loki130 Posted Thursday at 09:02 AM Author Share Posted Thursday at 09:02 AM 5 hours ago, Pxtseryu said: Out of curiosity, what settings do you run for your careers? I typically run at reduced science (30-50%), and am running at 40% in my save, so it'd be neat to know what the baseline is for your testing so I'm not shooting myself in the foot also; no idea if this'll jibe but the placement of the ranger rough lander behind a 350 science node feels weird, might fit better in the surface probes node for the sake of progression though i completely understand if it's based around how overpowered seismic science can be point wise I've been testing at regular 100% return but I'm also not terribly meticulous about picking up all the available science around kerbin and whatnot, and my main test run was on Efil in 2.5x Kcalbeloh so isn't a perfect match for something more stock. And yeah a lot of BDB probes are placed based on their science parts, one of these days I might see how hard it would be to patch in extra upgrades for these multi-function parts so the base parts can unlock earlier. Quote Link to comment Share on other sites More sharing options...
loki130 Posted Thursday at 05:50 PM Author Share Posted Thursday at 05:50 PM Version 0.3.1 github Changelog: - Added mod support: - Apoapsis Motors: a few more early kick motors - B9 Aerospace: distributed mostly in airframes even if they have LFO, not the easiest fit but they're in there - Commonwealth Rockets: some decent midgame engines - Commonwealth Aeronautics: mostly in supersonic flight - Coriolis Space Systems: centrifuges go in robotics, bit early but it's fine given they don't seem to have any life support function. - Eisenhower Aeronautics: nice to have some more methalox - Interkosmos: finally another exooceanography part - KARE: good to fill out the nuke jet techs some more - KODS: more methane - Moldavite: seem to fit well enough, all the algae and bioreactors go in the last ag tech - ORANGES - Periapsis Motors - Remotetech: placed the extra antennas, will need to look into upgrades another time - Rocket Motor Menagerie: Mostly dumped in the end cryogenics techs, but some nice variety I suppose. - Stockalike Mining Extension: Not certain if they work right, but added them all in and made an extra tech for mass drivers - Tea Kettle RCS: go in advanced solid NTRs - USI collection: all the ones I could find: - ART: also uses the new mass driver tech - Core: already in main MKS pack - Exploration: a nice use of the ocean exploration tech - FTT - Konstruction: I think it's included in main MKS now but double-checked anyway - Nuclear Rockets: includes another option for Nuclear Pulse Propulsion - Survivability: might be redundant with exploration? idk - Warp Drive: another option for the endgame FTL tech - Balance/tweaks: - Moved 10m heat shield to Expanded Inflatable Habitats - Shifted around a lot of node placement on the left side of the tree to make clearer branches (purely cosmetic) Figured I'd mop up as many of these as I could because I'll probably be busy with other stuff a while, but I'll tackle kerbalism eventually, and maybe even KSP-IE (dunno if I'll ever do pathfinder, it looks like a lot, but it's on the list). Quote Link to comment Share on other sites More sharing options...
DareMightyThingsJPL Posted Thursday at 11:09 PM Share Posted Thursday at 11:09 PM 5 hours ago, loki130 said: Version 0.3.1 github Changelog: - Added mod support: - Apoapsis Motors: a few more early kick motors - B9 Aerospace: distributed mostly in airframes even if they have LFO, not the easiest fit but they're in there - Commonwealth Rockets: some decent midgame engines - Commonwealth Aeronautics: mostly in supersonic flight - Coriolis Space Systems: centrifuges go in robotics, bit early but it's fine given they don't seem to have any life support function. - Eisenhower Aeronautics: nice to have some more methalox - Interkosmos: finally another exooceanography part - KARE: good to fill out the nuke jet techs some more - KODS: more methane - Moldavite: seem to fit well enough, all the algae and bioreactors go in the last ag tech - ORANGES - Periapsis Motors - Remotetech: placed the extra antennas, will need to look into upgrades another time - Rocket Motor Menagerie: Mostly dumped in the end cryogenics techs, but some nice variety I suppose. - Stockalike Mining Extension: Not certain if they work right, but added them all in and made an extra tech for mass drivers - Tea Kettle RCS: go in advanced solid NTRs - USI collection: all the ones I could find: - ART: also uses the new mass driver tech - Core: already in main MKS pack - Exploration: a nice use of the ocean exploration tech - FTT - Konstruction: I think it's included in main MKS now but double-checked anyway - Nuclear Rockets: includes another option for Nuclear Pulse Propulsion - Survivability: might be redundant with exploration? idk - Warp Drive: another option for the endgame FTL tech - Balance/tweaks: - Moved 10m heat shield to Expanded Inflatable Habitats - Shifted around a lot of node placement on the left side of the tree to make clearer branches (purely cosmetic) Figured I'd mop up as many of these as I could because I'll probably be busy with other stuff a while, but I'll tackle kerbalism eventually, and maybe even KSP-IE (dunno if I'll ever do pathfinder, it looks like a lot, but it's on the list). Thanks for the patches. When i saw this mod, I knew that it was just what I needed - Slower tech tree progression, whilst having a more rational approach to research. Also an addendum to my earlier request for the 'Cherenkov' NTR added by Restock+ - Turns out i was wrong, it was another NTR duplicate added by the Rational Resources: Nuclear Family patch that used the oxidating agents. The normal Cherenkov is perfectly fine. (BTW, in RR, each NTR gets duplicated to have an oxidating, and reducing counterpart. The Reducing one is just the original, but the oxidating agent NTR is a new part. Thought this may help in future patches.) Quote Link to comment Share on other sites More sharing options...
Pxtseryu Posted Thursday at 11:44 PM Share Posted Thursday at 11:44 PM 14 hours ago, loki130 said: and my main test run was on Efil in 2.5x Kcalbeloh so isn't a perfect match for something more stock. Yeah fair, having a different experience with KSRSS which basically amounts to running out of science to do very quickly, but in my case I'm basically just using that as a reason to be as incredibly thorough as possible. Also makes using labs much more appealing. I would suggest when you get the chance and want to run another balance pass to give KSRSS/JNSQ a shot as both are closer to what most people would use - only a couple (or just the one) moons in range and not necessarily the means to go farther. That being said, a few days into my own career save and this is fun as hell. I've been going out of my way to run contracts just to get that little bit of science - feels like a real struggle up the ladder which I'm enjoying a lot. Quote Link to comment Share on other sites More sharing options...
Canis_fiddles Posted Friday at 04:12 AM Share Posted Friday at 04:12 AM Hey! Really enjoying this tech tree. Been waiting for one like this for a while. With the release you put out yesterday I noticed suddenly autostruts aren't working even if you unlock and purchase the struts themselves, this persists even in new saves. They come back in sandbox or if I cheat all technology... but that defeats the purpose of your mod. lol. Can't tell at the moment but there might also be a conflict with GAP. It worked before but I cant get the contracts to show after starting a save with this tree, but maybe there are other conflicts. (My save is very mod heavy) Quote Link to comment Share on other sites More sharing options...
DareMightyThingsJPL Posted 7 hours ago Share Posted 7 hours ago On 1/3/2025 at 3:12 PM, Canis_fiddles said: With the release you put out yesterday I noticed suddenly autostruts aren't working even if you unlock and purchase the struts themselves, this persists even in new saves. They come back in sandbox or if I cheat all technology... but that defeats the purpose of your mod. lol. I can concur, I'm also having this issue. Quote Link to comment Share on other sites More sharing options...
Pxtseryu Posted 4 hours ago Share Posted 4 hours ago Suggestion: A modular launch pads patch. Currently it's all being dumped into lost and found - maybe a blanket patch where it's all put into general construction or its own seperate node might be ideal? Doesn't need to be split up across the tree Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.