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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.
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So, I come here again seeking answers to what I would assume is a simple question. I am streaming a heavily Modded series, I do posses the means to add them to the Extended CTT, but my question is. Does Procedural Dynamics or B9 Procedural Wings exists in the standard Tech Tree in Career. I would assume not since I have not seen them, but I can be blind at times. If they are added to a Vanilla Tech Node, or a CTT node do they cost money based on size of the wing? Similar to how TweakScale has a price point that is adjusted based on scale? I do understand how to add the wings to the CTT but not sure about the Vanilla if they even could be, next and final question. If they do not have a scaling price metric based on shape and size of wing. Any idea how to put one in to make it not feel 'cheaty' yet fair? Thanks to any insight or answers from any and all that can give me a hand. Necro
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Hello All, first time posting, I have several mods installed, mostly the basics and parts, but two are giving me trouble. The Planetary Base System and the Community Tech Tree, specifically the Meerkat engine and career mode. These are still two of my favorite mods. However, the engine shows up and works in Sandbox, but it wont show up in Career mode. I uninstalled CTT and researched/purchased the Meerkat, but when I reinstalled CTT it disappeared from my available parts in the VAB and a vessel I build is no longer able to launch. Any help if you have had parts knocked out by CTT before
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Good morning all, I noticed after re-installing RO (CKAN install) and adding CTT, the Able avionics package doesn't show up at the start like it is supposed to. It is supposed to, right? The cfg shows "start" as the techlevel. Any idea on this? I'd like to have an opportunity to start unmanned and have moved the first pod up 2 levels.
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CTT Configs: A long time ago, I made a quick patch that made a few things that added a new config to this mod. This basically implemented the new parts added with Ven's Stock Part Revamp to Community Tech Tree. Things like the Dachhound engine are unlocked before the reliant, and a couple changes with the SRBs. The Mk2VA cockpit is also unlocked before the MK2 (stock) cockpit, and the 2.5m Nova Nuclear engine is unlocked after the current 1.25m nuclear engine. This is for a sense of progression of engines. The Dachhound engine is much worse than the reliant/swivel, so it should be unlocked before. To install: First download and install Community Tech Tree (CTT) --> DOWNLOAD Just download the file from Space Dock --> DOWNLOAD And install it normally by extracting the gamedata folder within the file into the KSP directory. This patch works on all versions of KSP. And is licensed by MIT. Credit goes to @Ven for his "Stock Part Revamp Mod" and @Nertea for his "Community Tech Tree Mod".
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Played KSP while back and I know i had SETI ctt which gave antennas to all cores and bunch of other stuff, now in seti ctt settings there is few lines for stock experiments. Problem is i cant find anywhere legacy version of mod to copy those settings or something. So does anybody have link or something to old SETI ctt or some other solution? Thanks!