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[0.22][B9 SOON] PROE Development Thread (KSP Engine Tech Tree Mod)


Madopow2110

What would you most like first?  

  1. 1. What would you most like first?

    • KW Intergration
    • B9 Intergration
    • Structural/Solar Improvement
    • Hybrid Engines and technologies


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lRELEASE THREAD:

http://forum.kerbalspaceprogram.com/threads/55805-WIP-B9-SOON-PROE-Prototype-Optimize-and-Enhance-%28KSP-Engine-Tech-Tree-Mod%29

I am working on a mod for ksp that integrates different tiers of engine into KSP;

In the mod all engines in the game (and possibly B9 and/or KW) will be organised into tiers that will be researched via the tech tree!

For example the trusty old LV-T30 will first have to be Protoyped, then crudely made and then upgraded to the normal level where after it can be optimized and augmented for more thrust for efficiency with a trade-off of the other.

I hope to make this mod so players cannot get to orbit with tier 1 and magically hyper-efficient xenon engines will have to be thoroughly researched and refined. The tiers are as follows;

LIQUID & ION

Prototype All Engines will be prototyped at first and will be much more fragile and inefficient. <Very Expensive = Its a prototype!>

Crude Some engines will be made crudely and will be cheap but still inefficient For Jet Engines and 1.25m to 3.75m rocket engines. <Very Cheap because of basic materials and concepts>

Radialized Radial engines will need to be unlocked by researching the engines they come from and will have normal stats. Where applicable, includes VTOL <Expensive>

Normal Just the normal stats.

Optimized All engines will be optimized and all stats will be better because of removal of useless parts and good engine settings. Slightly improves attributes <Slightly Cheaper>

Augmented Augmented engines are modifed engines to add or improve an attribute but detriments another attribute. For SABRE the LV-T30 Rocket AND the B9 High Altitude Jet must be at enhanced level, For Hybrids the rockomax 0.625m inline engine AND the PB-ION thruster must be Optimized. Jets and some 1.25m-3.75m rocket engines, improves thrust or efficiency but makes the other stat worse Includes SABRE and hybrid thrusters. <Stupendously Expensive>

Enhanced Very Expensive, Very Light, Very Efficient is the motto for the Enhanced Tier making it the best achievable all-round improvement available. Final Tier and will only be available on a small amount of rockets but attributes will be improved 10%-20% <Very Expensive>

SOLID ROCKET BOOSTER

Crude The original boomstick, low thrust - alot of bang. Crude Solid Rockets are the first foray into rocket science, cheap and totally inefficent

Normal Standard SRB's "Nuff said"

Thrust Augment Using more combustible fuels rockets burn more powerful but shorter. Higher thrust is a trade-off for a worse ISP.

Efficiency Augment Using slower burning fuel these rockets are more suited to lighter loads. Lower thrust is the price for a much slower, efficient burn.

STILL CONFUSED?

This (More Coming) flow chart helps you visualize the tech tree

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.

DETAILED DESCRIPTION OF TECH TREE

Liquid

PROTOTYPE:

All engines are prototyped initially.

CRUDE:

This tier will be the worst but cheapest of the permanent tiers.

Engines:

-Rockomax Series Engines

-LV-1

-LV-T30

-LV-T45

-LV-T909

-Toroidal Aerospike Rocket

-LV-N Atomic

-Basic Jet Engine

NORMAL:

All Engines.

OPTIMIZED:

Optimized engines replace their normal counterparts.

Engines:

-All Crude Engines

-PB-ION Engine

-LV-1R

-Rockomax 24-77

-Mark 55 Radial Mount Engine

Enhanced:

The Enhanced Tier is expensive but very good in terms of efficiency, it does not replace the Optimized engines.

Engines:

-Rockomax "Mainsail"

-Turbojet

-LV-T30

-PB-ION

-Toroidal Aerospike Rocket

AUGMENTS:

Augments are mods that buff one attribute.

RADIALIZATION:

Radialized engines require the base engine to be upgraded to normal and they start at prototype.

CREDITS:

-Harrison11 (Coding)

-r4mon (TreeLoader)

Version History:

- v0.1 First Release, only SRB's and Prototype stock liquids.

- v0.2 Latest, all non augment liquids and all SRB's done! Augments and Science next update!

TODO:

- Integrate into a new tech tree

- Figure out how to delete parts when new parts are researched

- Finish Stock

- Add B9 Aerospace support (Most Requested)

- Add KW Rocketry Support

- Make Hybrid Ion engines

Feel free to do anything with PROE as long as you do not distribute without my asking, rename it as another mod or use any assets in the mod without credit and permission. If the mod is inactive (No news or login from me) for 45 days the mods updating and upholding will fall to the public until I can return.

P.S Please don't bug as I have to reconfig all Stock,KW and B9 engines 5-8 times and any help would be amazing!

Edited by Madopow2110
V0.2!!
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This sounds like a very good idea, actually. A lot of the stock engines in game are, shall we say, not a match for early rocketry. It could make for interesting tech tree choices wrt. things like liquid engines vs. SRBs, and so forth, too. This would play well with some of the other realism mods in play, like Deadly Reentry, Earth Size Kerbin, Modular Fuels and FAR, so consider taking a swing by the realism discussion thread here.

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That is an impressive array of variation using stock as a base. Will there be any non-engine upgrade/prototyping etc? IE heavier fuel tanks, lighter fuel tanks etc? A progression from heavy materials to lighter weight ones would be interesting in that regard. Even if the change is slight it can have a large difference. Compare stock tanks with Spherical fuel tanks as an example. Gives quite a change to dV!

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Possibly, but that will be in the future. When and if I do pods and fuel tanks they, like the engines will start horribly heavy and fragile but in the end be a bit lighter, I know i haven't said this but all the upgrades are not overpowered, especially for the enhanced engines as they have a 40% price buff!

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You might want to consider taking advantage of Modular Fuels' tech levels support. It does something rather similar to what you're trying to do, just procedurally (only one part required per engine, the various stages of development can be done ingame).

If nothing else, the spreadsheet I wrote for MFS should help lots with making engine configurations for you.

Um, you also might want to look at this thread: http://forum.kerbalspaceprogram.com/threads/55253-WIP-Full-Realistic-Tech-Tree-Overhaul

Where we're basically trying to do something similar, but for all parts, not just engines.

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Um...sorry, what?

Mission Controller (a) has its own money tracking and (B) has its own method for calculating part costs.

I will tell madopow2110 but i think he already knows that.

Also Nathan he hasn't played Mission Controller since 0.20 so yea.

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