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T-7 Technology --- a reconfigured more flexible and believable StockTechTree


SkyRex94

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Yes, mod parts will appear on the same nodes they would appear on the stock tree.

I get that... but it sounds like some mods become unbalanced because of the way he reorganized the tree. What if the nodes for each of the ScanSat parts have been reorganized such that they don't show up in a natural order, for example? Or what if a basic, early Remote Tech antenna's node got moved further back awkwardly?

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I get that... but it sounds like some mods become unbalanced because of the way he reorganized the tree. What if the nodes for each of the ScanSat parts have been reorganized such that they don't show up in a natural order, for example? Or what if a basic, early Remote Tech antenna's node got moved further back awkwardly?

The node which moved the most was the 'Field Science' to get the Wheels early. All others roughly stayed near the same Tier they are in in Stock. So except for maybe Field Science all mods are at most maybe one or two Tiers of their original place, if at all. So it should work senseful with most mods.

If you stumble upon a mod where it really gets akward post it here. i for myslelf are more a Stock-Enhanced player, so many plugins but not really big Part mods. I'm using PFairings, and they are in the right order.

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I get that... but it sounds like some mods become unbalanced because of the way he reorganized the tree. What if the nodes for each of the ScanSat parts have been reorganized such that they don't show up in a natural order, for example? Or what if a basic, early Remote Tech antenna's node got moved further back awkwardly?

There are a few akward things in my game so far. For instance, radial parachutes and landing legs are still in survival, which while still tier 3 is more expensive and you get it after landing tech. It is kind of akward. But I fixed it by moving a couple items around.

So far that is the only thing I've run across.

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Has anybody played this mod with KW and/or ScanSAT? How does it work with those parts?

Edit: Oh! Also RealChutes and Remote Tech.

I am playing KSP Hard Mode using T-7 along with RealChutes and RemoteTech. It's challenging, but doable so far. I haven't unlocked any of the long range antennas yet, but I haven't put a Kerbal on Mun or Minmus yet, just probes.

You get the Communotron 16 in the starting node.

You get the Comms DTS-M1 in Science Tech (in the very next tier), so that's quick.

The Reflectron DP-10 is in Flight Control, in the same tier.

The first RemoteTech dish is at the 100 Science tier.

After that, the next antennae don't show until the 250 and 350 tiers.

I think that the combination of the DP-10, the C-16 and the DTS-M1 should be fine for early Kerbin/Mun/Minmus work, though you will have to be careful with solar panels at first.

I almost forgot to mention RealChutes:

You get the Cone Chute and the stock Mk16 in the starting node.

Both the stock and RealChute radials occur at the 120 Science tier.

The stack chutes are further up the tree, not visible to me yet. (I've gotten experimental contracts for them, though.)

Edited by Gryphon
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HEY AUTHOR!!! THANK YOU, YOUR TREE IS AWESOME! :kiss:

Second that!

I find it very well balanced.

Even with the mods I installed it's neither too challenging nor too boring. I like the pace at which I can unlock new parts. I don't have to fly too many missions to get the science and I don't get too much so that I can unlock almost everything after just one.

I like how you can choose clear paths for your progression (aircraft, unmanned, manned).

I play on a modified hard difficulty (basically just the decrease in science, funds and reptation scince I play with mods providing additional amounts) and I love how the science requirements increase quite a lot from tier to tier.

All in all:

Keep up the good work and you have my appreciation!

Many thanks.

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I've been testing this out over the past two weeks and I must say it is nice to have more freedom in how you move your space program along. Thanks to Fine Print I have made a lot of money and science just reconnoitering Kerbin with my planes. So yeah, as far as freedom to run your agency goes you get top marks. However! The aircraft wheels STILL don't unlock until the second node in the 'wheel' path, though you get motorized ones in the first node. I'm sure that this was on purpose but it does slap you with the same restriction you started out with: You cannot fly planes until you have engines, tanks and wheels. Just some food for thought. Personally I think the landing gear should either be in the first tier unlocks or just available from the outset.

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I've been testing this out over the past two weeks and I must say it is nice to have more freedom in how you move your space program along. Thanks to Fine Print I have made a lot of money and science just reconnoitering Kerbin with my planes. So yeah, as far as freedom to run your agency goes you get top marks. However! The aircraft wheels STILL don't unlock until the second node in the 'wheel' path, though you get motorized ones in the first node. I'm sure that this was on purpose but it does slap you with the same restriction you started out with: You cannot fly planes until you have engines, tanks and wheels. Just some food for thought. Personally I think the landing gear should either be in the first tier unlocks or just available from the outset.

Yes that was on purpose, and you don't need wheels for a plane. You need wings. that's basically it. A jet engine would be nice but also not required. I've seen people building planes on skis made out of strut-parts. You can lift of without aircraft wheels, and the Wright-Plane doesn't had wheels either. Although you might want parachutes for landing.

I can understand your point, but making the aircraft gear in the Tier it is right now was intended for the above reasons.

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