were suddenly unlocked in the lander legs nodes. Focusing on unlocking dV and science parts. Some mods are better with this than others, but why spend 60 science on connectors why you can spend 60 science on more science-making parts. Now sure, I could just fork whichever tree mod I liked the most and fix what I wanted, but I found them hard to work with, partially due to the aforementioned reasons. There's also other tech trees that focus on gameplay balance or challenge, like RP-1 I think, but I just wanted to play my way. Either the tech trees are one-size-fits-all, or they have a strict gameplay objective. And so, I went to the drawing board and began working. Objectives Minimize unlocking of tech I don't intend to use yet Organize the parts in categories similar to how they're seen in the parts list Assign exclusive nodes for mods that add parts that are meant to be used together. Balance science unlocks following unmanned first parts. Technical Notes This isn't compatible with the stock tech tree, and will not support any other mod that isn't manually added. (all the unsupported parts are placed in the starting node and unlocked by default) Luckily, since I'm really lazy, I made a little python script that takes names from a CSV file and generates a tree from them, which means I can just edit it on Excel. It'll just generate placeholders with IDs and positioning, so node details still need to be manually added, but that means anyone can rearrange the tree VERY easily without having to edit node positions, which is bound to happen with such a large tree. Parents still need to be manually modified, but since it's category grouped, I hope I don't have to modify those as much. With this layout, I have a 35x66 grid to work with. Currently, I have slightly over 430 science nodes, the vast majority already populated with parts. I also toyed with the actual RD grid size, but the way KSP handles the zoom makes it snap back to the center everytime you zoom and I couldn't figure out how to override or disable that. Since parts are grouped by type, all the science parts are in a line, which I find little sense of unlocking with science. There are two ways around this: Tie science part unlocks to building levels (funds in a way). I already found how to do this, but I didn't want to deal with informing the player the various building levels things would get unlocked at. Tie science part unlocks to achievements (contracts). This is how it's currently implemented. Contracts can unlock tech, the way this works is that if you achieve a kerbin orbit, for example, a contract would get enabled in Mission Control. Completing the contract has no requirements and is completed in 1 second, unlocking the tech node. Help There are a few things I haven't yet decided how to implement and need ideas or advice on: There are a few mods like Feline Rover that have hybrid parts, like a drill attachment. I was thinking of simply making a small tree out of them and adding individual parent requirements, but I'm not sure if I even have the space to do so. Currently I have the "basic" parts in one node, and the hybrid parts in another one, I'm thinking they could be science tier-gated slightly higher than its equivalent components. What about support Bluedog Design Bureau? I considered it, but there are so many parts that are intended to use together, that I may need to bundle them up into a whole vessel node similar to rover systems and I'm still unsure about it. Same goes for Probes Plus, but feel free to suggest. MOAB is a tentative name, just because it's something big, feel free to suggest any alternate names. Pending work Add support for Universal Storage Compress Aero Tech nodes to save space Require Komplexity for more R&D building tiers Balance science unlocks Upload to a public repository Hide overlapping parent lines Remove placeholder icons Add descriptions Mod Support: (some may still require additional reorganization) Pending mods: PICS
  5. Hello im trying to make my own tech tree.i have idea of how code system of ksp works but i had problems: 1-yongetech plugin does not delete orginal tech tree so my tree conflicts with stock tree 2-i can t set a start node 3-im using KSPtechtreeEditor for setting places for nodes and it just works fine like i say only problem is i can t set start for tree and orginal tech tree doesn't dissappear. (sorry for my bad english i hope you got it) Thanks
  6. Downloads: Tech Tree Github | Kerbalism Support Github Useful Links: Mod Support | Planet Pack Support | Bug Reports Tech Tree Dependencies: B9PartSwitch, Bluedog Design Bureau, Community Resource Pack, Module Manager Kerbalism Support Dependencies: All above, plus KerbalismCore and HarmonyKSP Recommended Mods: See Mod Support Introduction I've been a KSP player for quite a while now, and have used a large amount of mods since I first started. There's been a lot of amazing tech trees released so far - CTT, Kiwi Tech Tree, Tetrix, and more, but for whatever reason none of them "clicked" for me. Part of this was due to the fact the Bluedog Design Bureau, one of my favorite mods, wasn't supported by most, and the rest was just due to differences in how I felt part unlocks should be balanced. For a while I just would fix this by writing custom patches for the already existing trees, but eventually, this past September, I decided it would be easier to just solve my concerns once and for all by creating my very own tree. Now, four months later, here we are! The Skyhawk Science System has been careful curated to support most of the current popular mods in a way which allows for a realistic, but still fun progression from sounding rockets to interstellar starships, and also, adds in a few mechanics to both increase realism and provide some interesting choices for players. What do I Get? Frequently Asked Questions: Bug Reporting: Credits: Licensing:
  7. Hi there! For the longest time, I've had trouble settling on a tech tree to use for my KSP playthroughs. TETRIX, Kiwi, Probes before Crew, and even just the standard Community Tech Tree are all good, but they each had some sort of issue or thing that I just didn't like. After sometime trying to change it for personal use through patching, I've instead decided to just go all the way and create my own custom tech tree, the Skyhawk Science System. Behold! (Hopefully the image displays properly, but if not, the link still works) This tech tree (currently just the layout, no part patches yet) will be based around a combination of the amazing Bluedog Design Bureau, Coatl Aerospace, SOCK, reDIRECT, Nertea's whole suite of mods, and more! It will attempt to create a "somewhat realistic" progression from launching sounding rockets into space to exploring deep space with antimatter torch drives. It won't completely accurately follow real-life, but I'm trying to strike a reasonable balance between the stock-alike "unlock things based on radial size" and the realistic progression of rockets to make sure everything has a reason to be used. I'll continue to update this thread with my progress as time goes on, but for now, feel free to take a look at the current tree plan and let me know what you think! And if you've got any questions about what I'm planning, ask away as well! BETA Release (Ready for testing! ) https://github.com/CessnaSkyhawk/SkyhawkScienceSystem/releases Mod Support: I've provided a list of mods which the tree currently supports right here: https://github.com/CessnaSkyhawk/SkyhawkScienceSystem/wiki/Mod-Support
  8. I started a new career game after updating to 1.12 and discovered that parts are listed two or three times in the various nodes of the tech tree. They only appear one time in the VAB/SPH, but multiple times in R&D. I'm curious to know if anyone else is seeing the same thing.
  9. I was looking at the tech tree of RP-1 and I wondered what mods can fill it all up namely 2019-2034, 2035-2050, 2051-2099, 2100-2149, 2150+... Does anyone know any mods or there aren't any?
  10. Better Early Tree Download: Github - SpaceDock This mod tries to bring the concept of an uncrewed start, but it also tries to maintain the stock-like vibe of the tree. At the very begining, the nodes arrange parts in function of what the player will want to do next, to make a seamless, funny and grindless transition from Early game, to mid game. This tech tree is also designed to be used alongside both DLCs, and ReStock+... It may used without those, however, it may lead to some "gaps" in parts niches. As I wanted the tree to be the most similar to stock as posible, I tried to minimize the amount of rearangements. This also lead to make most of the moded part packs compatible with this tree out of the box. However, these are the major changes. Requeriments Module Manager Community Tech Tree Recommended Mods ReStock and ReStock+ Suported Mods (with patches) kOS Near Future Exploration Pebkac Industries: Launch Escape System Universal Storage II Corvus Suggested Mods (compatible out of the box) Near Future Complete Pack (And other Nertea mods) Rational Resources Kerbal Reusability Expansion ScanSat DMagical Science Acknowledgment and License All the code of the mods is released under an MIT license, and all the multimedia assets on it follows an Creative Commons (CC BY-NC 4.0) license. For more details on the license, check the GitHub repo. Two of the icons used in this mod came from the Community Tech Tree, were made by Nertea and are distributed under a (CC BY-NC 4.0) license. One of them is modified to fit better.
  11. A "Probes/Planes Before Crew" type overhaul of the Tech Tree inspired by Zee's PBC Mod and Spink Akron/theonegalen's UnKerballed Start. It builds on that concept by further providing an upgrade path (via B9PS or the stock upgrade system when B9 is not available) for many of the parts, such as decreased dry mass, increased thrust/efficiency, or improved SAS levels. I attempt to balance the improvements by having the upgrades come with an increased cost and come later in the tech tree. This should leave a choice between getting upgraded tech at a slightly lower cost first. I am mostly testing this in 1.9.1 with limited testing in 1.10.1, but the new 1.10.1 parts should be in the correct nodes. Download (Github) (Spacedock) Dependencies (Not Included) Community Tech Tree B9 Part Switch Module Manager Support on Discord Recommended Mods (with custom configs in KTT) BetterSRBs Better SRBs is how KTT is handling the "upgrades" for SRBs. I also modify SRBs from mods not directly supported in Better SRBs custom configs if BetterSRBs is present. Custom Barn Kit Increases the initial number of parts for the VAB and SPH to be 46 as I did not want part counts to be as binding as a game mechanic. If JNSQ or Sigma Dimensions is detected, will increase the part count limits to 72 to help offset the availability of only smaller fuel tanks in the beginning of the tech tree. Engine Ignitor Reignited Provides a new gameplay challenge to consider how to best balance engine burns alongside limited ignitions Kerbal Construction Time It is hard to argue that this mod should not be part of any game. The costs reflected in the engines and structural part upgrades are intended to have trade-offs through the increased construction time of your craft, thus balancing deltaV versus the time it takes to construct the vessel and completing contracts quickly. Rational Resources Rational Resources implements some cold gas RCS modes into stock, ReStock+ and NF RCS blocks. I've added upgrades to these parts and this will be how KTT handles RCS upgrades. Be aware that this mod changes the distribution of planet resources and ISRU chains! Science Param Editor Support for Stock; GPP, GEP, OPM; and MPE. Recommended Mods with Compatibility via Mod KSP Interstellar Extended KSPIE extends the late end of the tree by providing new parts and new game mechanics to KSP. @FreeThinker is providing compatibility with KTT via KSP Interstellar itself and has a plugin to help transition players currently using another tree. KSPIE will generally have the final say on part placements and game mechanics to maintain balance for KSPIE. The 2.0 version of KTT will formally adapt the late end of the tech tree used by KSPIE as well as color-coding part upgrades. Other Recommended Mods MandatoryRCS Persistent Rotation StageRecovery Entry costs and upgrades can get expensive, so it is good to recover as much of your vessel as possible. Videos Objectives General Gameplay Changes Kerbalism 3.11 Compliant Current Supported Mods (see Github for Details): Roadmap Known/Likely Issues Special Notes about Tweak Scale and Kerbal Research and Development Changelog Disclaimer This mod has not been endorsed by _Zee, Spink Akron, Nertea, Well or any other mod/part creator referenced in the config files. All errors are my own. Please do not hassle mod authors if these configurations cause conflicts with their mods. Special Thanks Thanks to @Nertea, @JadeOfMaar, & @OhioBob as well as every single asset creator and mod creator for providing some great advice and very good examples of MM modules to learn how to script for KSP and gameplay enhancements that have made this mod possible. Also thanks to @Clamp-o-Tron for the final push to publicly release this on the forums. License Copyright (c) 2020, Hemeac Kiwi Aeronautics is copyrighted by Hemeac. All rights reserved. Please rename any public distributed fork of this project to exclude references to "Kiwi Aeronautics" if you plan to redistribute a variant of this project on a Kerbal Space Program related website. Configuration Files are distributed under a MIT License. Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. Additional Licenses and attributions: Core tech tree configuration files are based on files originally created by _Zee and redistributed under the same MIT license. Additional config files are likely to be influenced by their respective mod creators and the respective licenses of the config files are noted within the mod files within each subfolder in GameData\KiwiTechTree\Configurations\Mods. While some mods have no derivative requirements, I have not bundled code from those mods. Any mod author who would like me to remove a configuration for their mod, please get in touch irrespective of your mods license requirements. Some icons from Community Tech Tree by Nertea were modified bundled in this mod. They are licensed under Creative Commons Attribution-NonCommercial 4.0. Additional icons used within the tech tree were modified from icons sourced from flaticon.com and thenounproject.com. I purchased these as a premium member of these services. Please check the licensing terms of these websites prior to any redistribution to ensure you remain in compliance with their terms.
  12. Unkerballed Start - Happy New Year! v1.3.1 original by SpinkAkron and theonegalen, now under development by 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. 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. The only exception to this is that 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. 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. Two 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 no longer necessary thanks to the stock Mite and Shrimp SRBs. Added .625m Fairing generously provided by @PocketBrotector from his Extended Antenna Progression Mod. Thanks! ON BY DEFAULT - Small parts means more parts so the VAB and SPH can now build craft with 40 parts at Tier 1, enabled by Custom Barn Kit. Screenshot of tech tree branches (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, or accept one on Github. 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. I use Career Evolution Contract Pack, usually paired with Giving Aircraft a Purpose, Bases and Stations Reborn, and Field Research. Strategia - replaces stock strategy system @SpinkAkron uses 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. He also uses Clever Sats Kerbal Academy Bases and Stations Reborn Remote Tech Contracts - currently not working. Unofficial fix HERE Rover Missions Redux Tourism Plus Giving Aircraft a Purpose Field Research I also use Kerbal Construction Time, Snacks!, Bureaucracy and highly recommend BARIS or EVA Repairs if you promise not to whine about your rockets blowing up. Above all, use what gives you the greatest enjoyment. Make the game your own. There is no wrong way to play! mod list for Spink's Let's Play Using UKS (YouTube playlist) Changelog: 1.3.1 Hotfix to fix the position of the bottom node on the LVT-05 when Restock is installed. Thanks to Graploos on KSP forums for the bug report. 1.3.0 Update for KSP 1.12.2 Fix LVT05 and LVT10 Engines not showing up with ReStock (again - thanks to multiple people who kept them going while I was away, especially @kcs123 and @hermano) Fix LVT05 and LVT10 Engine Drag Cubes and added compatibility for Waterfall and Rocket Sound Enhancement (thanks to @hermano for the configs!) Fix spelling of Unresearcheable to match SQUAD code Added .netkan file to make things convenient for CKAN users Updated version file for KSP-AVC users Updated configs for stock and Making History Updated config for ReStock+ (thanks to ahmedcharles on github for PR!) Added configs for @Well's mods KNES, Luciole, and X-20 (thanks to @Clamp-o-Tron for PR!) Added config for @SuicidalInsanity's Stockish Project Orion (thanks to @Clamp-o-Tron for PR!) Added configs for @benjee10's reDIRECT and SOCK (thanks to @Clamp-o-Tron for PR!) Added configs for @Nertea's RestockRigidLegs, CryoEngines, and CryoTanks (thanks to ahmedcharles on github for PR!) Added config for @CobaltWolf's BlueDog Design Bureau (incomplete - thanks to @Gordon Dry for PR!) Old changelog: Required mods: Community Tech Tree Module Manager Custom Barn Kit - OPTIONAL for VAB SPH allowing 40-part craft at Tier 1. 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 UnKerballed Start on GITHUB This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  13. Report bugs and suggestions here SSTO Project Overview SSTO Project adds very powerful engines to the Kerbal Space Program Part list Engines SuperJet - most versatile engine in the pack NSABRE - a nuclear jet/rocket hybrid engine XN-1 "Chernobyl" Nuclear Engine(below): Planned parts Engines SpaceSoarer - quad-mode (Reverse Jet, Forward Jet, Rocket and Interstellar) - engine intended for interstellar transport. The engine will come in SSTO Project Interstellar Pack Planned packs (after mod is cut up): Interstellar This pack helps design spacecraft for extremely long journeys Heavy Lifters This pack includes 5m, 6.25m, 7.5m, 10m, 15m, 20m, HX and Daedalus Consortium Megastations compatible engines: Super Nukes Very large nuclear engines. For bigger than 3.75m ones, see Heavy Nukes Getting it Instructions for manual installation Extract the archive Place the SSTOProject directory inside GameData With CKAN, just check installation checkbox and apply Relevant websites: GitHub: https://github.com/Monniasza/SSTO-Project SpaceDock download: https://spacedock.info/mod/2417/SSTO Project
  14. (Firstly, let me add a disclaimer that I'm writing this late at night based on a rambling note I made on my phone at like 1am the night before, so bear with me if this starts to lose coherence.) Something I've found rather dissatisfying about the base-game science system (ignoring career, which I have other issues with) is that there's generally no point, mechanics-wise, to keeping a scientific mission in its final orbit after you fire off all your experiments. No reason to keep that first crewed orbiter in orbit for more than it takes to click "save crew report", no reason to go for an orbital probe rather than a landing or flyby, and definitely no reason to have more than one probe in the same place once you've gotten all the science parts unlocked and figure out how to cram them all in one craft. The idea I've had to solve this involves two major systems being added to the game: Having science parts that can continuously log data, returning science based on the amount of data logged Having events that occur that can be observed through a variety of means for science gain The first system gives a big reason to have something stay active in the same situation, by providing a direct reward based on how long it stays there. Rolling-recording imaging probes, microgravity-effects-on-Kerbals studies, and However, the gain needs to be asymptotic (increases towards by an ever-decreasing amount, never exceeding it) to some amount (such as 2x the science from the base experiment), to prevent someone from being able to unlock the tech tree with a Stayputnik, a solar panel, a 2HOT, and timewarp. How these data logs are returned can be an additional system, providing new choices to be made, with relative advantages and disadvantages of any method. (One example could be sending data in large batches vs sending it back continuously.) The second system would be a fair bit more complex. The core idea is that there are numerous events that can occur - eclipses/transits, magnetic field changes, solar flares, impacts, celestial events such as supernovas, etc. - that, if "seen" by an actively-logging science part, provide large science bonuses. On top of this core would be several layers of complexity. Firstly, the larger the variety in the parts used to observe the event, the greater the return (within reasonable bounds of what can be used for observations, of course) - observing a solar flare with a visible-light telescope wouldn't provide as much data as observing one with that plus a magnetometer logging the effect it has on Kerbin's magnetic field. Secondly, using multiple of the same part to observe the same event can also increase science gain, based on factors such as distance between them - observing a magnetic-field fluctuation with several satellites in various points around Kerbin would give more science than an observation with just one. And finally, there'd be two main types of events: ones that are brief (<5 seconds) and/or unpredictable, and ones that are long (several minutes at least) and/or predictable. The former would generally be things easily observable by automatic instruments, while the latter may often require manual observations. In either case, when an event is logged, the player would be given a notification in some manner, indicating what was observed by what instruments on which craft and allowing the science yield from the data to be gathered. I'd love to see this system in a mod, but sadly, I don't have the skills to make that happen, so I'm kinda just throwing this idea out there to see what people think ^^;
  15. Is it possible for a ksp addon to alter the progression system so that tech tree nodes unlocks by milestones? And will it fix the current super easy science problem? Science is really easy to farm and by the point when you reach minmus you can unlock most of the nececery parts for reaching all of the celestial bodys. However, by changing the progression system somewhat like this : [ reaches milestone (etc Land on the Mun) ] -> [ unlocks node but not reaserched ] -> [ use science to actually get the parts ] it forces you to go out from the kerbin system and explore other planets/muns, and prevent rushing a specific high-end node. Also, it may add a bit of context on R&D a craft without any power gerneration reaches 3+ days on its mission and runs out of power therefore there's a need for power gen tech ( so you have to actually run out of power to get solar pannels ) or you reached dres with conventional engines and you are blocked by a technical wall of rocketery but there's a break through with NERVs using atomic power to yield greater ISP. It would mix well with stock/modified milestone contracts too. tldr; I want an addon that does this : 3 [ reaches milestone (etc Land on the Mun) ] -> [ unlocks node but not reaserched ] -> [ use science to actually get the parts ]
  16. As an experienced KSP player, rushing trough the tech tree by harvesting minmus for science feels like cheating to me, now you can say: just don't do it then... or decrease science value but wait wat if there was an extra difficulty option in the tech tree: Kerbal Road blocks we know that the game keeps track of all you achievements, like if you have landed on the run or not. what if we put this activity tracker to good use, instead of just offering different contacts. the road blocks will automatically unlock when you preform the specific task. and then you will be able to spend your science on the tech-tree nodes that come after that. terrier engine make orbiting easy? wel first show us you can orbit without it. I made a small image of the concept which is not fully worked out yet. but it is the idea that counts: when it is fully worked out you can probably have roadblocks that require: docking manoeuvres, surface sample retrieval, enter atmosphere of planet X, land on Planet X, maybe even: have station with +10 crew capacity IMO this will add an extra layer of depth to the game but it remains light weight and easy to understand. any ideas of this concept?
  17. So I bought the breaking ground DLC for Ps4 Pro today and started a fresh carrier to avoide any corruption. I started on Hard difficulty with enabled revert and quickload. Also enabled part preasure and g-force for parts and kerbals with plasma blackout and require signal options. When I unlock the tech with FL-100 Fuel Tank it keeps duplicating and have to purchase the entry fee for that part over and over again whenever I enter tha VAB or the Tech tree, also this tank part is dupIicating every time I repurchase it, so by now I have 3 of this sane FL-100 at the tech tree. I already tried to delete and reinstall the game with the dlcs and also deleted every save file, but without any success of solving this tiny but anoying bug. Please, if you have any solution, I would be happy know.
  18. =========================== REMODELED TECH TREE v.0.1.6 =========================== This is a customized Tech Tree designed to remodel the Stock and Community Tech Tree for a more challenging Science game while logically grouping related items into similar Nodes. Some Node titles and the tree structure were changed to reflect areas I felt were deficient or used poorly. Forty-three Mods are currently supported. SpaceDock Link To install, place the GameData folder inside your Kerbal Space Program folder. If asked to overwrite files, do so. Note this Mod does NOT replace any files in other Mods. To uninstall, simply delete the 'zzzRemodeledTechTree' folder and your Tech Tree will revert to as it was before. This mod is only a Tech Tree and related icon files. It requires the correct version of Module Manager for your KSP version to function. It also requires Community Tech Tree as many of the icons used come from that Mod. This only supersedes CTT's tree structure and some names and descriptions. NOTE: Because CTT is a dependency, none of the MM code in this Mod checks for its presence as it is assumed. Failure to install CTT with this Mod will result in a massive number of errors. Grounded is no longer a dependency by way of introducing two new parts to the game if you don't have Grounded installed... a Prototype QBE (2x the size, 20x the weight, 20x the EC requirement, 50km range for the internal antenna, and no SAS) and Prototype Z-10 battery. (same size and weight as the Z-100 but 1/10th the power) Both are made obsolete once you research Physics & Chemistry. COMMUNITY TECH TREE AND MODULE MANAGER ARE BOTH REQUIREMENTS TO USE THIS MOD! Additionally, it requires the Mods to support it for their parts to be added. I have included definitions only for those Mods I use frequently. If you wish to adapt this Mod for use with your own preferred Mods, simply add your own Module Manager re-definition lines for the parts you wish to move around the Tech Tree. Since I did not change the internal ID designations of any existing CTT or Stock nodes, unsupported Mods will still populate within the tree, just in odd places that may not make any sense given what parts are already there. DLC NOTE: This Mod has NOT been balanced against either the Making History or Breaking Ground DLC and those parts, while still present in the tech tree, have not been moved to their corrected nodes. Unfortunately, short of me getting money from somewhere unexpected or someone providing me the internal CFGs of all the parts included in both packs, this will not be fixed any time soon. List of 43 currently supported Mods: (all working under KSP v.1.7.3) Aircraft Carrier Accessories v.1.5.1 AirplanePlus v.26.1 AlphaMensaes Modular Launch Pads v.2.0.4 AmpYear v.1.5.5.0 AviationLights v.4.0.8 BonVoyage v.0.5.3 Cormorant Aeronology v.1.5.1 Cormorant Aeronology - Mk3 Block II v.0.2 DeepFreeze v.0.26.0.0 Extraplanetary Launchpads v.6.6.1 FASA v.7.2.5 Feline Utility Rovers v.1.2.10 Firespitter v.7.13 Firespitter Extended Version 1 Grounded - Modular Vehicles v.5.0 HeatControl v.0.4.12 Heisenberg Airship Parts Pack v.2.16.1 Hooligan Labs Airships v.6.3.1 HullcamVDS Continued v.0.1.13 InfernalRobotics - Next v.3.0.2 IR Sequencer v.3.0.1_KSP_1.6 Its the little things v.2 KAS v.1.4 Kerbal Planetary Base Systems v.1.6.9 KIS v.1.22 KSP SDHI Strobeomatic v.1.0.1 Mandatory RCS Part Pack v.1.4_KSP1.7 MOARdVPlus v.1.0.0 Near Future Propulsion v.1.1.1 Near Future Solar v.1.0.4 OPT Spaceplane Parts (Lagacy) v.1.4.0 OPT Reconfig v.1.6.1 PEBKAC Industries Launch Escape System v.1.4.1.4 RasterPropMonitor v.0.30.6 RecycledParts-1.7.2 v.0.1.7 RN Skylab v.1.8.3 SCANsat v.18.13 SEP v.2.7.1 SmartParts v.1.9.13.8 Station Parts Expansion Redux v.1.2.1 SurfaceLights v.1.13 TacLifeSupport v.0.13.13 Note that dependencies for these Mods such as Community Resource Pack and others are not listed, nor are supported partless Mods like TweakScale or EVE. The issue regarding the Recycled Parts Mod has been fixed and is working correctly, so no action is required on this now. Likewise, BonVoyage is now fixed so the upgrades are moved to their correct nodes. Labs have also been re-balanced against one another to have a more realistic progression. (more advanced Labs yield more/less Science per point, use less power, operate faster, etc.) Mobile Processing Lab (Squad) - Unchanged. All other Labs are noted relative to the Stock lab. Manned Orbital Lab (FASA) - Heavier, Higher Science Cap, Faster Data Processing Rate (DPR), Higher EC/s usage GondoLab (Heisenberg Airship) - Lighter, Portable, Lower Data Storage and Science Cap, Faster DPR, Higher EC/s use, Only 2-to-1 Science conversion Big "G" Science Bay (FASA) - Lighter, Lower Data Storage and Science Cap, Faster DPR, Higher EC/s usage, Only 3-to-1 Science conversion SPT-7 "Iglet" (Cormorant Aeronology) - Lighter, Lower Data Storage and Science Cap, Faster DPR, Lower EC/s usage, Only 4-to-1 Science conversion SPB-HUGE-3 Science Bay (Recycled Parts / R&S CAPSULDYNE) - Heavier, Higher Data and Science Cap, Faster DPR, Higher EC/s, 6-to-1 Science conversion Lynx Mobile Lab (Feline Utility Rover) - Lighter, Lower Data Storage and Science Cap, Much lower EC/s usage, Only 4-to-1 Science conversion SPT-14 "Igloo" (Cormorant Aeronology) - Heavier, Faster DPR, Much lower EC/s usage 'Stail' Mobile Processing Lab (OPT Legacy) - Heavier, Higher Data and Science Cap, Much lower EC/s usage, 6-to-1 Science conversion PXL-2 'Fate' D-S Lab Module (Station Parts Expansion Redux) - Heavier, Higher Data & Science Cap, Lower EC/s usage, 3x DPR, 6-to-1 Science conversion Planetary Lab (Kerbal Planetary Base Systems) - 2x DPR, Much lower EC/s usage, 7-to-1 Science conversion Planetary Central Hub (Kerbal Planetary Base Systems) - Heavier, Lower Data & Science Cap, 2x DPR, Much lower EC/s usage, Only 4-to-1 Science conversion While the later labs may seem to be sort of OP, they are so far down the Tech Tree that by the time you get them you're going to NEED them as each Node starts to cost tens of thousands of Science each. (just getting the Fate lab requires at minimum 2,000 Science to unlock, not to mention the additional science needed to actually put it in orbit, which can be thousands of Science more) ====== EXTRAS ====== Within the RTT_MM_QOL_Mods.cfg file are several tweaks for some Mods that are put there for game balance purposes, but also some Quality of Life improvements to some parts. For an example of modification for game balance is the creation of 'soft dependencies' on some technologies that could otherwise be reached without following a logical path to get them. (such as removing the fuel from the K&K Nuclear Reactor and Centrifuge so you can't actually USE them without having researched the Nuclear Fuel Systems node, etc.) An example of one of the QOL modifications, if you have TAC Life Support installed, you'll note the addition of three new Containers and three new Hexcans to add Wastewater, Waste, and CO2 only containment for specialized uses. Also, if you also have TweakScale AND TACLS installed, this Mod hides the duplicate Containers and Hexcans for larger/smaller sizes, reducing build menu clutter. I also have implemented a new mechanic for handing entryCost to be equal to 3x part cost for all parts. (Extraplanetary Launchpads is excluded from this mechanic as it causes numerous errors. (known issue with this Mod) I have included a customized version of the Community Tech Tree PNG file that has been completed and corrected for this Mod to easily show the remodeled tree structure outside of the game. It uses the same style and branching as the CTT version. (as a bonus, I have included a completed copy of the CTT tree PNG due to the fact that the one on the CTT page is incomplete and outdated in some places) I have also included the XLS file that I created to quickly restructure the tree to my own tastes. You can open it in most any spreadsheet program (Excel, OpenOffice, etc.) and are free to use it to add additional Nodes, delete ones you don't like, alter the Science cost progression, or redefine Parent Nodes to your liking. It saved me quite a lot of work by putting everything on one page that I could search, edit, and modify in minutes rather than hours. NOTE: This file does NOT go in the KSP directory structure. Place it wherever you like for easy access or if you don't intend to use it, simply leave it in the ZIP file. To use the spreadsheet, simply make the changes to the tree as you like on the 'Custom Tree' tab. You can review Node positions (though not branching) using the 'New Tree' tab to see the relative positions of your nodes. Finally you can use the 'Tech Tree Output' tab to copy-paste a completely new tree into a CFG file. The 'Unmodified Table' tab shows the default tech tree using the same format as the 'Custom Tree' tab for reference and the 'Old Tree' tab shows the default Node positions. I have not yet incorporated a tab to quickly edit the parts that populate within each node. (WIP) ============ LOCALIZATION ============ This mod does not include localization support, and includes translations for English only. Since it erases the Stock and CTT titles and descriptions, existing Tech Tree Localization with those Mods are discarded. If anyone wants Localization support, provide me with translations for each tech node and I will try to add it at some point. ===== NOTES ===== I know it is not a 'best practice' to use FINAL directives in a distributed Mod, but since I need this tree structure to supersede tree modifications made by other Mods (i.e. OPT, Modular Launch Pads, Recycled Parts, etc.) and cannot predict what future Mods may include Tech Tree re-definitions, I have employed the FINAL directive to ensure that all Techtree node operations are run BEFORE this mod, then deleted, and finally replaced with the desired tree structure. The same applies to PART operations. (though I have included at least one FOR directive to properly index this Mod with Module Manager) I have no intentions of altering this behavior. If you don't like it, feel free to change it in your own copy, but note that I will NOT provide support for installs that do not use the FINAL directive as I cannot predict what interactions any given Mod may have on the tree structure and PART locations after this Mod has been initialized. Though Modular Launch Pads is not required for this Mod, the tree structure has been altered to include and fully incorporate the Tech Nodes of that Mod. Since it just used Stock icons, and I have subsequently replaced those with my own, no resources from that Mod are used or required. Lastly, for those wanting to make changes to this Mod to suit their own style, I have included EVERY part (to the best of my ability) in the listed Mods within the RTT_MM_Part_Configs.cfg file, even if I didn't move it to a new node. In this way, so long as you know the internal name of the part you want to move, you can just search for it and do a cut-paste to its new node. Soon (hopefully) I will have this all automated and you'll be able to use the XLS file to restructure your parts within the Tech Tree to your liking using the XLS file and simply copy-paste the new part definitions from the spreadsheet. (I know that using a spreadsheet for this purpose is unusual and it would be better to just write an actual program to create the CFG files for you, but I'm a wife and mother and don't have time to code out a full program... and an XLS spreadsheet works and was quicker to make, so... there it is!) ========================= LICENSING CC-BY-NC-SA-4.0 ========================= The contents of this pack are distributed under a Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc-sa/4.0/legalcode). You are free to share and adapt the materials only for non-commercial purposes and when providing appropriate attribution. Any derivatives must be distributed under the same license. All new Icons are of my own creations based loosely on other's works posted publicly online over the past thirty years. No claim of originality should be inferred, but they are not direct duplicates of any work. The 'Cutting-Edge Aeronautics' icon is from the OPT Reconfig produced by author JadeOfMaar and is used under the CC-BY-NC-SA-4.0 License. No claim of ownership or original design is implied nor should be inferred. Community Tech Tree produced by ChrisAdderley (aka Nertea) and is used under the CC-BY-NC-SA-4.0 License. --- As Mods go, I know this isn't much, but I put a lot of work into it and thought that maybe others in the Community might find it useful, even if just to tear it apart and see how it works. Thoughts and opinions welcome. (unless you just want to be mean, in which case Jeb would like to have a word with you outside...)
  19. I think it would be cool if it would be necessary to upgrade the space suits as the game progresses. eg. At the start, the space suits would not have their own tanks and would rely on staying close to the ship to keep a kerbal alive (Maybe have something like a pipe attached to the suit so that the kerbal can't just float away.) The second update would feature an oxygen tank, the next: RCS thrusters. They could be upgraded in the Research Facility. What do you think?
  20. 1. It would be nice to have an option to start the game in a way where the missions and tech tree is reworked in a way that you start off with probes before putting Kerbals into rockets. I know there are mods and everything but would be nice to see in stock game as a more "realistic" start. And again i know there are mods out there for these things but they are getting outdated and some are being left behind. Making the plumes act as they do in real life or like in the mod RealPlumes where the gasses expand the higher you get into the atmosphere making it look more realistic and pleasing/rewarding as you get higher and higher into space. A visual indicator that you are getting higher and higher into the atmosphere.
  21. Zee's "Probes Before Crew" CTT Overhaul KSP Version 1.8 - 1.12+ Update - September 10 2021 The Voting Poll has been retired. Thanks to all that participated. Final Poll Results Here Hello everyone! I would like to present a CTT overhaul I have been working on since the release of 1.6. I call it Probes Before Crew, and it does what it says on the box; it places remote technologies far ahead of crewed alternatives on the tech tree while also placing greater significance and reward on crewed actions and achievements as a result. The intent of this mod is to make your career campaign balanced, intuitive, and challenging by ensuring all the mods that you are using interact with one another in a coherent way on the tech tree. If you would like to have a look through my notes and read a more verbose explanation of my changes and the reasoning behind a lot of my choices, I will place them in a spoiler below. = = = = = The Highlights: Generally speaking, all tech categories were stretched out a bit to enjoy all the new leg-room the CTT gives us. Probe Cores come first, and now possess their own form of crew report, the 'Telemetry Report'. Cockpits don't show up until T4, and Command Modules must wait until T5. A purpose-built, completely optional Contract Pack by Zee that overhauls the economy of the game and aims to make it more challenging. Antenna, Electrical, Science, Utilities, Thermals, ISRU, etc; they have all been re-positioned [and in some cases mildly tweaked] with careful consideration of one another. Science Overhauled and Re-balanced; Experiments are less tedious, more spread out across the tech tree branches, and place higher significance/reward on the experiments that REQUIRE a Kerbal be present. Celestial Body Science Multipliers have been re-scaled so that your career no longer feels finished by the time you reach Duna. PLEASE NOTE: Science rewards have been reduced overall. I recommend you do not set the Science slider below 70%, and that's under the assumption you are at least using DMagic Orbital Science (If not, consider moving the slider higher). This chart is not an exhaustive list of all the vanilla parts I've moved, it just highlights the big players and gives you a general idea of their new relationship to each other. This chart serves as the guideline/reference point for mod support patches as I add them. = = = = = Supported Mods "Supported" Mod means I have gone through every part, science definition, and entry/VAB cost for that mod and placed everything in a way as to be consistent with all other supported mods. This means a unified, intuitive, and logical experience as you progress through the tech tree with all your favorite mods. As of Aug 2021, this list is likely in its final state. All further PBC updates will generally be maintenance updates only. Probes Before Crew covers: Vanilla Parts. Making History Expansion. Breaking Ground Expansion. = = = Core Chart with BG added. Pairs well with Strategia. B9 Aerospace Core Pack. = = = = = Core Chart with B9 added. DMagic Orbital Science. = = = = = = Core Chart with DMagic added. Kerbal Attachment System (KAS).= Core Chart with KAS added. Kerbal Inventory System (KIS). = = Core Chart with KIS added. Kerbal Operating System (kOS).= = Core Chart with kOS added. Kerbalism = = = = = = = = = = = = = Core Chart with Kerbalism added. = = = (Kerbalism Users be sure to read the v2.7 Changelog Notes below) Near Future. (All 7 Packs) = = = = = Core Chart with NF added. MkIV Spaceplane System. = = = = Core Chart with Mk4 added. Missing History = = = = = = = = = = Core Chart with MH added. Planetary Base Systems. = = = = = Core Chart with PBS added. Probe Control Room. = = = = = = = Core Chart with PCR added. RealChute. = = = = = = = = = = = = = Core Chart with RC added. RemoteTech. = = = = = = = = = = = Core Chart with RT added. RLA Stockalike Reborn. = = = = = = Core Chart with RLA added. SCANsat. = = = = = = = = = = = = = Core Chart with SCANsat added. StationPartsExpansionRedux. = = Core Chart with SPER added. TAC Life Support. = = = = = = = = = Core Chart with TACLS added. Universal Storage 2. = = = = = = = = Core Chart with US2 added. USI - Life Support. = = = = = = = = = Core Chart with USILS added. If you use mods not listed its completely fine, they just might unlock at odd times relative to the rest of PBC. If there are mods listed that you don't use, no worries! This mod ignores making changes to mods you don't have, and none of them are required. = = = = = Original Built-For-PBC Contract Pack If you choose to use my contract pack, quick facts you should know: All you need to do to "enable it" is install Contract Configurator by Nightingale. That's it! Another mod by Nightingale, Strategia pairs very well with this contract pack. Highly recommended. This contract pack is purpose built for this techtree, so I'm not releasing it as a separate mod and I offer no support if you try to use it without PBC. The vanilla tutorial and exploration contracts are disabled when running PBC Contracts. Mini-milestones will provide smaller rewards. They will no longer shower us with easy money in the early game! Any vessel you land on a given body that meets all pre-reqs will be a valid candidate vessel to complete the "Return Home" parameter; leaving you to do so at your own pace with any valid vessel you want. PLEASE NOTE: Just like the notice above about Science, I recommend you keep your funds slider at least at 80% if using PBC Contracts. The economy has been overhauled and made much more challenging. You will feel the difference between 100% > 90% > 80%. = = = = = Download / Installation Most Recent Release Post - v2.93 1. KSP Versions prior to 1.6.0 are not compatible. Absolute minimum KSP Version is 1.6+. Recommended minimum KSP version is 1.8+. 2. ModuleManager is a dependency that must be installed first. 3. CommunityTechTree is a dependency that must be installed first. 4. If you wish to enable my Contract Pack, Contract Configurator must be installed. This step is optional. 5. Download the latest version of PBC here. 6. If you are updating a previous install, completely delete any folders from your previous PBC install from the GameData folder. 7. Copy all folders contained within the new .zip archive into your GameData folder. If you're here to update your PBC install and you've enjoyed the mod so far, consider hitting this post with a like. = = = = = Donations: If you're feeling generous, you can donate here. = = = = = Recommended Settings Difficulty will always be subjective and you are always free to play how you want. But as a guideline, these are the settings I personally use when I want a challenging Career using my mod: = = = = = For those who love the details: = = = = = Changelog: = = = = = License:
  22. So I've undertaken a little project with ETT : Converting the layout to a conventional left-to-right arrangement. - Deprecated, may revisit if there is a demand. Removing Yonge Tech Tree as a dependency. - Done. Making ETT 100% compatible with Stock and CTT. - Done, installing this with CTT will cause conflicts. Removing nodes duplicated between CTT and ETT. - Done. Adding more starting nodes to better facilitate an aircraft first or rocket first career path. - needs testing. Will be adding a mm patches to allow unmanned before manned, aircraft first, or choose your own adventure Adding nodes to provide a longer R&D game (Tree current has 229 nodes and requires over 178,000 science to unlock) - Started reducing to streamline the tree. Moving part configs to separate patch files to make it easier to edit part locations and add mod support - first pass is done, will need a lot of tweaking, but needs testing and feedback to know how to tweak Re-aligning research nodes into logical groups based on engineering discipline - Done. Creating new node names and descriptions (my creativity on descriptions has run out after the first dozen or so, so look for this to be crowd sourced). - node names are more or less done, descriptions are in desperate need of a creative mind or 40. I rather liked the pinwheel tree idea, so long-term development will include a config for each layout type. - Done, needs testing. Non-English localization packs. - Russian language is provided by Dr. Jet, all other languages are currently just the CTT files, need more translators. GitHub Repository Probus ETT Thread The original mod was released as Creative Commons Attribution-NonCommercial 4.0 license, as will be this fork's code. Any art or other assets distributed with this mod will be released under the license chosen by their creator. Reference the README for complete details. https://github.com/fwdixon/ETT/releases Dec. 2019 Update: Organised the Github repository and published an Alpha 2 release. Download and copy the contents of the Game Data folder to your Game Data folder. Oct. 2019 Update: Removed the preview from the OP. Started work on the Pinwheel tree, preview image is on page 3 of the thread. Will post the completed image here when done. The mod now includes RDNodeAnchorFix by @Ryujin no Mai, which adds the bottom node and corrects an issue with some of the other attach points. Incorporated @Dr. Jet's Russian localization. Removed CTT dependency (the tree is still CTT compatible, but you will not need to install CTT anymore, and, in fact, having both may cause weird things to happen). Sept. 2019 Update: I would like to get this reworked to be both usable and manageable. But I need feedback on the progression and costs. Once the node dependencies and values are more or less locked down, I can start the arduous task of manually locating the nodes in a pinwheel configuration like the original ETT. Feb 2019 Update: Alpha 1 release is up, thanks Ryujin no Mai for the part configs. This is by no means anything close to finished, but it is now at least usable. Please provide feedback (good, bad, or otherwise. Also, the pinwheel layout is coming back, the grid is just easier to tweak during development).
  23. Firstly, apologies if this already exists, and thanks for pointing me in the right direction. Is there a Mod that, or is someone willing to make or assist me make, will allow me to restrict the tech level available to me in Sandbox, I would like to be able to deactivate Tech Tree nodes and/Or Tech Tree levels. I want to use a Sandbox save as a testing and development 'simulation' for my careers, but find trying to remember which parts I can use a pain.
  24. When you first start a new career game in KSP, do you find yourself frustrated that you have to launch several rockets before you have one that's good enough to get into orbit. Do you dread the idea of having to grind through a bunch of boring survey or tourist contracts just to slowly progress to the point in the game in which you can consider going to the Mun or Mimnus? Do you think to yourself as you're testing an SRB on an escape trajectory out of Kerbin, "there has to be a better way"? The early part of a Career playthrough can be frustrating and grindy. It's the part of the game I like to refer to as the "Potato Phase". I don't know why I decided to call it that. I just heard someone else call it that once, and it stuck. Of course, you could bypass this altogether by just awarding yourself a bunch of Science and Funds in the difficulty settings when you first start a new game, but most people would, and rightly so, just consider that to be cheating. But there's good news: there is a better way. You can get through the Potato Phase in just six missions, if you play the right way. This tutorial will teach you how to complete the first five tiers of the tech tree quickly, and without having to grind or game the system in any way. Let's get started. For this tutorial, I am playing in the stock game set at the Normal difficulty level. On higher difficulties, there is a lower percentage in Science rewards and facility upgrades are much more expensive. You can still use this strategy, but you will have to work as many contracts as you can between these missions to save up funds for upgrades. 1 - First Mission First, you need to get some science to start unlocking the basics. Go to Mission Control and grab the following contracts: Gather scientific data from Kerbin Launch our first vessel Then, build this and click that Launch button like a boss. (In my games, this is the one and only time I EVER use an SRB.) Note: For best results, assign Bob to this mission. On the laundpad... Get a Crew Report Get an EVA Report Observe two of the Mystery Goos While you're outside of the craft, right-click on the capsule, select "Take Data" and then "Store Experiments". This will store the Crew Report you just took in the capsule, instead of on Bob's person. This will allow you to take additional Crew Reports in other biomes. Launch vessel. During ascent, observe two more Mystery Goos and another Crew Report After splashdown, do the remaining two Mystery Goos and get another EVA report and Crew Report (remember to store the previous Crew Report you took during ascent by right-clicking on the capsule, and selecting "Take Data" and then "Store Experiments"). Also, climb onto the top of the capsule and jump in the air, and while you're in the air, get an EVA report "flying over Kerbin's water". You'll want to right-click Bob before you jump, of course, so that you have time to click the EVE Report button during the fraction of a second he is in the air. This should net about 34 Science, plus 8 more Science for contract completion and various milestones, for a total of 42. Grab the following contracts: Escape the atmosphere Orbit Kerbin In R&D, research the following tech: Basic Rocketry General Rocketry Engineering 101 2 - First Orbit Build this It includes 11 FL-T200 tanks, a Swivel engine, a decoupler, a parachute, four basic fins, four Mystery Goos, and six 2HOT thermometers. Take the monopropellant out of the capsule to increase the dV just a little bit more. Something to keep in mind about this craft is that you have barely enough dV to make it into orbit, so you need to be very efficient in your ascent. This launch is the most difficult part of the entire tutorial. It's not uncommon for it to require a few attempts before doing it successfully. I recommend the following ascent profile: At 1000m, turn 5 degrees. Stay with the prograde marker and try to be at 45 degrees by the time you reach 10000m. After you reach 16000m, lower the throttle to 1/3. Cut the engines the second your Apoapsis reaches 72km. Wait until you're less than 20 seconds from apoapsis to circularize, taking your time and staying on the prograde marker. You need be as efficient as possible because you have no fuel to spare. If the apoapsis gets away from you, stop and coast until you reach it again before continuing your burn. Stop the moment your Pe goes above 70km. You'll probably need at least 3 units of fuel set aside to deorbit. During ascent, after you reach 18km, observe two Mystery Goos and log temperature. Once officially in orbit, do a Crew Report, observe two more Mystery Goos and get two temperature readings. To deorbit, set your Pe to 50k, for a shallow reentry. You don't want your science instruments to burn up. After you've lowered your Pe, feel free to decouple the launch stage. Or you can keep it on until after reentry to use as a heat shield. Just make sure you get rid of it while you still have plenty of altitude to open your chute. During reentry, get two temperature readings. After the parachute opens, before landing, get a temperature reading. Should get about 59 Science, plus another 30 in completion bonuses. In R&D, research the following tech: Survivability Advanced Rocketry Stability Upgrade... Mission Control to Level 2 Astronaut Complex to Level 2 Launchpad to Level 2 Grab seven contracts at Mission Control to get some advance funds. Make sure Explore Kerbin is one of them. Choose the ones with the largest advance amounts. You don't have to complete them. You can ditch them later on in the game when you can afford the penalties. 3 - EVAs in LKO Next, send a rocket into a polar orbit with Bob and pick up EVA reports from as many different biomes as you can. This ship will do the trick. Be sure to include two Mystery Goos, two Thermometers, and two PresMats. Without a pilot, you have no SAS, so flying straight will be a challenge. Once in orbit, the workflow will be: Get EVA report. Store experiment in capsule. Get another EVA report when in a new biome. Repeat. You want to get an EVA report in space above the following biomes: Water Shores Grasslands Highlands Mountains Deserts Tundra Ice Caps Northern Ice Shelf Southern Ice Shelf Badlands Something that will make this mission a hundred times less tedious is a mod called [X] Science. It will not only let you know which biome you are currently in, but it will let you know all of the experiments you can perform at any given time, and even provide you with a button to perform them easily. And get a crew report, an EVA report, and two readings from high orbit (above 250 km) from each of your science instruments as well. After landing/splash down, get an EVA report. You can easily get about 155 Science from this mission, plus another 7 in completion bonuses. Once you have about 100 Science, go back to R&D and get the following: Basic Science Aviation Flight Control 4 - Tour the KSC Build this rover to get all the Science from the KSC (I got about 265 Science). You need a scientist on this mission. Get Science from the following biomes: Runway KSC Administration Astronaut Complex R&D Complex VAB SPH Tracking Station Mission Control Crawlerway Launch Pad Shores In each biome, do the following: Crew Report Log Temperature Log Pressure Observe two Mystery Goos Observe two Science Jr's EVA Report Take the data out of your science instruments Restore the Mystery Goos and Science Jr's Store your data in the Experiment Storage Unit Store your remaining data in the cockpit take data from cockpit and store it again (this allows you to store the crew report) Get back in the rover and move on to the next biome 5 - First Probe to the Mun Once you have about 300 Science, go back to R&D and get the following: General Construction Fuel Systems Electrics Upgrade the Tracking Station to Level 2 Build the following ship. All you need to do is get into the Mun's sphere of influence, get as much Science as you can, and get back to Kerbin. Keep the experiment from the Materials Bay and one of each of the other instruments. For your second 2Hot, PresMat, and Mystery Goo, transmit the data. When returning, get a Kerbin Pe of about 60km. That Materials Bay is very delicate and can easily overheat during reentry, so circularize and come in as shallow as you possibly can. And make sure you stay dead on that retrograde marker until the heating dies down. You should get about 188 Science for the experiments you brought back, plus another 32 from the data you transmitted. You'll also get about 9 in completion bonuses. It's not much, but it should be enough to unlock another two tech nodes. Go back to R&D and get the following: Miniaturization Heavy Rocketry Upgrade the VAB to Level 2 6 - First Kerbals to the Mun For the first manned Mun mission, build this You need a pilot and a scientist for this mission. You want to try for a polar orbit, so you can pass over all the biomes. In each biome, do the following: Observe the materials bay Bob goes EVA Collect data from materials bay Close doors and restore materials bay Store experiments in his pod Do an EVA report Observe the materials bay Collect data from materials bay Close doors and restore materials bay Right click Jeb's pod, and store experiments Bob gets back in Get all available science from LKO, if there's any left to get. Get all available science from High Orbit on the way to the Mun. Get all available science from Mun high orbit as you approach. Get EVA reports above all of the Mun's biomes. To return to Kerbin, make your Pe about 50km If you have the dV, circularize after aerobraking at just above 70km To land near KSC, place your Pe at 19km just above the large peninsula east of KSC You should get about 550 Science from this mission, depending on how many biomes you can get an EVA report of. At this point, you should have enough Science to close out tier 5 of the tech tree. In order to go any further in the tech tree, you will need to upgrade the R & D Complex, which costs about $450,000. Chances are that you currently only have roughly $150,000. Sadly, you will have to work some contracts to scrounge up some cash to make this needed upgrade. My first recommendation is to take any rescue contracts that are offered. It will hone your rendezvous skills, and not only will you not have to pay large sums of funds to hire additional Kerbals, you'll get paid for it. After a few of these missions, it will start to feel a bit repetitive, but adding roughly six to eight Kerbals to your program is going to be pretty helpful in the long run. My second recommendation is to take any contracts that ask you to do the things you were going to do anyway: space stations, satellites (if you're into that kind of thing), etc. Stay away from anything involving parts testing or high altitude surveys. They're garbage and a waste of your time. At this point, you have what you need to land on the Mun and Mimnus, and the Science you grab from fully exploring all of their biomes will easily net you enough Science to unlock everything up to and including Tier 7 of the tech tree. You will then have everything you need to start exploring other planets in style. KSP is fun again. Huzzah! Stay tuned for an upcoming tutorial on how to close out the rest of the entire stock tech tree in just six two more missions... I got the idea for this approach by watching Mark Thrimm's SSTO Space Program series on Youtube. I highly reccommend you check it out, because it's awesome. Feel free to let me know in the comments if I got anything incorrect, or how this approach can be improved. Example ships for all of the missions in this tutorial can be found here. 1 - The Angry Grasshopper.craft 2 - Orbiter One.craft 3 - Orbiter Two.craft 4 - KSC Research Rover.craft 5 - Mun Probe.craft 6 - Munraker One.craft
  25. hi all, Here is the challenge I propose : Start a new stock career mode (medium difficulty or higher) and complete the technology tree the fastest possible. Your score is the game-time when tech tree is completed. I talk about game-time and not about the real time you spent in the game. This may limit the use of time warp and favor multiple concomitant flights. most of mods are vailable, except those modifying physics and science gain What do you think ?
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