A "Probes/Planes Before Crew" type overhaul of the Tech Tree inspired by Zee's PBC Mod and Spink Akron/theonegalen's UnKerballed Start. 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. I attempt to balance the improvements by having the upgrades come with an increased cost and come later in the tech tree. This should leave a choice between getting upgraded tech at a slightly lower cost first.
This mod would not be possible without the amazing KSP community of modders and players. But I want to give a special shout out to Nertea, JadeOfMaar, OhioBob, Linuxgurugamer, Clamp-O-Tron, Flart and Freethinker who have provided mods, patches and/or feedback that have really pushed the development forward in a way that would not be possible otherwise.
- BetterSRBs
- Better SRBs is how KTT is handling the "upgrades" for SRBs. I also modify SRBs from mods not directly supported in Better SRBs custom configs if BetterSRBs is present.
- Custom Barn Kit
- 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. 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.
- Engine Ignitor Reignited
- Provides a new gameplay challenge to consider how to best balance engine burns alongside limited ignitions. Note that some engines will require external ignitors which require the use of launch clamps.
- Kerbal Construction Time
- It is hard to argue that this mod should not be part of any game. 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.
- Rational Resources
- Rational Resources implements some cold gas RCS modes into stock, ReStock+ and NF RCS blocks. I've added upgrades to these parts and this will be how KTT handles RCS upgrades. Be aware that this mod changes the distribution of planet resources and ISRU chains!
- Science Param Editor
- Support for Stock; GPP, GEP, OPM; and MPE.
- KSP Interstellar Extended
- KSPIE extends the late end of the tree by providing new parts and new game mechanics to KSP. FreeThinker is providing compatibility with KTT via KSP Interstellar itself and has a plugin to help transition players currently using another tree. KSPIE will generally have the final say on part placements and game mechanics to maintain balance for KSPIE. 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.
- MandatoryRCS
- Persistent Rotation
- StageRecovery
- Entry costs and upgrades can get expensive, so it is good to recover as much of your vessel as possible.
The Kiwi Tech Tree (KTT) overhaul, like its predecessors, revolves around the premise that probes should come before crewed space missions. You begin with 0.625m parts and work progressively larger, but also have access to plane cockpits from the start. 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). I have made heat shields available relatively early, so you are of course free to experiment with re-entry.
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 further implement some optional mods within the NF Suite using B9PS functionality. This removes the need to choose one or the other within the gameplay environment. If you like to play with new parts as the modder intended, this is not the right tech tree mod for you.
Many parts have available upgrades such as engine upgrades which increase thrust/isp or structural upgrades which decrease the mass of the part. These upgrades generally come paired with a 50% increase in the part cost and available later in the tech tree. 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.
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. While I shift some nodes, all nodes are present, thus leaving some compatibility with any mod not currently supported. To balance the additional number of science nodes, I have reduced unlock costs. Expect to collect around 40% more science points over the course of your career to unlock the majority of the tree. Science multipliers have increased within Kerbin, but have generally been reduced outside of Kerbin's Sphere of Influence. Expect to need to visit more planets to complete the tech tree.
I calibrated the nodes around stock, expansion packs, Restock/Restock+ and Missing History. The name of the nodes do not fully indicate the type of technology within the node, but rather the type of technologies that you should expect to find along the branch. However, some branches do not fully represent their current use (ie. miniaturization where you will find ground science). I have decided at this point to not rename them. Given the number of nodes, you will benefit by having several parts mods.
I have not spent excessive time balancing costs. Costs for some mods have been aligned roughly to stock costs. My general feeling is that money rewards should not be set too low in the difficulty settings, particularly if you are paying for parts to unlock. My cost revamps are fairly ad-hoc. If this a bug bear for you and you want to tackle a comprehensive review of the cost structure, please get in touch. I may readjust a few pieces if they are fundamentally out of proportion to other parts, but revamping costs are beyond the scope of what I will tackle.
In some cases, I have added rescaled parts, but indicated when and from what mod I have rescaled the parts within the description. In cases like Missing History, I will use the Restock texture when available for consistency in the visual style.
I have asked Nertea for permission in regards to using Restock/NF models for resizing (if they are installed) and have tried to indicate in the part descriptions which parts I have added in order to avoid confusion. However, please do not take this as Nertea's endorsement of the mod.
- Probe behavior changes in two ways: First is I have kept PBC's Telemetry Report. It is a nice and easy way to get some early science which is obviously needed given the additional nodes. I also reduce probes SAS levels to the lowest level for all probes and begin with no SAS functionality. SAS is turned on early through an upgrade in Engineering 101 and further SAS functionality is added along the Flight Control tech path.
- Renamed the command pods to reflect the relative node in which they appear.
- Cockpit heat resistance has been reduced until High-Altitude Flight which is added through a B9PS upgrade.
- Rocket Engines have received an B9PS upgrade two tiers above them which adds 20% Thrust, 10% Efficiency for an additional 50% Cost and 5% Mass. As an added "bonus", the upgrade variants have custom names.
- Jet Engines have received a B9PS upgrade two tiers later which adds about 20% thrust. The R.A.P.I.E.R. gets moved into the "unique" propulsion branch rather than part of the jet engines.
- Command Pods, Fuel Tanks and the Mk1-3 Spaceplane Systems, and other structural parts have B9 upgrade systems implemented that reduce their dry weight by 20% for an additional 50% cost.
- Batteries have energy density upgrades. Baseline battery densities come a bit later in the tech tree, but should be offset that probes have had their EC amounts augmented
- Revamped Science points; Set the scienceCap to the same level as the base level eliminating need to repeat experiments. Reduced the level of transmit science of Mystery Goo, Material Lab to 14% of cap. Increased the transmission to 100% for all other stock science experiments.
- Added around 72 new tech nodes. This increases the cost to unlock early tech tiers substantially, but KTT lowers the early cost of research nodes in most cases so it balances to a 40% premium in required science over the long-run.
I have added support to a fair number of the mods that I support within KTT and believe that the Kerbalism experience will be enhanced when using KTT. However, the tree does not require it to fully enjoy the tech tree. I intend to add USI/MKS support in an upcoming update as a Kerbalism alternative.
- Balances the Kerbalism parts to correspond to general KTT placements
- Generally leaves the upgrades as is, the exception being pressure control upgrade which is a bit later in the tech tree corresponding to the later availability of command pods. To that end, I have removed the unpressurized state of the Mk1 Command Pod.
- Added custom hard drive values to probes and command pods of supported mods.
- Integrated science experiments to Kerbalism for several mods that have custom experiments.
- Added radiation emitters to several atomic jets for mods not supported in-house by Kerbalism
- Added a few comfort upgrades to some station parts.
- Added reliability upgrades to solar panels and reaction wheels to make it more likely that they would be functional after interstellar travel.
- Nerfed the reliability of engines slightly, both in terms of ignition failures and operation duration. Duration is a function of vacuum ISP (see note below). Vacuum engines have a higher baseline operation duration than surface launchers. While Kerbalism has an in-game mechanic to increase duration and number of ignitions, I add increases in the baseline reliability of engines through part upgrades that works alongside the in-built mechanic.
- Ion engine duration is now finite, but not likely to be a limiting factor. Argon thrusters now match Ion thruster durability.
- Burn Duration upgrades are engine specific and are tied to the same upgrade that increases thrust, ISP, etc. that normally is available two tiers after the engine is first available.
- Engine ignition reliability will be global between liquid fuel engines and separately, solid rocket boosters. This allows some early fun at watching engines explode. This will be less of a feature as the space program matures to avoid the game mechanic getting stale when you have spent several hours developing a craft and just want it to !@#%$#@$ work before you go to bed.
- Note: I have created an "S-shaped" function that will determine the duration based on vacuum ISP. The function was a fitted cubic spline based on a set of points that I felt would balance the duration. When calculating rated duration of hydrolox engines, I divide the ISP by 30% to get an approximate ISP if the engine was Kerolox. If JNSQ or Sigma Dimensions is installed, baseline duration for all engines will be increased by 60 seconds to account for the longer burns required.
- Airline Kuisine 2.4.2
- Airplane Plus 26.5
- Arc Aerospace Wyvern 5 Crew Capsule 0.5
- Asset Mk1 Reentry Pod 0.9
- B9 Procedural Wings Fork 1.0.0
- Beamed Power Plugin 1.0.5
- BetterSRBs 1.2.3
- BonVoyage 1.1.1
- Bumblebee 0.5
- Bureaucracy - Monthly Budgets, Reimagined 1.4
- Coatl Aerospace 20 October 2020 (Github)
- CommNet Antennas Extension 2.1.3 (Courtesy of flart)
- Commonwealth Aeronautics Blue Steel 1.00
- Community Parts Titles 0.6.5 (Limited Support)
- Completely Non-Aggressive Rocketry 1.0.2
- Conformal Decals 0.2.5
- Configurable Containers 2.6.1 ** See Special Note Below **
- CRE Stockalike British Rocketry 2.0
- Cryogenic Engines 1.1.4
- CryoTanks 1.5.2
- CustomBarnKit 1.1.21.0
- Decoupler Shroud 0.7.2
- Deep Sky Core 3.1.0
- Deep Space Surface Habitat Unit Pack 1.10.1
- DeepFreeze 0.28.0
- DMagic Orbital Science 1.4.3
- Dodo Labs 1.3.1
- Duna Direct 1.10.1
- Engine Ignitor Reignited 1.3.6.2
- Extraplanetary Launchpads 6.8.2
- Fuji 1.1
- Grounded 5.00
- Heat Control 0.5.2
- Interkosmos 0.3
- Internal RCS 1.2
- James Webb 1.10
- KeR-7 1.0
- Kerbal Atomics 1.1.4
- Kerbal Attachment System 1.7
- Kerbal Engineer Redux 1.1.7.2
- Kerbal GPS Revived 1.2.0.1
- Kerbal Inventory System 1.26
- Kerbal Planetary Base Systems 1.6.12
- Kerbal Reusability Expansion 2.8.6
- Knes 1.8.2
- KOOSE 2.0.5
- kOS 1.2.1.0
- Kraken Science 1.0
- LTech 0.5.1.7 [Beta]
- Luciole 1.5
- Making Alternate History 1.10.1
- MandatoryRCS 1.8
- The Martian 1.10.1.2
- M.O.L.E. 1.22.1 (Very Limited Support)
- Mark IV Spaceplane System 3.1.2
- Missing History 1.8.2
- Missing Robotics 1.0
- Mk-1 Stockalike Open Cockpit 1.3.0
- Mk-33 1.0
- Mk2 Stockalike Expansion 1.8.9.3
- Mk3 Stockalike Expansion 1.5.1
- Modular Launch Pads 2.1.2
- Near Future Aeronautics 2.0.0Xingyun-2
- Near Future Construction 1.2.3
- Near Future Electrical 1.1.3
- Near Future Exploration 1.0.10
- Near Future Launch Vehicles 2.0.3
- Near Future Propulsion 1.2.2
- Near Future Solar 1.2.3
- Near Future Spacecraft 1.3.3
- Rational Resources 1.13.0
- RealPlume-Stock 4.0.1
- Restock/Restock+ 1.1.2
- SCANsat 20.4
- Science Pancake 1.0.0
- Science Param Editor 12.0
- SimpleAdjustableFairings-KWRocketry 1.3.0
- SmartParts 1.9.16
- Smart Docking Aid 1.0
- Starlink Satellite Pack 1.1.0
- Stock TKS 1.0
- Stockalike Mining Extension 1.1.6
- Stockalike Station Parts Expansion Redux 1.3.6
- Stockish Project Orion 1.8.1
- Super Heavy Boosters Historical - Nexus 2.0.200524 (Limited Support)
- Tantares 23.2
- TantaresSP 3.0
- TD Advanced Propulsion Systems - 0.6.200606 (Limited Support)
- Tundra Exploration 3.0
- Tundra Technologies 3.0
- Universal Storage 2 1.9.1.2
- Ж-20 "Moroz" Spaceplane 1.3
- Xingyun-2 1.0
- "Near Future" roadmap for Version 1.5. Some of these are a bit ambitious and not sure that I will practically get them done on my own.
- "Possible" roadmap for Version 2.0
- Firespitter Parts
- The B9 system does not appear to be compatible with the switcher system in Firespitter, so will not upgrade any parts that use that system and will avoid any parts mod that exclusively uses it for engines. AirplanePlus was the exception as most engines relied on stock mechanics for the engines.
- Any BDArmory or related mod as that style of gameplay does not interest me.
- Couple of upgrade lines in the Tech Tree may disappear when viewing them near the edges of the screen. This issue has disappeared "naturally" on my install.
- Many of the extras for the Near Future Suite that change the behavior of engines, etc. may not lead to expected results if installed. Check each mod above as some behaviors were adopted directly. I may choose not to support all extras.
- Community Parts Titles will break the name variants for upgraded engines for some mods. It is unlikely I will be providing support patches, but will accept user-submitted patches.
- Kerbal Research & Development's upgrade system appears to be incompatible with the upgrades that I have implemented. I would expect bad things to happen.
- Realistic Power Draw modifies the science modules and given the ordering of the pass in MM, this will likely break the changes to the science system I am doing. If you use this and want me to make a patch, get in touch.
- Removing parts from installed mods (either manually removing configs or Perma Prune in Janitor's Closet) that have part upgrades will very likely break upgrades for other parts. If you remove the parts, you will need to remove the associated PARTUPGRADE node from the mod manually.
- Very likely to break any mod that attempts to reconfigure engines or fuel tanks in any manner. I am not planning on supporting any alternative fuel switchers.
Shuffled the tech nodes. Added standard B9 part upgrades.
Reshuffled tech nodes, generally provide parts one or two tiers earlier than the default. Added space worthiness upgrade to cockpits. Added engine upgrades to engines with the exceptions of the rotors not using ModuleEngines as they cannot be modified by B9PS. If Kerbalism is installed: Depressurized small cockpits; If FeatureScience is installed: Setup hard drive specs to be in-line with KTT's Stock levels.
Shuffled the tech nodes. Added a custom engine upgrade. If Kerbalism with FeatureScience is installed: Setup capsule to have larger HDD space.
Shuffled the tech node. Added to the Mark 1 Spaceplane System Upgrade. If Kerbalism with FeatureScience is installed: Setup re-entry pod to have larger HDD space.
Creates custom node off of Aviation if installed. It is in the same tier, but the cost of the next tier. Supports CryoTanksMethalox.
Created a custom nodeS in addition to new node added by plugin and distributed parts between the two. If Near Future Exploration is installed, moved patched parts one tier later in the tech tree to reflect their added functionality. If Kerbalism with FeatureReliability is installed, engines are given sufficient reliability to allow them to be used to their full potential.
Moved the new parts to the SRB tech nodes. Deprecate a couple of parts unless other Jade of Maar mods detected; Undeprecate the Missing History SRB in this stage to offer a third tier of SRBs in the 1.875m category. Replace new SRB parts with Restock if available to maintain similar aesthetic.
Moved module to science node. Kept upgrades in current path.
Shuffled the tech nodes. Generally increased the prices, particularly the sensor package to create a cost to getting a rather large sensor suite in a very small package. Added decaying RTG support if Near Future Electrical and Decaying RTG extra is installed. If BonVoyage is installed, adds a BV module to the Bumblebee core. If Kerbalism with FeatureScience is installed: Setup probe body to have larger HDD space and 9 science slots.
If installed alongside CustomBarnKit, will set up custom part values for the VAB and SPH.
Shuffled the tech tree. Rebalanced some of the antenna to provide more variety of antenna through the tech tree. Usual B9 engine upgrades. If Engine Ignitor is installed, adds custom configs. If Kerbalism with FeatureScience is installed, adds custom probe HDD space and customized science experiments to help differentiate some of the experiments and give more reason to launch experiments. If FeatureRadiation is installed, will make the RTGs compliant and act as radiation emitters. Probe bus with RTG shielding is a radiation absorber.
Shuffled the tech nodes.
Shuffled the tech nodes; Added standard B9 part upgrades. If Kerbalism with FeatureScience is installed, adds custom probe HDD values.
If installed, this will disable all title changes in the mod. This could cause cosmetic issues with some upgraded engines not correctly showing variant changes in the B9 Part Switch descriptions. Any patches for these issues will need to be supplied by users or patched within Community Parts Titles itself.
Created a new node in the tech tree between the start and other tech nodes for these. Shrunk the size to 0.625m to match the small size of the early rockets and balanced fuel and thrust size for similar performance to original. Ensures that these will not be OP relative to other early career rockets. Also added an antenna, added a temp and pressure to probe body and soft deprecated the experiments. Added an upgrade to basicRocketry to allow the rocket to reach space. If Engine Ignitor is installed, adds custom configs.
Disables the Fuel Tank Upgrades if Configurable Containers is installed to help minimize compatibility issues.
Moved the decals to the Other Parts node.
Rebalanced tech nodes and balanced a few of the costs. Also nerfed the fuel capacity of the Black Knight 0.625m fuel tanks to align with stock tanks and relative to other CRE fuel tanks. Added standard engines upgrades. When installed, will move a couple early engines from Stock/ReStock+ to later tiers to reflect that early engines should have lower ISP. If Kerbalism with FeatureScience is installed, adds custom probe HDD values.
Shuffled the Tech Tree with some cost rebalancing and B9PS engine upgrades. Lowered the vacuum ISP of some engines so upgraded variants are not as close to the theoretical maximum for Hydrolox fuel. Will convert some Stock, Making History, and ReStock+ to cryogenic engines if they were originally based off crogenic engines. If CryoTanksMethalox is installed (ie. a blank folder with that name is added to GameData), will add methalox variants to all cryogenic engines along with custom methalox plumes if RealPlume is installed. On the potential to-do list is add PlumeParty support if RealPlume is not available, but currently methalox engines without RealPlume uses the default hydrolox plumes.
Created 1.875m variants of the Hydrogen Tanks based off the 2.5m parts; Adding CryoTanks replaces the default fuel tank weight upgrades with a "composite" fuel type to avoid issues with massless hydrogen tanks. It creates enough switches to look a busy...
If installed, will provide custom part counts for VAB and SPH. Unique configurations exist for Sigma Dimensions, JNSQ, and Bureaucracy (which differs depending on the presence of JNSQ, Sigma Dimensions or stock-sized planets).
Moved the part to decoupler node in the tech tree. Don't forget to add Basic Procedural Textures for further compatibility.
Shuffled the tech nodes. Added standard B9 part upgrades. If Kerbalism with FeatureScience is installed, adds custom HDD values for Mk1 and Mk2 cockpits.
Shuffled the tech nodes. Added Decaying RTG support; B9PS Upgrade solar support if Near Future Solar installed; Standard structural piece B9 upgrades. If Kerbalism with FeatureRadiation is installed: Adds small radiation emitted from RTG; If FeatureScience is installed: Adds lab science group; Also adds a greenhouse consistent with description.
Changed the tech nodes, placed later in the tech tree in the colonization branch. Increased the costs. Added a Glykerol wedge if US2 installed (based on the hydrogen wedge)
Shuffled the tech nodes. Moved the Intelligence Satelites fairly late in the tech tree and nerfed their signal strength to 10% of default value. Even after nerfing, should not be able to get that strong of relay satelites early in the game. Reduced the transmit values of the Bio Drill Scan, Solar Particles and Bathymetry Scan. If Kerbalism with FeatureScience is installed, replaces the 1.10 Magnetometer experiment with the DMagic scan as this mod is currently for KSP 1.9.1. Remove the DMagicOrbitalScience_Kerbalism.cfg file if in KSP 1.10.1+.
Shuffled the tech nodes. Lowered the cost of the fairings. Slight renaming of a couple engines. Usual B9 Part Upgrades. If Engine Ignitor is installed, adds custom configs.
Shuffled the tech nodes and cost rebalanced. Nerfed the ISP of engines. Added a Duna Direct System Upgrade in-line with Mk3 Spaceplane Upgrade System. If Engine Ignitor is installed, adds custom configs. Has Built-in Kerbalism Support.
If installed, several mods have custom ignitor configs, see individual mods for details. If Kerbalism with FeatureReliability is installed: Engine Ignitor removes the ignitions and start failure for engines with an explicit configuration in Engine Ignitor. For non-configured engines, will use the formula from Kerbalism. Burn Duration remains for engines both with and without an Engine Ignitor config. These behaviors are configurable within the KiwiConfig.cfg.
Shuffled the tech nodes and some cost balancing as some parts were missing entry costs. I am not very familiar with the mod, so locations were set without much balancing and yet unsure how much I will use this mod. No upgrades were applied to containers.
Shuffled the tech nodes, generally a bit later. Cost rebalancing, generally more expensive to align with Stock/Restock. Added the standard B9 part upgrades. If Kerbalism with FeatureScience is installed: Adds custom HDD quantities; If FeatureComfort is installed, adds a TV to the orbital station part.
Shuffled the tech nodes. Some vehicles will be placed in their own Tier 1 tech node. If installed with Rational Resources, will add RR drill and isru support; this may be removed if Jade is happy with my pull request.
Shuffled the tech nodes lightly. Duplicated the surface 3.75 radiator and scaled 50% to get a 1.875 m variant. Have to say that I am not an expert in the heat mechanics, so any recommendations will be appreciated.
Shuffled the tech nodes. Rebalanced the science values, making the gas analyzer and hydrometer experiments require the data to be returned in order for the vast majority of the science to be recovered. Otherwise, it returns only the minimum of 10%. If Kerbalism with FeatureScience is installed: Conforms the science experiments to align with Kerbalism science.
Shuffled the tech nodes. Added upgrade to Liquid Fuel engines. Nerfed the ISP of the LF and Monopropellant engines slightly. To Do: Add RealPlume support.
Tech reshuffle. Nerfed the main antenna. Added solar panel upgrades if Near Future Solar installed to deployable pieces (excluded main satelite). If Kerbalism with FeatureScience is installed: Creates a new infrared experiment and applies it to the James Webb Telescope for long-term science gains.
See notes above.
Reshuffled tech tree and named the engines. Standard B9 Engine Upgrades. To Do: Add RealPlume support, but current attempt at a config results in compilation error. If Engine Ignitor is installed, adds custom configs.
Added B9PS Upgrades to engines. Lowered ISPs of some engines in dense atmospheres; "Balanced" the aerospikes and added temporary RealPlume patches to Atomic aerospike engines. If installed, adapts the Missing History BKN engine to the same LF/LH2 multimode design as the Kerbal Atomics patch for the Stock NERV and ReStock+ Cherenkov. Has support for NTRsUseLF extras. Keeps existing configs for Kerbalism.
Reshuffled Tech Nodes.
Moved chips to Engineering 101. If KerbalEngineerProbes folder is created (can be blank), will add Kerbal Engineering functionality to all probes. This is functionally equivalent to the mod "MechJeb and Engineer For All" by linuxgurugamer except that it only impacts Kerbal Engineer. However, I have no plans for MechJeb support.
Did not move, but ensured that the parts appear correctly in the electronics sciencenode. Finally something that sort of fits there...
Reshuffled Tech Nodes. Added B9 upgrades to containers.
Reshuffled Tech Nodes. Added B9 upgrades to parts, mostly through a unique Kerbal Planetary Base Systems Upgrade. Also supports mod support for Extraplanetary Launchpads, Lifesupport mods, DeepFreeze, KAS, and KIS. If SSPX is installed, SSPX experiments will replace or add in a couple of experiments to KPBS parts. Keeps Kerbalism configs as is. Appear to be some bugs like duplicate modules that need to get tackled at some point.
Reshuffled Tech Nodes. Added B9 Upgrades to structures and SuperDraco engines.
Reshuffled tech nodes. Cost rebalance, generally costs and entry costs of engines has been increased. In some cases, have also modified the efficiency and thrust as an attempt to differentiate the engines from Near Future and stock performance. Name changes for many solid rocket boosters and engines. If BetterSRBs is installed, it will also adapt the configs to Knes Boosters. Cargo pods have had strict ore/crystal requirements removed in favor of B9 Cargo switches if SSPX is installed to make them more versatile outside of Crystal production ISRU chain introduced in Knes. In addition to the standard structural and engine upgrades, three "system" upgrades are added included the ATV 2.5m, STEAM 1.25m and Lifting Bodies such as the Hermes. If Kerbalism with FeatureScience is installed: Adds custom HDD values to probes and re-entry vessels; Adds the COLOR experiment to Lab Science, but deprecates a couple of the experiments. Cosmo Cat is a sample experiment in the same vein as Mystery Goo; Adds Exercise Comfort Module to Habitation Module.
Reshuffled tech nodes of science tech and cost rebalancing. Placed Kraken Juice related parts in deprecated node.
Reshuffled tech nodes. Slight cost rebalancing. If Kerbalism with FeatureScience is installed: Adds a custom HDD profile to pod.
Reshuffled tech nodes.
Reshuffled tech nodes. Rebalanced costs. Nerfed the science multiplier boost of the Skylab. If Kerbalism with FeatureScience is installed: Merged radiation scan with Kerbalism; setup radio waves and film camera to be compatible with science system; put the digital camera as a group experiment to take both low and high quality experiments. Removed any experiments with Skylab and stripped camera features from the parts; Added Sample Slots and HDD space to Sample Bins. Note though that the Skylab component of the mod is redundant with Feature Science as it lab science occurs over time. I had added support in Kerbalism as it has some nicely modelled science parts from CobaltWolf which I am using in my personal playthrough with Kerbalism.
Reshuffled tech nodes and cost rebalancing (generally large increases in cost and entry cost to align with stock parts). Nerfed engine ISP to align more closely with stock, exception was aerospike engine which I decreased in vacuum, but significantly increased ISP in thick atmospheres to align with other aerospike engines; added B9PS engine upgrades. If Near Future Solar is installed, adds similar B9PS upgrade system. If Modular Launch Pads is installed, the launch pad is moved to General Launch Bases. If Kerbalism with FeatureScience is installed: Adds custom HDD values to probes and re-entry vessels; Adds the student, customer and KSC and new government experiment cubesat experiment group.
Shuffled the tech nodes and cost rebalancing. Nerfed the descent stage as ISP too high for liquid fuel engine. Convert the engines to hydrolox/methalox if CryoEngines/CryoTanksMethalox installed (currently does not have methalox RealPlume support, not high priority). Colony modules have RTGs installed if decaying rtg patch installed with NFE. Added a MAH System Upgrade in-line with Mk3 Spaceplane Upgrade System. If Engine Ignitor is installed, adds custom configs. If Kerbalism with FeatureRadiation is installed: Adds small radiation emitted from RTGs; If FeatureScience is installed: Adds lab science group and custom HDD values.
Ensured that the patches in MandatoryRCS does not move my RCS patches to incorrect tiers. They show up at the same level, so should remain compatible.
Shuffled the tech nodes. Stripped out the in-built support for Methalox engines, but have added in Hydrolox and Methalox support if Cryo Engines, CryoTanksMethalox are installed, respectively. Unlike other cryo engines, these engines maintain their kerolox support as well. Part upgrades are mostly through the Mk4 Ares System Upgrade, outside of the solar battery and engines (as usual). If Engine Ignitor is installed, adds custom configs. If Kerbalism with FeatureScience is installed: Adds a custom HDD profile to cockpits.
I've taken a few selective pieces out for my personal playthrough and provided some configurations for them that are consistent with the features added in this mod, but note that it also strip out the WBI Experiment and Omniconverter functionality as I am not intending to use these systems in my playthrough. I'm providing this this as is and not really planning on providing support for this. But if you want some great looking Restock quality extensions to the Mk1 Cockpit, check out the updated Appaloosa textures in this mod, beautiful. If Engine Ignitor is installed, adds custom configs. If Kerbalism with FeatureScience is installed: Adds a custom HDD profile to command modules.
Shuffled the tech nodes. Added B9PS upgrade which reduces weight by 20%. If Rational Resources is installed, it will add additional cold gasses that are available to use with RCS blocks. If Kerbalism with FeatureScience is installed: Adds a custom HDD profile to cockpits.
Move liquid engines to deprecate node of Restock+ installed; move a few more parts to deprecated node if Restock+ is installed; Used Restock models if available. Engines have received an B9PS upgrade two tiers above them which adds 20% Thrust, 10% Efficiency for an additional 50% Cost and 5% Mass. If installed alongside Kerbal Atomics, will adapt the same LF/LH2 multimode design as the Stock NERV and ReStock+ Cherenkov and updates the RealPlume plume to match. If Kerbalism with FeatureScience is installed: Adds custom HDD quantities; Adds RTG to Candle Engine and Radiation Emitter to nuclear propulsion if FeatureRadiation is installed.
Shuffled the tech nodes. If installed, creates a new science node called Early Actuators and places the KAL-1000 controller in the node so it is more easily accessible.
Shuffled the tech tree. If installed with CNAR, it moves the sounding rockets to their own node. If installed, it will move a few more aviation pieces to the start. If Airplane Plus is installed, moves a couple of wing pieces and the Spud Engine to the start node. Nerfs the skin temperature capacity of the cockpits so they cannot be used for early space vehicles and does not have a spaceworthiness upgrade. If Kerbalism with FeatureScience is installed, adds a crew report experiment and a hard drive to the cockpit to enable science to happen.
Shuffled the tech nodes to correspond with the Mark IV Spaceplane System. Added custom B9PS fuel tanks along with Methalox fuel tanks. Linear Aerospike is able to run either as a Kerolox, Hydrolox, or Methalox engine. Custom RealPlume support is forthcoming, but will likely wait for the final development. Note, this will remove the omni-storage modules if WBI Tools is installed, will require some manual editing or custom patch (not included) to restore. If Modular Launch Pads is installed, the launch pad is moved to General Launch Bases. If Engine Ignitor is installed, adds custom configs. If Kerbalism with FeatureScience is installed: Adds custom HDD quantities.
Shuffled tech nodes. If installed, will move the Stock Mk2 Cockpit one tier earlier to streamlined flight. Upgraded E.V.E.R.Y. single engine, but have not currently added RealPlume support for engines not currently supporting it. Added cockpits and structural parts to the Mk2 Spaceplane System Upgrade. If Kerbalism with FeatureScience is installed: Adds custom HDD quantities and Lab Group science to Lab; Lowers the radiation emitter for the Atomic Engine to be aligned with NERV.
Shuffled the tech nodes. Added engine B9 Upgrades. Structural part upgrades part of the Mk3 Spaceplane System Upgrade. Have not currently added RealPlume support to engines lacking RealPlume support. If Kerbalism with FeatureScience is installed: Adds custom HDD quantities and Lab Group science to Lab; Adds radiation emitter to atomic parts to be aligned with the modified Mk2 Stockalike Expansion configs.
Adds support for launch pads installed by other mods into General Launch Pads.
Repositioning of the tech nodes. Some cost rebalancing Added B9PS Upgrades to parts. If installed, it will move the stock Whiplash one level earlier to try to avoid it being obsolete upon researching it. If Kerbalism with FeatureRadiation is installed, it adds emitted radiation to atomic engines.
Repositioning of the tech nodes. Added B9PS Upgrades to parts.
Slight repositioning of the tech nodes. If Decaying RTGs installed as an optional mod, doubles the half-life to allow the RTGs to be more useful for OPM or other large scale missions. Also adds decaying RTGs to several mods with always-on generators.
Repositioning of the tech nodes. Will move several of the stock antennae further into the tech tree, will require using multiple antenna and reflectors to get further from Kerbin earlier in the tech tree. Adds methane variants to fuel tanks of CryoTanksMethalox is installed. If Kerbalism with FeatureScience is installed: Modifies custom HDD quantities.
Added B9 Engine Upgrades; Reposition stock and restock engines if LV is installed; Added B9 Upgrade to Fuel Tanks. Cost rebalancing of engines.
If installed, we will move the Xenon tanks to noble gas fuel system nodes in the tech tree. I've added B9 Part Upgrades to Argon and Xenon engines. Of particular note, as a third tier upgrade to the Argon Hall Thrusters, I have added a Argon/Xenon mix based on the ideas of Diop, Gibert, and Bouchoule (2019) and Yamasaki, Yokota, and Shimamura (2019), that suggests that mixing Xenon and Argon can improve Argon efficiency, while the latter further notes that having a longer discharge channel is able to promote argon ionization, hence higher efficiency. As the hall thrusters had a bit higher thrust relative to xenon for the size class and efficiency, I balanced the VASIMR engines to reflect that gameplay element. I also increased the cost of Xenon in the stock if Propulsion is installed. Currently 2.5x the original cost and have modified any Xenon tank costs to reflect that change.
If installed, this will place solar a touch earlier in the tech tree and place most stock parts available a bit earlier. I've also added B9PS support to the panels, having advanced and concentrated panels similar to NF Solar (no visual difference as seen in Nertea's version). I also spread Nertea's solar parts further through the tech tree and added concentrated part variants to those parts which excluded (Just used the Advanced textures in cases where there were no concentrated versions of the textures). The basic layout is that fixed panels came first, then deployable, but non-tracking, then deployable and tracking. Along the nodes we have upgrades to each of these variants.
Lastly, the advanced and concentrated versions of both Nertea and stock require a tech upgrade to access. Advanced will occur one level above the part, Concentrated two levels.
Rebalanced Tech Nodes; Added LF/O Upgrade to Orbital Maneuvering Engines alongside PlumeParty/RealPlume support. Renamed a couple of command pods to align with my naming convention of the stock pods. Undeprecate the Monopropellant fuel tanks as they provide some variety to the fuel tanks, they don't look as bad as Nertea thinks they look. If Rational Resources is installed, it will add additional cold gasses that are available to use with RCS blocks. If Kerbalism with FeatureScience is installed, it will re-balance the HDD modules. Adds a panoramic view to the Phoebe. If FeatureRadiation is installed, it adds a radiation emitter to the RTG in the 2.5m utility pod, but "balanced" by the fact that it has a radiation sickness bay added by Kerbalism (irony?)
Shuffled the tech nodes. Add a few upgrades to engines, but those with pre-existing B9 switches will remain unchanged. If installed, it will add cold-gas RCS thrusters to several mods.
Where I have modified engines such as rescaling CNAR or adding LF/O in NF Spacecraft, have tried to ensure that the RealPlume is patched for compliance. Where Real Plume is not installed, uses Plume Party in some cases for Stock/ReStock/NF, but will likely move to Waterfall in the near future. Added temporary RealPlume patches to the Kerbal Atomics aerospikes. Modified the description text to turn it orange to make it easier to pinpoint the engines that have RealPlume support.
Shuffled the tech nodes. Slight cost rebalancing on a couple of science parts. Engines have received an B9PS upgrade two tiers above them which adds 20% Thrust, 10% Efficiency for an additional 50% Cost and 5% increased mass. If Rational Resources is installed, it will add additional cold gasses that are available to use with RCS blocks. Note that ReStock 1.2.1 is installed in 1.9.1, you will lose the Advanced Grabbing Unit Jr as a stock version is introduced in 1.10. It will also split the single nozzle and the quadruple nozzle variants of the Poodle into two engines. The quad nozzle will become an SL engine with higher thrust, while the single longer nozzle, named the Malshi, will be the vacuum engine. If Kerbalism is installed, edits HDD and Science Slots to Experiment Return Unit so the Hard Drive is not a default 500 kB generic HDD.
Shuffled the tech nodes. Slight cost rebalancing. No change to any features in SCANsat and Kerbalism.
Shuffled the tech node.
Increases science within Kerbin slightly, but generally decreases the multiplier of most other planets. Current support for Stock, Galileo Planet Pack, Grannus Expansion Pack, Outer Planets Mod, and Minor Planets Expansion.
Shuffled the tech node. Mod provided by evileye.x
As SAS levels are available only through upgrades, the docking aid is added to ALL probes. It currently is not possible to make it available when probes are upgraded. It's use thus functionally needs to be "role played".
Shuffled the tech node. Added 0.625m and 5m fuel breakers.
Shuffled the tech nodes. Automatically applied the KSP-sized patch for the satelites. Nerfed the solar panel and EC storage. If Kerbalism with FeatureScience is installed, adds customm HDD modules and custom data transmit speeds. Also adds a custom experiment to these parts, a 5 year experiment, "Internet Experiment" that is available within the home system.
Shuffled the tech nodes. Added B9 upgrades. ** If Kerbalism with FeatureScience is installed, adds custom HDD modules. **
Shuffled the tech nodes. Added B9 upgrades to mass driver engines. If installed, will move the stock ISRU's one tier later in the tech tree.
Shuffled the tech nodes. Added B9PS Upgrades based on the size of the parts (1.25, 2.5, and 3.75). If installed, it will move a couple of the stock parts to align with the 2.5 meter parts in SSPXr. Also adds the Visual Observation to stock and KPBS cupolas. Keeps the current Kerbalism configs intact.
Note in this version, some textures are incorrectly specified and the restock whitelist is missing some required textures. If this mod has not been updated from 1.8.1, you can find the solutions within its Github issues page filed by hemeac. Shuffled the tech nodes. Reduced the cost of the atomic pulse units by 80% to make it a more viable form of transportation. Cost balancing of container parts as they were incorrectly specified. Standard B9 strucutral upgrades. Medusa and Orion engine have a mass reduction upgrade (untested if making them lighter is better as the mass may make them less controllable...) If Kerbalism with FeatureScience is installed, it adds custom HDD modules and Lab group science to the lab; If FeatureRadiation is installed, it will add emitters to Orion and Medusa engines; If FeatureComfort is installed, it adds Radiation shower and TV slots to station components.
Mod is beautifully modelled and the very definition of MOAR BOOSTERS. It appears to be a WIP as RealPlume configs appears to be broken and thus most engines currently fly without plumes with RealPlume installed. This will get better support when I get around to fixing the plumes and/or get closer to it in the tech tree. Currently shuffled the tech tree nodes. Engines have not currently received upgrades. Cost rebalancing, mostly made things more expensive and fixed the costs of the fuel tanks.
Reshuffled the tech node. Added standard B9 Part Upgrades to parts and engines. Note that most non-engine upgrades are separated by the various Soviet programs which have fictional names chosen by Beale. Also removes the built-in telemetry experiment due to redundancy. If Kerbalism with FeatureScience is installed, it will add custom HDD modules. Better aligns existing science experiments to similar values (ie. Nerfs the values) as well as limiting the available situations in which the experiment is valid. If FeatureRadiation is installed, adds an emitter to the RTG in the Libra Landing Can.
Reshuffled the tech placements. Added standard B9 Part Upgrades to parts. If Kerbalism with FeatureScience is installed, it will add custom HDD modules. Aligns several experiments with overlapping experiments in Coatl Aerospace and BDB (when configs are finalized).
Like the Nexus, this mod is beautiful and promising, but the RealPlume support is currently broken, so I have just moved these later in the nuclear propulsion node and will work on supporting this in a later update. If Engine Ignitor is installed, adds custom configs.
Reshuffled tech nodes. Added standard B9 Part Upgrades. If Modular Launchpads is installed, moves the launchpads to those nodes. If Kerbalism with FeatureScience is installed: Adds custom HDD profiles to probes, cargo pods and command pods.
Reshuffled Tech nodes. Added standard B9 Part Upgrades. If DecayingRTGs installed, RTG has custom config. If Kerbalism with FeatureScience is installed: Adds custom HDD profiles to probes, custom data transfer speeds for antenna. If FeatureRadiation is installed, adds support for the RTG.
Shifted nodes; Added Methalox support to fuel tanks if CryoTanksMethalox. If Kerbalism with FeatureScience is installed: Adds a custom HDD profile to probes.
Shuffled the technodes. Generally made it more expensive. Added stuctural upgrades as part of the Moroz Spaceplane System. Comes in a bit earlier than the Mk3 and is spaceplane capable, so useful if you would like as your first spaceplane. If Kerbalism with FeatureScience is installed: Adds a custom HDD profile to cockpits.
Shuffled the tech nodes. Resccaled the satelite for KSP system. If Kerbalism with FeatureScience is installed, adds customm HDD modules and custom data transmit speeds. Also adds a custom experiment to these parts, a 5-year experiment, "Internet Experiment" that is available within the home system.
Alternate Tech Tree Mods, Tech Tree Related Mods, and/or Overhauls (In no particular order, but some are quite old)
- UnKerballed Start
- PBC Mod
- TETRIX and SIMPLEX Tech Tree
- ETT - Engineering Tech Tree
- Remodeled Tech Tree
- The classic: SETI, Unmanned before Manned
- Historical Progression Tech Tree
- Cold War Progression
- OpenTree
- RP-1
- Less Real Than Real(ism)
- Community Agencies Revival Project
- Tech Tree Kompacted
- Hide Empty Tech Tree Nodes
- 1.4.0 (20 January 2021): Color coded upgrades to be green in the tech tree for easier identification (Thanks Freethinker); Removed patch that adds 1 kerbuck to partupgrades as it is now redundant; Eased transition of save games to Kiwi Tech Tree (Thanks Freethinker); Support for SimpleAdjustableFairings-KWRocketry (Thanks evileye.x for the patch) Fixed the Swivel ASL ISP (thanks antilochus for logging issue); Fixed bug causing spontaneous combustion of Kerbals if mods add ElectricCharge to them (thanks WLLP for logging issue); Adds MechJeb Config (Thanks Clamp-O-Tron for the Pull Request); Disable Fuel Tank Upgrades if Configurable Containers is installed (Thanks DeadJohn for logging issue); Nerfed Cheetah and Wolfhound engines from Making History (Thanks to Darkherring (Discord) for logging issue). Added partial support for KerbalAtomicsLH2NTRModSupport [Github Issue](still requires fix in Kerbal Atomics, see post-kerbin-mining-corporation/KerbalAtomics#90) (Thanks WLLP for logging issue). Added JNSQ Science Param Config (Thanks Kwebib for logging the issue). Fixed support for Commnet Antennas Extensions (Thanks Flart for PR); Fixed xmitScalar on two science experiments in Interkosmos (Thanks Flart for PR)
- 1.3.0 (17 December 2020): Added support for Blue Steel, Tantares and TantaresSP; Background work for TantaresLV complete (not yet integrated into mod, waiting for next LV release); Converted the EVA Propellant to MonoPropellant for KIS and US2 EVA packs when Kerbalism is installed (thanks to Kerbalism discord user Snoman for the suggestion); Moved Knes Calypso fuel tank to Large Volume Containment; Lowered vacuum ISP of several stock engines; Added support for large fuel tank upgrades if TantaresLV installed; Lowered RCS ISP of Hacimachi Control Unit in Knes (Thanks Clamp-O-Tron); Moved air launch availability for KCT earlier in the tech tree and added descriptions about the restrictions available for airlaunches in the tech tree descriptions (Thanks Clamp-O-Tron); Clarified names of structural and fuel tank upgrades in part descriptions and indicated branch for probe SAS upgrades (Recommended by forum user Majk); Moved Spad Engine to start for AirplanePlus; Moved several Kerbalism experiments specific to Interkosmos and Coatl Aerospace to a general framework that is applicable to experiments across Tantares and will be for BDB. Added toggle to disable some Stock and Making History Engines from converting to LH2 if CryoEngines is installed (Suggestion from flart).
- 1.2.0 (28 November 2020): Moved several aircraft structural parts earlier in the tree for stock and an engine from Airplanes Plus; Added limited Community Parts Titles compatibility (See Github for details on what this means if this is relevant to you); Added CommNet Antennas Extension Support; Fixed Mk-16 Parachute placed in non-existent node (Thanks to Github user: d4harp); Added more Engine Ignitor compatibility (Thanks to Clamp-o-Tron); Added support for Kerbal Atomics Extras Patch (Thanks to dylsh for identifying issue): NTRsUseLF; Actually fixed compatibility with Smart Docking Aid update (thanks to flart for identifying issue); Added one kerbuck to the entry cost of part upgrades to distinguish them from parts (suggestion by flart); Fixed missing entry costs for upgrades in Tundra Exploration; Added a difficulty science setting in Kiwi Config to add variation in the science points required; Added toggle to disable Battery, Command Pod, Fuel Tank, Parachute, RCS, SAS, Solar, Space Capability, Structural, and Space System Upgrades; Confirmed continued support for Rational Resources 1.13.0 and Deep Sky Core 3.1.0; Added correct NEEDS to kdex science experiment for Coatl Aerospace; Fixed incorrectly referenced upgrade for Lithium fuel tanks; Fixed missing plumes for Poodle/Malshi when ReStock not installed; Rebalanced a couple of costs of parts from SSPX; Added support for MonoPropellant engines which had MonoPropellant fuel tanks in engine upgrade patches; Fixed issue in which Stock and Making History engines converted when Cryo Engines is installed incorrectly required ReStock.
- 1.1.0 (20 November 2020): Adds Asset Mk1, Bureaucracy via CustomBarnKit, Stock TKS, Tundra Exploration, and Tundra Technologies Support; Standardized RCS Cold Gas Thruster Upgrade (Implemented when Rational Resources is installed); Minor code cleanup in Internal RCS; Added additional engine upgrade configs; Fixed incorrect FOR in various Kerbalism configs potentially leading to conflicts with Kerbalism not installed; Added better compatibility with Engine Ignitor and Kerbalism. Confirmed continued compatibility with updated Modular Launchpads, Conformal Decals, Smart Docking Aid.
- 1.0.1.1 (15 November 2020): Added Version File
- 1.0.1 (15 November 2020): Added Airline Kuisine, Beamed Power Plugin, Deep Sky Core, Missing Robotics, StarLink Satellite, XingYun 2 Support; Moved incorrectly placed relay satelite in NFE; Updated Template.xlsx to add Beamed Power Branch; Fixed incorrectly formatted entryCost in Mk3 Expansion Wing Segments which caused several log exceptions; Moved KAL 1000 controller one tier earlier in the tech tree.
- 1.0.0 (13 November 2020): Added Arc Aerospace Wyvern Support; Fixed MAH and BDB Compatibility for real
- 1.0.0 RC2 (12 November 2020): Fixed Parachute Single being in start node; Fixed missing costs in Knes; Fixed cost of James Webb Telescope; Added missing structural upgrades in Near Future Construction; Fixed cost in Orion SpineS and SpineL; Small cost rebalancing in Stock, Open Cockpit, Luciole, Knes, AirplanePlus, CRE; Fixed duplicate atmosphere curves in two engines in Knes.
- 1.0.0 RC1 (11 November 2020): Added "Other" Engine Upgrade; Several new fuel tank options; Removed legacy structural part upgrades; Added standardized upgrade support for Duna Direct, Luciole, Mining Expansion, Missing History, Mk2 Stockalike Expansion, Mk3 Stockalike Expansion, Near Future, Luciole, Nexus (Still not full support), Open Cockpit, Rational Resources, Planetary Bases, ReStock, SSPX, ; Fixed NEEDS for some parts in Mk3 Expansion; Updated Mk1 Stockalike Open Cockpit Support to 1.3; Cleaned up Partupgrade text for engines; Light testing for support in 1.10.1
- 0.9.7 (6 November 2020): Added a general config to specify upgrade values for engines, parachutes, space capable planes, command modules, fuel tanks, ore tanks, structural parts; Have begun to add code that specifies location of upgrade within the description (this will be an on-going process); Added general upgrade systems to Stock, Airplane Plus, Open Cockpit, and few parts within other mods as specified in individual files. Fixed bug with FeatureReliability as well as issue with MAH when BDB is present in installs. Added Engine Ignitor Configs for CNAR, Coatl Aerospace, Dodo Labs, KeR-7, MAH, Mars Direct, Nexus, TM4KSP, MOLE, Mk-33 courtesy of Clamp-O-Tron
- 0.9.6 (29 October 2020): Added CRE Stockalike British Rocketry Support; Balanced cryo engines ISP in Making Alternate History and CryoEngines (Thanks to suggestion by Github user T10a);
- 0.9.5 (29 October 2020): Added additional general engine upgrade patches; Incorporated some stock and Making History engines to general engine patches; Fixed bug where general engine upgrade patch failed if engines didn't use ModuleEnginesFX; Removed additional added variables in late pass after their need is no longer required; Light changes to the placement of early solid rocket boosters; Added check for fuel tank upgrades to only apply the patch if the part has fuel as some parts do not have fuel if other mods are not installed; Added CryTanks as an explicit NEEDS, removed redundant patch that incorrectly added zzz_CryoTanks pass; Incorrect NEEDS on the SRB PARTUPGRADE; Fixed Upgrade for Twin-Boar introduced from 28 October update; Generalized the B9 Module Identifier for the engine upgrades across all mods to accommodate that not all use the newer ModuleEnginesFX
- 0.9.4 (27 October 2020): KSP Forum Release; Better fix for bug where EC upgrades are available in parts with an EC max capacity of 0; Fixed issue where Kerbalism was inserting reliability variables into the incorrect module; added a upgrade config for engines for future development.
- 0.9.3 (26 October 2020): Moved Kiwi Tech Tree to folder outside of Kiwi Aerospace; Rebalanced costs of Coatl Aerospace RCS thrusters; Fixed Ground Vehicles tech node being present even if Grounded is not available; Fixed bug where EC upgrades appeared on a few engines which had ElectricCharge Resource with 0 max capacity (for reasons?)
- 0.9.2 (25 October 2020): Nerfed the reaction wheel in Open Cockpit; Added crew report and hard drive for Kerbalism to Open Cockpit; Added a resized part to start if Open Cockpit and Airplane Plus is installed; Increased the starting SPH and VAB part count
- 0.9.1 (25 October 2020): Mandatory RCS and Kerbal GPS Revived Support; Added MonoPropellant Engine Upgrades to Internal RCS, Knes, Mk2 Stockalike Expansion, Mk3 Stockalike Expansion, Near Future Spacecraft; and Stock; Fixed 0 cost for STEAM Blamont MonoPropellant Module in Knes.
- 0.9.0 (24 October 2020): Coatl Aerospace and Mk1 Open Cockpit Support; Further balance to AirplanePlus parts; Fixed OP antenna for CNAR; Added entry cost to Knes Vesta 0.625 adapter and P80 Booster; Adjusted Mk2 and Mk3 Expansion SRB costs; Earlier entry for three engines in AirplanePlus; Adjusted part counts for CustomBarnKit if JNSQ or Sigma Dimensions installed; Adjusted engine duration for Feature Reliability (Kerbalism) if JNSQ or Sigma Dimensions is installed; Added correct needs to Luciole solar panels; Moved flight control branch up alongside the alternative propulsion branch; moved the ion and nuclear branches to accommodate; Moved Spider and Ant from Stock to Flight Control; Moved Hyper Mantis engine to Flight Control; Added compatibility with animation to LTech radios and changed requirements for film and digital cameras in Kerbalism installs; Restored the DMagic Orbital Science Magnetometer experiment back for Kerbalism; Fixed compliance issues with Bumblebee and Kerbalism; Added reliability upgrades for Solar Panels and Reaction Wheels if FeatureReliability is installed with Kerbalism; Added Basic Flight Control Node; Moved RCS parts for the following mods: InternalRCS, Knes, Luciole, Mk2 Expansion, Near Future Launch Vehicles, Near Future Spacecraft, ReStock+; Moved 1.875-1.25 abort adapter from Knes to flight control; added cold gas thruster support to several additional mods; Moved the US2 RPWS experiment to the correct node; Moved low power antenna in Near Future Exploration and Knes to Engineering 101; Duplicated relay antenna from ReStock and added earlier in the tech tree with reduced range; Lowered the experiment data size for the James Webb Experiment; Added Coatl Aerospace Compatibility for Bumblebee and Kerbalism; Changed the colour of the RealPlume description text to orange; Added structural upgrade to solid rocket boosters; Moved P03 SRB from Knes and Mite from Stock to Sounding Rockets if CNAR is installed; Readjusted Science Tech Unlock points if Kerbalism with FeatureScience is installed.
- 0.8.4 (11 October 2020): Reduced entry costs of AirplanePlus parts; Moved the FL-A10 Adapter to the start; Balanced Kerbalism experiments for Interkosmos and Knes
- 0.8.3 (11 October 2020): Github Pre-Release; Updated Support to BetterSRBs 1.2.4; Mk-33 1.0; Removed custom BetterSRBs support for Mk3Expansion as it is built-in to latest version; Moved Service Bays to Logistics Branch from Construction
- 0.8.2 (10 October 2020): Reduced the mass of the 40k rover antenna in NF Exploration which is the start antenna if available; Moved the stock launch clamp to General Launch Bases if Modular LaunchPad is installed; Added KEREB-D to parts receiving probe upgrades; Moved the Metal SRBs from RR Parts to SRB branch; Hide the EL Launch Clamp
- 0.8.1 (10 October 2020): Added GPP to Science Param Editor; Fixed typo (missing }) in Missing History Config;
- 0.8.0 (8 October 2020): Kerbalism Support - Full notes see variouus Github Issues in 1.0 milestone; Moved food and lifesupport wedge in US2 to recyling node; Removed changes to deployed science points in BreakingGround patch; Moved Survey Station to later tier in Extraplanetary Launchpads; Moved Large Science Return Bin from LTech to later tier; Moved Sciencebox from ReStockPlus to later tier; Confirmed support for LTech 5.1.7 and Conformal Decals 0.2.1; Readded a KiwiDeprecate pass to force parts to deprecated node; Fixed typo that prevented PlumeParty vents moving to otherParts node; Added upgrade to Fuji orbital station part; Added missing structural upgrade to Extraplanetary Launchpads station section; Added late pass to extra variable clean-up.
- 0.7.1 (2 October 2020): Verified ReStock/ReStock+ 1.2.1 is functional within 1.9.1 and allocated new parts; Returned Poodle to HeavyRocketry; Split ReStock/1.10 Poodle Variant to two parts, ASL Lifter and Vacuum Engine, if ReStock is installed with new RealPlume support; moved radial attachment points (Stock/ReStock+) in the tech tree and added parts upgrades.
- 0.7.0 (2 October 2020): Added Extraplanetary Launchpads, Grounded, Kerbal Planetary Base Systems, and Stockalike Mining Extension Support; Checked balance of science available versus science requirements across tech tiers. Increased telemetry science base to 2 and made it more biome specific. Support for L-Tech moved to 0.5.1.6; Moved M-2 Cryogenic Gas Separator later in tech tree for Near Future propulsion; Added new tech node for some Grounded parts; Add Visual Observation experiment from SSPX to KPBS cupola; Added Noble Gas/Lithim Fuel System Branch to Template; Fixed typo in description of some upgraded parts in SSPX; Fixed duplicate upgrades for Stock xenon tanks if Near Future Propulsion is installed; Add support for cold gas RCS thrusters in Rational Resources update; Workaround for Smart Docking Aid.
- 0.6.1 (29 September 2020): Added Rational Resources support and partial Nexus and TDAPS support; added a deprecated node and placed a couple of parts from Missing History, BetterSRBs, Kraken Juice and Rational Resources to deprecated folder; Support for Scansat increased to Scansat 20.4; Moved Plume Party Vapor Vents to Other Parts node; Made telemetry science report biome specific for flying situations.
- 0.6.0 (28 September 2020): Added Orion Support; Renamed tech tree icons and configs to KTT from CTT to reflect that it isn't CTT; Rebalanced the science unlock costs in the tech tree; Added "Even Later" structural upgrade template to Stock Structural Upgrade config for easier reference.
- 0.5.1 (27 September 2020): Added BonVoyage, Decoupler Shroud, Dodo Labs, kOS, SmartParts, and The Martian for KSP Support; Lowered entry cost of Calypso engine in Knes; Fixed tech node for Multi-Role Kapsule DM in Knes; Added parachute upgrade support for KOOSE, Bumblebee, and Fuji; Added B9 Plural to Cryotanks patch (Fuel Mixes, copied from The Martian for KSP by bcink); Moved cubesats from Luciole to Unkerballed Tech and increased cost.
- 0.5.0 (27 September 2020): Added Knes Support; Added Custom Barn Kit and Hide Empty Node Support (code copied from Unkerballed Start 1.2.0 by SpinkAkron/theonegalen); Modified science values for SSPX; Added SSPX visual observation science experiments to stock cupola and SSPX 2.5m observation piece; Fixed placement of docking port in Luciole; Tweaked Mk3 Expansion SRBs thrust to be consistent with Better SRBs; Lowered entry cost of Otter in NFLV; Reduced the entry costs of parts from CNAR; Fixed bug that broke part upgrade system if not all mods with part upgrades available were not available; Fixed NEEDS and AFTER in KIS; Fixed Node placement for Atlas SRB when BetterSRBs installed; Moved a couple of stock antenna later in the tech tree if NF Exploration is installed; Added B9 Plural to Spaceworthiness switch.
- 0.4.8 (22 September 2020): Added MK3 Stockalike Expansion and Kerbal Reusability Expansion Support; Moved RoveMax Model XL3 one tier earlier in tech tree; Moved some AirplanePlus parts a touch earlier in the tech tree; Moved the decoupling and docking ports for Mk2 Stockalike Expansion
- 0.4.7 (20 September 2020): Added MK2 Stockalike Expansion Support; Slight tweak of Moroz; Fixed bug that Mk2-3 LF/O tanks had access to multiple upgrades when CryoTanks installed; Moved MkIV crew cabin to same branch as cockpit.
- 0.4.6 (19 September 2020): Added Ж-20 "Moroz" Spaceplane, Fuji, Internal RCS, KeR-7, DeepFreeze, KIS, KAS Support; Moved small Restock+ RCS thrusters earlier in the tech tree; Added Other Parts node in the tech tree; Updated the template.
- 0.4.5 (17 September 2020): Added AirplanePlus, Interkosmos, and Kraken Science Support; Lowered data scale of early science; Added 20 EC to probes to help balance lack of start battery; Lowered cost of radio experiments in LTech; Moved Circular Intake earlier; Moved the L-02 Beehive LaunchPad (Luciole) support for modular launch pads.
- 0.4.4 (16 September 2020): Added James Webb, Deep Space Surface Habitat Unit, Making Alternate History, and Duna Direct Support; Increased the additional mass for upgraded engines to 10% from 5%; Fixed Typos in Mk1-3 Part Upgrade Text
- 0.4.3 (15 September 2020): Added Luciole and Modular Launch Pads Support; Changed the color of RealPlume engine support indicator in part descriptions; fixed typo in 0.625 rescaled monoprop parts; Shifted KOOSE parts to re-entry module branch; Stock solar patches for Near Future Solar in an earlier pass.
- 0.4.2 (14 September 2020): Added Universal Storage 2, B9 Procedural Wings and Kerbal Engineering Support; Added US2 Support for DMagic Orbital Science; Slight tweak of ReStock+ nodes
- 0.4.1 (13 September 2020): Added Bumblebee Support; Science Pancake Support; KOOSE Support; slight tweak of tech tree.
- 0.4.0 (13 September 2020): Added Science Param Editor Support; Revamped science system; Nerfed L-Tech Skylab station multiplier; removed some extra scanning capability from DMagic Orbital Science parts
- 0.3.8 (12 September 2020): Added DMagic Orbital Science Support; Renamed Scanning Tech node title to Science Tech (which is what the underlying node is called called)
- 0.3.7 (12 September 2020): Added Stockalike Station Parts Expansion Redux Support; Added framework for antenna upgrade (not currently functional)
- 0.3.6 (10 September 2020): Added Near Future Exploration Support; Added additional EC to Stayputnik; Slight change in stock antenna tech nodes; Fixed typo in probe upgrades so it is researchable; Fixed overly general rcsblock patch in NF Spacecraft.
- 0.3.5 (9 September 2020): Added Near Future Aeronautics Support; Removed the Needs CommunityTechTree from some parts (felt redundant). Moved Experimental Aircraft Engines to alternative propulsion branch; Added new node in aeronautics branch, one in flight systems, one in alternate propulsion.
- 0.3.4 (8 September 2020): Added Mk-33 Support; Moved the R.A.P.I.E.R engine to alternate propulsion branch; Added a new node A Bit More Exotic Propulsion; Added Plurals to B9PS Switches
- 0.3.3 (7 September 2020): Added Cryogenic Engines Support
- 0.3.2 (3 September 2020): Added Kerbal Atomics and CryoTanks Support; Modifies tank upgrades depending on CryoTanks installation; Changed color scheme for Engine Switches based on fuel types; Added new tier on Nuclear Propulsion for Kerbal Atomics Upgrades
- 0.3.1 (30 August 2020): Added Near Future Construction Support; Added upgrades to adapters, docking ports, etc.; Added a general tech node template.
- 0.3.0 (30 August 2020): Added upgrades to jet engines; Added upgrades to structural parts; moved some plane parts earlier, including Mk1 Cockpit to start. Color coded upgrades in B9PS; Lowered the cost of several structural parts, they relatively expensive relative to engines.
- 0.2.3 (26 August 2020): Added Near Future Launch Vehicles Support with Engine Upgrades; Added Fuel Tank Upgrade to Stock/Restock/NFLV; Added Structural Upgrades to Mk1,Mk2,Mk3 Spaceplane Systems; Added some rescaled parts such as 3.75m and 5m SAS modules; Minor Rebalancing.
- 0.2.2 (24 August 2020): Added Heat Control Support
- 0.2.1 (24 August 2020): Added B9PS Upgrades to Nuclear Engines in Stock/Restock/Missing History; Added 5% increased mass to upgraded engines.
- 0.2.0 (23 August 2020): Added B9PS Upgrades to Engines in Stock/Restock+; Moved SSME earlier in tree; light rebalancing.
- 0.1.11 (23 August 2020): Added Near Future Spacecraft support; Decaying RTG patch to Near Future Electrical; Added node for the special propulsion line; renamed command pods; Noted the license restrictions of supported mods.
- 0.1.10 (21 August 2020): Added Near Future Electrical support; Minor changes to Near Future Propulsion
- 0.1.9 (21 August 2020): Added Near Future Propulsion Support; Added nodes to Tech Tree for Ion Propulsion Fuel Systems Line; Balanced Xenon costs
- 0.1.8 (16 August 2020): Added SAS upgrades to probe parts, removed default SAS levels for all stock/modded probes.
- 0.1.7: Slight rebalance of solar parts; Added Near Future Solar support; Added Omega Solar Tech node in tree.
- 0.1.6: Added LTech Beta and SCANsat support; rebalanced stock resource scanners compared to SCANsat
- 0.1.5: Added a couple of nodes to support the command module strand.
- 0.1.4: Added Nuclear Power & Propulsion
- 0.1.3: Added CNAR support.
- 0.1.2: Added BetterSRBs support, Added couple of parts. Began adding support for optional mod, KiwiDeprecated which soft deprecates parts on the basis of overlap of Nertea's mods if they don't fit in a stockalike style.
- 0.1.1: Added MkIV Spaceplane Support, Added part upgrades to Mk1-3 crewed parts to discourage those being used for the first crewed space missions, cost balancing for engines and SRBs.
This mod has not been endorsed by _Zee, Spink Akron, Nertea, Well or any other mod/part creator referenced in the config files. All errors are my own. Please do not hassle mod authors if these configurations cause conflicts with their mods.
Copyright (c) 2020, Trevor Kollmann (Hemeac)
Kiwi Aeronautics is copyrighted by Trevor Kollmann. All rights reserved. Please rename any fork of this project to exclude "Kiwi Aeronautics" if you plan to redistribute a variant of this project on a Kerbal Space Program related website.
Configuration Files are distributed under a MIT License.
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Core tech tree configuration files are based on files originally created by _Zee and redistributed under the same MIT license. Additional config files are likely to be influenced by their respective mod creators and the respective licenses of the config files are noted within the mod files within each subfolder in GameData\KiwiAerospace\TechTree\Configurations\Mods. While some mods have no derivative requirements, I have not bundled code from those mods. Any mod author who would like me to remove a configuration for their mod, please get in touch irrespective of your mods license requirements.
Some icons from Community Tech Tree by Nertea were modified bundled in this mod. They are licensed under Creative Commons Attribution-NonCommercial 4.0.
Additional icons used within the tech tree were modified from icons sourced from flaticon.com and thenounproject.com. I purchased these as a premium member of these services. Please check the licensing terms of these websites prior to any redistribution to ensure you remain in compliance with their terms.