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[1.12.5] Gradual Progression Tech Tree - A mod-focused, slower early game tech tree (0.3.2)


loki130

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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.

Additional Credits:

@Alex Starlight for node adjustment and lost-and-found tech

@Pxtseryu for autostrut fix and various patches

@Spike88 for kerballoons fix

Jade-TheCat on github for FTLDrive-Continued compatibility

 

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 are new, so only parts from supported mods will appear, though as a fallback option there's a Lost and Found tech with 1 science cost, so unsupported mod parts may appear there and you can 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

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Tree Layout and Design

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FAQ

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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.


 

Edited by loki130
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  On 11/20/2024 at 5:39 PM, OrbitalManeuvers said:

Hi - thought I'd give this a go. Thanks for sharing your work with us.

I think you might also have an incompatibility with HideEmptyTechTreeNodes. Screenshot shows my tree with it installed. Seems ok once I removed it.

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I think this is because most parts are added to the tree with one big modulemanager patch run after everything else (because rather than adding parts mod-by-mod with individual patches like a lot of other trees are done, I made the tree in techtree edit and then made a python script to pull parts from there and put them together in one big patch) and HideEmptyTechTreeNodes is seeing the tree before that. I'll make a note about the incompatibility, I think it shouldn't be an issue to play without it because if you have at least BDB and NFT there shouldn't be many empty intermediary nodes at least in the earlier parts of the tree, and I've already made a lot of the more mod-specific offshoot techs hideable.

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This looks really nice, definitely gonna have to give it a try! Have you considered CNAR or Knes compatibilty at all? I think it'd fill out the lineup of historical rockets nicely. Another thing that might be worth doing, if it isn't already the case, is mapping all the techs in the tree to stock techs (i.e using the same name as them in configs) so every mod has at least some level of compatiblity. You might also want to consider testing with AlphaMensae's Modular Launch Pads, which adds its own tech nodes.

Edited by The Dressian Exploder
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  On 11/20/2024 at 6:13 PM, loki130 said:

I made the tree in techtree edit and then made a python script to ...

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I've always wondered about tech tree mods: do you have to make decisions on every part that appears in the tree? And does that require looking at the part or at least knowing what it is/does? I'm wondering how much tooling you have to help, or if it's just hardcore manual labor?

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  On 11/20/2024 at 7:50 PM, The Dressian Exploder said:

This looks really nice, definitely gonna have to give it a try! Have you considered CNAR or Knes compatibilty at all? I think it'd fill out the lineup of historical rockets nicely. Another thing that might be worth doing, if it isn't already the case, is mapping all the techs in the tree to stock techs (i.e using the same name as them in configs) so every mod has at least some level of compatiblity. You might also want to consider testing with AlphaMensae's Modular Launch Pads, which adds its own tech nodes.

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Good mods to look into, though I'm not certain where to put the knes shuttle; in general I'm not sure I've found a good solution to shuttle parts, because are lot could probably be best considered aircraft parts, which I want to be available fairly quickly, so it then it maybe feels like shuttle parts are a bit too accessible early on but there's no clear distinction to draw between aircraft and shuttle parts.

As to mapping stock nodes onto the tree, I've made a conscious decision not to, they mostly just don't have a good correspondance and so unsupported mod parts would end up in very weird places. For now it's more important to me that any parts on the tree are placed well than that all parts are on the tree regardless of mod list. Though again the stock nodes are still present as hidden techs to at least give you the option to unlock any unsupported parts that turn up there.
 

  On 11/20/2024 at 10:38 PM, OrbitalManeuvers said:

I've always wondered about tech tree mods: do you have to make decisions on every part that appears in the tree? And does that require looking at the part or at least knowing what it is/does? I'm wondering how much tooling you have to help, or if it's just hardcore manual labor?

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ksp-techtree-edit has a graphic interface which makes it a little easier, but the YongeTech plugin it's supposed to work with doesn't really function well anymore so I had to figure out a bit of a hack to convert it to modulemanager patches. But yeah, it is basically placing parts one-by-one: the general layout of the tree was decided mostly based on the combination of BDB, NFT, FFT, CryoEngines, and Airplane Plus, and then parts from most other packs were placed where they best fit in that layout, though I made a few extra branches here and there for a few mods where they're a bit more unique (like wind power from MMSEV). If you look through the layout and design description it gives you a bit of a sense of the rules for how parts are placed, for engines it's mostly down to Isp but with some considerations for size and TWR, for structural and fuel tanks parts it's basically just radius, etc.

 

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Version 0.2

github

- Added mod support:
    - Knes: Mostly works quite well with some good early rockets, but a few odd parts; overpowered rcs units placed in Electric Engine Concepts on the logic that we could imagine they're resistojets?
    - Completely NonAgressive Rockets: Provides some good early rockets, though the command parts don't quite fit.
- Fixes:
    - Moved a number of NFT and RLA pod parts accidentally placed in the capsules line to avionics
    - Switched Wind Power to depend on Power Storage rather than the reverse.
- Balance:
    - Shifted around some of the BDB Leo service module parts: those with crew capacity are moved into Orbital modules (as well as the Kane service module for now), the rest into Advanced RCS. Still not totally happy having USI life support recyclers available so early, but don't want to make them inaccessible at the point you're using the Leo capsule, might look into patching in a part upgrade for that.
    - Moved the BDB TNSS-5BN power and comms section from Solar Power to Orbital Relays
    - DMagic Soil Moisture Sensor moved to Solar System Relays, the experiment is just a free bonus now I suppose.
    - DMagic Dynamic Albedo of Neutrons moved to Surface Geology, I did not notice it was a surface-only experiment.
    - BDB Micro Goo Radiometer moved to Instrument Miniaturization
    - BDB Radek-716 moved to Space Environment Research and MRNR-340 moved to Radiation Studies
    - Lynx Drill moved to Resource Extraction
    - BDB BE-SLR227 reflector moved to Gravimetry
    - Halved the costs for Oceanic Exploration and Exooceanography given that they're both a bit part-bare so far.

Think that's probaby good enough to add to spacedock and ckan now

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Congratulations! This looks very interesting indeed. Probes before crew and even planes before probes! BDB and Nerteaverse! Also amazing that there's already a lot of mod support.

For  sounding rockets, I found that CNAR, Taerobee and Wacapella (together with BDB) provided way enough. Required some fiddling as there's overlap (this was for Skyhawk Science System).

Also there's bound to be some kind souls who provide PRs for mods, and things like life support (TAC-LS) and ... perhaps even Kerbalism (Science only)? I dunno, one can dream.

 

 

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@loki130 Congrats on the huge release. You have my attention. :D I may send PRs your way very soon.

I have two things to poke you about:

  1. Sterling Systems includes a vertical windmill and currently 3 parts for air-breathing TCS, all in the World Power family. None of these are placed properly. related: I have air-breathing TCS panels coming, for use on spaceplanes.
  2. It's curious that the advanced windmill node is distinguished by a certain specific parameter (being a vertical tower) and not by a more abstract parameter (great volume or sheer height). I've given consideration to making another windmill part that is neither tiny nor a looming tower. The part may be an analog to one of the two brands of airborne wind turbines featured late in this video:

     

 

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  On 11/22/2024 at 4:48 AM, JadeOfMaar said:

@loki130 Congrats on the huge release. You have my attention. :D I may send PRs your way very soon.

I have two things to poke you about:

  1. Sterling Systems includes a vertical windmill and currently 3 parts for air-breathing TCS, all in the World Power family. None of these are placed properly. related: I have air-breathing TCS panels coming, for use on spaceplanes.
  2. It's curious that the advanced windmill node is distinguished by a certain specific parameter (being a vertical tower) and not by a more abstract parameter (great volume or sheer height). I've given consideration to making another windmill part that is neither tiny nor a looming tower. The part may be an analog to one of the two brands of airborne wind turbines featured late in this video:
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Hi, thanks

I think I added Sterling Systems before I added the wind power nodes, so yeah, they should probably be moved now. In general Extraplanetary Construction has served as a bit of a dumping ground for various mod parts I'm not super familiar with, it probably needs to be revisited eventually.

The wind power nodes were made specifically for MMSEV, which simulates wind direction and speed, with the potential for windmills to break in high winds; the advantage of vertical turbines in that mod is that they are of course agnostic to wind direction and (mostly) have better tolerance to high winds. If there are going to be more wind power parts from different mods then a more generic approach might make sense, though it doesn't necessarily have to break down by size, the greater bulk and cost of larger parts can serve as its own balance even if they unlock early.

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  On 11/21/2024 at 10:59 PM, 610yesnolovely said:

Congratulations! This looks very interesting indeed. Probes before crew and even planes before probes! BDB and Nerteaverse! Also amazing that there's already a lot of mod support.

For  sounding rockets, I found that CNAR, Taerobee and Wacapella (together with BDB) provided way enough. Required some fiddling as there's overlap (this was for Skyhawk Science System).

Also there's bound to be some kind souls who provide PRs for mods, and things like life support (TAC-LS) and ... perhaps even Kerbalism (Science only)? I dunno, one can dream.

 

 

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CNAR and Taerobee do add some good early parts, and I should probably add wacapella, the main thing that USI sounding rockets specifically adds is the starter avionics, batteries, payload bay, parachute, and science parts.

I will probably take a go at TAC-LS and kerbalism support at some point soon, they don't really add many parts, the difficulty is 1, tracking down extra parts added by mods like planetary bases when these mods are installed; 2, dealing with things like upgrades or experiment unlocking that I think kerbalism does; and 3, seeing how well parts placed based on their performance with USI-LS work with these mods

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Version 0.2.1

github

- Properly updated the main parts patch for Knes and CNAR compatibility, oops
- Implemented AlexSkylark's adjustments and new lost and found node in place of having the stock nodes sitting on the left side of the tree
    - anyone wanting to make a patch note that I've also added the gptt_exclude node to hold parts not intended to appear in the tree (so they don't end up in lost and found), which then gets removed before gameplay.
- Added the Sterling wind turbine, but will need to revisit the other World Power parts later

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Modular Launch Pads has some custom tech tree nodes, they are arranged in a vertical column branching from the stock Start node. What does this tree do with them? Or are the parts moved elsewhere?  I prefer my parts be in separate nodes from rocket and plane parts, so I may have to add a patch to Modular Launch Pads to move my nodes to where this tree's Start node is.

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  On 11/22/2024 at 1:46 PM, Yaroslav said:

Is it possible to add localization files to the tree?.. I just don't have an English version, but another language, I know that the extended tree mod already has support for the Russian language by the name of the icons, can I try to add them to the mod files?

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I suppose if anyone made localization files I could add them in, but I don't think it would work to add them based on the icons, many are used for multiple nodes and some not really for the original intended meaning of the icon

  On 11/22/2024 at 2:51 PM, AlphaMensae said:

Modular Launch Pads has some custom tech tree nodes, they are arranged in a vertical column branching from the stock Start node. What does this tree do with them? Or are the parts moved elsewhere?  I prefer my parts be in separate nodes from rocket and plane parts, so I may have to add a patch to Modular Launch Pads to move my nodes to where this tree's Start node is.

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I haven't gotten around to them yet, I figured I'd probably put them in the construction nodes based vaguely on the size of rocket they're intended to hold

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  On 11/22/2024 at 2:51 PM, AlphaMensae said:

Modular Launch Pads имеет несколько пользовательских узлов дерева технологий, они расположены в вертикальной колонке, ответвляющейся от стокового стартового узла. Что с ними делает это дерево? Или детали перемещены в другое место? Я предпочитаю, чтобы мои детали были в отдельных узлах от частей ракеты и самолета, поэтому мне, возможно, придется добавить патч к модульным стартовым площадкам, чтобы переместить мои узлы туда, где находится начальный узел этого дерева.

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