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[1.0.X]Engineering Based Tech Tree (with flight first option)


Probus

What mod(s) are a must in a Flight First Tech Tree?  

112 members have voted

  1. 1. What mod(s) are a must in a Flight First Tech Tree?

    • B9 Aerospace
      23
    • CSS - Component Space Shuttle
      5
    • KAX - Kerbal Aircraft eXpansion
      39
    • Kerbin Shuttle Orbiter System
      3
    • Mk2 Stock-a-like Expansion
      24
    • OPT Space Plane Parts
      12
    • QuizTech Aero Pack
      12
    • Retro-Future Planes
      7
    • SXT - Stock eXTension
      19
    • Other - See my post
      6


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Click here for the release thread.

I will not be maintaining the dev thread unless something big changes. Please post on the release thread above.

I am still looking for contributors (especially for the flight side of the tree). Let me know if you are interested.

techtree.jpg

Premise

Do the Kerbals discover rocketry before winged flight? You decide. Both winged flight first and rockets first options.

Download Here

Changelog June 9th, 2015: Added Taurus HCV

Changelog June 6th, 2015: Added Ven's Stock Part Revamp

Changelog June 5th, 2015: Added BAE and converted the tree to use Module Manager (Thanks Nathan!).

Changelog May 31th, 2015: Added AmpYear Power Manager, Infernal Robotics.

Changelog May 30th, 2015: Added Surface Lights, Procedural Parts, TAC Life Support, Station Parts Expansion and several new nodes to accommodate the new station parts.

Changelog May 29th, 2015: Added Procedural Fairings, K2 Command Pod, Universal Storage.

Changelog May 25nd, 2015: Added FASA, KAS, KIS. Fixed duplicate node. Added Ullage Motors node and shifted SRBs to corrected nodes.

Changelog May 22nd, 2015: Added Atomic Age, Deadly Reentry Modular Rocket Systems, SpaceY Heavy Lifters.

Changelog May 10th, 2015: Converted to new RnD system. Updating nodes, dependencies, part placement and reset part pack status.

Changelog August 2014: Tweaked nodes and added B9 Aerospace, Bahamuto Parts, KAX, Station Science, AIES, MKS, OKS, Soviet Engines, TAC Life Support and Remote Tech 2 & thanks EMKAY!

Scope

A tech tree based on engineering/scientific principles that is challenging to unlock yet fun to play through.

Goals & Requirements

1. Branches of the tech tree based on engineering disciplines.

2. The Kerbals discover rocket powered flight before they figure out winged flight. (or vice-versa)

3. Unlocking the entire tech tree is not required but must involve flights to nearby planets.

4. Parts that generate science are spread throughout the disciplines and are not based on which branch you focus on (e.g. Flight, Liquid fueled, Solid, Exotic).

5. The player may unlock just the branches that they are interested in.

Highly Recommended for FLIGHT FIRST option:

Firespitter

Highly Recommended for ROCKETS first:

Interstellar

AIES, KW Rocketry, FASA and/or NovaPunch

Recommended for the tree overall:

Kerbal Engineer or MechJeb for delta V calculations.

DMagic Orbital Science to boost your science output.

You can play this tree completely stock, but I believe it is the most fun with several part packs. The many nodes of the tree limits the amount of parts that show up in the editor which makes it easier to find the part you are looking for.

Tested Part Packs:

KSP 1.0.3

AIES - AIES Requires Hotfix - click here

AmpYear Power Manager

AntennaRange

Atomic Age

Behemoth Aerospace Engineering

Deadly Reentry

DMagic Orbital Science

FASA

FireSpitter

Infernal Robotics

K2 Command Pod

KAS

Kerbal Engineer

KIS (Kerbal Inventory System)

KSP Interstellar Extended (with upgrade nodes hidden, in testing)

KWRocketry

MechJeb (still needs a bit of MM work)

Modular Rocket Systems

Near Future Solar

Procedural Fairings (with upgrade nodes)

Procedural Parts (with most upgrade nodes)

Real Chutes

Remote Tech

ScanSat

Soviet Engines

SpaceY Heavy Lifters (in testing)

Station Parts Expansion

Surface Lights

TAC Life Support

Taurus HCV

Universal Storage

Ven's Stock Part Revamp

The tech tree will fully support the following part packs (as time permits):

ALCOR

B9 AeroSpace (Awaiting Conversion)

Bahamuto Dynamics (Parts pack)

CSS - Component Space Shuttle

Karbonite

KAX - Kerbal Aircraft eXpansion

kOS

Mk2 Stock-a-like Expansion

Near Future Construction

NovaPunch

OPT Space Plane Parts

QuizTech Aero Pack

(In work) Station Science

Stockalike Parts for Useful Esthetics

SXT - Stock eXTension

USI SoundingRockets

All stock nodes are included and are functional. All the CTT nodes are included, but not all are used in the progression.

I hesitate to post a picture of the techtree. It is overwhelmingly scary to look at all at once, but if unlocked in progression it is easy to navigate. It is a pinwheel design that is grouped into branches of related engineering disciplines.

Thanks to all those who have helped me get this far, troyfawkes, NathanKell. Keep the feedback coming.

What did the Kerbals invent first (eg what is the most fun to start with)?

Previous poll results: Voters 162

53.70% - Flight

30.25% - Solid Rockets

12.35% - 0.625 Rockets

01.85% - 1.25 Rockets

01.85% - A mishmash or rocket types

Edited by Probus
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Guys! This could be the one!

Honestly I have no damn clue why Squad didn't do that from the beginning.

I foresee one problem with it though. It might not play nice with all the mods I have.

Will this allow players to specialise or will I still be forced to unlock things equally like in the stock tree?

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does it have stock tech nodes in it so that parts not on the mod list can be in it?

Yes. All the stock nodes are still in the tree. I left them there for compatibility.

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Guys! This could be the one!

Honestly I have no damn clue why Squad didn't do that from the beginning.

I foresee one problem with it though. It might not play nice with all the mods I have.

Will this allow players to specialize or will I still be forced to unlock things equally like in the stock tree?

You will not be forced to unlock a node unless the item you want would naturally fall along that branch of the tree. For instance, if you want the thermometer, you had better guess it will be in the Thermo branch. If you want a geiger counter, start unlocking the Modern Physics branch. If you want atmospheric sensors then... you get the point.

Also there are several nodes that can be unlocked using different branches allowing you to skip technologies you don't want or use. For instance, you can eventually get gyros by unlocking the RCS branch, but it is much easier if you unlock the Aircraft branch.

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i could give it a try after i finish with some stuff around the house later. also where are u putting the life support stuff? currently there only 2 ls mods that are upto date.

i been using http://forum.kerbalspaceprogram.com/threads/60469-TechTree-0-23-5-Ackander-s-Vertical-Tech-Tree-Release-v1-16-May-13-2014?highlight=vertical so your tree not to scarry for me

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i could give it a try after i finish with some stuff around the house later. also where are u putting the life support stuff? currently there only 2 ls mods that are upto date.

They will be spread out over the 5 nodes of the Manned Spaceflight branch.

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Could you make a version of this, but only pure stock?

I always wanted one of these, but they always require a bunch of mods I don't want.

Oh please don't make this into another BTSM. Keep it open.

Also. Could you give players the option of starting with unmanned craft?

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Could you make a version of this, but only pure stock?

I always wanted one of these, but they always require a bunch of mods I don't want.

Yes, you can use this tree with just stock parts. A few nodes may be empty, but my methdology is: Where a stock part exists, its counterpart from a mod pack is also in that node. Firespitter is only required if you want to follow the story. Interstellar is well broken out on its own branches. You could still get to the "End Game" node but it would be difficult without Interstellar's ability to generate science over time.

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Oh please don't make this into another BTSM. Keep it open.

I have played BTSM and I love it, but I felt like I was being guided down a path in the tech tree. This tech tree has a very open and roomy feel to it. Having said that there are also some times when critical choices must be made. If you were just to focus on the Research Branch, you will find that you will be doing a lot of grinding because the scientific instruments are also spread through the other branches.

The real "bang for your buck" science is at the tips of the branches so you will find yourself launching multiple missions to planets/moons/biomes. This reflects reality. Take Mars for instance, first the Mariner probes, then the Viking Landers, then Rovers, next Man? So you may end up sending 3 or 4 missions there before you are ready to send your first Kerbal. This will also make you watch your funds a little closer...

Could you give players the option of starting with unmanned craft?

You always start unmanned, If you decide to focus only on rocketry you will have to unlock the Manned Space Flight branch before you get your first Kerbonaut. But, if you decide to hop on board the Orville and Wilbur Kerbal Flyer, you will get manned flight much quicker... One side effect of this, I've noticed, tends to be a lot of dead Kerbals :blush: so unlock that parachute branch ASAP. :)

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Can anyone tell me why batteries are so light? They should be one of the heaviest components on a craft. Is there a mod I can include to fix this oversight? If not, I may include with my tech tree.

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You always start unmanned, If you decide to focus only on rocketry you will have to unlock the Manned Space Flight branch before you get your first Kerbonaut. But, if you decide to hop on board the Orville and Wilbur Kerbal Flyer, you will get manned flight much quicker... One side effect of this, I've noticed, tends to be a lot of dead Kerbals :blush: so unlock that parachute branch ASAP. :)

I'm not sure I understood that answer. What I'm really asking is whether unmanned probe bodies are available at the beginning.

Can anyone tell me why batteries are so light? They should be one of the heaviest components on a craft. Is there a mod I can include to fix this oversight? If not, I may include with my tech tree.

Please don't change anything. If you really want to start changing properties of things, then do it for yourself only, or make it a separate mod.

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Good advice Cpt. o7

This tech tree starts with unmanned probes. You have to unlock manned flight using the Manned Flight branch or the Aircraft branch.

I am working on getting a the techtree ready for release to the modders to help me balance it against the new contracts. I will release it soon, God willing. I am integrating KW into it right now and playtesting at the same time.

One of my goals is to bring the "sandbox only" veterans into a fun to unlock career mode. I am surprised at how many hardcore Kerbal players are sandbox only.

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This tech tree starts with unmanned probes. You have to unlock manned flight using the Manned Flight branch or the Aircraft branch.

This makes me very happy, thankyou :) Finally a sensible tree without bells and whistles.

btw what's "o7" ?

Nvm It's a salute o7

Edited by Cpt. Kipard
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I have updated the OP with download info. You can get it here also:

etree

Do play with the firespitter, kwrocketry, procedural fairings, interstellar and FASA mods at a minimum. AIES doesn't work in 24.2 yet.

I am working on RemoteTech, but AntennaRanage is integrated right now.

Enjoy, and Thanks in advance for any feedback!

Probus

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I think tree loader has a bug, where if you have more than 76 nodes, the career becomes locked out, so you can't gain science or funds, but helpfully you do get reputation! It does seem very hit and miss though, it affected all my career saves until I moved from ackanders tree to the interstellar tree.

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I tried this tech tree last night but had RT2 installed and couldn't for the life of me think of a way to get started. I had no command modules unlocked at the start so no way of going to the launchpad/runway etc to grab some quick science. I also didn't have any science equipment(thermometer, mystery goo, barometer, etc) unlocked so no just sending a probe out to the launchpad to grab some science either. I also didn't have the reflectron antenna that's normally defaulted to active so I couldn't do anything with my unmanned craft. All I had unlocked was the stock antenna but of course that broke off as soon as I got up to a certain speed. I realise it doesn't say there is any RT2 support but my question is whether there will be soon or not? I really enjoy RT2 but I'm bored of the stock tech tree. I've tried Ackander's tree and really enjoyed it so was looking forward to this one :)

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Yeah normally on the stock tree there's an antenna available on either the first or second node but it doesn't appear to be available on your tech tree at the start. Due to this and not being able to use any manned stuff means no way of getting science. No I don't believe RT2 does have built in antenna. There is a mod by enneract that enables built in antennae but his last release was for 23.5 so I didn't install it into this build in case it bugged out

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I voted for flight, because it's the most sensible. It would allow you to do some simple science by flying around near the KSC. Unmanned probes should be available from the start too, or on the next node. This would also partly solve the RT2 issue.

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Yes unmanned probes are available from the start but without any anyennae then you can't do anything with them. The only antenna available at the start gets ripped off in the atmosphere and therefore you can't do anything. This is what I was trying to get across in my first post.

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Interesting... Definitely following this. I'm going to wait for RT2 integration, though, as I can't play without it. How does it play with TAC? And will Karbonite make it in too?

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Thanks for the feedback ClLaw. I have been concentrating FASA and KW since they have been updated to .24. FASA has the explorer probe that has a built in antenna, but I believe when you take off you get some science from your first contract. But I will make it a little easier for those who haven't got FASA loaded.

I have a flight first version also that I will upload shortly. My kids thought it was too hard so I switched it to rockets with flight as an option.

I will also integrate RT2. I was just using AntennaRange. Also TAC and Karbonite will be integrated shortly.

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