![]() The technology tree is displayed as a horizontal branching tree structure, with low tech research nodes on the left and higher tech nodes on the right. It requires either Advanced Flight Control or Electrics to be unlocked before becoming available. Precision Engineering is an example of a research node with prerequisites. While these cannot be unlocked via research, it is technically possible to unlock them via Green Monoliths. These nodes are: Nanolathing, costing 550 Science, and Experimental Motors, costing 1000 Science. The nodes appear towards the end of the Tech Tree, and are only displayed in-game when a mod is installed which use them. There are two additional placeholder nodes in the stock game which are included in the table below, but have no parts currently assigned to them. Before difficulty modifiers, there are 392 019.3 Science points available from experiments, and 6 055.8 from recovered vessels. Unlocking the entire tree requires 18 468 Science including the hidden nodes, but 16 918 without. Each node beyond it has a prerequisite node or nodes which must be unlocked before it can be researched. All other modes begin with the initial node “Start” unlocked. As part of the Science system, the Technology tree is not available in Sandbox Mode instead all parts are automatically unlocked. The tree is accessible via the Kerbal Space Center Research and Development Facility's “Technology” tab. Funds may also be involved in unlocking individual parts depending on the difficulty settings. Previously collected Science points have to be spent to research a node, which then unlocks its parts for use in the Editor. It is a branching tree structure composed of nodes, each containing a set of one or more parts. That way, probes don't spin themselves violently when you engage it at long signal delay, and you don't have to deal with the Flight Computer steering like something incredibly drunk.The Technology tree allows the player to unlock more advanced parts for constructing variously level craft. Moving to the prograde, or the node, or radially or keeping attitude) is instantaneous, without signal lag (much like the flight computer and how it steers without signal lag) whereas telling the SAS what to do (I.E. I want it to be a useful when there is a considerable delay, as it is much more useful than the Flight computer's steering system. There should be an exception where the SAS steering (I.E. The probe decides how to steer to the desired attitude. The fact that the SAS can control the attitude control system (be it a RW or an RCS block) does not make it capable of being an ACS by itself.Īnd what do you mean by "nobody"? You, the player takes all the decisions regarding the game inputs, not an AI. The Stability Assist System cannot be considered steering, it is just a PID controller (a probe functionality). ![]() ![]() there? if anything, the SAS steering should work even with no connection to mission control, as, if it is on the probe, it doesn't have to travel for a second. My problem is, Why should the steering signal HAVE to travel? isn't the SAS o n the probe? why should it have to travel for a minute if its just. I have, however, and after watching the SAS spin a ship violently for 1 minute and 39 seconds to try and correct a slow roll, you should also see that this is a major issue. Last time I checked I had to punch in flight computer stuff far ahead of the maneuver but I haven't been so far out in space in 1.1 to really notice the delay. If you mean after leaving Timewarp and it taking the same amount of delay to control attitude, that clearly is a bug, making a github account and making a bug report is best. Looking at the updates, i'm looking (even more) forward to 1.1 )īut imagine that all input SAS commands need the same time to travel, but sounds like a configuration thing for difficulty that would be useful to be able to exclude that. (And wow, what a difference a week away makes. I had just wondered if anything had/would/could change(d) recently. In my experience, MM is unable to apply changes to the config as it is able to with many other mods. Please note in my original message, I mean precisely what I had asked: Is there a way to modify via M odulemanager, the RemoteTech_Config.cfg: While you are entirely correct that it is quickly and easily possible to add additional stations, etc., via an additional config, this is unfortunately not at all what I was asking about (By which I mean things such as adjusting the global range modifier in particular: This is of tremendous utility for playing on arbitrary rescales.) Just create a "RemoteTech_Config.cfg" file and populate it at least with the following block:Īnd replace the with your personal parameters ( RT wiki). ![]() Is already accessible, that's how RSS makes all the required changes to the tracking stations: ![]()
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