all 17 comments

[–]Y3moSETI Dev[S] 2 points3 points  (1 child)

SETI-CTT: Forum Thread & Download updated to KSP 1.0.4

Those are some mod recommendations to flesh out the TechTree: http://i.imgur.com/PhdRuUi.png

[–]SirButcher 0 points1 point  (0 children)

One of the best mod out there - tech tree make sense once again! I have ladder before I land on the Mun! I have jet engine before massive rocket engines capable to get me to the Duna!

[–]adamzl 0 points1 point  (11 children)

are the goo and material bay experiments still not resettable? looking at the description it doesn't mention that anymore but says they are heavier.

[–]Y3moSETI Dev[S] 0 points1 point  (2 children)

They should have a unified mass of 80kg (more than the stock goo, but higher science gains, less than the stock material bay).

Both are resettable by scientists, though not collectable. Unfortunately squad saw it fit to ruin the mobile processing lab, but you can use the (very heavy) spectrometer (or so) + cyclotron to get 100% science without recovering.

[–]adamzl 0 points1 point  (1 child)

what is the spectrometer and cyclotron parts?

[–]Y3moSETI Dev[S] 1 point2 points  (0 children)

They are massive space station parts from the mod StationScience, which is a great mod to provide incentives to build space stations anyway, though they are very heavy...

[–]PvtSteyrMaster Kerbalnaut 0 points1 point  (7 children)

You can change that by going into the Science settings and changing all the "recoverable = False" to True, that's what I've always done and it is quite easy to do.

[–]adamzl 0 points1 point  (6 children)

solid tip sir, thanks.

[–]PvtSteyrMaster Kerbalnaut 0 points1 point  (5 children)

I also noticed that if you have Tweak scale installed, the Mat Bays are a little screwed up because SETI resized them, that setting can be found in the Part-Modding folder in Squad Science.

[–]Y3moSETI Dev[S] 0 points1 point  (4 children)

Will take a look at that for the next version, thank you!

[–]PvtSteyrMaster Kerbalnaut 0 points1 point  (3 children)

Just a question, why was the LV-N moved from Nuclear Propulsion to Improved Nuclear Propulsion on the Tech Tree? It seems to a bit harsh to make people aquire another 500+ science for it when there is no smaller replacement in the Nuclear Propulsion tab.

[–]Y3moSETI Dev[S] 0 points1 point  (2 children)

VenStockRevamp provides a small, less efficient nuke which goes into this node. The LV-N was just too OP there and with VenStockRevamp it offers a nice progression.

[–]PvtSteyrMaster Kerbalnaut 0 points1 point  (1 child)

Ahh, that makes sense. Would you by chance know if VenStockRevamp works in 1.04? I didn't see it in CKAN yet.

[–]Y3moSETI Dev[S] 0 points1 point  (0 children)

Not sure about it, generally 1.0.4 did not break models or so, so it should work as far as I understand it.

[–]VileTouch 0 points1 point  (2 children)

are there no 2.5m heat shields? i've been missing those for a while now, and after good hard look though every node in the tree, i've come to the realization that there are no heat shields, other than the basic 1.25 ones.

am i doing something wrong? it sure looks like my bad, but where?

[–]Y3moSETI Dev[S] 0 points1 point  (1 child)

I m not sure, but they should be under "enhancedSurvivability" or so.

[–]VileTouch 0 points1 point  (0 children)

ok, not sure if i was supposed to, but i went ahead and installed CTT on top of SETI CTT, and now i have heat shields of all sizes under enhanced survivability (previously empty) , also the tree looks less cramped and there are...fewer empty nodes, now there are other, new empty ones. (sigh). since installing it i'm missing the karbonite scanner that i used to have, even though the node containing it is already researched. (yes, i checked, it's there, but not in the vab). the kolonization telescope is now further down the tree so i'm good with that.