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[1.3.x] SETI, Unmanned before Manned [Patreon]


Yemo

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More balanced parts, a more intuitive tech and contract progression, some useful probe/greenhouse/etc. parts and configs for RemoteTech and CustomBarnKit!

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Modding is a lot of work, if you are interested in the continued maintenance and development of the SETI mods, please consider supporting them via patreon.
By accepting contributions (funds and code) via patreon and forum, I consider it to by my responsibility to not let the mod die because of my desinterest and thus to orderly hand it over before that happens. I also consider it to be my responsibility to not let the mod and thus the contributions be the object of trolls, who misuse permissive licensing to wreck the mod and it's intent of providing a balance and ground work other mods may rely upon, as is so often the case in other modding communities.

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SETI MetaModPack (only available via CKAN)

If you are looking for a more balanced, comfortable and more challenging gameplay without having to manually crawl through a hundred mods every time, this might be it.
Simply install CKAN, only click on the "SETI-MetaModPack", then "ApplyChanges", leave the recommendations selected and select those suggestions you like as well. Done.
Visual Mods are not included, since they tend to take some time to adjust to new ksp versions and even more time to work with ckan. Only RealPlume and Planetshine (not yet working with ksp 1.3) are in the pack.
For more detailed information and recommendations for career settings, please go to the thread linked below called "SETI-UbM Career Challenge (setup takes 5-10min)".
Mod Recommendations and Suggestions of the MetaModPack (Link to Textfile on Github)

RCS Build Aid and AnomalySurvey contract pack are not officially available for ksp 1.3 and thus not installed via ckan recommendations.
There is an unofficial RCS Build Aid for manual install available here: https://github.com/linuxgurugamer/RCSBuildAid/releases
And Anomaly Survey contract pack works, except for the jool part, manually install an old version at your own discretion: https://github.com/jrossignol/ContractPack-AnomalySurveyor/releases

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Main SETI Balancing mods:

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Download: SETI Rebalance v1.3.0.2 (for KSP 1.3.x, use CKAN for a clean install)

Rebalancing masses, funds, science (simple ones transmittable for 100%), reaction wheels and much more, for a much more coherent gameplay experience.
If you delete/do not install the SETIrebalanceReactionWheels folder which comes with the download, you can opt-out from the reaction wheel rebalance/nerf.
For specifically supported mods, consult the github link below.
Strongly recommended: A tech tree which makes sense, probably every tech tree which is not stock...

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Download: SETI RebalanceMaterialsGoo v1.3.0.0 (Addon for SETIrebalance, use CKAN for a clean install)

This is the SETI Rebalance MaterialsBay and MysteryGoo MM patch, so that those 2 experiments can not be collected anymore, which makes them much more balanced in terms of mass/science payout. Best used with SETIrebalance.
Strongly recommended: SETI Rebalance above

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SETI tech tree mods:

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Download: Unmanned before Manned v1.3.0.2 (for KSP 1.3.x, use CKAN for a clean install)

Adjusts part placement for Stock- and CommunityTechTree. CTT is recommended with UbM.
Start with simple SRB rockets, have early access to rovers and planes and the Mk1 pod only at a 45 science node.
General compatibility with all mods which work with stock, for specifically supported mods, consult the github link below.
Strongly recommended: CommunityTechTree, TakeCommandContinued (kerbals can enter command seats from the VAB/SPH) and SETI Rebalance above (stock part balance is worse than the stock tech tree)

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Download: UbM Challenge v1.3.0.0 (Addon for Unmanned Before Manned, use CKAN for a clean install)

No reaction wheels until 90 science (use fins, control surfaces, gimbal and RCS instead). Fuel lines later as well.
Required Mods: Unmanned before Manned above

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SETI career mods:

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Download: SETI Contracts v1.3.0.0 (for KSP 1.2.x, use CKAN for a clean install)

This is the independent contract campaign.
Using a probes first tech tree is recommended, like the ones above.
Dependencies/Recommendations/Suggestions (Link to Textfile on Github)

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Download: SETI CareerChallenge v1.3.0.0 (Recommended for career mode, use CKAN for a clean install)

This small mod simply reduces science experiment rewards by 70% to balance out the contract science rewards compared to science mode.

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SETI part mods:

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Download: SETI ProbeParts v1.3.0.2 (for KSP 1.3.x, use CKAN for a clean install)

Provides new stock parts (using stock models) for the 0.625m probe diameter.
Includes mini H2/O2 fuel cell, RCS, solar panels, mini shielded docking port, new engine configs and inline probe cores.
Strongly recommended: SETI Rebalance above and a tech tree which makes sense, probably every tech tree which is not stock...

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Download: Porkjets PartOverhauls SETIconfig v0.9.2.0 (for KSP 1.3.x, use CKAN for a clean install)

Configures and redistributes Porkjets PartOverhauls (CC-BY-NC-3.0), so that it fits into stock and VenStockRevamp without replacing parts.
Some parts are now 1.875m sized, two engines augment the 0.625m collection, Boattail versions stay 1.25m sized.
Strongly recommended: SETI Rebalance above and a tech tree which makes sense, probably every tech tree which is not stock...

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Download: SETI Greenhouse v1.2.2.0 (for KSP 1.2.x, works just fine with KSP 1.3.0 use CKAN for a clean install))

A diagram of the cycle for TAC Life Support can be found near the end of this post.
With it you essentially need only 10% of the water and 20% of the food which is normally used by a kerbal.
Required Mods: none

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SETI config mods:

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Download: SETI RemoteTechConfig v1.3.0.0 (Addon for RemoteTech 1.8.2+, use CKAN for a clean install)

This is a SETI config for RemoteTech, adding ground stations, changing the KSC range to cover the whole kerbol system (when not obstructed).
Signal delay is set to false by default (can be changed in game) and some colors are tweaked.
Required Mods: Remote Tech

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Download: SETI ProbeControlEnabler v1.3.0.0 (Addon for RemoteTech 1.8.3+, use CKAN for a clean install)

This is a SETI config for RemoteTech, allowing probe control (local control) without connection.
Thus a connection is only required for science transmission. Unfortunately this may remove the built-in omni antenna from probes (but not from manned command pods).
Required Mods: Remote Tech

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Download: SETI CustomBarnKitConfig v0.9.1.0 !EXPERIMENTAL! (Addon for CustomBarnKit, use CKAN for a clean install)

This is a SETI config for CustomBarnKit, Action Groups are available from the start, Kerbal hiring costs are fixed at 60k, etc.
More facility levels are added, the restrictions and costs for upgrades are tweaked to provide a more sensible upgrade progression.
Required Mods: CustomBarnKit

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Licenses: All Rights Reserved, except for mod specific config files and the redistributed plugins, which follow the original licenses as stated in the download and their respective threads:
The plugin ModuleManager by ialdabaoth and sarbian is distributed under CC share-alike license.
The KSP-AVC mini-plugin is redistributed under the GNU General Public License.
The CommunityTechTree by Nertea (Chris Adderley) is redistributed under Creative Commons Attribution-NonCommercial 4.0 license
The SETI-Greenhouse configs are distributed under CC BY-NC-SA-3.0 license, except for mod and part names (ARR). The model and textures are public domain from zzz
Porkjets PartOverhauls are configured and redistributed under CC-BY-NC-3.0 license
The Mk1 Inline Cockpit from KSP 1.0 is redistributed, for which all rights are reserved by Squad

Contributions:
AutoPruner config by SwGustav, standard hiding of unused parts based on suggestion by Olympic1.
Procedural Stack Decoupler Textures by SwGustav
Hybrid Rocket Boosters based on concept by Lord Aurelius
Lots of feedback from Svm420
Procedural Probe Core heavily based on config by SwGustav
Part volume adjustments for KIS inventory by Enceos
Real Fuel Stock Tank Prices for Real Fuels by karamazovnew, not included in SETI-Download, but works very well with it
Hybrid Rocket Booster compatibility for RealFuels by Chonner
Telemetry and Science Experiments by Lord Aurelius
Various TechTree configs by theonegalen
SETI-RemoteTechConfig based on ground station placement by reddit user texasyojimbo
SETI-RemoteTechConfig color coding inspired by frango9000
SETI-Greenhouse config fixes by Lint

Edited by Yemo
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SETI-BalanceMod for KSP 0.90

The Scope, Economy & Tech Integration - Balance Mod combines and tweaks existing mods to provide a somewhat coherent gameplay experience.[TABLE=width: 1200]

[TR]

[TD]1. Scaleable complexity/difficulty, openness to mods (from Deadly Reentry to RemoteTech and KSPI)

2. More reasonable science progression

- Start with non-recoverable probes and SRBs, continue with airplanes, LFOs and chutes, manned spaceflight comes only after that

- Simple science experiments (eg thermometer) can be transmitted for 100%, materials bay and mystery goo are heavier

- Science comes mainly from conducting experiments, not OP contracts

- Some part rebalancing to fit the new progression (eg rebalanced RemoteTech dish masses), probe core rebalances

3. More reasonable contract progression

- It is actually quite a process from the first probe reaching space, to the first manned orbit and the first mun landing

- No more "land on duna" after your first mun contract

4. Part stats and cost rebalancing - SETI-BalanceMod (includes SETI-CommunityTechTree and SETI-Contracts)

- Part title prefixes, which enormously improves VAB/SPH findability (eg electric parts have the "Electrics:" prefix)

- EC rebalance (1EC/s = 1kW = 1kJ/s), affecting parts from batteries to solar panels and life support

- Fuel Tank rebalances to be consistend per volume

- Crew part rebalances from mass to monoprop

- Many more rebalances to provide a consistent and coherent gameplay experience

5. New and derived parts to fill in the gaps, optional hiding/pruning of clutter parts

- SETI-Greenhouse as a seperate download providing a greenhouse mainly for TAC Life Support or just for the looks

- Hybrid Rocket Booster and Surface Sampler Experiment by Lord Aurelius, available as a seperate downloads as well

- New Procedural Textures by SwGustav

- Optional replacement of clutter parts (eg adapters) by procedural parts (eg procedural structural part)

- Procedural ProbeCore/AlkalineFuelCell/HybridRocketBooster (provided by SETI-BalanceMod)

6. User (and beginner) friendlyness, see the >>SETI-Guide<< in the second post[/TD]

[TD]

Table of Contents (clickable)

Introduction

SETI-BalanceMod

- Install

- Major Rebalances

- Mod Recommendations

- GUIDE

SETI-Contracts overview

- with InitialContracts download

Unused Parts for BalanceMod

Development

TechTrees with different foci[/TD]

[/TR]

[/TABLE]

SETI basically supports all mods, which work for Stock/CTT, although some might benefit from rebalances.

Starting a new career/science/sandbox game is highly recommended for the BalanceMod, since rebalancing means changing stuff and naturally change will affect existing games/craft.

This image (outdated, but still viable as an indication) shows the first 5 tech nodes with minimal mods, their part unlocks and example craft for a quick impression of the mod.

From left to right: High Altitude Probe (SRB), Manned Rocket (SRB), Space Capable Probe (SRB), Recoverable Probe (SRB), Basic Jet, Orbiter Probe (Liquid Fuel + HybridRBs)

Craft files are included in the manual download.

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With SETI-BalanceMod, unused parts are hidden by default, but not excluded from loading.

If you want to save RAM, please delete the unused folders manually (make sure that you do not have active vessels still using those parts), see post 2 of this thread.

Alternatively you can use the AutoPruner config file made by SwGustav, it is included in the download within the SETI-BalanceMod-AutoPruner folder. Please follow the instructions in the AutoPruner thread!

For the SETI-BalanceMod, I recommend a fully modded game, see the "MOD Support & Recommendations" section for a complete list.

DOWNLOAD [TABLE=width: 1100]

[TR]

[TD]Description: SETI-Greenhouse v0.9.2 (for KSP 0.90 - 1.0.4)

The full thread can be found here, providing many more details about how it works.

It has configs for USI Life Support and TAC Life Support, without those mods it just looks cool.

Required Mods: none, this mod is included in the SETI-BalanceMod download for KSP 0.90

[/TD]

[TD][/TD]

[TD=align: center]VlOwe3j.png[/TD]

[/TR]

[TR]

[TD].

Download: SETI-BalanceMod v0.9.0 (for KSP 0.90)

!!TAC Life Support needs a new 0.8.6 compatibility file!! (overwrite into GameData)

The SETI-BalanceMod download includes SETI-CommunityTechTree, SETI-Contracts and SETI-Greenhouse.

Required Mods: Please see the INSTALL section below.

[/TD]

[TD][/TD]

[TD=align: center]CP7Grmp.jpg[/TD]

[/TR]

[/TABLE]

Licenses: All Rights Reserved, except for mod specific config files and the redistributed plugins, which follow the original licenses as stated in the download and their respective threads:

The plugin ModuleManager by ialdabaoth and sarbian is distributed under CC share-alike license.

The KSP-AVC mini-plugin is redistributed under the GNU General Public License.

For the SETI-BalanceMod:

It also builds upon the configs and textures of ProceduralParts by swamp_ig, jsimmonds, Chestburster, Dante80, Tiberion, OtherBarry, NathanKell, e-dog and Ancient Gammoner under CC-BY-SA 3.0 license.

The engine and solar rebalances are largely based on StockReBalance values by stupid_chris, CaptRobau, m4v and Taverius under CC BY-SA 4.0 license.

The SETI-Greenhouse is redistributed under CC BY-NC-SA 3.0 license, except for mod and part names. The model and textures are public domain from zzz

Contributions:

AutoPruner config by SwGustav, standard hiding of unused parts based on suggestion by Olympic1.

Procedural Stack Decoupler Textures by SwGustav

Hybrid Rocket Boosters based on concept by Lord Aurelius

Procedural Probe Core heavily based on config by SwGustav

Part volume adjustments for KIS inventory by Enceos

Real Fuel Stock Tank Prices for Real Fuels by karamazovnew, not included in SETI-Download, but works very well with it

Hybrid Rocket Booster compatibility for RealFuels by Chonner

Telemetry and Science Experiments by Lord Aurelius

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I. INSTALL (SETI-BalanceMod):

1. Those mods are the core requirements for a balanced gameplay experience, though there are no technical requirements:

- Background Processing - power generation and consumption, if the vessel is not active

- Contract Configurator - contract packs are recommended (eg the great Anomaly Surveyor contracts), if they are not intended for general progression

- Contract Science modifier - prevents you from drowning in science after the first few tech levels, not a technical requirement

- KSP-AVC - automatically checks for mod updates, essential for being up to date with bug fixes, not a technical requirement

- Sane Strategies - balances the ridiculous administration building strategies, not a technical requirement

- Stock Bug Fix Modules - fixes annoying stock bugs Squad does not care about

2. Supported Contract Configurator packs (do not install general progression contract packs!):

- Anomaly Surveyor

- Banking

- RemoteTech Contract Pack, requires RemoteTech

- SCANsat Contract Pack, requires SCANsat

- Tourism

3. These mods are highly recommended for further improving the gameplay and progression

- Action Groups Extended - Action groups are available from career start

- Community Tech Tree - additional tech nodes tailored to modded games, only select this tree if installed - requires TechManager

- Tweak Scale - for more variety, not balanced for everything (eg 70% Mk55 engine works ok, but normal engines do not scale nicely)

- Ven's Stock Part Revamp - better textures and more solar panel and engine options

4. If you install those procedural part mods, they will automatically replace clutter parts like fuel tanks, simple adapters and wings. To use the clutter parts as well as the procedural parts, just delete the "SETI/MM-UnusedParts-B9ProceduralParts" and "SETI/MM-UnusedParts-ProceduralParts" folders/configs.

- B9 Aerospace Procedural Parts - wing clutter replacements

- Procedural Parts - rebalancing stock and procedural parts offers more variety with less clutter, also a lot of SETI specific additions, like a procedural Probe Core!

5. Copy the "SETI" folder and the "ModuleManager.dll" into your GameData directory.

6. OPTIONAL: The "SETI-Craft-~" folders include a "Ships" folder, which can be merged into the "Ships" folder of your savegame, the jets and the FAR designs use TweakScale.

7. OPTIONAL: If you want to save RAM and use the procedural parts, you can use the AutoPruner config file made by SwGustav, it is included in the download within the SETI-BalanceMod-AutoPruner folder. Please follow the instructions in the AutoPruner thread!

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II. MAJOR REBALANCES by SETI-BalanceMod:

1EC/s = 1kW = 1kJ/s

- Solar Panels have about 5.25 times the area (rescaleFactor of 2.3), you can set it to a rescaleFactor of 3.24 in the settings for realistic sizes

- Batteries have 12 times the capacity and adjusted volumes/sizes

- Command parts have much higher internal battery capacity, Probe Cores require 0.04EC/s

- TAC Life Support energy requirements increased by a factor of 20, with the compatibility file

- Alkaline Fuel Cells require 30 times the resources but they now adjust to the actual energy requirements

Science/Experiments

- Rebalanced transmission values for most experiments and the Mobile Processing Lab

- Material Bay and Mystery Goo can not be collected on EVA

- Swapped biome mask for EVA and Crew Report

Remote Tech

- All command modules have an integrated always-on RemoteTech antenna (160km range, except for Command Seats) with low transmission costs

Other

- Command parts are rebalanced considerably, all probe cores have SAS

- Reaction wheels are nerfed considerably

- Non-shrouded solar panels can not be retracted

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III. MOD Support & Recommendations (SETI-BalanceMod):

linked mods are tested with SETI and adjusted if necessary, though any mod for stock/CTT should work in general

Info Mods

- Contracts Window - user friendly contracts window

- Crowd Sourced Science - more varied science texts based on contributions

- Docking Port Alignment Indicater - exactly what it says

- Editor Extensions - deals with many annoying limitations of the stock editor

- Enhanced Navball - ghosting, sliding and scaling features for the navball

- Exception Detector - lots of mods and unsure about the culprit? That little plugin gives you directions.

- Fusebox - electric charge tracker and build helper

- Kerbal Alarm Clock - dont miss your burn

- Kerbal Engineer or MechJeb - information is key to understanding and successful missions

- KSP Alternate Resource Panel - better resource overview and staging ability in map view

- KSP-AVC - automatically checks for mod updates, essential for being up to date with bug fixes

- Landing Height - displays distance between lowest vessel part and terrain, instead of stock CoM and terrain

- Lights Out - lets you switch off the lights in the VAB to test the vessel mounted illumination

- Nav Hud - heads up display

- Nav Utilities - provide navigation information, eg for your runway approach

- Pilot Assistant - exactly as the name says, very useful for atmospheric flight

- Precise Node - precise maneuver nodes for much less fiddlying around

- RCS Build Aid - very useful for correct RCS placement

- S.A.V.E - automatic backup system

- Science Alert - get alerted when science experiments are available

- Ship Manifest - massive comfort and gameplay improvements, please turn on "realism mode" in the settings

- Toolbar - this toolbar by blizzy78 is essentially required for many gameplay mods

- Trajectories - landing predictions, adjusted for planetary rotation and atmospheric drag

- Transfer Window Planner - InGame frontend for http://alexmoon.github.io/ksp/

- Waypoint Manager - Heads-Up Navi instead of the annoying switches to map mode

- Wernher Checker - shows a check list in VAB/SPH for energy source, communications and so on

Gameplay Mods

- Action Groups Extended - Action groups are available from career start

- Auto Actions - automatically activates action groups (including SAS) and set throttle on launch

- Background Processing - power generation and consumption, if the vessel is not active

- Community Tech Tree - additional tech nodes tailored to modded games, only select this tree if installed - requires TechManager

- Connected Living Space - for more realistic station/vessel designs in terms of crew parts

- Contract Configurator - contract packs are recommended (eg the great Anomaly Surveyor contracts), if they are not intended for general progression

- Contract Science modifier - prevents you from drowning in science after the first few tech levels

- Deadly Reentry - the flames are not only graphics anymore, think about your descent profile and dont forget your heatshield

- EVA Fuel - kerbals take monoprop from your vessels and use it as EVA fuel

- FAR - THE Aerodynamics mod, requires Procedural Fairings and the FAR/NEAR usability Package, consider reading the BasicAircraftDesign guide

- Final Frontier - kerbal individual merits

- Kerbal Joint Reinforcement - less wobble, but has gained a reputation to cause game instability

- Mk2 Cockpit Internals - a great feeling to fly a plane in the cockpit perspective with that mod

- Precise Node - precise maneuver nodes for much less fiddlying around

- Remote Tech - Probes need a working com connection to be controllable, consider adding RemoteTechXF and reading the great RT Guide!

- Remote Tech XF - addon to RemoteTech, which lets you point antennas even if you dont have a connection

- S.A.V.E - automatic backup system

- Sane Strategies - balances the ridiculous administration building strategies

- (Semi-) Saturatable Reaction Wheels - more realistic reaction wheel behaviour

- Ship Manifest - massive comfort and gameplay improvements, please turn on "realism mode" in the settings

- Stage Recovery - with a balanced economy, saving/recovering funds/stages is recommended

- Stock Bug Fix Modules - fixes annoying stock bugs Squad does not care about

- TAC Fuel Balancer - shifting resources around within a vessel

- TAC Life Support - requires a compatibility file (overwrite into GameData, only for SETI-BalanceMod) and BackgroundProcessing

- TechManager - required for the CTT

- Throttle Controlled Avionics - essential for powered landings and VTOL!

- Toolbar - this toolbar by blizzy78 is essentially required for many gameplay mods

- Tweakable Everything - adjustments of part settings

- Tweak Scale - for more variety, not balanced for everything (eg 70% Mk55 engine works ok, but normal engines do not scale nicely)

- Tweakable Wheels - adjust the braking power of landing gear and wheels, to stop you from flipping over

- UbioZur Welding - weld parts together to lower the part count and drastically enhance vessel stability, does not work on procedural parts

RAM/VAB clutter saving Mods

- Active Texture Management - when you are closing in on the RAM limit, texture compression is a comfortable solution

- B9 Aerospace Procedural Parts - when installed, most clutter parts (wings/control surfaces) are automatically hidden and can be pruned

- Procedural Parts - when installed, most clutter parts (fuel tanks/unused adapater) are automatically hidden and can be pruned

- If you want to use the clutter parts in addition to procedural parts, just delete the subfolders from SETI/MM-UnusedParts

Realism gameplay mods, reportedly compatible

- Kerbal Construction Time - vessels need to time to be assembled by VAB and SPH, so plan ahead! Use latest dev version if used with RealFuels!

- Real Fuels - requires Real Fuel Stock Tank Prices, Stockalike Engine Configs and this compatibility file (overwrite into GameData) by Chonner

- Real Fuel Stock Tank Prices - requires Real Fuels, Stockalike Engine Configs and this compatibility file (overwrite into GameData) by Chonner

ModPacks spanning multiple categories

- Bahamuto Dynamics - various great parts from aircraft engines to the famous critter crawler

- Dr. Jet's Chop Shop - from radial liquid tanks with inbuilt decouplers to lots of great Mk2 adapters, a deployable skycrane and roverbodies

- Kerbonov - part pack from 1.25 cockpit for 3 kerbals to small Hitchhiker capsule, Mini TurboJet and Heavy Duty Command Seat...

- KSP Interstellar Extended - if you want an epic game complete with nuclear reactor types, microwave beamed power, massive radiators and cryogenic tanks, this is it!

- Procedural Parts - rebalancing stock and procedural parts offers more variety with less clutter

- Ven's Stock Part Revamp - use the SETI AutoPruner file and the batch file from the StockPartRevamp to prune everything

Aerospace

- Adjustable Landing Gear - there are config files for variants/different sizes of those landing gears in the linked thread

- B9 Aerospace Procedural Parts - wing clutter replacements

- FAR/NEAR usability Package - provides airbrakes, especially helpfull for landing approaches and landings with FAR/NEAR, includes the compatibility Firespitter.dll

- Kerbal Aircraft Expansion - prop and heli engines, overwrite with this Firespitter.dll for compatibility atm throws exceptions after staging while still on launch position

- Mk2 Essentials - new Mk2 parts, like decoupler, battery, engine and reaction wheel

- Mk3 Mini Expansion Pack - new Mk3 cockpit and RCS nose cone for stock Mk3 cockpit

- Mark IV Spaceplane System - whole new aerospace system, complete with cockpit, engine pods, cargo bays and tail ramp

- Procedural Fairings - essential for FAR and a sense of realism in general

- QuizTech Aero Pack - if you want to build a VTOL, this is the mod for you

- Real Chute - procedural chutes with in-game auto-configuration menu (which needs action groups, normal chutes are still available)

Command Parts

- 2-Kerbal Command Pod - A new command pod for 2 kerbals and working, integrated RCS

- ALCOR - Advanced Landing Capsule for Orbital Rendezvous, 3 kerbal lander capsule with exceptional IVA (links for IVA dependencies outdated in OP)4

- K2 Command Pod - Gemini style 2 kerbal command pod, download in from the linked in-thread post

Cargo

- 6S Service Compartment Tubes - 2 compartment fuselage fairings, overwrite with this Firespitter.dll for compatibility

- Cargo Transportation Solutions - Cargo bays and cages for rockets, use TweakScale for different sizes

- Mk1 Cargo Bay - small spin-off from Cargo Transport Solutions, only one part but provides double nodes and fits inline (also tweakscaleable)

- SXT MiniPacks - Mk3 Cargo Loading Ramp, many other SXT parts use stock textures, which are probably on the AutoPruner list atm...

Robotics

- Active Struts - now distributed with InfernalRobotics Model Rework: Utilities

- InfernalRobotics Plugin Rework - It moves, strongly recommended: InfernalRobotics Model Rework

- InfernalRobotics Model Rework - provides ActiveStruts as well, requires InfernalRobotics Plugin Rework

Rocketry

- RLA Stockalike - part pack providing lots of engine choices for ION, LFO and Monoprop, as well as RCS thrusters and more

- QuizTech - 3 great new speciality engines

Rovers & Surface Exploration

- USI Exploration Pack - a whole array of parts for surface and low altitude exploration, including the famous PackRat Rover System

Science & Space Exploration

- DMagic Orbital Science - More Science

- SCAN Sat version 10.0+ - procedurally generated terrain/biome/resource maps

- Station Science - orbital research stations that are useful and make sense

- SXT MiniPacks - MiniGoo (0.625m inline Mystery Goo), many other SXT parts use stock textures, which are probably on the AutoPruner list atm...

Stations/Bases/Resources

- GingerCorp Stock-alike Station Hubs - 5 and 8 point hubs, fitting in with the stock 6 point hub

- Habitat Pack - inflatable habitat parts, requires Layered Animations

- KipEng Low Profile Structural Hub Set - lots of hubs and other structural parts for space stations

- KipEng Universal Docking Ports - docking ports which can dock to smaller size ports, requires AdaptiveDockingNode

- Multipurpose Colony Modules (MCM) for MKS/OKS - reconfigurable modules, roughly balanced with SETI, requires USI Kolonization Systems for the base mechanics

- SETI-Greenhouse - adds greenhouses, already provided in the manual download, really profits from TAC Life Support and Background Processing

- Station Parts Expansion - lots of great stockalike parts to build up your space station or large interplanetary vessels, requires Ship Manifest

- USI Karbonite - mineable fuel resource, use with SCAN Sat!- USI Kolonization Systems (MKS/OKS) - Colony modules and dynamics for Space Stations and Bases

- USI Kolonization Systems (MKS/OKS) - base and station modules and gameplay system, roughly balanced with SETI

Utility

- ASET Stack Inline Lights - (non-tweakscale stack lights can be used as washers between procedural and tweakscale parts!)

- Omni Lights from B9 Aerospace (folder B9_Aerospace\Parts\Utility_Light_N)

- Kerbal Attachment System - Kerbals can now modify the vessels on mission

- Landertron - automatic suicide burn boosters (requires Bahamuto Dynamics)

- Portable Science Container - a great little backpack for storing and transmitting science

- USI Survivability Pack - Airbags and floaties, currently no DERP pod (will have to figure out real chute support first)

- Universal Storage - One wedge for nearly everything, especially nice new dynamic with RemoteTech!

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IV. CONTRACTS:

You can download a spin-off of the three starting contracts (Altitude 18km, ReachSpace, Orbit), replacing the buggy stock contracts:

InitialContracts Download

They can be completed by manned and unmanned vessels, and are thus especially helpful if you use another "starting unmanned" TechTree mod.

The mod Contract Configurator by nightingale is required to use the configs.

These Contract Configurator configs by nightingale and Yemo are based upon the general contracts of the SETI-BalanceMod.

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License: You may do what you want (change, expand, mix, redistribute as part of a larger package etc.), as long as you provide the source (eg. SETI-BalanceMod with link) and credit for previous authors (eg. nightingale and Yemo) within the file(s) and at the reference locations (forum thread and download site).

Hence you can just redistribute this file along with eg a tech tree mod under any (even a very restrictive) license as long as you give credit in the form mentioned above.

wLMVsLO.png

V. SETI-GUIDE:

While the SETI-BalanceMod can be played with the minimal mods (and unlisted mods), the focus of the rebalance is on a fully modded game (all of the listed mods or at least the bold ones).

The guide reflects that priority hierarchy.

The first sections are relevant for all types of installs and 2 different sets of craft files are provided in the download, one for minimal mods + procedural parts installs and one for FAR + procedural parts + other mods.

The shown craft are the FAR+procedural parts+other mods craft variants. The minimal mods + procedural parts craft tend to be heavier and more costly due to the soupy stock atmosphere.

The craft in section "2. Basic Vessel Design" can be used with only the bold mods installed (or you use the similar non-FAR craft files).

From "3. Kerbin System" the provided craft might require some non-bold part mods as well, since getting further with minMods or just the bold mods is only a matter of adding deltaV.

RemoteTech, TAC life support and Habitats are discussed from there on.

1. Need to Know and General Settings

SETI changes the functions of many parts and even adds new ones. So it is recommended to take another look at the part descriptions/modules, which you think you know from games without the SETI-BalanceMod.

As written in section II in the post above, there are some major changes you need to know about, in addition to many non-listed minor changes:

Science/Experiments

- Rebalanced transmission values for most experiments and the Mobile Processing Lab

- Material Bay and Mystery Goo can not be collected on EVA

- Swapped biome mask for EVA and Crew Report

Remote Tech

- All command modules have an integrated always-on RemoteTech antenna (160km range, except for Command Seats) with low transmission costs

Other

- Command parts are rebalanced considerably, all probe cores have SAS

- Reaction wheels are nerfed considerably

- Non-shrouded solar panels can not be retracted

To get a first impression of SETI, I recommend a normal career game. You will progress relatively fast, but it will allow you to get a feeling for the Rebalances without too many restrictions.

For a more epic game I tend to use the moderate difficulty settings with rewards set to 60% (left side selections are based on personal preference, but I strongly recommend keeping quicksave available, due to the buggyness of KSP).

2. Basic Vessel Design and Early Career

It is highly recommended that you use one of the craft sets provided within the download for your first game(s).

Since this is a balance mod, it is advisable to design your vessels for the mission you want them to complete. While it is still possible to put 6 radially attached boosters around your probe core to reach space, do not be surprised if you run into trouble doing so. If you are not used to them, experiment with the procedural parts.

After copying the craft files into your save, please visit the mission control building and select the first contract for reaching an altitude of 18km.

I strongly recommend upgrading the mission control building early on, to be able to have 7 simultaneously active contracts.

As you can see, SETI uses custom progression contracts, which partly replace the (buggy) stock contracts. It is also recommended to install other contract packs based on your mod selection (eg the RemoteTech ContractPack by nightingale, do not install other progression packs, like InitialContracts or the AdvancedProgressionContracts).

a) Initial Contracts

The craft shown here are designed to complete the 3 initial contracts and allow the gathering of enough science to unlock at least one tech node after basicRocketry, dependent on your science reward settings.

[TABLE=width: 900, align: left]

[TR]

[TD][/TD]

[TD]SETI High Altitude Probe

[/TD]

[TD]SETI Space Probe

[/TD]

[TD]SETI High Altitude Rocket

[/TD]

[/TR]

[TR]

[TD]Contract[/TD]

[TD]Altitude 18km[/TD]

[TD]Reach Space[/TD]

[TD]manned Altitude 18km[/TD]

[/TR]

[TR]

[TD]Funds

[/TD]

[TD]1,518 √[/TD]

[TD]1,969 √[/TD]

[TD]6,266 √[/TD]

[/TR]

[TR]

[TD]Mass[/TD]

[TD]755 kg[/TD]

[TD]3,292 kg[/TD]

[TD]3,908 kg[/TD]

[/TR]

[TR]

[TD]Parts[/TD]

[TD]7[/TD]

[TD]10[/TD]

[TD]12[/TD]

[/TR]

[TR]

[TD]deltaV[/TD]

[TD]2256 m/s (atmo)

[/TD]

[TD]2807 m/s (atmo) [/TD]

[TD]1511 m/s (atmo) [/TD]

[/TR]

[TR]

[TD]Comm[/TD]

[TD]160 km always-on omni (integrated)[/TD]

[TD]160 km always-on omni (integrated)[/TD]

[TD]160 km always-on omni (integrated)[/TD]

[/TR]

[TR]

[TD]Energy Storage

[/TD]

[TD]2000 EC[/TD]

[TD]2000 EC[/TD]

[TD]5100 EC (cockpit)[/TD]

[/TR]

[TR]

[TD]Energy demand[/TD]

[TD]0.1 EC/s (ProbeCore)

0.06 EC/s (reaction wheel)

+ Science Transmission[/TD]

[TD]0.1 EC/s (ProbeCore)

0.06 EC/s (reaction wheel)

+ Science Transmission[/TD]

[TD]0.09 EC/s (reaction wheel)

~ 0.708 EC/s for 1 Kerbal life support

+ Science Transmission[/TD]

[/TR]

[TR]

[TD]Energy supply[/TD]

[TD]-[/TD]

[TD]-[/TD]

[TD]-[/TD]

[/TR]

[TR]

[TD]Control[/TD]

[TD]0.6 torque reacion wheel

0.25 gimbal booster[/TD]

[TD]0.6 torque reacion wheel

0.25 gimbal booster[/TD]

[TD]0.9 torque Mk1 Cockpit

0.25 gimbal booster[/TD]

[/TR]

[TR]

[TD]Crew[/TD]

[TD]none

[/TD]

[TD]none[/TD]

[TD]1[/TD]

[/TR]

[TR]

[TD]Experiments[/TD]

[TD]Thermo (20 EC/transm)

Baro (30 EC/transm)[/TD]

[TD]Thermo (20 EC/transm)[/TD]

[TD]Crew report (15 EC/transm)

Thermo (20 EC/transm)

Baro (30 EC/transm)[/TD]

[/TR]

[TR]

[TD][/TD]

[TD]You can get science from

LaunchPad, flying low and

flying high, use more batteries

if you want to do that in

one launch.[/TD]

[TD]Thermo readings from

low in space.[/TD]

[TD]You can get crew reports

from LaunchPad, flying low

and flying high.

And further science when landed.[/TD]

[/TR]

[TR]

[TD]Comments[/TD]

[TD]non-recoverable[/TD]

[TD]non-recoverable[/TD]

[TD]Alternatively you can use a jet.[/TD]

[/TR]

[TR]

[TD][/TD]

[TD][/TD]

[TD][/TD]

[TD][/TD]

[/TR]

[TR]

[TD][/TD]

[TD]Fr8QM65.png[/TD]

[TD]ZjvU8kt.png[/TD]

[TD]lPCZxqk.png[/TD]

[/TR]

[/TABLE]

------------------------------------------------------------------------------------------------------------------------------------------

B) Kerbin Survey Contracts

If you are new to FAR and aircraft design, I highly recommend this guide:

Basic Aircraft Design by keptin

Those two jet designs are great for completing survey contracts on Kerbin and are especially FAR beginner friendly.

While they are easily able to reach 20km altitude with their jet engines alone (using the right flight path), the Hybrid Rocket Boostes can help with that as well or just allow sub-orbital jumps to shorten the flight time to distant areas.

The BasicJet can easily be converted into a prop plane by exchanging the intakes and jet engines for KAX props and backwards pointed nose cones.

[TABLE=width: 900, align: left]

[TR]

[TD][/TD]

[TD]SETI Basic Jet

[/TD]

[TD]SETI Advanced Jet

[/TD]

[/TR]

[TR]

[TD]Contracts[/TD]

[TD]Kerbin Survey Contracts[/TD]

[TD]Kerbin Survey Contracts[/TD]

[/TR]

[TR]

[TD]Funds

[/TD]

[TD]12,374 √[/TD]

[TD]12,909 √[/TD]

[/TR]

[TR]

[TD]Mass[/TD]

[TD]4,827 kg[/TD]

[TD]5,343 kg[/TD]

[/TR]

[TR]

[TD]Parts[/TD]

[TD]30[/TD]

[TD]30[/TD]

[/TR]

[TR]

[TD]deltaV[/TD]

[TD]~ 555 m/s HRB, ~ 2634 m/s Jets

[/TD]

[TD]~ 514 m/s HRB, ~ 3946 m/s Jets [/TD]

[/TR]

[TR]

[TD]HRB (jets @half fuel)[/TD]

[TD]~ 555 m/s (atmo), 2x40 kN, 1.82 TWR[/TD]

[TD]~ 514 m/s (atmo), 2x40 kN, 1.70 TWR[/TD]

[/TR]

[TR]

[TD]Jets (full HRBs)[/TD]

[TD]~ 2634 m/s, 141min, 2x32 kN, 1.35 TWR[/TD]

[TD]~ 3946 m/s, 226min, 2x32 kN, 1.22 TWR[/TD]

[/TR]

[TR]

[TD]Intakes[/TD]

[TD]2x TweakScaled Radial Intakes[/TD]

[TD]Fuselage Intake[/TD]

[/TR]

[TR]

[TD]Comm[/TD]

[TD]160 km always-on omni (integrated)[/TD]

[TD]160 km always-on omni (integrated)[/TD]

[/TR]

[TR]

[TD]Energy Storage

[/TD]

[TD]5100 EC (cockpit)[/TD]

[TD]5100 EC (cockpit)[/TD]

[/TR]

[TR]

[TD]Energy demand[/TD]

[TD]0.09 EC/s (reaction wheel)

~ 0.708 EC/s for 1 Kerbal life support

+ Science Transmission[/TD]

[TD]0.09 EC/s (reaction wheel)

~ 0.708 EC/s for 1 Kerbal life support

+ Science Transmission[/TD]

[/TR]

[TR]

[TD]Energy supply[/TD]

[TD]3.0 EC/s per Jet Engine Alternator[/TD]

[TD]3.0 ec/s Jet Engine Alternator[/TD]

[/TR]

[TR]

[TD]Control[/TD]

[TD]0.9 torque reacion wheel

gimbal engines/boosters

adjusted Control Surfaces (winglets)[/TD]

[TD]0.9 torque reacion wheel

gimbal engines/boosters

adjusted Control Surfaces (winglets)[/TD]

[/TR]

[TR]

[TD]Crew[/TD]

[TD]1

[/TD]

[TD]1[/TD]

[/TR]

[TR]

[TD]Experiments[/TD]

[TD]Crew report (15 EC/transm)

Thermo (20 EC/transm)

Baro (30 EC/transm)[/TD]

[TD]Crew report (15 EC/transm)

Thermo (20 EC/transm)

Baro (30 EC/transm)[/TD]

[/TR]

[TR]

[TD]Take-Off[/TD]

[TD]press "T", press "Z", press "SPACE", hold "S"[/TD]

[TD]press "T", press "Z", press "SPACE", hold "S"[/TD]

[/TR]

[TR]

[TD]Landing[/TD]

[TD]1. Horizontal Landing

a) hold "B" to activate Airbrakes in flight

B) Touch Down and hold "B" for Brakes and Airbrakes

2. Vertical Landing

Press "SPACE" to activate Parachutes[/TD]

[TD]1. Horizontal Landing

a) hold "B" to activate Airbrakes in flight

B) Touch Down and hold "B" for Brakes and Airbrakes

2. Vertical Landing

Press "SPACE" to activate Parachutes[/TD]

[/TR]

[TR]

[TD]Comments[/TD]

[TD]Easy conversion into a KAX prop plane

Just exchange

Intakes + Jet Engines for

Props and Nose Cones (pointed backwards)[/TD]

[TD]Better flight characteristics and

much larger intake than Basic Jet,

but longer tail

=> more dangerous to land[/TD]

[/TR]

[/TABLE]

------------------------------------------------------------------------------------------------------------------------------------------

[TABLE=width: 900, align: left]

[TR]

[TD=align: center]----------------------[/TD]

[TD=align: center]SETI Advanced Jet

AaboA2R.png[/TD]

[/TR]

[/TABLE]

------------------------------------------------------------------------------------------------------------------------------------------

c) Kerbin Orbit Contracts

The Orbiter Designs work well for the "Orbit" and "manned Orbit" contracts.

They are also a great starting point for the development of more advanced space vessels.

For the "Orbit+Recovery" contract, do not forget to include a heat shield if you have DeadlyReentry installed.

[TABLE=width: 900, align: left]

[TR]

[TD][/TD]

[TD]SETI Orbiter Probe

[/TD]

[TD]SETI Orbiter manned

[/TD]

[/TR]

[TR]

[TD]Contract[/TD]

[TD]Orbit[/TD]

[TD]manned Orbit[/TD]

[/TR]

[TR]

[TD]Funds

[/TD]

[TD]7,147 √[/TD]

[TD]9,917 √[/TD]

[/TR]

[TR]

[TD]Mass[/TD]

[TD]11,657 kg[/TD]

[TD]17,310kg[/TD]

[/TR]

[TR]

[TD]Parts[/TD]

[TD]21[/TD]

[TD]22[/TD]

[/TR]

[TR]

[TD]deltaV[/TD]

[TD]4544 m/s (vac)

[/TD]

[TD]4412 m/s (vac) [/TD]

[/TR]

[TR]

[TD]Sepratrons[/TD]

[TD]-[/TD]

[TD]168 m/s (vac), 72 kN, 4.80 TWR[/TD]

[/TR]

[TR]

[TD]LFO[/TD]

[TD]3482 m/s (vac), 200 kN, 3.00 TWR[/TD]

[TD]3176 m/s (vac), 200 kN, 2.02 TWR[/TD]

[/TR]

[TR]

[TD]SRBs[/TD]

[TD]976 m/s (atmo), 2x75 kN, 1.31 TWR[/TD]

[TD]983 m/s (atmo), 2x112 kN, 1.32 TWR[/TD]

[/TR]

[TR]

[TD]Comm[/TD]

[TD]160 km always-on omni (integrated)[/TD]

[TD]160 km always-on omni (integrated)[/TD]

[/TR]

[TR]

[TD]Energy Storage

[/TD]

[TD]2000 EC[/TD]

[TD]5100 EC (Command Pod)[/TD]

[/TR]

[TR]

[TD]Energy demand[/TD]

[TD]0.1 EC/s (ProbeCore)

0.06 EC/s (reaction wheel)

+ Science Transmission[/TD]

[TD]0.09 EC/s (reaction wheel)

~ 0.036 EC/s for 1 Kerbal life support

+ Science Transmission[/TD]

[/TR]

[TR]

[TD]Energy supply[/TD]

[TD]6.0 EC/s LV-T45 Alternator[/TD]

[TD]6.0 EC/s LV-T45 Alternator[/TD]

[/TR]

[TR]

[TD]Control[/TD]

[TD]0.6 torque reacion wheel

gimbal engines/boosters

adjusted Control Surfaces (winglets)[/TD]

[TD]0.9 torque reacion wheel

gimbal engines/boosters

adjusted Control Surfaces (winglets)[/TD]

[/TR]

[TR]

[TD]Crew[/TD]

[TD]none

[/TD]

[TD]none[/TD]

[/TR]

[TR]

[TD]Experiments[/TD]

[TD]Thermo (20 EC/transm)[/TD]

[TD]Crew Report (15 EC/transm)[/TD]

[/TR]

[TR]

[TD][/TD]

[TD]If you already got the thermo readings from

low in space, you can discard the Thermometer.[/TD]

[TD]Crew Reports from low in space

- biome dependent in SETI instead of EVA.

You may want to add Thermo and Baro

to gather science from the landing site.[/TD]

[/TR]

[TR]

[TD]Comments[/TD]

[TD]non-recoverable[/TD]

[TD]Solid Boosters for emergency separation.[/TD]

[/TR]

[TR]

[TD][/TD]

[TD][/TD]

[TD][/TD]

[/TR]

[TR]

[TD][/TD]

[TD]SKqJZHg.png[/TD]

[TD]pfsk7fA.png[/TD]

[/TR]

[/TABLE]

------------------------------------------------------------------------------------------------------------------------------------------

3. Kerbin System & Building Upgrades

"Reach Orbit and you are halfway to anywhere in the Solar System" - Robert A. Heinlein

With the right trajectory, you only need a couple hundred m/s deltaV to make a Mun flyby after reaching Low Kerbin Orbit and only a few thousand to land on the Mun or Minmus.

The craft shown in this section require non-bold mods, like RemoteTech and TAC Life Support.

From here on, the various deltaV maps for KSP are essential for further exploration and designs should be based on them and of course the Kerbal Engineer info.

It is advisable (though by no means necessary) to upgrade some of your buildings, if you did not do so until now.

Building Upgrades

One of the cheapest but most usefull upgrades is the Mission Control.

This allows you to have 7 active contracts instead of the standard 2 contracts.

The upgraded Tracking Station enables patched conics and together with the Mission Control upgrades, flight planning becomes available.

To gather more science from space around Kerbin, Mun and Minmus, the first Astronaut Complex upgrade allows EVAs.

While VAB (part count) and LaunchPad (vessel mass and dimension) upgrades are not necessary for probe explorations of the Kerbin system,

lowering those restrictions increases the flexibility in vessel design.

When mods like RemoteTech and TAC life support are used, they are especially helpfull, eg to enable multi-sat launches.

The VAB upgrade enables basic action groups if you did not follow the mod recommendations in the OP and did not install ActionGroupsExtended with the career unlock.

The stock action group career restriction is imho just torture/pseudo-progression without reason/modding hostile...

To make the next step into the mid game of KSP, you eventually need to upgrade your R&D building, which is rather expensive.

Kerbin System

Although Minmus is nearly as easily reachable as the Mun and far easier to land on, the expectable socio-cultural significance of the Mun and the easy transfer without patched conics and flight planning led to the decision to set the Mun as the first Kerbin system exploration destination.

If you have Remote Tech installed, it is advisable to build up a basic communication network before leaving LKO for exploration, the RemoteTech contract pack by nightingale will help to fund such a network.

The craft shown from this section onwards are only available in the "fully modded" craft pack (will be introduced in 0.8.4), since for the minmal and bold mods only installs, more deltaV is the only real necessity to go from LKO to anywhere.

planned for extension:

SETI Mun Probe

------------------------------------------------------------------------------------------------------------------------------------------

VI. UNUSED PARTS: (Thank you SwGustav for the updated list)

SQUAD/SPP/Wings - the whole folder (0.25 spaceplane wing stuff)

SQUAD/Parts/Aero - advancedCanard, aerodynamicNoseCone, protectiveRocketNoseMk7, standardNoseCone, standardCanard, wingletAV-T1, wingletDeltaDeluxe, tailfin

SQUAD/Parts/Electrical - The 3 ring batteries: z-200Battery, z-1kBattery, z-4kBattery

SQUAD/Parts/Engine - the 2 solid boosters "solidBoosterBACC" and "solidBoosterRT-10", NOT the third one "solidBoosterSep"

SQUAD/Parts/FuelTank - everything EXCEPT first one "adapterTanks"

SQUAD/Parts/Mk1 - everything EXCEPT mk1fuselage.mbm, mk1fuselageIntake.cfg, mk1fuselageIntake.mu

SQUAD/Parts/Structural - "adapterSmallMiniShort" and "adapterSmallMiniTall"

SQUAD/Parts/Utility - largeAdapter and largeAdapterShort, the decouplerSeparator folders and the decouplerStack folders, NOT the 3 decouplerRadial folders and the couplers at the end

NASAmission/Parts - MassiveSRB, Size3Decoupler, Size3LargeTank, Size3MediumTank, Size3SmallTank, Size3To2Adapter

BahaSP/Parts - "spotlightTurret", part.cfg files in "sRadialEngine", "trrEngine" and "retractableEngine"

DeadlyReentry/Parts - DRE_0625HS.cfg, deadlyReentry_1.25Heatshield and deadlyReentry_3.75Heatshield; inside UP_decoupler_2 remove only cfg files EXCEPT part_2_5M.cfg

KAX/Parts - "KAX_medFuselage" and "KAX_medJetFuel"

ModsByTal/Parts/Command - the whole folder

ProceduralFairings/deprecated - the whole folder

RLA_Stockalike/Parts/Engine - solid_m_upper, solid_s_srbs, solid_s_upper

RLA_Stockalike/Parts/FuelTank - the whole folder

RLA_Stockalike/Parts/Structural - everything EXCEPT "ml_frames" and "sm_radialextend"

SH_mods/Parts - "SH_RATO"

StationScience/Parts - "StnSciAttachOTron"

ThunderAerospace/TacLifeSupportContainers - the whole folder

ThunderAerospace/TacLifeSupportHexCans - the whole folder

------------------------------------------------------------------------------------------------------------------------------------------

VII. DEVELOPMENT:

Phase 9+

- KSPI extended, works well already but needs a cost rebalance

- USI Survivability Pack (DERP pod still needs support)

- Extraplanetary Launchpads

- Tantares

- Karborundum (K+)

------------------------------------------------------------------------------------------------------------------------------------------

VIII. Balance/TechTree mods with different foci:

Modding brings diversity, so everyone may play the game according to their own preferences.

SETI was created, because neither of the existing mods offered this gameplay, however they might be what you are looking for, if SETI is not for you:

Those mods are not compatible with SETI, they are alternatives, not complements.

Currently there are 2 very coherent gameplay projects/mods, which amount to total conversions:

Better Than Starting Manned - complex rebalance from missions to gameplay dynamics, limited mod support

Realism Overhaul mod - geared towards realism, from scale to planets and parts

Tech Tree mods:

Mod-Oriented Tech Tree - 2 versions available, one for a manned start and one for an unmanned start

KSAEA - Kerbal Space and Atmospheric Exploration Agency Tech Tree and Game Rebalance

Adios Tech Tree - Star shaped, category based tech tree, manned and unmanned start available

Road to Kosmos - Tech progress based on historical space programs

Edited by Yemo
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I started using this mod yersterday, I lost like four unmanned rockets and a significand amount of money (that's why I started a Foundrasing Campaign to compensate my losses), and I'm having a lot of fun. I have tryed some different tech trees or overhauls in the past, but this is by far my favourite for now. I love planes, and I'm now able to use planes with just one additional tech node enable besides the first one. That's pretty awesome.

Note: At the begining I got 5 science points, and I was unable to open that second node, even if it costs five points. But after getting additional science data there was no problem. Not sure what might have caused it.

Congratulations. You have made my Carreer Mode enjoyable again. :)

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@Etsu:

I m really glad that you like the mod, even in this early stage. Giving players a variety of meaningful options/choices was one of the main goals and planes are an intergral part of that.

I m trying hard to find a procedural parts texture, that fits better with the aerospace parts. Unfortunately I m not good enough at graphics modding to do it myself.

Thank you for your post, it is really spirit lifting to get a response.

Best regards,

Yemo

PS: I m not sure about the 5 science issue. I would attribute it to some not shown decimal points which were rounded up for display, but not for calculation. I read about the same thing when launching vessels. It says 18.0t in the info panel, but when you want to launch it, it tells you that the vessel actually has a mass of 18.03t and is thus too heavy.

Edited by Yemo
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I'll admit you've got me more than a little excited. I'm going to start a new instance of KSP with this mod to kick the tires, so to speak.

2. removing parts that do not provide additional functionality, by using mainly procedural parts where appropriate

YES. I wish in the stock game they had gone with this. Why have a 100 tank, a 200, a 400, and an 800? Why not give us a single fuel MK1 fuel tank and limit our ability to stretch it to tech level? Grrrr.

if those parts are deleted (currently only manually), more RAM is available for other mods/parts or better performance

Is there a list of parts you don't use? Preferably by name of directory so I can quickly delete them?

EDIT: BAH. Kerbalstuff is down right now, and I've only got 45 minutes until I'm on crappy internet for the night. Oh well I'll play with it this weekend hopefully :)

Edited by 5thHorseman
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@5thHorseman:

If you plan on a longer game, I plan to release a significant update late this evening (UTC).

It will at least provide support for KAS, RemoteTech and TAC.

Maybe even some engine and science balancing.

From memory, I currently dont use

- the SQUAD fuel tank folder

- the SQUAD decouplers in the utility folder (I do use the couplers at the bottom)

- the BACC and RT-10 solid fuel boosters (but I use the sepratron)

- The SQUAD ring batteries afaik the 200, 1k and 4k ones

the other parts are all over the place and since the mod is still heavily WIP, some might change, and I didnt make a list yet.

All sorted out parts are actually shifted to the previously unused tech node "experimental motors" for easier in game reference. The techtree config files for that sorting out all have the suffix "unused" and are generally ordered by mod.

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@C.A.Sizemore:

I m not sure about the prop plane, I think the solid rocket is early enough for a space program and not everyone wants to fly with planes.

This is one of the reasons, why SETI starts in that fashion. After essentially 5 science points, there are meaningful choices presented.

Especially with mods, you can go to bigger rockets, planes or survivability (better parachute selection, heatshield, life support).

@OTHOAB:

Actually that was on my agenda, but I had too much to do with other stuff, rl and modding obstacles.

I have not yet tested it, but I plan to do so.

SETI only uses the stock tech nodes, so in theory it should work.

I just released 0.4.0, with some major changes.

The material bay and mystery goo canister science can not be collected anymore.

I wanted to make it differently, so that you can collect, but only get the transmission value, but dont know how or if that is possible.

On the other hand, the science lab now improves the transmission value 2 fold, making it much more useful.

Also many engines are rebalanced based on the values of StockReBalance by stupid_chris.

Some parts, like adapters, are available earlier and others got some changes (eg. the starting max diameter for the SRB is now 0.5, so that it doesnt overshoot the atmosphere in FAR.

There are now dummy parts giving a general idea how to unlock larger fuel tanks (still temporary ones).

And, of course, new mod supports:

KAS, RemoteTech and TAC life support

Edited by Yemo
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Thank you very much!

Important: For people who already moved parts out of the instance, you need to get the 3 radial decouplers back.

One major update is incoming in the next days, after that, it will be much slower progress.

Waiting for full port of KSPI to 0.90.

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If I may make one suggestion, switch the Science experiment mask of EVA report and Crew report like it is done in Science Revised Mod, that way, you don't have to go to EVA everytime you fly over a new biodome while in orbit or flying in the atmosphere. This is not only much more convenient, but also makes much more logical sence as a High altitude EVA in orbit should not give any different science insight compared to a crew report behind a window.

Specificly add the following Modulemanager config:



@EXPERIMENT_DEFINITION
[*]:HAS[#id[crewReport]]
{
@biomeMask = 23
}

@EXPERIMENT_DEFINITION
[*]:HAS[#id[evaReport]]
{
@biomeMask = 7
}

Edited by FreeThinker
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I am downloading this mod ! It looks exciting to play with and make me think about the old Realistic Progression 'Lite' Tech Tree from MedievalNerd. I hope to see the Community Tech Tree added to your mod, but with the Near Future Technologies instead of the KSPI. NFT is already integrated in the Community Tech Tree.

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@FreeThinker:

Thank you for the suggestion, I included the code in the new SETI-settings.cfg.

@kiko1004:

CTT is planned for the next major update, together with Karbonite and Kolonization. After that, progress on the mod will be much slower.

I really like the heat mechanics from KSPI and some other dynamics from it.

FreeThinker does a KSPI/NearFuture Integration and suggested a cooperation, which would be ideal.

New Version 0.5.1

Science Changes

  • Switching the biome mask for crew report and eva report
  • Thus crew reports low in space are biome dependent, while eva reports low in space are global, resulting in less annoying science gathering
  • Proposed by "FreeThinker" based on "ScienceRevisited" mod by "CaptRobau"

Part Progression changes

  • Elevon 1 and the basic flat wing available earlier
  • Batteries (Z-400 and Procedural Battery) available earlier
  • Procedural Battery has higher capacity limits and dummy parts in the tech tree
  • Ladders (Pegasus and the large folding one) available earlier
  • Small external oxygen tank (Universal Storage) shifted back a bit

Improved SETI initial crafts, new plane for Kerbin survey missions with FAR

Minor Tweaks and Fixes

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I just installed this and I'm having an issue with one of the starting contracts. The contract to set a new altitude record of 5000m doesn't seem to complete, even though I just launched a vessel into orbit. I'm not sure if this is an issue with the SETI mod itself, or one of its dependencies.

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I just installed this and I'm having an issue with one of the starting contracts. The contract to set a new altitude record of 5000m doesn't seem to complete, even though I just launched a vessel into orbit. I'm not sure if this is an issue with the SETI mod itself, or one of its dependencies.

Is your vessel manned or unmanned? i seem to remember reading that completing that particular starter contract required a manned vessel.

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I'm flying an unmanned probe. Will try it with a manned launch.

EDIT: That was the issue, thanks.

I just noticed another possible issue though, in the basic rocketry tech node I get a procedural fuel tank, but no liquid fuel engine. Was there supposed to be an engine in this node?

Edited by Lord Aurelius
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@Lord Aurelius:

Yeah, the altitude contracts can only be completed by manned vessels. It is a combination of stock game bug (either remove the "manned" requirement OR state the requirement in the description) and strategic mistake from Squad (making those contracts not moddable).

The basic rocketry tech node provides basic parts which are needed for more than one of the following nodes.

Eg the fuel tank is used for the generalRocketry engines in mixed fuel mode and for the stability jet engine in liquid fuel mode.

Another example would be the QuadNode from Universal Storage provided in basicRocketry, which can be used with wedges from generalRocketry (fuel) or survivability (food/water/oxygen).

New Version 0.5.2

Minor Changes and Fixes

  • Spot Lights available earlier
  • Fixing some errors in Universal Storage costs & entry costs

Craft files

  • The second jet was the wrong craft file, included the right one

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I love this mod. I really like removing the clutter.

With regards to integrating Remote Tech, have you tried to use StockRT as this seems to keep with your philosophy more (http://forum.kerbalspaceprogram.com/threads/99869).

Also, I've seen it suggested a few places and some home grown implementation, but I would love if RT would allow you to control the antenna ONLY if there is an uplink but no downlink signal to the satellite. This is both realistic (real satellites have safe and low gain modes if something fails and allow for hibernation) and removes a huge level of frustration of losing permanently a satellite from a single simple mistake.

Finally, I'm not sure if it is your mod, but I notice I cannot use Kerbal Engineer with Satellites only with capsules during the flight phase (build phase works fine).

Thanks a lot and looking forward to seeing how you implement MKS/OKS especially with the multipurpose module (http://forum.kerbalspaceprogram.com/threads/98251-Alpha-90-Multipurpose-Colony-Modules-for-MKS-OKS-%280-3-0%29).

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@darloth: Thank you!

@noahavrum:

I looked at StockRT, but I felt the additional antennas from RT provide enough additional gameplay experience to justify their part slots.

A fail safe sat configuration would be extremely helpful for RT. Honestly, for my own games I rather roleplay the remote tech part until such a fail safe is implemented (eg removing the ModuleSPU from the mechjeb AR202 gives it control capabilities like a manned vessel).

About KER, I think it was recently changed in functionality. You now need either an engineer or the ER something case for in flight data. Though there was a way to deactivate this new "feature".

Cant wait for Angel-125 to release the multipurpose modules, I will most likely wait for that before releasing 0.6.0.

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I installed this and most of the recommended mods (and a few of my own personal favorites) and I'm getting an odd thing: When I tell Jeb to go EVA on the launch pad, a Kerbal-shaped part appears named "Unknown Mystery Part" that has 5 eva fuel but is otherwise acts like a spawned part. I can't control it. Also, my focus remains on the pod and the little window says "Bailed Out!"

If I use the [ and ] keys to switch to the part that looks like a Kerbal, and then back to the pod, Jeb's still in it.

I wonder if this is an interaction between this mod, its dependant mods, and something I"ve installed. I've never seen either of those things ("Bailed Out!" and "Unknown Mystery Part") before so I'm hoping someone has seen this, before I start the laborous process of figuring out which mod is causing it.

This is on a fresh install with the following mods all installed at once (These are the directories in my GameData directory):

000_Toolbar

AmbientLightAdjustment

Contracts Window

DefaultThrottle

EditorExtensions

EnhancedNavBall

FreeEVA

InFlightWaypoints

KerbalEngineer

Kerbaltek (Hyperedit)

NASAmission

NavHud

PreciseNode

ProceduralParts

RCSBuildAid

Sane Strategies

ScienceAlert

SETI

SirDargon (Science Containers)

Squad

Trajectories

TriggerTech (Kerbal Alarm Clock and Alternate Resource Panel)

TweakableEverything

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