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Download Requires Module Manager Distributed under a Creative Commons 4.0 NonCommercial-Attribution-ShareAlike license, and uses some tech icons originally created for Community Tech Tree by Nertea, with the same license. It was built using ksp-techtree-edit, but reworked to function through MM patches and so does not require the YongeTech plugin. Gradual Progression Tech Tree is a tech tree built with 3 broad goals in mind: Take better advantage of some major part packs, in particular BDB and Nertea’s mods, without being held back by concerns over compatibility with different mod combinations. Make tech progression a bit more “rational”, focusing on increased capabilities rather than arbitrary distinctions of size that inconvenience the player without substantially affecting what they can achieve. Give an RP-1-like feeling of early progression, advancing gradually from early sounding rockets to first satellites to crewed spaceflight, while still working with the actual gameplay balance rather than getting caught up in historical reenactment. In short, it is a probes-first tree built for mod-heavy campaigns with gradual (but hopefully not painfully slow) progression through more of the eras of early spaceflight. All of the nodes except for the start node are new, so only parts from supported mods will appear, though as a fallback option the stock nodes are all still present as hidden techs on the left side of the tree with 1 science cost, so unsupported mod parts may appear there and if necessary you could just unlock those whenever it seems appropriate. Aside from the tech tree, GPTT also includes a couple patches to tweak the science value return of the stock magnetomer from 45 to 5 to be more in line with mod magnetometers and the USI sounding rocket experiments all down from 25 to 4 for better balance as starting parts. Compatibility Tree Layout and Design This is the initial release so the tree still needs a fair bit of testing, both for overall balance and playability and part placement errors; BDB has a lot of multi-function parts and many mod packs add functionality as other mods are installed, so let me know if you see any parts that seem overpowered for their tier or oddly placed, and in general I'm looking for feedback at this point on the overall feel of the tree, and I'm also open to requests for extra mod integration. I'm doing my own playthrough of this tree in the Kcalbeloh system at 2.56x scale and I may start posting mission reports in a separate thread, but that's a rather different starting situation than the stock system. Note, however, that I did this all as a bit of a lark and hyperfocused on it for a while, and it's entirely possible I may move on to other projects at some point, so if that happens, I very much encourage people to fork or otherwise develop on this tree themselves. For now, though, have fun and tell me how it goes.