A "Probes/Planes Before Crew" overhaul of the Tech Tree that builds on the those concepts by adding part upgrades through the B9PS system and gameplay elements from certain mods for mods which are currently supported.
Costs of parts can vary wildly both between mods as well as different types of parts. Would be good to explore some multipliers for costs (and entry costs?) for different types of parts. These could be configurable by the various branches that I've identified in the templates, but will need to be retrofit to the existing supporting mods.
As a practical example:
Stock and Missing History nuclear propulsion have costs that are not aligned with Kerbal Atomics and Mk2/Mk3, Orion engines. Would be good to get a bit closer and then do a larger balancing to ensure that they balanced towards other engines to have a trade-off that they require nuclear material (which cost is not really measured in the game).
[ ] General cost balance of Nuclear engines.
[ ] Add a general multiplier to the costs to reflect the external cost of getting refined material to the engine and the time it would take to get that material refined. Perhaps should be a toggleable option.
Costs of parts can vary wildly both between mods as well as different types of parts. Would be good to explore some multipliers for costs (and entry costs?) for different types of parts. These could be configurable by the various branches that I've identified in the templates, but will need to be retrofit to the existing supporting mods.
As a practical example:
Stock and Missing History nuclear propulsion have costs that are not aligned with Kerbal Atomics and Mk2/Mk3, Orion engines. Would be good to get a bit closer and then do a larger balancing to ensure that they balanced towards other engines to have a trade-off that they require nuclear material (which cost is not really measured in the game).