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The Skyhawk Science System - a new, realistic tech tree for KSP, now including Kerbalism support - [v1.1.1 - "For Science!" 8/11/22)]


CessnaSkyhawk

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5 hours ago, Friznit said:

Let me know when you get to the patches.  I've added a few of my own which I can share to save you a little time.

Thanks for the offer, but I should be alright. I'm moving the entirety of SSS over to a more simple "tagging" system so that all one needs to do to add kerbalism/science support is add  tags onto the part in a .cfg file.

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Just starting a KSP set of mods with KSRSS, BDB and of course SSS. Seems like a great combination. You've also got almost all the mods I'm interested in using! (I'm trying to go for less is more this time round. Well "less" is < 230 mods).

I've always liked Kerbalism's science - so looking forward to that being included somehow. From the looks of GitHub, it seems TAC-LS was the life support idea but you're moving to using Kerbalism, or thinking about it?

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Hello, this is very nice, I am using it in my JNSQ save and I have some suggestions for mods I'd like to see included. I wanna suggest adding support for CactEye2 Refocused, Sandcastle and Extraplanetary Launchpads. Also I don't feel this is required as much as the others but I feel to make up for Tantares being quite big to add support for perhaps in place of it you  could add support for Raidernick's Soviet Rockets, Probes and Spacecraft.

Update: You can disregard this, I've figured out how to add part compatibility and I plan to make some pull requests soon.

Edited by tinyspy44
Updated because Disregard
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On 4/17/2022 at 11:29 AM, MoeKitsune said:

Seeing at BDB has updated, will you need to update the tech tree config for it as well?

Here's the patch I'm currently using that includes all the BDB parts so far released:

Spoiler
//Tiers
// Tier 0 - Starting Gear - basic low atmospheric sounding rockets - may be merged with tier 1
// Tier 1 - Sounding Rockets - Capable of reaching space, along with the first introduction of Kerolox
// Tier 2 - Early Orbital Rockets - think Sputnik, Vangaurd, Scout, and Redstone/Explorer 1 - probes like Sputnik and Explorer 1 - 1.25m parts
// Tier 3 - Improved Orbital Rockets - think Thor, Juno II, Agena A, etc - basic orbital research and comms sats - 1.5m parts
// Tier 4 - Mature Orbital Rockets - Advanced Thor, Agena B, Delta E and F, and early 1.875 rockets like Atlas and Agena - probes focus on the Ranger missions to the Moon/Mun&Minmus
// Tier 5 - High-Performance Rockets - Atlas, Titan II, Centaur, Delta II, Agena D, Mercury - 2.5 parts introduction - probes including Mariner and Verena, and the Surveyor Moon landers
// Tier 6 - Medium-Lift Rockets - Delta III, Titan III, LDC, Atlas CELV, Gemini, First Space Stations - 3.125m parts - probes include more advanced mariners, pioneer 10/11, the first atmospheric landers (Viking anyone?) and many orbiters
// Tier 7 - Heavy-Lift Rockets - Saturn I/C, Delta IV, Atlas V, Titan IV, Big G, MOL Agena SOT - 3.75m parts - probes include Voyager and RoveMate gear
// Tier 8 - Super Heavy-Lift Rockets - Saturn V, Space Shuttle, Apollo LEM, Skylab - 5m parts - probes like Cassini and other advanced probes
// Tier 9 - Modern Rockets - Advanced Saturn Variants, Apollo Blks 3-5, VFB, Falcon 9/Heavy, Space Launch System, Vulcan, Ares I/V, Orion, Starliner, Crew/Cargo Dragon, Cygnus - modern probe missions like Juno and New Horizons
// Tier 10 - Near Future Rocketry - Advanced "game changer" rockets - Starship/BFS, New Glenn, etc - 7.5m parts - near future probe missions like Europa Clipper
// Tier 11 - Far Future Rocketry - Futuristic Prototypes and upgrades of previous parts - also SpaceY 10m tankage - AI?

// DEPRECATED
@PART[bluedog_LOantenna,bluedog_upgrade_logo,bluedog_dipole,bluedog_domeAntenna,bluedog_mariner2Antenna,bluedog_mariner4Dish,bluedog_rangerDish,bluedog_simpleAntenna,bluedog_telstar,bluedog_LOdish,bluedog_centaur25mAdapterFairing,bluedog_CentaurT_AdapterTank,bluedog_CentaurT_ShortTank,bluedog_CentaurT_WideTank,bluedog_Centaur_Tank,bluedog_Delta2_LowerTank,bluedog_Delta2_RS27,bluedog_Delta2_UpperTank,bluedog_Delta3_AdapterTank,bluedog_mercuryHeatshield,bluedog_mercuryLES,bluedog_mercuryPod,bluedog_mercuryRCS,bluedog_mercuryScience,bluedog_mercurySRB,bluedog_mercury_posigradeMotor,bluedog_Gemini_MalhenaSM,bluedog_MOL_Hab,bluedog_MOL_KISmodule,bluedog_MOL_Lab,bluedog_Gemini_Crew_A,bluedog_Gemini_Crew_B,bluedog_Gemini_Crew_C,bluedog_Gemini_Heatshield_A,bluedog_Gemini_Heatshield_AB,bluedog_Gemini_Heatshield_B,bluedog_Gemini_Parachute_A,bluedog_Gemini_Port_A,bluedog_Gemini_RCS_A,bluedog_Gemini_RCS_B,bluedog_Gemini_Service_A,bluedog_Gemini_Service_B,bluedog_Gemini_Structure_A,bluedog_cameraHighTech,bluedog_foldingMag,bluedog_Scout_Castor_Radial]:AFTER[SkyhawkScienceSystem]
{
	@TechRequired = HIDDEN
}

/////////////////////////
/////Aviation Branch/////
/////////////////////////

/////Spaceplanes (Turbojets, Scramjets, Ramjets, MultiMode Engines, Atomic Jets, etc) (spaceplanes#)
/////BRANCH FROM Tier 3 aerodynamics3 = Mature Jet Propulsion

//Tier 4 spaceplanes4 = Rocket Planes

//Tier 5 spaceplanes5 = Ramjets

//Tier 6 spaceplanes6 = Advanced Ramjets

//Tier 7 spaceplanes7 = Scramjets

//Tier 8 spaceplanes8 = Orbital Manuvering Systems

//Tier 9 spaceplanes9 = Multi-Mode Engines



/////Aerodynamics (Most Fuselages and Fueltanks, general aviation parts, wings) (aerodynamics#)

//Tier 1 aerodynamics1 = Post-War Aviation

//Tier 2 aerodynamics2 = Experimental Jet Engines

//Tier 3 aerodynamics3 = Mature Jet Propulsion

//Tier 4 aerodynamics4 = Supersonic Flight Testing

//Tier 5 aerodynamics5 = Mature Supersonic Flight

//Tier 6 aerodynamics6 = Hypersonic Flight Development

//Tier 7 aerodynamics7 = Mature Hypersonic Flight

//Tier 8 aerodynamics8 = Space Shuttles

//Tier 9 aerodynamics9 = SSTOs

//Tier 10 aerodynamics10 = High-Performance SSTOs

//Tier 11 aerodynamics11 = Aerodynamic Mastery

/////Commercial Aerodynamics (Turbofan Engines, Passenger Modules, Plane Landing Gear, FAT-455 parts) (aviation#)
//BRANCH FROM Tier 1 aerodynamics1 = Post-War Aviation

//Tier 2 aviation2 = General Aviation

//Tier 3 aviation3 = Propliners

//Tier 4 aviation4 = Buisness Jets

//Tier 5 aviation5 = Regional Jets

//Tier 6 aviation6 = Wide-Body Airliners

//Tier 7 aviation7 = Jumbo Jets


////////////////////////
/////Control Branch/////
////////////////////////

/////Communications (Antennae) (comms#)
/////BRANCH FROM Tier 1 control1 = Spin-Stabilization

//Tier 2 comms2 = VHF Band Comms

//Tier 3 comms3 = Communication Satellites

//Tier 4 comms4 = UHF Band Comms

//Tier 5 comms5 = S Band Comms

//Tier 6 comms6 = X Band Comms

//Tier 7 comms7 = Ka Band Comms
@PART[bluedog_BigG_Antenna]:NEEDS[SkyhawkScienceSystem]:AFTER[Bluedog_DB]
{
	@TechRequired = comms7
}

//Tier 8 comms8 = High-Speed Comms
@PART[bluedog_Apollo_AARDV_Antenna,bluedog_Apollo_ASTP_Antenna,bluedog_ALSEP_SBandAntenna]:NEEDS[SkyhawkScienceSystem]:AFTER[Bluedog_DB]
{
	@TechRequired = comms8
}

//Tier 9 comms9 =  Optical Communication

//Tier 10 comms10 = Laser-Line Relays

//Tier 11 comms11 = Ansibles

/////Control (Reaction Wheels, RCS Thrusters, Drone Cores) (control#)

//Tier 1 control1 = Spin-Stabilization

//Tier 2 control2 = Reaction Thrusters

//Tier 3 control3 = Upper Stage Guidance
@PART[bluedog_Agena_HorizonSensor]:NEEDS[SkyhawkScienceSystem]:AFTER[Bluedog_DB]
{
	@TechRequired = control3
}

//Tier 4 control4 = Improved Thrusters

//Tier 5 control5 = Deep Space Avionics //Orbital Directions 

//Tier 6 control6 = Advanced Thrusters

//Tier 7 control7 = Intergrated Avionics Systems
@PART[bluedog_Pegasus_ElectronicsCanister]:NEEDS[SkyhawkScienceSystem]:AFTER[Bluedog_DB]
{
	@TechRequired = control7
}

//Tier 8 control8 = Vernier Thrusters
@PART[bluedog_Apollo_RCS*]:NEEDS[SkyhawkScienceSystem]:AFTER[Bluedog_DB]
{
	@TechRequired = control8
}

//Tier 9 control9 = Modern Avionics //Advanced docking mod parallel/antiparallel stuff.

//Tier 10 control10 = Fully-Automated Launch Vehicles

//Tier 11 control11 = Exotic Control Systems

//////Probe Cores (probes#)
//////BRANCH FROM Tier 1 control1 = Spin-Stabilization

//Tier 2 probes2 = Primitive Satellites

//Tier 3 probes3 = Basic Satellites

//Tier 4 probes4 = Munar Exploration

//Tier 5 probes5 = Interplanetary Flybys

//Tier 6 probes6 = Interplanetary Orbiters

//Tier 7 probes7 = Grand Tours

//Tier 8 probes8 = Gas Giant Exploration

//Tier 9 probes9 =  Deep Space Exploration

//////Landing (Landing Legs, Heat Shields, Parachutes)  (landing#)
//////BRANCH FROM Tier 1 control1 = Spin-Stabilization

//Tier 2 landing2 = Re-entry Testing

//Tier 3 landing3 = Entry, Descent, and Landing

//Tier 4 landing4 = Spacecraft Recovery

//Tier 5 landing5 = Off-World Landing

//Tier 6 landing6 = Atmopsheric Landers

//Tier 7 landing7 = Manned Landers
@PART[bluedog_BigG_*hute]:NEEDS[SkyhawkScienceSystem]:AFTER[Bluedog_DB]
{
	@TechRequired = landing7
}


//Tier 8 landing8 = Improved Manned Landers
@PART[bluedog_LM_Antenna_VHF]:NEEDS[SkyhawkScienceSystem]:AFTER[Bluedog_DB]
{
	@TechRequired = landing8
}

//Tier 9 landing9 = Advanced Manned Landers

//Tier 10 landing10 = Reusable Shuttles

//Tier 11 landing11 = Planetary Dropships

//////Reusability (Falcon 9/New Glenn/Starship Style Landing Legs, SMART Reuse, Booster Wings, etc)  (reuse#)
//////BRANCH FROM Tier 8 landing8 = Improved Manned Landers

//Tier 9 reuse9 = Booster Recovery

//Tier 10 reuse10 = Rapid Reusability

//////Robotics (Breaking Ground Robotics, Rover Parts)  (robotics#)
//////BRANCH FROM Tier 5 landing5 = Off-World Landing

//Tier 6 robotics6 = Basic Robotics

//Tier 7 robotics7 = Rover Design

//Tier 8 robotics8 = Improved Roving

//Tier 9 robotics9 =  High-Tech Robotics

//Tier 10 robotics10 = Machine Learning

//Tier 11 robotics11 = AI Guidance

///////////////////////////
/////Propulsion Branch/////
///////////////////////////

//////Solid Rocket Boosters  (solids#)

//Tier 1 solids1 = Solid-Fuel Sounding Rockets

//Tier 2 solids2 =  Solid Rocket Motors

//Tier 3 solids3 = Early Solid Rocket Boosters

//Tier 4 solids4 = Improved Solid Rocket Boosters

//Tier 5 solids5 = Mature Solid Rocket Boosters

//Tier 6 solids6 = Medium-Lift Solid Rocket Boosters

//Tier 7 solids7 = Heavy-Lift Solid Rocket Boosters

//Tier 8 solids8 = Super Heavy-Lift Solid Rocket Boosters
@PART[bluedog_Saturn_AJ260_Sepratron]:NEEDS[SkyhawkScienceSystem]:AFTER[Bluedog_DB]
{
	@TechRequired = solids8
}

//Tier 9 solids9 = Modern Solid Rocket Boosters

//Tier 10 solids10 = Near-Future Solid Rocket Boosters



//////Cryogenic Rocket Engines (LH2 and CH4 Engines)  (cryo#)
//////BRANCH FROM Tier 1 kerolox1 = Liquid-Fuel Sounding Rockets

//Tier 2 cryo2 = Early Cryogenic Engines

//Tier 3 cryo3 = Improved Cryogenic Engines

//Tier 4 cryo4 = Mature Cryogenic Engines

//Tier 5 cryo5 = High-Performance Cryogenic Engines

//Tier 6 cryo6 = Medium-Lift Cryogenic Engines

//Tier 7 cryo7 = Heavy-Lift Cryogenic Engines

//Tier 8 cryo8 = Super Heavy-Lift Cryogenic Engines

//Tier 9 cryo9 = Modern Cryogenic Engines

//Tier 10 cryo10 = Near-Future Cryogenic Engines

//Tier 11 cryo11

//////Kerlox Rocket Engines (Liquid Fuel/RP-1 Engines, with a focus on Lifters)  (kerolox#)

//Tier 1 kerolox1 = Liquid-Fuel Sounding Rockets

//Tier 2 kerolox2 = Early Kerolox Engines

//Tier 3 kerolox3 = Improved Kerolox Engines

//Tier 4 kerolox4 = Mature Kerolox Engines

//Tier 5 kerolox5 = High-Performance Kerolox Engines

//Tier 6 kerolox6 = Medium-Lift Kerolox Engines

//Tier 7 kerolox7 = Heavy-Lift Kerolox Engines

//Tier 8 kerolox8 = Super Heavy-Lift Kerolox Engines

//Tier 9 kerolox9 = Modern Kerolox Engines

//Tier 10 kerolox10 = Near-Future Kerolox Engines

//Tier 11 kerolox11 = Conventional Mastery

//Tier 12 kerolox12

//////Hypergolic Rocket Engines (Upper Stage Engines (mainly those which really use hypergolics) - may use real hypergolics with Clamp-o-Tron's More Fuels)  (hypergol#)
//////BRANCH FROM Tier 1 kerolox1 = Liquid-Fuel Sounding Rockets

//Tier 2 hypergol2 = Early Hypergolic Engines

//Tier 3 hypergol3 = Improved Hypergolic Engines

//Tier 4 hypergol4 = Mature Hypergolic Engines

//Tier 5 hypergol5 = High-Performance Hypergolic Engines

//Tier 6 hypergol6 = Medium-Lift Hypergolic Engines

//Tier 7 hypergol7 = Heavy-Lift Hypergolic Engines

//Tier 8 hypergol8 = Super Heavy-Lift Hypergolic Engines

//Tier 9 hypergol9 =  Modern Hypergolic Engines

//Tier 10 hypergol10 = Near-Future Hypergolic Engines

//Tier 11 hypergol11

//////Conventional Fuel Tanks (tanks#)
//////BRANCH FROM Tier 1 kerolox1 = Liquid-Fuel Sounding Rockets

//Tier 2 tanks2 = Early Tankage

//Tier 3 tanks3 = Improved Tankage

//Tier 4 tanks4 = Mature Tankage

//Tier 5 tanks5 = High-Performance Tankage

//Tier 6 tanks6 = Medium-Lift Tankage

//Tier 7 tanks7 = Heavy-Lift Tankage

//Tier 8 tanks8 = Super Heavy-Lift Tankage

//Tier 9 tanks9 = Modern Tankage

//Tier 10 tanks10 = Near-Future Tankage

//Tier 11 tanks11


////////////////////////////////
/////Nuclear/Exotics Branch/////
////////////////////////////////

//////Nuclear Rockets (Both Fission and Fusion) (ntr#)
//////BRANCH FROM Tier 8 reactors8

//Tier 9 ntr9 = Nuclear Propulsion

//Tier 10 ntr10 = Improved Nuclear Propulsion

//Tier 11 ntr11 = Mature Nuclear Propulsion

//Tier 12 ntr12 = Gas Core NTRs

//Tier 13 ntr13 = Fusion Rocketry

//Tier 14 ntr14 = Improved Fusion Rocketry

/////ORION
//Tier 13 orion13 = Nuclear Pulse Propulsion

//Tier 14 orion14 = Advanced Nuclear Pulse Propulsion


//Nuclear Reactors (Both Fission and Fusion) (reactors#)

//Tier 5 reactors5 = Radioisotope Thermoelectric Generators

//Tier 6 reactors6 = Improved RTGs

//Tier 7 reactors7 = Advanced RTGs

//Tier 8 reactors8 = Nuclear Testing

//Tier 9 reactors9 =  Nuclear Reactors

//Tier 10 reactors10 = Improved Nuclear Reactors

//Tier 11 reactors11 = Mature Nuclear Reactors

//Tier 12 reactors12 = High-Power Nuclear Reactors

//Tier 13 reactors13 = Experimental Fusion Reactors

//Tier 14 reactors14 = Improved Fusion Reactors

//Tier 15 reactors15 = Mature Fusion Systems

//Tier 16 reactors16 = Fusion Drives

//Faster Than Light (ftl#)

//Tier 17 ftl17 = Faster than Light Travel

//Tier 18 ftl18 = Stargates

//////Electromagnetic Propulsion (Xenon/Argon Thrusters) (ion#)

//Tier 6 ion6 = Prototype Ion Thrusters

//Tier 7 ion7 = Electrostatic Propulsion

//Tier 8 ion8 = Improved Electrostatic Propulsion

//Tier 9 ion9 =  Mature Electrostatic Propulsion

/////Exotic Propulsion (Plasma/Lithium/Antimatter) (plasma#)

//Tier 10 plasma10 =  Prototype Plasma Propulsion

//Tier 11 plasma11 = Plasma Propulsion

//Tier 12 plasma12 = Improved Plasma Propulsion

//Tier 13 plasma13 = Mature Plasma Propulsion

//Tier 14 plasma14 = Antimatter Experimentation

//Tier 15 plasma15 = Antimatter Propulsion

//Tier 16 plasma16 = Unified Field Theory


//////////////////////////
/////Electrics Branch/////
//////////////////////////

//////Electrics (Batteries, Capacitors, and Fuel Cells)  (electrics#)

//Tier 1 electrics1 = Zinc-Carbon Batteries

//Tier 2 electrics2 = Space-Grade Electronics

//Tier 3 electrics3 = Alkaline Batteries

//Tier 4 electrics4 = Experimental Capacitors

//Tier 5 electrics5 = Fuel Cells

//Tier 6 electrics6 = Reliable Capacitors

//Tier 7 electrics7 = Nickel-Hydrogen Batteries

//Tier 8 electrics8 = Advanced Capacitors

//Tier 9 electrics9 =  Lithium-Ion Batteries

//Tier 10 electrics10 = High-Density Capacitors

//Tier 11 electrics11 = Super-Capacitors

//Tier 12 electrics12 = Zero-Point Energy Storage

///// Solar Panels (and technically solar sails too) (solar#)

//Tier 3 solar3 = Primitive Solar Cells

//Tier 4 solar4 = Basic Solar Panels

//Tier 5 solar5 = Improved Solar Panels

//Tier 6 solar6 = Advanced Solar Panels

//Tier 7 solar7 = High-Quality Solar Panels
@PART[bluedog_Pegasus_*Solar]:NEEDS[SkyhawkScienceSystem]:AFTER[Bluedog_DB]
{
	@TechRequired = solar7
}

//Tier 8 solar8 = Solar Arrays
@PART[bluedog_ALSEP_LargeSolar]:NEEDS[SkyhawkScienceSystem]:AFTER[Bluedog_DB]
{
	@TechRequired = solar8
}

//Tier 9 solar9 =  Modern Solar Panels
@PART[bluedog_Skylab_powerModuleSolar]:NEEDS[SkyhawkScienceSystem]:AFTER[Bluedog_DB]
{
	@TechRequired = solar9
}

//Tier 10 solar10 = Near Future Solar Panels

//Tier 11 solar11 = Microwave Power Transmission

//Tier 12 solar12 = Solar Sails

//////Thermal - Radiators and Heat Management Systems  (thermal#)

//Tier 5 thermal5 = Thermal Louvers

//Tier 6 thermal6 = Radiators

//Tier 7 thermal7 = Improved Radiators

//Tier 8 thermal8 = Heat Management Systems

//Tier 9 thermal9 =  High-Temperature Radiators

//Tier 10 thermal10 = Cryogenic Radiators

//Tier 11 thermal11 = Entropic Thermal Radiators

//Tier 12 thermal12

//////////////////////////////////////////////////////////////////
/////Construction/Logistics/Science/Manned Spaceflight Branch/////
//////////////////////////////////////////////////////////////////

//////Construction (Adapters, Nosecones, Decouplers, Engine Plates/Mounts, Trusses, etc  (construction#)

//Tier 1 construction1 = Engineering 101

//Tier 2 construction2 = Space-Grade Alloys

//Tier 3 construction3 = Interchangable Parts

//Tier 4 construction4 = Precision Machining

//Tier 5 construction5 = Tooled Production Lines

//Tier 6 construction6 = Design Review Bureaus

//Tier 7 construction7 = Engineering Corps
@PART[bluedog_FairingBase_3p75m,bluedog_FairingBase_3p75m_SAF,bluedog_Saturn_S4B_AARDVTruss,bluedog_Pegasus_Truss,bluedog_saturn_S4b_payloadAdapter,bluedog_Saturn_S4B_SLAwide_JettisonBase,bluedog_Saturn_S4B_SLAwide_JettisonPanel,bluedog_Saturn_S4_Adapter]:NEEDS[SkyhawkScienceSystem]:AFTER[Bluedog_DB]
{
	@TechRequired = construction7
}


//Tier 8 construction8 = Expanded Assembly Bays

//Tier 9 construction9 = Nanolathing
@PART[bluedog_saturn_h03_SLAbase,bluedog_saturn_h03_SLA_panel,bluedog_saturn_SII_SLAbase]:NEEDS[SkyhawkScienceSystem]:AFTER[Bluedog_DB]
{
	@TechRequired = construction9
}

//Tier 10 construction10 = Plasteel Alloys

//Tier 11 construction11 = Orbital Shipyards

//Tier 12 construction12 = Megastructures

//////ISRU (Resource Miners and Converters) (isru#)

//Tier 9 isru9 =  ISRU

//Tier 10 isru10 = Resource Processing

//Tier 11 isru11 = Off-World Manufacturing

//Tier 12 isru12 = Planetary Exploitation

//////Railguns
//Tier 13 railguns13 = Railguns

//////Logistics and Life-Support (Resource Storage, Life-Support Modules, Containers, etc)  (logistics#)

//Tier 6 logistics6 = Life-Support Systems

//Tier 7 logistics7 = Service Modules
@PART[bluedog_BigG_ConicSM_CargoModule,bluedog_BigG_ConicSM_RetroModule]:NEEDS[SkyhawkScienceSystem]:AFTER[Bluedog_DB]
{
	@TechRequired = logistics7
}

//Tier 8 logistics8 = Advanced Service Modules
@PART[bluedog_Apollo_AARDV_Cargo_Block2,bluedog_Apollo_AARDV_UnpressurizedCargo]:NEEDS[SkyhawkScienceSystem]:AFTER[Bluedog_DB]
{
	@TechRequired = logistics8
}

//Tier 9 logistics9 = Resource Storage

//Tier 10 logistics10 = Cargo Vessels

//Tier 11 logistics11 = Colonial Logistics

//////Manned Spacecraft, Command Modules (except landers), and Launch Escape Systems  (capsules#)

//Tier 5 capsules5 = Manned Spaceflight

//Tier 6 capsules6 = Multi-Crew Capsules

//Tier 7 capsules7 = Command Modules
@PART[bluedog_Apollo_Boilerplate,bluedog_BigG_LES,bluedog_BigG_Nose,bluedog_Saturn_S4_Boilerplate]:NEEDS[SkyhawkScienceSystem]:AFTER[Bluedog_DB]
{
	@TechRequired = capsules7
}

//Tier 8 capsules8 = Advanced Command Modules
@PART[bluedog_Apollo_APAS75,bluedog_Apollo_ASTP_DockingAdapter]:NEEDS[SkyhawkScienceSystem]:AFTER[Bluedog_DB]
{
	@TechRequired = capsules8
}

//Tier 9 capsules9 = Modern Spacecraft

//Tier 10 capsules10 = Near-Future Spacecraft
@PART[bluedog_Apollo_Feetshield]:NEEDS[SkyhawkScienceSystem]:AFTER[Bluedog_DB]
{
	@TechRequired = capsules10
}

//Tier 11 capsules11 = Far-Future Spacecraft

//////Space Station Parts (Both Structural and Crewed)  (spaceStations#)

//Tier 6 spaceStations6 = Early Space Stations

//Tier 7 spaceStations7 = Space Habitation

//Tier 8 spaceStations8 = Orbital Science Labs

//Tier 9 spaceStations9 = Long-Term Habitation
@PART[bluedog_Skylab_PMA,bluedog_Skylab_dockingNodeAdapter,bluedog_skylab_powerModule_support,bluedog_Skylab_powerModule_core,bluedog_Skylab_powerModule_berthing_*]:NEEDS[SkyhawkScienceSystem]:AFTER[Bluedog_DB]
{
	@TechRequired = spaceStations9
}

//Tier 10 spaceStations10 = Large-Scale Station Construction

//Tier 11 spaceStations11 = Orbital Arcologies


//////Planetary Bases (Both structural and crewed) (bases#)

//Tier 9 bases9 = Extraplanetary Habitats

//Tier 10 bases10 = Off-World Colonies 

//Tier 11 bases11 = Settlement Programs

//Tier 12 bases12 = Permanent Habitation

//////Science Equipment, SCANSAT scanners (resource ones go in ISRU), and the like (Labs go in stations however) (science#)

//Tier 1 construction1

//Tier 2 science2 = The Scientific Method

//Tier 3 science3 = Calculus

//Tier 4 science4 = Precision Measurement

//Tier 5 science5 = Peer-Review Boards

//Tier 6 science6 = Data Digitization

//Tier 7 science7 = The Internet
@PART[bluedog_Pegasus_ElectronSpectrometer,bluedog_Pegasus_MM_Experiment]:NEEDS[SkyhawkScienceSystem]:AFTER[Bluedog_DB]
{
	@TechRequired = science7
}

//Tier 8 science8 = Data Science
@PART[bluedog_Apollo_ASTP_UltravioletExperiment,bluedog_ALSEP_*,!bluedog_ALSEP_LargeSolar,!bluedog_ALSEP_SBandAntenna]:NEEDS[SkyhawkScienceSystem]:AFTER[Bluedog_DB]
{
	@TechRequired = science8
}

//Tier 9 science9 = String Theory

//Tier 10 science10 = Quantumn Computing

//Tier 11 science11

//Tier 12 science12

 

 

 

EDIT:

I've decided to start a GitHub repository for various patches I've created/modified. So far I've mainly just added the patches for Skyhawk Science System's tree.

Supported mods:

  • ASET PRC rover
  • ASET ERS rover
  • Airpark
  • B9 procedural wings
  • Benjee10 Suit pack
  • Bluedog Design Bureau - the patch above
  • Explodium burning engines
  • Feline Utility Rover
  • IDFlags
  • KerbalizedDecals
  • Modular launch pads
  • NRAP
  • PlumeParty's vapor vents
  • Real Chutes
  • Rover Science
  • Starship Expansion Project
  • Starship Launch Expansion
  • TAC self destruct
  • Taerobee
  • Universal Storage 2 - some missing parts from main patch
  • USI Sounding Rockets
  • Vessel notes

And updated versions of some of the patches that radical2638 contributed to a pull request on GitHub: https://github.com/CessnaSkyhawk/SkyhawkScienceSystem/pull/54

 

Edited by Aelfhe1m
Added info about repository
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Hi everyone - super sorry for the lack of responses or updates - keep getting hit with lots of irl work every time I'm ready for a new dev sprint :/. Going to try and finally pound things out for kerbalism, the new BDB update, and all the patches y'all have made as soon as I can.

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On 4/23/2022 at 7:13 PM, CessnaSkyhawk said:

Hi everyone - super sorry for the lack of responses or updates - keep getting hit with lots of irl work every time I'm ready for a new dev sprint :/. Going to try and finally pound things out for kerbalism, the new BDB update, and all the patches y'all have made as soon as I can.

I totally understand, I spent most of the weekend trying to balance BDB into another tech tree (UKS) for "fun". It's stupid big (1000 parts) and my technique was to automate it with python scripts, but even then it's taken days, and I've probably produced a mess. I can see why you've had the idea of tagging parts.

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8 hours ago, 610yesnolovely said:

I totally understand, I spent most of the weekend trying to balance BDB into another tech tree (UKS) for "fun". It's stupid big (1000 parts) and my technique was to automate it with python scripts, but even then it's taken days, and I've probably produced a mess. I can see why you've had the idea of tagging parts.

Yeah - it's a lose lose scenario imo. If you automate it, then it's pretty fast, but you loose out on the flexibility of doing by hand. On the other hand, if you do it by hand (like I did) it just takes a bajillion years to get anything done.

In other news, just pushed a commit to the git which should support BDB's new update - I wouldn't touch it yet tho, as there's some work on the new Kerbalism stuff as well which probably won't play nice. I'll try and clean it up soon. Fingers crossed I should finish up the SSS side of the kerbalism update in the next few days (and also onboard some of the new PRs) and then I can focus on the finishing the kerbalism profiles

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I originally missed placing a PARTUPGRADE in my BDB patch above. The GitHub version has been updated with:

//Tier 9 cryo9 = Modern Cryogenic Engines
@PARTUPGRADE[bluedog_Apollo_Gen2]:NEEDS[SkyhawkScienceSystem]:AFTER[Bluedog_DB]
{
	@techRequired = cryo9
}

 

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Dang I really hate modding sometimes... Just spent a whole day trying to troubleshoot two weird science glitches just to realize after many hours that I had just forgotten two "}" brackets and for whatever reason Module Manager wasn't throwing an error due to them, so I didn't see em.  :confused:

Still making good progress with the next update though, and now that I've figured out this glitch, am nearly done with science (hopefully ;))

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Now that I've made it to post-Apollo/Sarnus in two different career saves, I have some thoughts, unordered:

  • A lot of the rockets in BDB are highly dependent on the structural parts to look good. Separating them into different nodes makes sense (different techs), but increases the number of nodes you have to go through to start using a rocket without it looking janky.
  • Maybe the ETS post-Apollo parts should be on nodes after the historic Apollo parts, since they're derived from them. Vice versa for the Saturn S-I parts (like the S-IB first stage tank).
  • Based on both of my playthroughs, you'll need to send at least some probes to other planets before you can unlock the Saturn V, and Apollo CM and LM (even when discounted!). Not sure if this is what you're going for, but I was beelining to Apollo both times and had to use KEI to get the KSC science to fill in some gaps.
  • Both times in the careers, when I wanted to go to the Moon/Iota/Mun/etc, I used Gemini-level tech to get there. Post-Moon (like Minmus/Ceti) and subsequent visits to the Mun/Iota I used Saturn. May be related to the point above.
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On 5/10/2022 at 5:59 PM, bigyihsuan said:

Now that I've made it to post-Apollo/Sarnus in two different career saves, I have some thoughts, unordered:

  • A lot of the rockets in BDB are highly dependent on the structural parts to look good. Separating them into different nodes makes sense (different techs), but increases the number of nodes you have to go through to start using a rocket without it looking janky.
  • Maybe the ETS post-Apollo parts should be on nodes after the historic Apollo parts, since they're derived from them. Vice versa for the Saturn S-I parts (like the S-IB first stage tank).
  • Based on both of my playthroughs, you'll need to send at least some probes to other planets before you can unlock the Saturn V, and Apollo CM and LM (even when discounted!). Not sure if this is what you're going for, but I was beelining to Apollo both times and had to use KEI to get the KSC science to fill in some gaps.
  • Both times in the careers, when I wanted to go to the Moon/Iota/Mun/etc, I used Gemini-level tech to get there. Post-Moon (like Minmus/Ceti) and subsequent visits to the Mun/Iota I used Saturn. May be related to the point above.

I have similar thoughts when it comes to part placement. I really like what @CessnaSkyhawk is doing with this mod, and I can't wait to see how the science update turns out. However, as I think I mentioned in the past, if I could make one change it would be to group the nodes in terms of launch systems. I.E. a Saturn node.  Basically it would be nice to be able to unlock a whole system, even if the node were more expensive. And as @bigyihsuan said, have the ETS parts and iterations of Apollo era stuff come in subsequent nodes.

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On 5/10/2022 at 8:59 PM, bigyihsuan said:

A lot of the rockets in BDB are highly dependent on the structural parts to look good. Separating them into different nodes makes sense (different techs), but increases the number of nodes you have to go through to start using a rocket without it looking janky

6 hours ago, Redleg1 said:

However, as I think I mentioned in the past, if I could make one change it would be to group the nodes in terms of launch systems. I.E. a Saturn node.  Basically it would be nice to be able to unlock a whole system, even if the node were more expensive.

This was definitely something I was conflicted on while designing the tree, as the amount of nodes can be quite overbearing.  My idea for progression, (which to admit is based on how I like to play the game) although I suppose the science rewards may be a little low for it, was that you'd unlock the next tier's nodes using all the science from the previous tier (eg, sounding rockets get you Redstone and Vanguard, then you use those to get enough science for Thor, and so on), but I think that ends up not entirely working out for those who prefer to speedrun and focus specific parts/missions. However, at the same time, by focusing on more rocket-specific nodes, you end up losing out on the flexibility to support a lot of other mods in a sensical way.  In all honesty, I doubt I'm going to do much to fix it as I'm pretty much burnt out with the mod and am just trying to force Skyhawk Kerbalism out and then take a break and actually play the game for a change, so I don't feel like going back to the drawing board tech-tree wise. I'm guessing that my recommendation would probably just be to up the science rewards, but maybe there's another easier solution I'm missing. I'm hoping that playing it with Kerbalism will also make it a lot easier, as there are a lot of missions you can launch which will "drip-feed" large amounts of science over time (things like space telescopes, weather satellites, etc).

On 5/10/2022 at 8:59 PM, bigyihsuan said:
  • Based on both of my playthroughs, you'll need to send at least some probes to other planets before you can unlock the Saturn V, and Apollo CM and LM (even when discounted!). Not sure if this is what you're going for, but I was beelining to Apollo both times and had to use KEI to get the KSC science to fill in some gaps.
  • Both times in the careers, when I wanted to go to the Moon/Iota/Mun/etc, I used Gemini-level tech to get there. Post-Moon (like Minmus/Ceti) and subsequent visits to the Mun/Iota I used Saturn. May be related to the point above.

This right here was the other big challenge I had while designing the tree - I was torn between wanting to give a completely historical progression for those who want to follow the real-life tech progression a la RP-1, but at the same time, I also wanted to keep a stockalike radial-size based progression so that rockets don't end up getting overshadowed (eg, why use Atlas V or the later Titans when you can just use the Saturn V variants),  and to keep it in line with other non-BDB mods. I tried to go for a middle of the road approach, but it isn't always perfect, and does lead to a few awkward things, mostly due to the Saturn V and its related models. 

On 5/10/2022 at 8:59 PM, bigyihsuan said:

Maybe the ETS post-Apollo parts should be on nodes after the historic Apollo parts, since they're derived from them. Vice versa for the Saturn S-I parts (like the S-IB first stage tank).

6 hours ago, Redleg1 said:

And as @bigyihsuan said, have the ETS parts and iterations of Apollo era stuff come in subsequent nodes.

As for the ETS parts, I will admit I'm not too familiar with all the various Saturn variations and just attempted to place them based on what seemed right balance wise and from what was on the BDB wiki. If you've got recommendations for how to move them around, I'm all ears. The general idea was for Pre-Saturn V/Apollo Saturn parts (so Saturn IB I believe?) goes in tier 7, Apollo-era stuff goes in tier 8, and ETS/Future stuff goes in tier 9 with the SLS.

Edited by CessnaSkyhawk
a .
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1 hour ago, CessnaSkyhawk said:

The general idea was for Pre-Saturn V/Apollo Saturn parts (so Saturn IB I believe?) goes in tier 7, Apollo-era stuff goes in tier 8, and ETS/Future stuff goes in tier 9 with the SLS.

Sounds about right Saturn IB in 7, Apollo in 8, ETS and beyond in 9+.

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Version 1.0.2 - "Cleared for the Approach"
Kerbalism support isn't here yet, but we're getting close, and this update is setting things up for its arrival!

Mod Support and Enhancements

  • Various PRs for Mod Support 
  • BDB Apollo Update 
  • Preliminary Support for Skyhawk Kerbalism Alpha

 Bugfixes

  • Various Bugfixes

I'm also releasing the alpha for Skyhawk Kerbalism in parallel with this - check out it's thread over here:

 

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@CessnaSkyhawk I think I found a minor MM syntax error for these 2 parts in ScienceSupport.cfg.

[WRN 23:48:05.583] more than one :NEEDS tag detected, ignoring all but the first: SkyhawkScienceSystem/Patches/Science/ScienceSupport/@PART[bluedog_POPPY1|bluedog_POPPY2|bluedog_SOLRAD]:NEEDS[Bluedog_DB]:AFTER[zzzSkyhawkScienceSystem]:NEEDS[Bluedog_DB,!FeatureScience]

[WRN 23:48:05.583] more than one :NEEDS tag detected, ignoring all but the first: SkyhawkScienceSystem/Patches/Science/ScienceSupport/@PART[bluedog_cameraLowTech]:NEEDS[Bluedog_DB]:AFTER[zzzSkyhawkScienceSystem]:NEEDS[!FeatureScience]
...
[WRN 23:48:47.504] 2 warnings related to GameData/SkyhawkScienceSystem/Patches/Science/ScienceSupport.cfg

 

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On 5/16/2022 at 2:23 AM, Galileo chiu said:

has the RE-L10 been switched to L2H yet?

Is that the Corgi from Restock? If so, than in should so long as the proper CryoEngines patch is present. I don't directly engage with converting LH2 engines, as I don't want to step on CryoEngine's toes

12 hours ago, DeadJohn said:

@CessnaSkyhawk I think I found a minor MM syntax error for these 2 parts in ScienceSupport.cfg.

[WRN 23:48:05.583] more than one :NEEDS tag detected, ignoring all but the first: SkyhawkScienceSystem/Patches/Science/ScienceSupport/@PART[bluedog_POPPY1|bluedog_POPPY2|bluedog_SOLRAD]:NEEDS[Bluedog_DB]:AFTER[zzzSkyhawkScienceSystem]:NEEDS[Bluedog_DB,!FeatureScience]

[WRN 23:48:05.583] more than one :NEEDS tag detected, ignoring all but the first: SkyhawkScienceSystem/Patches/Science/ScienceSupport/@PART[bluedog_cameraLowTech]:NEEDS[Bluedog_DB]:AFTER[zzzSkyhawkScienceSystem]:NEEDS[!FeatureScience]
...
[WRN 23:48:47.504] 2 warnings related to GameData/SkyhawkScienceSystem/Patches/Science/ScienceSupport.cfg

 

Thanks for the heads up - should be all fixed now!

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7 hours ago, CessnaSkyhawk said:

Is that the Corgi from Restock? If so, than in should so long as the proper CryoEngines patch is present. I don't directly engage with converting LH2 engines, as I don't want to step on CryoEngine's toes

Thanks for the heads up - should be all fixed now!

I mean the poodle

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  • 2 weeks later...

@CessnaSkyhawk Great mod, thanks for making it. It's a fantastic addition for my new BDB and KSRSS 2.5x playthrough.

Autostrut isn't working for me despite having advanced tweakables turned on. Other posters have said similar things so I don't think it's an install problem. Is the lack of autostrut a bug, or a conscious design decision?

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