MedievalNerd Posted November 12, 2013 Author Share Posted November 12, 2013 For those interested, I've released the first version of the Plugin for custom experiments.http://forum.kerbalspaceprogram.com/threads/57850-Plugin-0-22-V0-1a-Data-Generation-Body-Specific-Experiments Link to comment Share on other sites More sharing options...
NathanKell Posted November 13, 2013 Share Posted November 13, 2013 Cool! Glad to see this in play! Link to comment Share on other sites More sharing options...
dnulho Posted November 13, 2013 Share Posted November 13, 2013 I was thinking about a side story that works heavily with Kethane, that would ultimately help build a Minmus/Duna/Laythe/other Colony/Kethane Mining Station/something... I was thinking the Koalition of Kethane Miners (KKM) wanting to expand their business into space, then "contracting" missions out to build them a station and ship Kethane back to Kerbin. The Kerbal Kolonization Mission (KKM) then decides to take over the Kethane Miners and move into colonization and expansion on the other planets. At this point it could possibly tie back into the main story thread with long term experiments at the colonies. (huge amounts of data + special habitation modules or something.) Idk... most of this is WAY up ahead of where this project is at right now. (its really too bad that MCE cant "reward" techs or parts directly... that would be really useful. Do a mission, get the small kethane detector. do a later mission, get the heavy drill, etc. I understand that you are sort of simulating this by rewarding large amounts of science that equals a tech node with the idea that they use that science to unlock that node, but there is no way to force it atm. All well, I am rambling on, and need to sleep...Good Night,Dnulho Link to comment Share on other sites More sharing options...
dnulho Posted November 14, 2013 Share Posted November 14, 2013 Does it matter if I use Ioncross instead of TAC life support? Link to comment Share on other sites More sharing options...
MedievalNerd Posted November 14, 2013 Author Share Posted November 14, 2013 Does it matter if I use Ioncross instead of TAC life support?I only placed the TAC LF parts in a logical area. No idea where the IronCross one will pop up. After looking it over, I'm considering of giving Asmi's new ECLSS a go. Oh and btw, the tech tree is released if you have treeEdit.http://forum.kerbalspaceprogram.com/threads/58135-TechTree-0-22-Realistic-Progression-LITE-V0-17-%28Pre-Release-via-TreeEdit%29 Link to comment Share on other sites More sharing options...
MedievalNerd Posted November 16, 2013 Author Share Posted November 16, 2013 I decided to finish the layout for the Real Solar System tech tree overhaul. Updated the image in the OP, but here it is in all it's glory.Feast your eyes on the madness: Link to comment Share on other sites More sharing options...
Guest Posted November 16, 2013 Share Posted November 16, 2013 What mods does it include? Does it only support mods from the OP, or did you include additional ones? For instance, I'd really like to use B9 with all this. Oh, and I support moving to ECLSS. I'm already doing it with Realism Pack for historical spacecraft (might be worth including, too, but it's rather incomplete as of now). Link to comment Share on other sites More sharing options...
MedievalNerd Posted November 16, 2013 Author Share Posted November 16, 2013 What mods does it include? Does it only support mods from the OP, or did you include additional ones? For instance, I'd really like to use B9 with all this. Oh, and I support moving to ECLSS. I'm already doing it with Realism Pack for historical spacecraft (might be worth including, too, but it's rather incomplete as of now).This tech tree will be designed to use with Real Solar System, by Nathan. And as such, all mods that he'll support engine wise, will be included.This is only the framework that is done. I do have my sepearte Realistic Progression Lite tech tree is ready to go for now. And the mods supported by that one are listed on it's page. (check my sig for details).Cheers, Link to comment Share on other sites More sharing options...
dnulho Posted November 17, 2013 Share Posted November 17, 2013 Looking at the tree, in the lower area there are several areas where a string of nodes are dependant on like 3 of the previous nodes. Those strings are not labeled, what would those have on them?Progress, Link to comment Share on other sites More sharing options...
Silicon014 Posted November 17, 2013 Share Posted November 17, 2013 Can I implement this into my game yet? Link to comment Share on other sites More sharing options...
MedievalNerd Posted November 20, 2013 Author Share Posted November 20, 2013 Can I implement this into my game yet?Actually not yet. The layout is done, but in order for all this wonderful thing to work we'll need to link MFT's tech levels to the nodes. And also adds some other stuff Nathan wanted in there. Right now I do have a treeEdit release of my Realistic Progression Lite. Check out the link in my signature.Looking at the tree, in the lower area there are several areas where a string of nodes are dependant on like 3 of the previous nodes. Those strings are not labeled, what would those have on them?Progress,Yes, there are 'sub nodes' to help with more complex links without having lines go over/under nodes. Basically each capsule tech level requires all the tech nodes of the same tier researched. But the line next to life support, that one doesn't have a purpose just yet, we'll make it work. Link to comment Share on other sites More sharing options...
DasBananenbrot Posted November 21, 2013 Share Posted November 21, 2013 I want it now normal tech tree isn't that suitable to use with RSS xD Link to comment Share on other sites More sharing options...
chandawg Posted December 16, 2013 Share Posted December 16, 2013 I did search the forums, but anyone have a listing of the altitudes for the different experiments? ie InSpaceLow=x altitude. Sorry if its obvious, but I am a newb, and I finally have got two spacecraft in LKO with RSS and all other realism mods, and shewww what a task. Link to comment Share on other sites More sharing options...
Tygroux Posted December 31, 2013 Share Posted December 31, 2013 Would the realistic sized kerbin be mandatory?I'm already bored of watching 10 times the same launch and lose hours of play doing the same thing, and have taken the bad habit of hyperediting most launch to orbit.Squad made the decision to downscale for a reason, and while i really appreciate that mod in sandbox, I'd rather not have to deal with 10 times that problem for "serious" play, but still want a realistic experience. Link to comment Share on other sites More sharing options...
MedievalNerd Posted January 11, 2014 Author Share Posted January 11, 2014 I did search the forums, but anyone have a listing of the altitudes for the different experiments? ie InSpaceLow=x altitude. Sorry if its obvious, but I am a newb, and I finally have got two spacecraft in LKO with RSS and all other realism mods, and shewww what a task.They were mostly broken in the orignal release. An updated version of them has been distributed with RSS.If you look at my release thread of RPL, I actually listed the new table listed all the different Would the realistic sized kerbin be mandatory?I'm already bored of watching 10 times the same launch and lose hours of play doing the same thing, and have taken the bad habit of hyperediting most launch to orbit.Squad made the decision to downscale for a reason, and while i really appreciate that mod in sandbox, I'd rather not have to deal with 10 times that problem for "serious" play, but still want a realistic experience.The whole reason RSS became of interest is that without a real sized body, and KSP physics, you end up having to artificially increase ISP/fuel consumptions and play with masses to try and get it to a 'realistic' experience. Squad never aimed for extreme realism, which is what RSS is in it's core I guess. You'd have to look into using KIDS from ferram, if you want a more realistic experience with stock solar system.If you look at the DV requirements to travel in Kerbin system versus the real solar system, you start to see the order of magnitude of change. If i'm not mistaken with 9k DV in orbit of Kerbin, you can basically go anywhere in the system. Wheareas with RSS, you need at least 9kto11k DV to just get into orbit. Changes the name of the game in significant ways. Add life support systems, and then you have some pretty interesting simulation going on.Anyway I digress, no you don't need it. But the balance of the tech tree, and the custom experiments i'm working on will be balanced with RSS in mind. So the experience may vary, but it's not like it would be 'incompatible'.For more up to date on the progress of the tech tree, I suggest keeping an eye on the release thread. Since it's release, I've been mainly posting dev updates there.Cheers, Link to comment Share on other sites More sharing options...
AtleSt Posted August 14, 2014 Share Posted August 14, 2014 Download?- Link to comment Share on other sites More sharing options...
Nori Posted August 14, 2014 Share Posted August 14, 2014 Download?-Looks like dev has stopped: http://forum.kerbalspaceprogram.com/threads/58135-TechTree-0-22-Realistic-Progression-LITE-V0-17-%28Pre-Release-via-TreeEdit%29 Link to comment Share on other sites More sharing options...
NathanKell Posted August 15, 2014 Share Posted August 15, 2014 I'm closing this thread, as all development is occurring in the thread Nori linked.(And development is continuing, just not by MedievalNerd; he's too busy right now.) Link to comment Share on other sites More sharing options...
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