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Probes First Science Progression Submod


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I managed to balance a challenging early gameplay for a science campaign. I thought I'd share it for anyone interested. You will have to think about what tech to buy, or you will regret it. I find this makes the game much more meaningful. And once you get to the mun, it will feel like a big deal.

This is a submod for Probes Before Crew. Each tech level is balanced to be challenging to get to with the tech you have at that time. For instance, in the beginning you have to transfer science back in flight without a surface antenna. You need the science points for recovering a vessel after flight, so reduce thrust and scale the booster to not destroy it. By the time you get to the third level in the tech tree, everything should be pretty much as normal PBC.

Here is the setup:

I play with the following mods:

Spoiler

[x]_Science!
ProbesBeforeCrew
BetterCrewAssignment
HideEmptyTechTreeNodes
KEI
MechJeb2
ScienceParamModifier
TweakScale
CommunityTechTree (dependency)
SpaceTuxLibrary (dependency)
TweakScaleCompanion (dependency)
000_ClickThroughBlocker (dependency)
001_ToolbarControl (dependency)
999_KSP-Recall (dependency)

Add this at the end of the Zs_ProbesBeforeCrew.cfg file in ProbesBeforeCrew _Core folder. It will move some of the parts around in the tech tree so you always have a challenge and a reason to buy the next node. But it will be somewhat difficult to actually get to the next node with this setup.

Spoiler

//Added


@PART[liquidEngine2_v2]:NEEDS[CommunityTechTree] //Swivel
{
    @TechRequired = basicRocketry
}

@PART[liquidEngine3_v2]:NEEDS[CommunityTechTree] //Terrier
{
    @TechRequired = generalRocketry
}

@PART[liquidEngine_v2]:NEEDS[CommunityTechTree] //Reliant
{
    @TechRequired = advRocketry
}

@PART[size0_basicFin]:NEEDS[CommunityTechTree] //Tiny Fin
{
    @TechRequired = specializedRadiators
}

@PART[radialDrogue]:NEEDS[CommunityTechTree] //Drogue chute
{
    @TechRequired = engineering101
}

@PART[Mite]:NEEDS[CommunityTechTree]
{
    @TechRequired = generalRocketry
}

@PART[Shrimp]:NEEDS[CommunityTechTree]
{
    @TechRequired = generalRocketry
}

@PART[solidBooster1-1]:NEEDS[CommunityTechTree] //Thumper
{
    @TechRequired = advRocketry
}

@PART[standardNoseCone]:NEEDS[CommunityTechTree] //Small nose cone
{
    @TechRequired = aviation
}

@PART[GooExperiment]:NEEDS[CommunityTechTree]
{
    @TechRequired = basicScience
}

@PART[sensorBarometer]:NEEDS[CommunityTechTree]
{
    @TechRequired = engineering101
}

@PART[Magnetometer]:NEEDS[CommunityTechTree]
{
    @TechRequired = actuators
}

@PART[RCSLinearSmall]:NEEDS[CommunityTechTree] //Place Anywhere 1 Linear RCS Port
{
    @TechRequired = flightControl
}

@PART[linearRcs]:NEEDS[CommunityTechTree] //Place Anywhere 7
{
    @TechRequired = advFlightControl
}

@PART[adapterSize2-Size1]:NEEDS[CommunityTechTree] //C7 Brand Adapter
{
    @TechRequired = fuelSystems
}

@PART[miniLandingLeg]:NEEDS[CommunityTechTree] //LT-05
{
    @TechRequired = enhancedSurvivability
}

@PART[HighGainAntenna5_v2]:NEEDS[CommunityTechTree] //HG-5
{
    @TechRequired = survivability
}

@PART[longAntenna]:NEEDS[CommunityTechTree] //Communotron 16
{
    @TechRequired = start
}

@PART[SurfAntenna]:NEEDS[CommunityTechTree] //Communotron 16S
{
    @TechRequired = stability
    @MODULE[ModuleDataTransmitter]
    {
        @antennaCombinable = True
    }
}

@PART[mediumDishAntenna]:NEEDS[CommunityTechTree] // DTS-M1 direct antenna
{
    @TechRequired = electrics
}

@PART[FuelCell]:NEEDS[CommunityTechTree]
{
    @TechRequired = advElectrics
}

@PART[domeLight1]:NEEDS[CommunityTechTree]
{
    @TechRequired = enhancedSurvivability
}

@PART[spotLight3]:NEEDS[CommunityTechTree]
{
    @TechRequired = simpleCommandModules
}

@PART[groundLight1]:NEEDS[CommunityTechTree]
{
    @TechRequired = enhancedSurvivability
}

@PART[sasModule]:NEEDS[CommunityTechTree] //Reaction wheel
{
    @TechRequired = flightControl
}

@PART[advSasModule]:NEEDS[CommunityTechTree] //Advanced inline stabilizer
{
    @TechRequired = advFlightControl
}

@PART[probeCoreHex_v2]:NEEDS[CommunityTechTree] //HECS
{
    @TechRequired = basicScience
}

@PART[RCSBlock_v2]:NEEDS[CommunityTechTree] //Bigger RCS cluster
{
    @TechRequired = specializedControl
}

@PART[mk1-3pod]:NEEDS[CommunityTechTree] //Mk1-3 Command Pod
{
    @TechRequired = commandModules
}

@PART[GearFree]:NEEDS[CommunityTechTree] //LY-05 Steerable Landing Gear
{
    @TechRequired = stability
}

@PART[fireworksLauncherBig]:NEEDS[CommunityTechTree]
{
    @TechRequired = heavyRocketry
}

@PART[sensorAtmosphere]:NEEDS[CommunityTechTree] //Atmospheric Fluid Spectro-Variometer
{
    @TechRequired = advFlightControl
}

@PART[Decoupler_0]:NEEDS[CommunityTechTree] //TD-06
{
    @TechRequired = generalRocketry
}

@PART[Decoupler_1]:NEEDS[CommunityTechTree] //TD-12
{
    @TechRequired = advRocketry
}

@PART[flagPartFlat]:NEEDS[CommunityTechTree] //Flag
{
    @TechRequired = specializedRadiators
}

@PART[flagPartSize0]:NEEDS[CommunityTechTree] //Flag
{
    @TechRequired = specializedRadiators
}

@PART[flagPartSize1]:NEEDS[CommunityTechTree] //Flag
{
    @TechRequired = specializedRadiators
}

@PART[flagPartSize2]:NEEDS[CommunityTechTree] //Flag
{
    @TechRequired = specializedRadiators
}

@PART[flagPartSize3]:NEEDS[CommunityTechTree] //Flag
{
    @TechRequired = specializedRadiators
}

@PART[basicFin]:NEEDS[CommunityTechTree]
{
    @TechRequired = basicRocketry
}

@PART[winglet3]:NEEDS[CommunityTechTree] //Delta-Deluxe Winglet
{
    @TechRequired = stability
}

@PART[R8winglet]:NEEDS[CommunityTechTree] //AV-R8
{
    @TechRequired = flightControl
}

@PART[solarPanels5]:NEEDS[CommunityTechTree] //OX-STAT Photovoltaic Panels
{
    @TechRequired = engineering101
}

@PART[evaJetpack]:NEEDS[CommunityTechTree]
{
    @TechRequired = simpleCommandModules
}

@PART[rcsTankMini]:NEEDS[CommunityTechTree] //FL-R20
{
    @TechRequired = advancedFlightControl
}

@PART[radialRCSTank]:NEEDS[CommunityTechTree] //Stratus-V Roundified Monopropellant Tank
{
    @TechRequired = flightControl
}

@PART[trussPiece1x]:NEEDS[CommunityTechTree] //Modular Girder Segment
{
    @TechRequired = generalConstruction
}

@PART[Decoupler_1]:NEEDS[CommunityTechTree] //TD-12 Decoupler
{
    @TechRequired = advRocketry
}

@PART[probeCoreOcto_v2]:NEEDS[CommunityTechTree]
{
    @TechRequired = enhancedSurvivability
}

@PART[ksp_r_largeBatteryPack]:NEEDS[CommunityTechTree] //Z-400 Rechargeable Battery
{
    @TechRequired = engineering101
}

@PART[adapterSmallMiniShort]:NEEDS[CommunityTechTree] //FL-A5 Adapter
{
    @TechRequired = stability
}

@PART[parachuteRadial]:NEEDS[CommunityTechTree] //Mk2-R Radial-Mount Parachute
{
    @TechRequired = survivability
}

@PART[parachuteSingle]:NEEDS[CommunityTechTree] //Mk16 Parachute
{
    @TechRequired = enhancedSurvivability
}

Then remove the "free" science around KEI as I described here, so you can only get science from real missions. No more measuring the temperature on the launch pad!

Start a Science type game.

Difficulty settings: Set Science rewards to 70%. Enable the three options in Science Param Modifiers difficulty settings before you start the game! I have reduced antenna range to 0.71 too.

Edited by Kerbal2023
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