hemeac / kiwiTechTree

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.
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Kiwi's Tech Tree Overhaul

Version 1.5.0 (Pre-Alpha); 24 July 2021; KSP 1.11.2

Kiwi Tech Tree Overhaul

Introduction Video

VAB Video

Kerbalism Video

1.2 Update

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.

Special Thanks

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.

Dependencies (Not Included)

Recommended Mods with Compatibility via KTT

Recommended Mods with Compatibility via Mod

Other Recommended Mods

Objectives

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.

General Gameplay Changes

Kerbalism 3.14 Compliant

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.

Current Supported Mods (see details below for general changes):

Roadmap

No Planned Support

Known/Likely Issues

Airline Kuisine 2.4.2

Shuffled the tech nodes. Added standard B9 part upgrades.

Airplane Plus 26.5

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.

Arc Aerospace Wyvern 5 Crew Capsule 0.5

Shuffled the tech nodes. Added a custom engine upgrade. If Kerbalism with FeatureScience is installed: Setup capsule to have larger HDD space.

Asset Mk1 Reentry Pod 0.9

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.

B9 Procedural Wings Fork 1.0.0

Creates custom node off of Aviation if installed. It is in the same tier, but the cost of the next tier. Supports CryoTanksMethalox.

Beamed Power Plugin 1.0.5

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.

BetterSRBs 1.2.4

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.

BonVoyage 1.1.1

Moved module to science node. Kept upgrades in current path.

Bumblebee 0.5

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.

Bureaucracy - Monthly Budgets, Reimagined 1.4

If installed alongside CustomBarnKit, will set up custom part values for the VAB and SPH.

Coatl Aerospace Github Download 20 October 2020

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.

CommNet Antennas Extension 2.1.3

Shuffled the tech nodes.

Commonwealth Aeronautics Blue Steel 1.1

Shuffled the tech nodes; Added standard B9 part upgrades. If Kerbalism with FeatureScience is installed, adds custom probe HDD values.

Community Parts Titles 0.6.5 (Limited Support)

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.

Completely Non-Aggressive Rocketry 1.0.2

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.

Configurable Containers 2.6.1

Disables the Fuel Tank Upgrades if Configurable Containers is installed to help minimize compatibility issues.

Conformal Decals 0.2.5

Moved the decals to the Other Parts node.

CRE Stockalike British Rocketry 2.0

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.

Cryogenic Engines 2.0.1

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.

CryoTanks 1.6.1

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 probably look too busy...

CustomBarnKit 1.1.21.0

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).

Decoupler Shroud 0.7.2

Moved the part to decoupler node in the tech tree. Don't forget to add Basic Procedural Textures for further compatibility.

Deep Sky Core 3.1.0

Shuffled the tech nodes. Added standard B9 part upgrades. If Kerbalism with FeatureScience is installed, adds custom HDD values for Mk1 and Mk2 cockpits.

Deep Space Surface Habitat Unit Pack 1.10.1

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.

DeepFreeze 0.28.0

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)

DMagic Orbital Science 1.4.3

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+.

Dodo Labs 1.3.1

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.

Duna Direct 1.10.1

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.

Engine Ignitor Reignited 1.3.6.2

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.

Extraplanetary Launchpads 6.8.2

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.

Far Future Technologies 1.1.4

Added some upgrades to non-engines. Added Kerbalism support for science and burn duration of engines (The default 10 minutes probably too short...) and non-fusion engines now emit ionizing radiation.

Fuji 1.3.1

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.

Grounded 5.0

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.

Heat Control 0.6.0

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.

Interkosmos 0.4

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.

Internal RCS 1.2

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.

James Webb 1.10

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.

Kerbalism 3.14

See notes above.

KeR-7 1.0

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.

Kerbal Atomics 1.3.0

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 and KerbalAtomicsLH2NTRModSupport extras. Keeps existing configs for Kerbalism.

Kerbal Attachment System 1.7

Reshuffled Tech Nodes.

Kerbal Engineer Redux 1.1.7.2

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.

Kerbal Foundries 2 2.4.8.18

Parts moved to same nodes in tech tree as their Stock and Airplane+ equivalents.

Kerbal GPS Revived 1.2.0.1

Did not move, but ensured that the parts appear correctly in the electronics sciencenode. Finally something that sort of fits there...

Kerbal Inventory System 1.26

Reshuffled Tech Nodes. Added B9 upgrades to containers.

Kerbal Planetary Base Systems 1.6.12

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.

Kerbal Reusability Expansion 2.8.6

Reshuffled Tech Nodes. Added B9 Upgrades to structures and SuperDraco engines.

Knes 1.9.7

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.

Kraken Science 1.0

Reshuffled tech nodes of science tech and cost rebalancing. Placed Kraken Juice related parts in deprecated node.

KOOSE 2.0.5

Reshuffled tech nodes. Slight cost rebalancing. If Kerbalism with FeatureScience is installed: Adds a custom HDD profile to pod.

kOS 1.2.1.0

Reshuffled tech nodes.

L-Tech Scientific Industries Continued 0.5.1.7

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.

Luciole 1.6

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.

Making Alternate History 1.10.1

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.

MandatoryRCS 1.8

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.

MechJeb

Adds config so that the MJ2 part (AR202) gets the autopilots 1 tier earlier than command modules.

The Martian 1.10.1.2

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.

M.O.L.E. 1.22.1 (Partial Support)

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.

Mark IV Spaceplane System 3.1.2

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.

Missing History 1.8.2

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.

Missing Robotics 1.0

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.

Mk-1 Stockalike Open Cockpit 1.3.0

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.

Mk-33 1.0

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.

MK2 Stockalike Expansion 1.8.9.3

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.

MK3 Stockalike Expansion 1.5.1

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.

Modular Launch Pads 2.1.2

Adds support for launch pads installed by other mods into General Launch Pads.

Near Future Aeronautics 2.1.1

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.

Near Future Construction 1.3.1

Repositioning of the tech nodes. Added B9PS Upgrades to parts.

Near Future Electrical 1.2.3

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.

Near Future Exploration 1.1.2

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 CryoTanks is installed. If Kerbalism with FeatureScience is installed: Modifies custom HDD quantities.

Near Future Launch Vehicles 2.2.0

Added B9 Engine Upgrades; Reposition stock and restock engines if LV is installed; Added B9 Upgrade to Fuel Tanks. Cost rebalancing of engines.

Near Future Propulsion 1.2.2

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.

Near Future Solar 1.3.2

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. 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.

Near Future Spacecraft 1.4.2

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?)

Rational Resources 1.13.0

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.

RealPlume 4.0.1 / PlumeParty

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.

Research Bodies 1.12.0

Moves the Research Bodies orbital telescope to Basic Science node.

ReStock/ReStock+ 1.4.1

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. Support for ReStock+ if Making History is not installed is also available. 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.

SCANsat 20.4

Shuffled the tech nodes. Slight cost rebalancing. No change to any features in SCANsat and Kerbalism.

Science Pancake 1.0.0

Shuffled the tech node.

Science Param Editor 12.0

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.

SimpleAdjustableFairings-KWRocketry 1.3.0

Shuffled the tech node. Mod provided by evileye.x

Smart Docking Aid 1.0

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".

SmartParts 1.9.16

Shuffled the tech node. Added 0.625m and 5m fuel breakers.

Space Dust 0.4.1

Shuffled the tech nodes.

Starlink Satellite Pack 1.1.0

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.

Stock TKS 1.0

Shuffled the tech nodes. Added B9 upgrades. If Kerbalism with FeatureScience is installed, adds custom HDD modules.

Stockalike Mining Extension 1.1.6

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.

Stockalike Station Parts Expansion Redux 1.4.0

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 experiment to stock and KPBS cupolas as well as the 2.5m size observeratory. Keeps the current Kerbalism configs intact.

Stockish Project Orion 1.8.1

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.

Super Heavy Boosters Historical - Nexus 2.0.200524 (Partial Support)

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.

Tantares 23.2

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.

TantaresSP 3.0

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).

TD Advanced Propulsion Systems - 0.6.200606 (Partial Support)

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.

Tundra Exploration 3.0

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.

Tundra Technologies 3.0

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.

Universal Storage 2 1.9.1.2

Shifted nodes; Added Methalox support to fuel tanks if CryoTanksMethalox. If Kerbalism with FeatureScience is installed: Adds a custom HDD profile to probes.

Ж-20 "Moroz" Spaceplane 1.3

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.

Xingyun-2 1.0

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)

Changelog

Disclaimer

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.

License

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.

Additional Licenses and attributions:

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.