![]() Expect to need to visit more planets to complete the tech tree. Science multipliers have increased within Kerbin, but have generally been reduced outside of Kerbin's Sphere of Influence. Expect to collect around 40% more science points over the course of your career to unlock the majority of the tree. To balance the additional number of science nodes, I have reduced unlock costs. While I shift some nodes, all nodes are present, thus leaving some compatibility with any mod not currently supported. I have added another 70+ tech nodes across the tree, but leave the general layout of the tree consistent with the Community Tech Tree, although some branches have shifted the relative location. The rebalance is an attempt to make my tech choices a bit more meaningful and allow my kerbins to spend some time testing jets in Kerbin's atmosphere earlier in the career prior to launching in space. These upgrades generally come paired with a 50% increase in the part cost and available later in the tech tree. ![]() Many parts have available upgrades such as engine upgrades which increase thrust/isp or structural upgrades which decrease the mass of the part. ![]() If you like to play with new parts as the modder intended, this is not the right tech tree mod for you. This removes the need to choose one or the other within the gameplay environment. I further implement some optional mods within the NF Suite using B9PS functionality. KTT is a Tech Tree mod at it's core, however, I have tried to align stock parts and other mods to have similar functionality available with Nertea's NF Suite (if the relevant NF mods are installed). I have made heat shields available relatively early, so you are of course free to experiment with re-entry. To limit early crewed missions using plane cockpits, I have nerfed the skin temperature of crewed cockpits, but provide an upgrade for higher skin temperatures once you reach the High Altitude tech node (same tier as the Mk3 cockpit). You begin with 0.625m parts and work progressively larger, but also have access to plane cockpits from the start. The Kiwi Tech Tree (KTT) overhaul, like its predecessors, revolves around the premise that probes should come before crewed space missions. The 2.0 version of KTT will formally adapt the late end of the tech tree used by KSPIE as well as color-coding part upgrades.Įntry costs and upgrades can get expensive, so it is good to recover as much of your vessel as possible. KSPIE will generally have the final say on part placements and game mechanics to maintain balance for KSPIE. providing compatibility with KTT via KSP Interstellar itself and has a plugin to help transition players currently using another tree. KSPIE extends the late end of the tree by providing new parts and new game mechanics to KSP. Recommended Mods with Compatibility via Mod Be aware that this mod changes the distribution of planet resources and ISRU chains! I've added upgrades to these parts and this will be how KTT handles RCS upgrades. Rational Resources implements some cold gas RCS modes into stock, ReStock+ and NF RCS blocks. The costs reflected in the engines and structural part upgrades are intended to have trade-offs through the increased construction time of your craft, thus balancing deltaV versus the time it takes to construct the vessel and completing contracts quickly. It is hard to argue that this mod should not be part of any game. Provides a new gameplay challenge to consider how to best balance engine burns alongside limited ignitions If JNSQ or Sigma Dimensions is detected, will increase the part count limits to 72 to help offset the availability of only smaller fuel tanks in the beginning of the tech tree. Increases the initial number of parts for the VAB and SPH to be 46 as I did not want part counts to be as binding as a game mechanic. I also modify SRBs from mods not directly supported in Better SRBs custom configs if BetterSRBs is present. Recommended Mods (with custom configs in KTT)īetter SRBs is how KTT is handling the "upgrades" for SRBs. I am mostly testing this in 1.9.1 with limited testing in 1.10.1, but the new 1.10.1 parts should be in the correct nodes. This should leave a choice between getting upgraded tech at a slightly lower cost first. I attempt to balance the improvements by having the upgrades come with an increased cost and come later in the tech tree. It builds on that concept by further providing an upgrade path (via B9PS or the stock upgrade system when B9 is not available) for many of the parts, such as decreased dry mass, increased thrust/efficiency, or improved SAS levels. ![]() A "Probes/Planes Before Crew" type overhaul of the Tech Tree inspired by Zee's PBC Mod and Spink Akron/theonegalen's UnKerballed Start.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |