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17/8/2022 (Prerelease v0.11.0) Watermel00n's Tech Tree


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Hello! I'm Watermel00n and I have been working on this tech tree mod for about 4 months now.

PRERELEASE

Needs Module Manager

GOALS:

1. Have a more customizable tech tree. This includes adding more nodes.

2. Having a unkerballed start and planes before space tech tree.

3. Adding new fuels, adding new depth to the game

4. QOL patches

5. Making monopropellant more used.

 

Compatibility

Spoiler

Restock&RestockPlus

Firespitter

USI Life Support

TAC Life Support

 

 

Dependencies will be added!

MOTTO: "This makes sense"

Edited by Watermel00n
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5 hours ago, Zozaf Kerman said:

Are you supposed to start out with the mite as a sounding rocket, or do you create a science rover for the ksc? I noticed that the parachute kept bugging/ disappearing when I put it on the mite. 

You can choose! The point of this mod is to give players more freedom in early game. Could you please elaborate on the parachute issue? 

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I will need to test it some more, but I had deployed my parachute at around 20000 meters, and it unfurled. I then noticed that the probe core ran out of EC, and the parachute seemed to spontaneously disappear/break because of aero forces. My rocket then proceeded to smash into the ground.

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10 minutes ago, Zozaf Kerman said:

I will need to test it some more, but I had deployed my parachute at around 20000 meters, and it unfurled. I then noticed that the probe core ran out of EC, and the parachute seemed to spontaneously disappear/break because of aero forces. My rocket then proceeded to smash into the ground.

I see. So next update, small batteries will be added. Tip: open parachutes closer to the ground.

Edited by Watermel00n
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