

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.
#Kerbal space program science tab mod
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. The Technology tree allows the player to unlock more advanced parts for constructing variously level craft.
