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[1.0.5] Light Unmanned Start


Miravlix

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ModuleManager script to move Stayputnik to start of the techtree and the MK1 Pod and parachute to survivability.

 

Create a file named something like LUS.cfg in the GameData folder and have ModuleManager installed.

// Move Stayputnik to start tech
@PART[probeCoreSphere]
{
	@TechRequired = start
}

// Move mk1pod from start to survivability
@PART[mk1pod]
{
	@TechRequired = survivability
}

// Since Stayputnik can't use top mounted parachutes, we switch it to survivability
@PART[parachuteSingle]
{
	@TechRequired = survivability
}

 

Additional RemoteTech, AntennaRange and RealChute integration.

Spoiler

// Move RealCute's Cone Parachute to survivability
@PART[RC_cone]:NEEDS[RealChute]
{
    @TechRequired = survivability
}

// RemoteTech requires probes to have antennas
@PART[RTShortAntenna1]:NEEDS[RemoteTech]:AFTER[RemoteTech]
{
    @TechRequired = start
}

// AntennaRange likewise can require an Antenna
@PART[longAntenna]:NEEDS[AntennaRange]
{
    @TechRequired = start
}

 

People have created really big TechTree conversion mods, the one I've seen also result in a more unmanned before manned focus, but it seems to be a secondary priority, even worse it seem all I tried didn't play well with others and broke some of my mods. So I created this, it's simple, I tried to design it so if something goes wrong and you have some mod installed that have different opinion about where in the tech tree the parts should be, it will result in my changes getting overwritten by them. Except for RemoteTech, It's too important that this works due to a bonus feature when it's installed.


Known Issues:

Old techtree nodes that was already unlocked, doesn't seem to get updated, but what's available in the VAB/SPH does. If you haven't unlocked survivability, the MK1 pod will no longer be in the VAB/SPH, but will still show in the start node in the R&D building.

 

Playing with reduced science reward %.

Many really good mods create additional ways to get science, this can create a bit of inflation, resulting in the default 100% creating too much science, but the lack of parachute and Mk1Pod until you unlock survivability, means you're much more limited in early science opportunities. Even with some of these mods installed, going down to 50% reward and I had some trouble getting enough science to progress.

 

Bonus feature with RemoteTech installed:

It's entirely possible to place the RemoteTech Antenna on your first ship, so it will destroy either VAB, Astronaut Complex or Administration Building.

 

License

Public Domain

 

Edited by Miravlix
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