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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