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Releases: Y3mo/UnmannedBeforeMannedChallenge

Unmanned Before Manned Challenge 1.3.0.0

30 Jun 18:51
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Part movements

  • Pomeranian & LV-T45 engines later at advRocketry.
  • LV-T30 also at advRocketry if VenStockRevamp is installed and provided the Dachshund early
  • Works especially well with Porkjets PartOverhauls - SETIconfig installed (available via CKAN)

Unmanned Before Manned Challenge 1.2.2.2

04 May 15:34
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Required mods: Unmanned Before Manned

Strongly recommended: SETIrebalance, SETIprobeParts, CommunityTechTree

This mod does some small adjustments to the UbM part progression, which makes it a bit more challenging. Tech node costs are not altered by this mod. Specifically those are the changes:

  • Reaction wheels are only available at 90 science, control surfaces, gimbal, rcs are for early control
  • Fuel lines are only available at 550 science, mission efficient rocket designs (ie small) are for early/mid game
  • Skipper engine one tech node later, multi-adapters (TVRs) and Mk55 engine help out until then

Changelog: fixed compatibility issues while moving parts to miniaturization

Unmanned Before Manned Challenge 1.2.2.1

12 Dec 16:28
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Required mods: Unmanned Before Manned

Strongly recommended: SETIrebalance, SETIprobeParts, CommunityTechTree

This mod does some small adjustments to the UbM part progression, which makes it a bit more challenging. Tech node costs are not altered by this mod. Specifically those are the changes:

  • Reaction wheels are only available at 90 science, control surfaces, gimbal, rcs are for early control
  • Fuel lines are only available at 550 science, mission efficient rocket designs (ie small) are for early/mid game
  • Skipper engine one tech node later, multi-adapters (TVRs) and Mk55 engine help out until then

Unmanned Before Manned Challenge 1.2.2.0

11 Dec 13:44
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Required mods: Unmanned Before Manned

Strongly recommended: SETIrebalance, SETIprobeParts

This mod does some small adjustments to the UbM part progression, which makes it a bit more challenging. Tech node costs are not altered by this mod. Specifically those are the changes:

  • Reaction wheels are only available at 90 science, control surfaces, gimbal, rcs are for early control
  • Fuel lines are only available at 550 science, mission efficient rocket designs (ie small) are for early/mid game
  • Skipper engine one tech node later, multi-adapters (TVRs) and Mk55 engine help out until then