Open theonegalen opened 4 years ago
From FreeThinker on the KSP Forums: "Another suggestion I would recommend is to add specializedPlasmaGeneration as additional tech requirement to exoticFusionRockets, as the tech represent a merge between Fusion Engines, Exotic Fusion Reactions and Specialized Plasma Engines. Also because "Specialized Plasma Generation", logicly requires advances in "High Energy Science" (for PLasma Wakefield Accelerator Engine), I recommend adding it as an addition requirement for Specialized Plasma Generation. Additionaly add a requirement for Advanced Fusion Reactions to Advanced Fusion Engine which realy requires it
@RDNode:HAS[#id[exoticFusionRockets]]
{
Parent
{
parentID = specializedPlasmaGeneration
lineFrom = RIGHT
lineTo = LEFT
}
}
@RDNode:HAS[#id[specializedPlasmaGeneration]]
{
Parent
{
parentID = highEnergyScience
lineFrom = RIGHT
lineTo = LEFT
}
}
@RDNode:HAS[#id[advFusionRockets]]
{
Parent
{
parentID = advFusionReactions
lineFrom = TOP
lineTo = BOTTOM
}
}
This result in the following endgame tree
RoboRay on the KSP Forums said:
"I also think sorting the SRB and tank parts into tech tree nodes by diameter would work nicely. Right now, it seems like you unlock a tech node and get the shortest tanks in two or three different diameters, then unlock the next node and get the next longer lengths for those same diameters. So, you end up cobbling rockets together from lots of short tanks and never using the longer ones because you've moved on to larger diameter tanks by the time you unlock the long ones. Having to use lots of short tanks isn't a difficulty challenge... it's just an annoyance for aesthetics and artificially inflates the needed part count for a craft.
If you want to retain length progression with the tanks, I would still suggest sticking to one diameter per tech node. So, you would end up with something like:
Short 1.25m tanks > Long 1.25m tanks > Short 1.875m tanks > Long 1.875m tanks > Short 2.5m tanks > Long 2.5m tanks > etc.
Keeping the little probe tanks off in a parallel side node still make sense.
The excellent RP-1 tech tree is structured something like this and it plays through very nicely."
From Corax on the KSP Forums:
"One thing though that I'd like to put forward for consideration is swapping the positions of solar panels and fuel cells. Currently photovoltaics are unlocked before fuel cells, while I think at least from a gameplay perspective if not entirely historically accurate, it would make more sense the other way around–once you have solar panels, there's no real need to futz with fuel cells with their limited lifespan and considerable mass penalties."
// Fuel Cells: Tier 2-4
@PART[FuelCell]:AFTER[zzzUnKerballedStart]
{
@TechRequired = engineering101 // Tier 2
}
@PART[USFuelCellSmal*]:AFTER[zzzUnKerballedStart]
{
@TechRequired = gadgets // Tier 3
}
@PART[USFuelCellMedium|FuelCellArray]:AFTER[zzzUnKerballedStart]
{
@TechRequired = gizmos //Tier 4
}
// Solar Panels: Tier 4-7
@PART[LgRadialSolarPanel]:AFTER[zzzUnKerballedStart]
{
@TechRequired = gizmos // Tier 4
}
@PART[solarPanels5]:AFTER[zzzUnKerballedStart]
{
@TechRequired = electrics // Tier 5
}
@PART[solarPanels3|solarPanels4]:AFTER[zzzUnKerballedStart]
{
@TechRequired = advElectrics // Tier 6
}
@PART[solarPanels1|solarPanels2]:AFTER[zzzUnKerballedStart]
{
@TechRequired = largeElectrics // Tier 7
}
From Rocketology on twitch:
1.875m engines and 2.5m engines of similar use in the same node - cheetah and skipper both in Heavier Rocketry - consider moving cheetah to Precision Propulsion or Propulsion Systems
From Rocketology on twitch: Check BDB and Probes Plus and survivability node
zzz
from the zzzUnKerballedStart