Releases: hersfeldtn/GPTT
Release list
GPTT v0.3.3: Kerbalism, SOCK, APUS
To install, unzip and drop in GameData
Also requires modulemanager https://github.com/sarbian/ModuleManager
See here for compatibility list https://docs.google.com/spreadsheets/d/1WkyJGPV0f5Y8t63Xq7FFZ4kE2LeNk-n0lTpThED6hso/edit?usp=sharing
Changelog:
- Added mod support:
- APUS: mostly in supersonic flight
- Impact: Bang-O-meter added to Seismology, Flash-O-meter to Digital Imaging
- Isaquest's Blue Moon Lander
- Kerbal Powers Interstellar: doesn't fit well with FFT but figured I might as well
- Kerbalism: Thanks to konig722 for providing the main patch, I did a bit of rebalancing over it. Fairly experimental but it seems to work with at least the default config
- MK-1 Stockalike Open Cockpit
- More Airplane Parts
- OCRAP: All in mature LF rockets
- OctoSat Continued
- reDIRECT
- Shuttle Payload Delivery Systems: not entirely sure I get what they're all supposed to do
- SOCK: Mostly goes in huge aiframes even if they're a bit small for it, stuck the cockpit in High-Capacity-Capsules
- SPOCK: As above, longbow goes in dual-mode engines
- Updates:
- ORANGES parts from the latest github commit added
- Boring Crew Service 1.1.0 new 7-crew pod added
- Sterling systems updated to 0.5.1, and rebalanced a bit, with world power parts all moved out into the electrical/thermal tree.
- Balance:
- nuclear aerospikes made a bit cheaper, lightweight photovoltaics more expensive
GPTT v0.3.2: Autostrut fix, FTL Drive Continued, Engine Ignitor
To install, unzip and drop in GameData
Also requires modulemanager https://github.com/sarbian/ModuleManager
Incompatible with HideEmptyTechTreeNodes
See here for compatibility list https://docs.google.com/spreadsheets/d/1WkyJGPV0f5Y8t63Xq7FFZ4kE2LeNk-n0lTpThED6hso/edit?usp=sharing
Changelog:
- Added mod support:
- FTL Drive Continued thanks to Jade-TheCat
- Engine Ignitor thanks to PXTSERYU
- Procedural Parts thanks to PXTSERYU (with some progression tweaks)
- RealAntennas thanks to PXTSERYU (may have to doublecheck this later because I know it has a funky system)
- Fixes:
- Autostrut now unlocks in General Construction thanks to PXTSERYU
- Kerballoons upgrades fixed thanks to Spike8891
- Fixed supplementary electric engines patch to put cesium tanks in ion tree, not advanced air
GPTT v0.3.1: B9, CRE, KARE, KODS, RMM, and more
To install, unzip and drop in GameData
Also requires modulemanager https://github.com/sarbian/ModuleManager
Incompatible with HideEmptyTechTreeNodes
See here for compatibility list https://docs.google.com/spreadsheets/d/1WkyJGPV0f5Y8t63Xq7FFZ4kE2LeNk-n0lTpThED6hso/edit?usp=sharing
Changelog:
- Added mod support:
- Apoapsis Motors: a few more early kick motors
- B9 Aerospace: distributed mostly in airframes even if they have LFO, not the easiest fit but they're in there
- Commonwealth Rockets: some decent midgame engines
- Commonwealth Aeronautics: mostly in supersonic flight
- Coriolis Space Systems: centrifuges go in robotics, bit early but it's fine given they don't seem to have any life support function.
- Eisenhower Aeronautics: nice to have some more methalox
- Interkosmos: finally another exooceanography part
- KARE: good to fill out the nuke jet techs some more
- KODS: more methane
- Moldavite: seem to fit well enough, all the algae and bioreactors go in the last ag tech
- ORANGES
- Periapsis Motors
- Remotetech: placed the extra antennas, will need to look into upgrades another time
- Rocket Motor Menagerie: Mostly dumped in the end cryogenics techs, but some nice variety I suppose.
- Stockalike Mining Extension: Not certain if they work right, but added them all in and made an extra tech for mass drivers
- Tea Kettle RCS: go in advanced solid NTRs
- USI collection: all the ones I could find that I hadn't done already:
- ART: also uses the new mass driver tech
- Core: already in main MKS pack
- Exploration: a nice use of the ocean exploration tech
- FTT
- Konstruction: I think it's included in main MKS now but double-checked anyway
- Nuclear Rockets: includes another option for Nuclear Pulse Propulsion
- Survivability: might be redundant with exploration? idk
- Warp Drive: another option for the endgame FTL tech
- Balance/tweaks:
- Moved 10m heat shield to Expanded Inflatable Habitats
- Shifted around a lot of node placement on the left side of the tree to make clearer branches (purely cosmetic)
GPTT v0.3.0: Hab and Hydrolox rework, Mk33, X-20, Kerballoons and airships
To install, unzip and drop in GameData
Also requires modulemanager https://github.com/sarbian/ModuleManager
Incompatible with HideEmptyTechTreeNodes
Changelog:
- Rework of several sections of the tree:
- Habitation and lab section extensively reworked and expanded, now more cleanly split into hab, inflatable/centrifuge, life support/agriculture, and lab lines
- Extended the Cryo branch with an extra lift/vac pair and generally reduced entry price
- Tied the parachute techs, EVA, and inflatables together and added a rigid airships tech (I'll figure out how to give it the proper rdicon later)
- General price tweaks
- Moderate increase of later midgame tech costs to somewhat counter the science return spike that comes with crewed landings
- Spiked universal docking cost just so you get a bit more time with the nice early BDB ports
- Should now be no tech costs equal to the R&D level limits in either stock or Buruaecracy, avoiding the slight UI bug that causes
- Added mod support:
- Mk-33: Generally distributed across huge airframes, gigantic tanks, and huge construction. Tyrannosaur stuck in air-augmented rockets where it doesn't totally make sense but gives it a bit more unlock cost.
- X-20 Moroz: Mostly goes in supersonic flight
- Kerballoons: unlocked at start, upgrades in fabric techs
- Hooligan Labs: unlock in fabric techs and rigid airships
- Heisenberg Airship Parts: gets a rigid airship tech, though a lot of ancillary parts unlock in airframes and habs; may need to revisit if I ever do pathfinder
- Other tweaks
- Moved some of the Gemini RCS moved back to first RCS tech, because even if they're a tad over-efficient for it I don't want to force people to study ahead just to get nice complete Gemini pods
- Slightly rearranged MMSEV wind turbines, tiny vertical turbine goes into first tech as a low-power but reliable option, big conventional turbine goes in second tech.
- Tracked down a few extra loose PBI and MKS parts
GPTT v0.2.5: Habtech2, Missing History, TCA, Mechjeb fix
To install, unzip and drop in GameData
Also requires modulemanager https://github.com/sarbian/ModuleManager
Incompatible with HideEmptyTechTreeNodes
Changelog:
- Added mod support:
- Habtech 2: Doesn't work super well because it lacks much life support function and a lot of parts are essentially aesthetic, but distributed it as best I could.
- Missing History: May have to check again for upgrades or whatever
- Throttle Controlled Avionics: All in avionics, not certain how good the balance is
- Balance:
- Shifted some of the BDB, SSPX, and MMSEV hab endcap and adapter parts to unlock earlier, Modular Station Parts is now more specifically dedicated to hubs, tubes, and airlocks.
- Swapped the regular and interplanetary BDB Hokulani wet workshops that I'd placed the wrong way round (interplanetary goes in agriculture)
- Moved the BDB SIB tank down to Large Tanks because it is indeed a tad inefficient for its size compared to other Saturn tanks
- Breaking Ground Experiment Control module moved back to EVA
- Moved BDB Banyan NTR into Nuclear Aerospike
- Reduced cost of Deep Space Astronomy given that there's not much in there so far
- Reduced FTL tech cost a bit
- Fixes:
- Added patch for BDB contracts to fix tech requirements, a lot might not work great because of when science parts unlock but they will at least appear now
- Added mechjeb upgrades patch, should unlock functions through avionics
- Adjusted bonvoyage patch, all unlocks should be properly in avionics now
GPTT v0.2.4.1: Artemis, Blushift, Internal RCS, Smart Parts, and more (KCT hotfix)
To install, unzip and drop in GameData
Also requires modulemanager https://github.com/sarbian/ModuleManager
Incompatible with HideEmptyTechTreeNodes
Changelog:
v0.2.4.1
- Quick fix for KCT compatibility
v0.2.4 - Added mod support:
- Artemis Construction Kit
- Blushift: First to use the FTL tech
- CryoEngines Extension: crowds the end cryogenic engines techs a bit, but they fit well enough
- Internal RCS
- NRAP
- Radial Heat Shields: all just go in the heat shield tech
- Smart Parts Continued: mostly distributed in avionics
- Fixes:
- Tracked down a lot of dual-mod compatibility parts (DMagic, US2, KPBS, KIS, KAS, TAC-LS)
- Tidied up node spacing a bit because the LFO line was bothering me
- Added patch for the WBI sas upgrades
- Moved the misplaced TS-37 separator
GPTT v0.2.4: Artemis, Blushift, Internal RCS, Smart Parts, and more
To install, unzip and drop in GameData
Also requires modulemanager https://github.com/sarbian/ModuleManager
Incompatible with HideEmptyTechTreeNodes
Changelog:
- Added mod support:
- Artemis Construction Kit
- Blushift: First to use the FTL tech
- CryoEngines Extension: crowds the end cryogenic engines techs a bit, but they fit well enough
- Internal RCS
- NRAP
- Radial Heat Shields: all just go in the heat shield tech
- Smart Parts Continued: mostly distributed in avionics
- Fixes:
- Tracked down a lot of dual-mod compatibility parts (DMagic, US2, KPBS, KIS, KAS, TAC-LS)
- Tidied up node spacing a bit because the LFO line was bothering me
- Added patch for the WBI sas upgrades
- Moved the misplaced TS-37 separator
GPTT v0.2.3: Boring Crew Services, initial TAC-LS support, and KCT fix
To install, unzip and drop in GameData
Also requires modulemanager https://github.com/sarbian/ModuleManager
Incompatible with HideEmptyTechTreeNodes
Changelog:
- Added mod support:
- Boring Crew Services: airbag placed in advanced parachutes for now, will need to consider a more general approach for balloons and inflatables eventually
- TAC Life Support first pass: parts added, not sure how the overall balance plays yet
- Attempted to get unsupported parts upgrades to go in Lost and Found, not sure it works great so far.
- Adjusted patch ordering to get it to play nice with KCT, you still get some logspam the first time you research a tech in a new save, but it clears with the next scene change.
GPTT v0.2.2: Part unlocking hotfix
To install, unzip and drop in GameData
Also requires modulemanager https://github.com/sarbian/ModuleManager
Incompatible with HideEmptyTechTreeNodes
Changelog:
- Switched the id of starting node back to 'start' to fix issues with part unlocking and adjusted stock nodes patch accordingly
GPTT v0.2.1: Knes and CNAR hotfix and added lost-and-found node
To install, unzip and drop in GameData
Also requires modulemanager https://github.com/sarbian/ModuleManager
Incompatible with HideEmptyTechTreeNodes
Changelog:
- Properly updated the main parts patch for Knes and CNAR compatibility
- Implemented AlexSkylark's adjustments and new lost and found node in place of having the stock nodes sitting on the left side of the tree
- anyone wanting to make a patch note that I've also added the gptt_exclude node to hold parts not intended to appear in the tree (so they don't end up in lost and found), which then gets removed before gameplay.
- Added the Sterling wind turbine, but will need to revisit the other World Power parts later.