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[Released] SuperStock - custom stock part tech tree with logical part progression


Mulbin

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UPDATE - This mod is now live. Release thread is here http://forum.kerbalspaceprogram.com/threads/123417-1-0-2-SuperStock-Ground-UP-Rebuild-of-Stock-Tech-Tree

I have been trying out various tech tree re-works and while there are some fantastic trees currently in development none of them quite meet the criteria I am looking for.

SuperStock will have two core design parameters;

1. Designed for 100% stock parts*

2. Logical technological progression from part to part.

* I will also be looking at releasing various config files to allow use of mods with stock parts - for example configs to use mechjeb, scansat, remotetech, life support... using just stock parts for those that want the functionality. This is how I already play KSP!

Current stage

STAGE 4 - Released!... much testing to be done for future balancing.

STAGE 3 - Populating the nodes with parts.

I'm now on the final stage before release. The tree is finished and I am not creating the module manager file to assign all of the parts to their nodes. It won't be long before release!

STAGE 2 COMPLETE! - Creating the node file.

This is now all laid out and ready to be populated with parts. Shouldn't take too long...

K9GL60m.jpg

STAGE 1 COMPLETE - planning, below is my blueprint for the new tree. I have methodically laid everything out first to make the creation of the custom tree config and part module file much less of a headache.

X9QVCvD.jpg

As you can see many parts will occupy their own node with some key nodes having several.

Edited by Mulbin
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Update

Not too much left to layout on the blueprint. I have also started creating the final files and have found that the process is actually quite smooth now I have the blueprint to work from!

I may turn the whole thing on its side to make it fit...

SutcoC4.jpg

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Update...

"Blueprint" is finally finished (taken nearly 2 weeks to get it all mapped out!). So I'm moving on the stage two - creating the cfg files! This might take a while as there are a lot of nodes and parts.

X9QVCvD.jpg

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I see you put the Klaw behind the docking ports. The mere idea of this makes me rage. Squad made the most pitiful move when they tried to sugar-coat the fact that the Klaw is just a slightly modified docking port with magic fuel transfer capabilities. Is that still the case? Can I attach two ships to either side of a girder and pump fuel through it?

KuYnnCS.gif

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I see you put the Klaw behind the docking ports. The mere idea of this makes me rage. Squad made the most pitiful move when they tried to sugar-coat the fact that the Klaw is just a slightly modified docking port with magic fuel transfer capabilities. Is that still the case? Can I attach two ships to either side of a girder and pump fuel through it?

http://i.imgur.com/KuYnnCS.gif

No idea, I've never used it! What makes you rage... the fact it's in the docking section? Or that it's after docking ports? If it's the former, that just seems the logical place for something that docks with something else after a rendezvous... if it's the latter... pretty sure Gemini docked with Agena before Philae landed on an asteroid.

Or are you just raging at Squad about the claw in general?

Anyway - Update! Got through about the first ten nodes before I realised I really needed to go back to the blueprint and carefully plan out the costs for each node.... this is the bit I most expect to get wrong on the first release but will only smooth out with testing. Aiming to have a total tree cost around 20-30k to unlock... only a little more than the stock tree.

Edited by Mulbin
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What makes you rage... the fact it's in the docking section? Or that it's after docking ports? If it's the former, that just seems the logical place for something that docks with something else after a rendezvous... if it's the latter... pretty sure Gemini docked with Agena before Philae landed on an asteroid.

Or are you just raging at Squad about the claw in general?

Squad for sure, but there's nothing you can do about that.

WRT the part, it really depends how you look at it. In terms of the mechanism the Klaw is no different than a set of landing legs. They just open and close. From this perspective you'd be equally justified in placing the Klaw in any branch that has opening and closing components.

"But" - I hear you say - "The Klaw attaches itself to things". Sure, but IRL asteroid missions look nothing like this. To keep the experience immersive and avoid breaking the fourth wall from this perspective the Klaw could reasonably be placed in its own branch, still in a later tier as it is now.

So really the only reason to keep it with there is because Squad got lazy and made it out of a docking port, and as reasons go, that's really silly one.

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  • 2 weeks later...
the Klaw could reasonably be placed in its own branch, still in a later tier as it is now.

Fortunately as it comes near the end of the tree it is very easy to change later without messing everything up! I may look at making it dependent on several technologies. The important bit for me is progression and making sure people don't have it as an alternative to researching docking ports.

UPDATE!!

Tree nodes are starting to come together, currently working through the "launch Vehicle" section of my tree and have completed some of the "payload" section (specifically generic and unmanned systems so far)... will move on to laying out the nodes for aero/jets and manned exploration next. This is the biggest job involved in making the tree, the next stage once the tree is completely laid out will be creating the module file to reassign all the parts to the new node... thanks to my planning stage this shouldn't take very long at all.

9gUbLIU.jpg

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Update:

Thigs are going quite quickly now on the node layout. Here is where I am up to this evening, will pick it up again tomorrow hopefully and see if I can get it finished within the week. Then I will add parts.

lVyzK1K.jpg

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Update:

One side of the tech tree now has all nodes laid out, remaining side is much smaller and contains only parts specific to manned flight and aero. Will do some more tonight and hopefully should be done on this stage very soon, aiming to get an alpha out within a week.

fJsMk19.jpg

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While, sadly, I don't play stock, I love the work you're doing.

As the techtree.cfg file will overwrite the default squad file rather than using module manager to alter the existing tree it will be very easy to add mod support at a later date without the mods also trying to add parts to default nodes. Many mods only include a relatively small amount of parts so a fairly short module manager file could add those parts to my nodes.

I may take requests at a later stage to add support for various mods. The key thing is though that this will be built, maintained and balanced to work primarily with stock parts... but that doesn't mean it won't work with mods too!... just needs a module manager file for the mod.

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