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Any tech tree rebalance mods?


eddiew

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Hey guys,

Short version

I'm wondering if there's anything out there that shuffles the stock parts into more sensible places, e.g. putting landing gear in the same node as the first jet engine/wings, basic wheels earlier, or clumping batteries together with basic solar panels. Aerodynamics in particular feels way out of whack for what you get in return for your science points, with practical-use requirements from quite deep in other lines.

Long version

I'm starting a fresh, modded game with loads of new ways to get science (DMagic, Station Science, etc), but only 10% science returns and 50% funding. I'm hoping this will force me to make use of absolutely every trick of every mod, to explore every biome on Mun and Minmus, and be forced to head out to Duna and Eve with a ton of the tree left to unlock. Basically I want a long game, something I can do for an hour or two every night for months :)

I am however having problems getting it going (not surprising really, but I wanted a challenge). Having sunk some of my precious early points into aerodynamics and picked up a Fine Print flyby mission for the bread and butter income, I realise - I don't have landing gear. Seriously, I've invented the jet engine before the wheel? I can build a plane that is FAR stable from take off to maximum, but I can't get it into the air. I can't launch vertically because I don't yet have a strong enough SAS unit to keep it oriented ;.;

Ironically I think I can unlock batteries, giving me (TAC life support) time enough to go to the Mun, which should eventually give me science enough to unlock landing gear, and then get the more mundane Kerbestrial science points... but this feels very backwards. Feel sure there's better options, but I'm struggling to track down an appropriate mod...

Thanks in advance!

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Just, you can change the position of the landing gear in the techtree by editing the CFG file's.

I'll have to plead ignorance here on the basis that I have no idea which config files I would need to be changing ^^; Good to know this option exists however, and I guess I can hunt them down with a bit of patience.

That looks pretty close to what was in my head, actually, thanks for suggesting!

I'm a tad wary that it seems to nerf surface samples, when I'm already down to a mere 10% science, but I'll see how it works out later tonight :) Looking through the configs for this mod, nice to see landing gear moved up to be immediately available, that's exactly the sort of thing I felt was needed.

(Tbh, I'm not sure the game is actually practical at this setting, but since I have a load of new science getting tools and many biomes on all bodies, there's a whole lot more points out there than stock and I want the game to push me out of Kerbin's SOI in order to progress.)

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Making tree mods is unfortunately very difficult, because then you have to manually add every mod that you think people will play. People have tried numerous times.

If you'd like something more intuitive in stock, then go here and voice your support. I'm serious. Squad wont lift a finger if people keep tolerating this mess.

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My own created TechTree could be exactly what you're looking for,

You'll have the ability to go for the Plane parts pretty freely and also get access to wheels in the first Node.

T-7 Technololgy

Sorry for the self-advertising, but according to the reactions from others in my release thread, it could really be what you're looking for.

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Sorry for the self-advertising, but according to the reactions from others in my release thread, it could really be what you're looking for.

No probs, anything that changes the crazy layout of stock is welcome, I'll certainly check it out, thank you :)

- - - Updated - - -

If you'd like something more intuitive in stock, then go here and voice your support. I'm serious. Squad wont lift a finger if people keep tolerating this mess.

Looks like it needs time to digest that thread, but I'll certainly give it a look over, thank you ^^

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