Difference between revisions of "Technology tree"
THEMUNROVER (talk | contribs) (Added a list and description of the "hidden" nodes in a spoiler box at the top of the page.) |
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The tree is accessible via the [[Kerbal Space Center]] [[Research and Development|Research and Development Facility]]'s “Technology” tab. As part of the [[Science]] system, the Technology tree is not available in [[Sandbox|Sandbox Mode]]; instead all parts are automatically unlocked. | The tree is accessible via the [[Kerbal Space Center]] [[Research and Development|Research and Development Facility]]'s “Technology” tab. As part of the [[Science]] system, the Technology tree is not available in [[Sandbox|Sandbox Mode]]; instead all parts are automatically unlocked. | ||
− | + | There are additional nodes in the stock game which are not included in the table below, and have no parts assigned to them. The nodes appear at the end of the Tech Tree, cost 1000 science each, and are only displayed when a mod (or mods) are installed which use them. These nodes are (going vertically down the tree) Experimental Rocketry, Nanolathing, Experimental Aerodynamics, Aerospace Tech, Automation, Robotics, Experimental Electrics, Experimental Science, and Experimental Motors. | |
− | There are additional nodes in the stock game which are not included in the table below, and have no parts assigned to them. The nodes appear at the end of the Tech Tree, cost 1000 science each, and are only displayed when a mod (or mods) are installed which use them. These nodes are (going vertically down the tree) Experimental Rocketry, Nanolathing, Experimental Aerodynamics, Aerospace Tech, Automation, Robotics, Experimental Electrics, Experimental Science, and Experimental Motors. | ||
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== Use == | == Use == | ||
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Most research nodes have dependencies upon earlier, lower technology nodes. For example, the General Rocketry node requires that the Basic Rocketry node be activated before the player may spend 20 science points to unlock its parts. Some nodes have multiple dependencies that require several nodes be activated before they become available. There are also research nodes that have multiple dependencies but only require one of them to be activated prior to becoming available. | Most research nodes have dependencies upon earlier, lower technology nodes. For example, the General Rocketry node requires that the Basic Rocketry node be activated before the player may spend 20 science points to unlock its parts. Some nodes have multiple dependencies that require several nodes be activated before they become available. There are also research nodes that have multiple dependencies but only require one of them to be activated prior to becoming available. | ||
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+ | {{Future article|paragraph|0.25}} | ||
+ | With {{Check version|d=f|0.25}} depending on the difficulty each part must be unlocked for funds after unlocking the research node. | ||
== Research nodes == | == Research nodes == |
Revision as of 17:00, 4 October 2014
The Technology tree allows the player to unlock more advanced parts for constructing variously lethal craft. The tree is structured as a series of nodes, each containing a set of parts. Previously collected Science points have to be spent to research each node before its parts can be used in the VAB and SPH. Each node has a prerequisite node or nodes which must be unlocked before it can be researched. Unlocking the entire tree requires 10098[outdated] Science.
The tree is accessible via the Kerbal Space Center Research and Development Facility's “Technology” tab. As part of the Science system, the Technology tree is not available in Sandbox Mode; instead all parts are automatically unlocked.
There are additional nodes in the stock game which are not included in the table below, and have no parts assigned to them. The nodes appear at the end of the Tech Tree, cost 1000 science each, and are only displayed when a mod (or mods) are installed which use them. These nodes are (going vertically down the tree) Experimental Rocketry, Nanolathing, Experimental Aerodynamics, Aerospace Tech, Automation, Robotics, Experimental Electrics, Experimental Science, and Experimental Motors.
Use
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. The root node of the technology tree, Start, is on the leftmost side of the tree and is active by default in all new Career Mode games.
By conducting missions and collecting science, the player may spend their science points on available research nodes. Only nodes that have had their dependencies activated are displayed on the technology tree. As the player activates more nodes, higher tech nodes will become available until the eighth tier of the tree is reached.
Most research nodes have dependencies upon earlier, lower technology nodes. For example, the General Rocketry node requires that the Basic Rocketry node be activated before the player may spend 20 science points to unlock its parts. Some nodes have multiple dependencies that require several nodes be activated before they become available. There are also research nodes that have multiple dependencies but only require one of them to be activated prior to becoming available.
With 0.25[outdated] depending on the difficulty each part must be unlocked for funds after unlocking the research node.
Research nodes
Icon | Tree level | Science required | Node name | Required node(s) | Prerequisite for | Parts list |
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1 | ⚛ 0 | Start | None |
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2 | ⚛ 5 | Basic Rocketry | Start |
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3 | ⚛ 20 | General Rocketry | Basic Rocketry |
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3 | ⚛ 18 | Stability | Basic Rocketry | |||
3 | ⚛ 15 | Survivability | Basic Rocketry |
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4 | ⚛ 45 | Advanced Rocketry | General Rocketry |
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4 | ⚛ 45 | General Construction |
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4 | ⚛ 45 | Flight Control |
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4 | ⚛ 45 | Science Tech | Survivability |
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5 | ⚛ 90 | Heavy Rocketry | Advanced Rocketry |
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5 | ⚛ 90 | Fuel Systems |
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5 | ⚛ 90 | Advanced Construction | General Construction | |||
5 | ⚛ 90 | Aerodynamics |
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5 | ⚛ 90 | Advanced Flight Control | Flight Control | |||
5 | ⚛ 90 | Electrics |
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5 | ⚛ 90 | Space Exploration | Science Tech |
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5 | ⚛ 90 | Landing | Science Tech |
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6 | ⚛ 160 | Heavier Rocketry |
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6 | ⚛ 160 | Specialized Construction |
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6 | ⚛ 160 | Actuators | Advanced Construction | |||
6 | ⚛ 160 | Supersonic Flight |
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6 | ⚛ 160 | Specialized Control |
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6 | ⚛ 160 | Precision Engineering |
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6 | ⚛ 160 | Advanced Electrics | Electrics |
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6 | ⚛ 160 | Advanced Exploration |
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6 | ⚛ 160 | Advanced Landing | Landing |
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7 | ⚛ 300 | Nuclear Propulsion |
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7 | ⚛ 300 | Advanced MetalWorks |
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7 | ⚛ 300 | Composites | Actuators | |||
7 | ⚛ 300 | Advanced Aerodynamics |
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7 | ⚛ 300 | High Altitude Flight |
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7 | ⚛ 300 | Large Control | Specialized Control |
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7 | ⚛ 300 | Unmanned Tech | Precision Engineering |
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7 | ⚛ 300 | Ion Propulsion |
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N/A | ||
7 | ⚛ 300 | Large Electrics | Advanced Electrics |
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7 | ⚛ 300 | Electronics | Advanced Electrics | |||
7 | ⚛ 300 | Field Science |
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8 | ⚛ 550 | Very Heavy Rocketry |
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N/A | ||
8 | ⚛ 550 | Meta-Materials |
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N/A | ||
8 | ⚛ 550 | Heavy Aerodynamics |
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N/A | ||
8 | ⚛ 550 | Hypersonic Flight |
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N/A | ||
8 | ⚛ 550 | Advanced Unmanned Tech |
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N/A | ||
8 | ⚛ 550 | Specialized Electrics |
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N/A | ||
8 | ⚛ 550 | Advanced Science Tech |
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N/A | ||
8 | ⚛ 550 | Advanced Motors | Field Science | N/A |