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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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Wow. It looks really cool, especially because it doesn't require any game-changing mods like Realfuel or RSS.

Also it have all my favorite mods, only excluding Station science, CactEye telescope, Inflatable habitat, FusTek and a few more - but as i see, you're working on very huge mod packs like B9 (don't forget D12, please=)) and Aies, so take your time=)

Also, some guide "howtosimplyaddthismissingpart" will be awesome)

And a little question - where in this tree will appear all the parts that are not included in this mod yet?

Edited by Riverey
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If you would like to add a part to a specific node, just type the following into the specific node in the cfg file:

name = PART NAME

Any parts not yet included in the mod will find their way into the nodes, but in very strange places

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Added support for AIES, MKS/OKS and Soviet Engines

Added additional node for Giga range antennas.

Combined the two trees into one tree with dual integrated rocket/flight option.

Considering starting the rocket tree as solids instead of 1.25" LOX.

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I have never used Realism Overhaul, so I don't know. It's bound to RSS, right?

Probus, I love the last version of the tree. Part count has gone down at the beginning to much nicer levels it seems, and I'm now struggling to decide where to spend my science. Science is getting so expensive now that I have to take real care on where to spend it. I'm launching my first satellites into orbit preparing for a first Mun unmanned mission. As I don't have landing legs yet, I want to get some more science from there to be able to advance the tech tree further.

This tree is rapidly becoming my favorite mod. The only thing is that it starts to get complicated structure-wise, although not necessarily bad. A lot of nodes, and I find myself spending a lot of time going through all of them to decide which parts have priority.

Now I hope someone makes a mod that forces you to pay for researching the parts inside unlocked nodes, and I'll be completely happy.

Thanks for this incredible game enhancement, Probus!

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I have never used Realism Overhaul, so I don't know. It's bound to RSS, right?

It uses Real Solar System, Real Fuels, FAR, Real Engines, Real Chutes, Engine Ignitor, Remote Tech 2 and some other mods to make the whole game more like real life.

Right now it doesn't have a career mode (they're working on one though) and it would be nice if this one would work with it. But it seems like nobody has tried it yet.

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Oh, I just hope you balanced this well. Otherwise it'll be very easy to stuck on Kerbin forever (especially if you use FAR and forgot to unlock fairings or something like that=))

Hi Reverey. Yes balance is very very important. That is why I released it in the modders thread to get as much help from play testers before I release it in the showcase. I take your feedback seriously to improve the tree before general release.

Right now I am integrating B9. I didn't realize how big it was. I am about 1/2 way done, but can see I will need to increase the nodes on the flight side of the tree. I hope it doesn't break treeloader.

Keep that feedback coming, and don't hesitate to PM (Personal Message) me.

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Perhaps I'm misunderstanding where this mod is in development, but were there supposed to be two tree.cfg files in the download? I'd really like to start with winged flight first, but the only tree.cfg that comes in the current download is rockets...

Maybe I'm missing something, and you can point me in the right direction.

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Perhaps I'm misunderstanding where this mod is in development, but were there supposed to be two tree.cfg files in the download? I'd really like to start with winged flight first, but the only tree.cfg that comes in the current download is rockets...

Maybe I'm missing something, and you can point me in the right direction.

drmag, you are right there were two tree.cfg files when I started, but I combined them into one and you can choose which branch to go down. Once I get the lion's share of the mods integrated in, I will probably switch it back to two separate trees again.

erbmur, what is AJE? Advanced Jet Engines? Just wanted to be sure.

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erbmur, what is AJE? Advanced Jet Engines? Just wanted to be sure.

Yup. Advanced Jet Engines. I only discovered it the other day, and seeing how it has descriptions for all the engines in terms of real life engines, e.g. developed in 19XX for X-plane, thought it might be a nice idea to slot them into the different nodes like WW2 era. But then again it does add alot of new engines and I know you are already in the middle of some rather large mods so wouldn't want to overload you.

Just a thought.

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Added B9 Aerospace. Man that mod has a lot of great parts! I spread them out as best I could and added 2 more nodes. Have fun and let me know if I missed any.

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Honestly you don't necessarily need all the mods this includes; you'll definitely want a full Firespitter install however if you're going with a planes first approach.

he not saying use all of them he has the ones he wants as requiremens then rest are ones that are just supported.

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So now that B9 is done, what's next on the horizon?

Love being able to play with planes first. Always found that I never really got around to using them because I would just go rockets all the way, but being forced to use them to progress really changes things up. Can't get enough of them now :D

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