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[Techtree][WIP] Road to Kosmos (v0.0.3 preview)


Niemand303

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How bout' adding the KSOS Shuttle cat/tubbies (they look to me like cute cats) to Reusable Space Program tier?

Cheers, flamerboy67664/SpaceEagle

Well, at the moment I'd try to get on with stock-ish things, to keep the minimum RAM necessity at its least. There will be KSOS support at some point, but currently I'm looking at FuelTankPlus (for 3.75 fueled nosecones and tanks) and SpaceY (for heavy SRBs) as the source of STS propulsion stuff and stock Mk3 as the Shuttles themselves.

I asked this in the Atlas/Centaur thread but do you guys plan on working together though the entire atlas series like the copper color tank and the RD-180s. That would be really really cool and would meld well with the progression you are planning. Also gives you the opportunity to work on small srbs.

Well, for the small SRBs, that's a good idea seeing how there are Delta rockets in the tech tree. But for the RD-17x/18x/19x stuff, it is in Soviet Branch (Zenith booster and Angara). So, basically it's a kind of althistory thing with the cooperation on much later. Copper tanks will be from FTP in the late tech tree. I may think about making "crossovers" allow switching from branch to branch, but it would be really hard. I'm more into making Chinese, European and Japanese tech trees at the moment.

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Well, at the moment I'd try to get on with stock-ish things, to keep the minimum RAM necessity at its least. There will be KSOS support at some point, but currently I'm looking at FuelTankPlus (for 3.75 fueled nosecones and tanks) and SpaceY (for heavy SRBs) as the source of STS propulsion stuff and stock Mk3 as the Shuttles themselves.

Well, for the small SRBs, that's a good idea seeing how there are Delta rockets in the tech tree. But for the RD-17x/18x/19x stuff, it is in Soviet Branch (Zenith booster and Angara). So, basically it's a kind of althistory thing with the cooperation on much later. Copper tanks will be from FTP in the late tech tree. I may think about making "crossovers" allow switching from branch to branch, but it would be really hard. I'm more into making Chinese, European and Japanese tech trees at the moment.

Wow this is going to be awesome! One last thing do you plan on releasing just a parts pack for people that aren't interested or might not want to play through the tech tree? I am personally excited about everything! I am just curious about if we would be able to use the parts outside of the RTK tech tree/in game without the tech tree. Also I apologize if this has been asked, I have not read too far back.

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Wow this is going to be awesome! One last thing do you plan on releasing just a parts pack for people that aren't interested or might not want to play through the tech tree? I am personally excited about everything! I am just curious about if we would be able to use the parts outside of the RTK tech tree/in game without the tech tree. Also I apologize if this has been asked, I have not read too far back.

Since it is SnowWhite who is modelling, the parts will be released in his thread, OMSK Ind. (the Atlas/Centaur one, it's just the first thing he made separately, there will be more).

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So, as I'm approaching the the first demo release I'm thinking about late tech tree nodes. That's why there is a week-long poll about Orion MPCV. :)

And I've decided to shuffle the Phases of the mod:

Phase 0 - Tech-tree only (and some welded/resized parts by my own).

Phase 1 - Phase 0 + European, Chinese, Japanese branches + contract support

Phase 2 - Phase 1 + KAA-like nodes after merging branches.

Phase 3 - THE FUTURE!! Actually, I haven't thought yet what to do with it, but you can propose your ideas. :)

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My Orion (Korkrion)

11043185_780216422086159_1487286361618434226_n.jpg?oh=b166d3ccfd0c401c6ae8f86491e24847&oe=557D7795

screenshot454_zpsolnkqp4m.png

screenshot449_zpspbfa37fo.png

Here, the set-up to help you pick things to add

1. Aerojet Kerbodyne LES

2. SDHI BPC

3. Mk1-2

4 SDHI Service Module

5. Aerojet Kerbodyne Radial Attachment Points (the white ones)

- 1 AIES Antenna

- BoxSat 1x3 Solar Panels

- Aerojet Kerbodyne LH-KM-60

6. AJ LV-900

7. AJ Dual Linear RCS Port

8. SDHI Adapter (as the LV-900 and SDHI Adapter is incompatible, Adapter is moved upward using one of the Editor Gizmos)

9. Aerojet Kerbodyne iCPS

10. Decoupler

11. ProcFairings Insterstage

12. SLS/Delta IV

I can send you the craft files and the mods needed if you want. PM me. thx :wink:

Cheers, flamerboy67664/SpaceEagle

PS. When Tantares still doesn't have PPTS when Phase 3 is complete, you can use the AMURE pod and the SDHI Service Module with TST 1x4 Panels.

Edited by flamerboy67664
Many things
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My Orion (Korkrion)

https://scontent-nrt.xx.fbcdn.net/hphotos-xfa1/v/t1.0-9/11043185_780216422086159_1487286361618434226_n.jpg?oh=b166d3ccfd0c401c6ae8f86491e24847&oe=557D7795

http://i1243.photobucket.com/albums/gg559/bien_vincent/screenshot454_zpsolnkqp4m.png

http://i1243.photobucket.com/albums/gg559/bien_vincent/screenshot449_zpspbfa37fo.png

Here, the set-up to help you pick things to add

1. Aerojet Kerbodyne LES

2. SDHI BPC

3. Mk1-2

4 SDHI Service Module

5. Aerojet Kerbodyne Radial Attachment Points (the white ones)

- 1 AIES Antenna

- BoxSat 1x3 Solar Panels

- Aerojet Kerbodyne LH-KM-60

6. AJ LV-900

7. AJ Dual Linear RCS Port

8. SDHI Adapter (as the LV-900 and SDHI Adapter is incompatible, Adapter is moved upward using one of the Editor Gizmos)

9. Aerojet Kerbodyne iCPS

10. Decoupler

11. ProcFairings Insterstage

12. SLS/Delta IV

I can send you the craft files and the mods needed if you want. PM me. thx :wink:

Cheers, flamerboy67664/SpaceEagle

PS. When Tantares still doesn't have PPTS when Phase 3 is complete, you can use the AMURE pod and the SDHI Service Module with TST 1x4 Panels.

Thanks! For the mods, I've actually played with Aerojet Kerbodyne (it's actually mentioned in the poll) and SDHI (in the poll too), so I think you don't need to send them. I think if people will still stick with Stock Mk1-2 for Orion capsule (it's kinda early to analyse the results of the poll ;) ) then a K-P0110 will be used for Apollo program nodes. :)

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I voted for AMURE Pod,but now I think Mk 1-2 is good enough. So uncount my vote if there will be a draw

Can you explain the tier 6 please? How exactly the alternative history will be handled?

Edit: 100th post :P

Edited by SwGustav
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I voted for AMURE Pod,but now I think Mk 1-2 is good enough. So uncount my vote if there will be a draw

Can you explain the tier 6 please? How exactly the alternative history will be handled?

Edit: 100th post :P

Congrats on 100th post! :)

Tier 6 means for USSR/Kerbiet Union nuclear rockets, Salyut stations and some large lander capsule for direct ascent mission UR-700-like; for USA/Kerbal States there will be NERVA, Skylab, some heavy landers and if I find any mods a Nova rocket.

For the althistory, I meant that the "branch merging", which is basically uniting the efforts, making ISS and stuff will be available later, so you will have to stick with Mir-2/Freedom stations, but will have the ability to build colonies/bases. :)

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Well... I'm uploading the demo/preview right now. :)

Several nodes are still empty, but I will do my best to improve the mod.

It could be installed by áKAN when the time will come for more, I think, but currently I'll upload only on DropBox:

https://www.dropbox.com/s/h3ar9bbmsgpgxxl/RtK-001.zip?dl=0

Overall requirements:

ModuleManager - http://forum.kerbalspaceprogram.com/threads/55219

Tech Manager - http://forum.kerbalspaceprogram.com/threads/98293

DMagic - http://forum.kerbalspaceprogram.com/threads/64972

Fuel Tank Plus - http://forum.kerbalspaceprogram.com/threads/108238

ProcFairings - http://forum.kerbalspaceprogram.com/threads/39512

Kerbiet Union Reqs:

Tantares/TantaresLV - http://forum.kerbalspaceprogram.com/threads/81537

AB Launchers - http://forum.kerbalspaceprogram.com/threads/106687

Kerbal States Reqs:

OMSK - http://forum.kerbalspaceprogram.com/threads/112419

SXT - http://forum.kerbalspaceprogram.com/threads/79542

SpaceY - http://forum.kerbalspaceprogram.com/threads/100408

SDHI - http://forum.kerbalspaceprogram.com/threads/52362

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This is amazing! Brilliant tech tree :D

Thanks! I'm going to expand it in future, but at the moment it's time to focus on custom experiments, then contracts. :)

Also, if you progressed far enough in the tech tree you might notice one empty node, since I want to make something special for it: a large orbital telescope: Hubble for KASA and Granat for UKKR, but I'm currently thinking how to implement it: CactEye 2, Tarsier ST, or something completely different.

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Thanks! I'm going to expand it in future, but at the moment it's time to focus on custom experiments, then contracts. :)

Also, if you progressed far enough in the tech tree you might notice one empty node, since I want to make something special for it: a large orbital telescope: Hubble for KASA and Granat for UKKR, but I'm currently thinking how to implement it: CactEye 2, Tarsier ST, or something completely different.

Ok so I have been playing and I have to hand it to you the tech tree is gorgeous. I first cheated and unlocked the whole thing to see how you have it laid out. Its got a wonderful flow and progression to it. Its well thought out and the stock alike part pack you have chosen really do work. Here are my comments though. First I think you need to focus on the contract system before the custom experiments. The stock generated contracts just aren't conducive to the tech tree that you have made. Many of the contracts need to be completed by kerbals and in terms of contracts that require experiments there is simply not enough power in the first v1 probe core to complete any stock generated contract. So for now you might want to either consider bringing some low power batteries down from the tech tree early on, or work on the contracts system. Do you plan on make the contract system like BTSM or do you just plan on adding your own custom contracts? I know that must take a hell of a lot of work and planning, Im just simply saying that they should be your next focus, at least thats my opinion. Finally I personally don't care but it would be nice if you packaged the dependencies and culled them for whatever parts are really needed. For example SXT I assume has alot of parts you want and need but many more that are unnecessary. I know thats probably way down the line but in terms of streamlining the overall experience I am sure parts like the "radial airline window" are not necessary for the the pack. Unless you plan on making airline contracts, then I stand corrected.

Overall man a stellar preview release! No bugs from what I can tell and again the tech tree is really solid. Great job.

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Ok so I have been playing and I have to hand it to you the tech tree is gorgeous. I first cheated and unlocked the whole thing to see how you have it laid out. Its got a wonderful flow and progression to it. Its well thought out and the stock alike part pack you have chosen really do work. Here are my comments though. First I think you need to focus on the contract system before the custom experiments. The stock generated contracts just aren't conducive to the tech tree that you have made. Many of the contracts need to be completed by kerbals and in terms of contracts that require experiments there is simply not enough power in the first v1 probe core to complete any stock generated contract. So for now you might want to either consider bringing some low power batteries down from the tech tree early on, or work on the contracts system. Do you plan on make the contract system like BTSM or do you just plan on adding your own custom contracts? I know that must take a hell of a lot of work and planning, Im just simply saying that they should be your next focus, at least thats my opinion. Finally I personally don't care but it would be nice if you packaged the dependencies and culled them for whatever parts are really needed. For example SXT I assume has alot of parts you want and need but many more that are unnecessary. I know thats probably way down the line but in terms of streamlining the overall experience I am sure parts like the "radial airline window" are not necessary for the the pack. Unless you plan on making airline contracts, then I stand corrected.

Overall man a stellar preview release! No bugs from what I can tell and again the tech tree is really solid. Great job.

Thanks for feedback! Unfortunately, I spotted a couple of bugs, mostly caused by the lack of MM-part customization, like the Antenna in the A-4 core and a Telemetry Experiment in it. And I forgot to make an Almach capsule-clone with two seats for Voskhod!

Well, for the experiments, I wanted to make them next because there is not only career mod, but science sandbox only (personally, I even prefer it more than career one). So if I release Experiments earlier, it will allow for Science Sandbox players to start playing earlier, without waiting for the third part, while if I release contracts first, both SS and Career players will have to wait for the Experiments to be released. :)

For the SXT: I'm thinking those parts won't harm anyone. Yeah, I've not planned the airline contracts and stuff, bit look on other opportunities: a cargo-craft for launching rockets from upper atmosphere, radial windows for imitating Orbital Workshops etc. After all, it's more about creating stuff than just assembling 100% accurate crafts. :)

There are parts that aren't current;y in use, but for most of them I have some ideas, and some are going to be in other nations vehicles: SXT's BlackAdder for Black Arrow in EU techtree, Polaris/Fuji in Japanese... Well, there are lots of opportunities I don't want to actually miss and I will broaden the range (even to the point of having branches for Soviet conical/spherical capsules for Vostok etc :) ).

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I like your telescope idea. :) I also like how there is choice between light and heavy Kerpollo lunar module. Maybe get a small branch with advanced Gemini stuff? (FASA Gemini lander as even more budget landing option)

You can try using the same way SETI goes with unused parts (though that doesn't seem needed) - remove from tech tree and rely on autopruner config.

Also what's about Mission Controller 2? It has historic contracts which seem to fit with RTK. Or do you want your own contracts? :P

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Thanks for feedback! Unfortunately, I spotted a couple of bugs, mostly caused by the lack of MM-part customization, like the Antenna in the A-4 core and a Telemetry Experiment in it. And I forgot to make an Almach capsule-clone with two seats for Voskhod!

Well, for the experiments, I wanted to make them next because there is not only career mod, but science sandbox only (personally, I even prefer it more than career one). So if I release Experiments earlier, it will allow for Science Sandbox players to start playing earlier, without waiting for the third part, while if I release contracts first, both SS and Career players will have to wait for the Experiments to be released. :)

For the SXT: I'm thinking those parts won't harm anyone. Yeah, I've not planned the airline contracts and stuff, bit look on other opportunities: a cargo-craft for launching rockets from upper atmosphere, radial windows for imitating Orbital Workshops etc. After all, it's more about creating stuff than just assembling 100% accurate crafts. :)

There are parts that aren't current;y in use, but for most of them I have some ideas, and some are going to be in other nations vehicles: SXT's BlackAdder for Black Arrow in EU techtree, Polaris/Fuji in Japanese... Well, there are lots of opportunities I don't want to actually miss and I will broaden the range (even to the point of having branches for Soviet conical/spherical capsules for Vostok etc :) ).

Ahhhhh ok that all makes sense. Then I suppose the only comment I still think stands is moving some low power batteries early in the tech tree.

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I like your telescope idea. :) I also like how there is choice between light and heavy Kerpollo lunar module. Maybe get a small branch with advanced Gemini stuff? (FASA Gemini lander as even more budget landing option)

You can try using the same way SETI goes with unused parts (though that doesn't seem needed) - remove from tech tree and rely on autopruner config.

Also what's about Mission Controller 2? It has historic contracts which seem to fit with RTK. Or do you want your own contracts? :P

Yeah, I saw the part-disabler MM-config from SXT and doing the same for several parts. :)

For the contracts, I think I will stick with my own, I've already pointed out some agencies that could be made and komrade tjsnh showed me some configs he made as an example on how to work with Contract Configurator. Precisely, the agencies I've thought about are in this post.

Ahhhhh ok that all makes sense. Then I suppose the only comment I still think stands is moving some low power batteries early in the tech tree.

Thanks! Yeah, I'm thinking about it too, but currently the Z-100 is kinda early, with the first rockets.

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Oh, and one more thing: who can explain me how transmission efficiency is modified? I want to make custom Experiments for Sputnik-1, Explorer and A-4 nosecone, but they seem to have very low efficiency. :c

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Yeah, I saw the part-disabler MM-config from SXT and doing the same for several parts. :)

For the contracts, I think I will stick with my own, I've already pointed out some agencies that could be made and komrade tjsnh showed me some configs he made as an example on how to work with Contract Configurator. Precisely, the agencies I've thought about are in this post.

Thanks! Yeah, I'm thinking about it too, but currently the Z-100 is kinda early, with the first rockets.

Besides making the stock parts look incredible Im pretty sure vens part revamp has small low power batteries. I'm pretty sure quite a large amount of people use it anyway.

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Besides making the stock parts look incredible Im pretty sure vens part revamp has small low power batteries. I'm pretty sure quite a large amount of people use it anyway.

To be honest, I haven't tested RtK with the Revamp yet. :)

But instead I'm ready to upload a 0.0.2 version with a couple of bug fixes. Since most of the probes are yet to be made by SnowWhite team, I''ve made the experiments only for 3 probes and, of course, the "test" nose cone. :)

EDIT: Here it is

https://www.dropbox.com/s/m2ys800ne5gb2lj/RtK-002.zip?dl=0

Edited by Niemand303
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More bugs.The radial booster for Tavio is missing in the tech tree, and contracts stopped to appear after some time.

LV-T100V has a wrong rescale factor.

Edited by Djolox
More bugs
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More bugs.The radial booster for Tavio is missing in the tech tree, and contracts stopped to appear after some time.

LV-T100V has a wrong rescale factor.

Radial tank: fixed in 0.0.2

LV-T100V: checking now, it's supposed to be 1.25m

Contracts: I have not done anything about the contracts yet, only tech-tree. So no surprise. It requires manned flight to work.

EDIT: Fixed the UR-100 engines.

https://www.dropbox.com/s/vdxmaoh0ld28mnl/RtK-003.zip?dl=0

Edited by Niemand303
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Radial tank: fixed in 0.0.2

LV-T100V: checking now, it's supposed to be 1.25m

Contracts: I have not done anything about the contracts yet, only tech-tree. So no surprise. It requires manned flight to work.

EDIT: Fixed the UR-100 engines.

https://www.dropbox.com/s/vdxmaoh0ld28mnl/RtK-003.zip?dl=0

I just installed version 003 and for some reason the loading screen freezes at the sxt parts specifically the elevons. I don't know why but the game loaded perfectly fine with 001

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I just installed version 003 and for some reason the loading screen freezes at the sxt parts specifically the elevons. I don't know why but the game loaded perfectly fine with 001

What does the log say?

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