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Releases: hersfeldtn/GPTT

GPTT v0.3.3: Kerbalism, SOCK, APUS

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@hersfeldtn hersfeldtn released this 13 Oct 10:30
b4e6e08

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

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@hersfeldtn hersfeldtn released this 06 Mar 11:24
c75527b

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

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@hersfeldtn hersfeldtn released this 02 Jan 17:46
a14bb56

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

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@hersfeldtn hersfeldtn released this 31 Dec 17:20
b19bde4

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

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@hersfeldtn hersfeldtn released this 29 Dec 15:45
29a4f0c

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)

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@hersfeldtn hersfeldtn released this 29 Nov 20:07
6bf7102

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

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@hersfeldtn hersfeldtn released this 29 Nov 13:35
e5b2260

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

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@hersfeldtn hersfeldtn released this 24 Nov 12:34
3291ce2

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

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@hersfeldtn hersfeldtn released this 23 Nov 15:39
eb2c881

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

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@hersfeldtn hersfeldtn released this 22 Nov 12:28
bf50422

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.