![]() The LV-T05 and LV-T10 are re-scaled versions of the LV-30 and LV-45. No parts or resources are changed, reducing compatibility issues. 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. "Kerbaly", maybe, but screwy.Original by SpinkAkron and theonegalen, now under development by theonegalen So yeah, I still think the default tech tree is pretty screwy. You know those failures you mentioned? Those are supposed to be done with the rockets that DON'T have living things on board.Īnd I'm pretty sure airplanes came maybe just a little bit before ALL rocket flights. Then we sent satellites, and afterwards landers, to the moon long before we sent people. We had satellites in orbit around Earth a decade before the first manned suborbital flight. The first probe cores did great things for me.Well, actually, unmanned probes always preceed every step of manned flight. And like the early scientists that pioneered the technology simulated in KSP I have failed, failed, failed. I was frustrated when I couldn't get an Eve or Duna orbit, but on some level I feel like I am experiencing the same frustration that early space explorers did too. Part of my enjoyment of KSP is doing missions similar to historical ones. The first probes just did flyby missions, orbiting probes and rovers all came later. ![]() Manned flights happened before probes went to other planets. ![]() This was my first Mun probe, the engine was destroyed in the landing, but I still got good science from the surface Even if you observe goo in space over Eve you get science for it. Try to work out an encounter with a nearby planet. Get into Kerbin orbit, start messing around with your maneuver node and burn out of Kerbin and into a higher or lower orbit with the sun. The first probe cores did great things for me. The stock Munsplorer rocket really opened up space for me, before that I was riding atop a single SRB and marvelling at the speed LOL. I wouldnt suggest sandbox for someone new, open the parts slowly and learn what they do. I am still on my first play through on science mode. ![]()
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