Only the tech tree node placement of parts is effected. In a low-income playthrough they become a real option. They are simple and cheap, but ultimately a dead end. The Soviet-style Reentry Pods now have their own tech line. That was the key that made the whole project come together.Įarly aviation with extensive mod support. Special thanks to the concept of later engine availability. The intent is that the player spend more time developing the Kerbin SOI before heading out to the planets. To balance the delayed availability of powerful engines, many other parts such as docking clamps and station hubs have been moved up allowing for earlier station development. Just like the Community Tech Tree, on which this is based, most of the later nodes will have no parts in them unless mods using them are also installed. Links that didn't make sense have been removed. NOTE: All inputs to a node are now required to unlock, not just one like stock. The Precision Rocketry line has been expanded to cover additional tiers, splitting Rocketry into a Power/Boosters line and a Specialty line. Additional nodes have been added to flesh out the early tree and where needed at various other points. Orphan lines such as Nuclear Power and Colonization have been fully integrated. Revamped tech tree - The tech tree has been de-squished, de-tangled, and rationalized. Making History's engine plates are made available earlier to facilitate this. More powerful engines have been moved up the tech tree. RCS has been moved to earlier in the tech tree. The QBE is available at Stability (T3) and the OKTO at Flight Control (T4). Starting with the Stayputnik probe core, lack of control is the first challenge to overcome. Manned capsules become available as later tech. It is structured around early probes and aircraft. This is an unmanned start mod inspired by Yemo’s SETI, Unmanned Before Manned. Original by SpinkAkron and theonegalen, now under development by theonegalen
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