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[1.12.x] Community Tech Tree (August 13)


Nertea

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Removed KS link, added CurseForge and dropbox mirrors. Please use Curse over Dropbox unless you really have to due to bandwith considerations. I'm aware that the github repo is out of date, it probably needs to be sycned on my modding computer, will do it when I get home sometime. Will be adding a third mirror on Github which might become the main download at the moment.

On 2/7/2016 at 10:14 AM, FreeThinker said:

One thing I don't like though, is that Fusion Rockets only  requirement is High Efficient Nuclear propulsion. I would rather see this to be Experimental Nuclear Propulsion, which I see the logical predecessor and will link it with the experimental

Another logical change would be that  Ultra High Energy  Physics would require either Antimatter Power or High Energy Science. This means the link with Exotic Fusion Reactions must be removed.

Because Microwave Power Transmission is only feasible with Specialized Solar Cells, it should require both Experimental Electrics and Advanced Solar Technology

Edit: I found an error in exoticNuclearPropulsion, it's science requirement is 2250 while it should be 1500, similar to Fusion Rockets and Fusion Power which are in the same tier.

1. I don't really see it that way. Initial fusion engine technologies (such as magnetized target fusion engines) don't need to be built on the most advanced fission engine technologies.

2. I'll consider this one.

3. As you're the only consumer of that node, sure. 

4. Ok that is indeed a bug.

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On 7.2.2016 at 7:14 PM, FreeThinker said:

[...]

Edit: I found an error in exoticNuclearPropulsion, it's science requirement is 2250 while it should be 1500, similar to Fusion Rockets and Fusion Power which are in the same tier.

 

21 hours ago, Nertea said:

[...]

4. Ok that is indeed a bug.

Did you mean expNuclearPropulsion?

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10 minutes ago, Nertea said:

Just let it load for a bit. It takes about 10s to appear (I think when you load it, in renders the whole diagram to an image or something). 

More like 5 minutes on my computer...  But it does eventually load.

It spends way more processing power than that should need on the issue however.  Literally KSP doesn't hit my CPU as hard.

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4 minutes ago, SpaceBadger007 said:

I know it has not been released yet but when it does would you think about intergrating the sstu mod? Its got a lot of good stuff!

Any mod author can use the CTT nodes. Users can also create their own CTT integration configs as well.

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1 hour ago, Likasombodee said:

Problem is not finding the part in VAB/SPH, I don't have it unlocked in career. And I can't find out which tech of CTT I need to unlock to get it.

According to the KSP wiki it is in Composites. As others have mentioned CTT doesn't move stock parts around, you may have another mod that has moved it though...

 

http://wiki.kerbalspaceprogram.com/wiki/M-1x1_Structural_Panel

 

 

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On November 17, 2014 at 3:14 AM, Nertea said:

Q: How much science does it take to unlock the tree?
A:
Lots! I don't have exact numbers for 2.0+ yet.

I can answer this one - about 100k for all CTT nodes (plus the 18.5k for the stock tree). Here is a node list for reference (I transcribed this from the config, so errors are possible):

Spoiler

Nuclear Power	300	Nuclear Power
Nuclear Power	550	Nuclear Fuel Systems
Nuclear Power	550	Improved Nuclear Power
Nuclear Power	1000	High Energy Nuclear Power
Nuclear Power	1500	Fusion Power
Nuclear Power	2250	Advanced Fusion Reactions
Nuclear Power	4000	Exotic Fusion Reactions
Nuclear Power	4000	Antimatter Power
Nuclear Power	10000	Unified Field Theory
Nuclear Power	10000	Ultra High Energy Physics
Nuclear Propulsion	550	Improved Nuclear Propulsion
Nuclear Propulsion	1000	High Efficiency Nuclear Propulsion
Nuclear Propulsion	2250	Experimental Nuclear Propulsion
Nuclear Propulsion	2250	Exotic Nuclear Propulsion
Nuclear Propulsion	1500	Fusion Rockets
Rocketry	1000	Experimental Rocketry
Rocketry	1500	Gigantic Rocketry
Rocketry	2250	Colossal Rocketry
Fuel Storage	1000	Specialized Fuel Storage
Fuel Storage	1500	Exotic Fuel Storage
Construction	1000	Exotic Alloys
Construction	1000	Off-World Robotics
Construction	2250	Orbital Megastructures
Construction	1500	Orbital Assembly
Robotics	300	Advanced Actuators
Robotics	550	Experimental Actuators
Aero Tech	160	Subsonic Flight
Aero Tech	300	Efficient Flight Systems
Aero Tech	550	Specialized Flight Systems
Aero Tech	1500	Experimental Aircraft Engines
Aero Tech	1000	Aerospace Composites
Aero Tech	2250	Advanced Aerospace Engineering
Command	45	Enhanced Survivability
Command	90	Simple Command Modules
Command	300	Heavy Command Modules
Command	300	Specialized Command Modules
Mining	1500	Advanced Off-World Mining
Mining	2250	Resource Exploitation
Science	550	Specialized Science Tech
Science	1000	Long Term Science Tech
Science	1500	Scientific Outposts
Science	2250	High Energy Science
Robotics	1000	Mechatronics
Robotics	1500	Artificial Intelligence
Electric Engines	1000	Advanced Ion Propulsion
Electric Engines	1500	Plasma Propulsion
Electric Engines	2250	Advanced Electromagnetic Systems
Electric Engines	4000	Specialized Plasma Generation
Electric Engines	1500	Advanced Gridded Thrusters
Electric Engines	2250	Experimental Gridded Thrusters
Solar Tech	550	Advanced Solar Technology
Solar Tech	1000	Advanced Photovoltaic Materials
Solar Tech	1000	Cutting-Edge Solar Technology
Electrics	1500	High Tech Electrical Systems
Electrics	1500	Microwave Power Transmission
Heat Management	160	Heat Management Systems
Heat Management	550	Advanced Heat Management
Heat Management	1500	Specialized Radiators
Life Support	90	Recycling
Life Support	160	Hydroponics
Life Support	550	Short Term Habitation
Life Support	1000	Long Term Habitation
Life Support	1000	Colonization
Life Support	2250	Advanced Colonization
Logistics	90	Storage Technology
Logistics	300	Logistics
Logistics	1500	Advanced Logistics

 

I think that a lot of the more expensive (exotic-science-type nodes) are exclusive or nearly exclusive to KSPI. I have a lot of CTT mods installed, but not Interstellar, and it would "only" cost me about 40k - 45k to buy all of the CTT nodes in my game. It definitely improves the appeal of running science labs...

Edited by PocketBrotector
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