KSP Version 1.8 - 1.12+
Adopted by Flore (@Moonlington)
- Generally speaking, all tech categories were stretched out a bit to enjoy all the new leg-room the CTT gives us.
- Probe Cores come first, and now possess their own form of crew report, the 'Telemetry Report'. Cockpits don't show up until T4, and Command Modules must wait until T5.
- A purpose-built, completely optional Contract Pack by Zee that overhauls the economy of the game and aims to make it more challenging.
- Antenna, Electrical, Science, Utilities, Thermals, ISRU, etc; they have all been re-positioned [and in some cases mildly tweaked] with careful consideration of one another.
- Science Overhauled and Re-balanced; Experiments are less tedious, more spread out across the tech tree branches, and place higher significance/reward on the experiments that REQUIRE a Kerbal be present.
- Celestial Body Science Multipliers have been re-scaled so that your career no longer feels finished by the time you reach Duna.
- PLEASE NOTE: Science rewards have been reduced overall. It is not recommended you set the Science slider below 70%, and that's under the assumption you are at least using DMagic Orbital Science (If not, consider moving the slider higher).
This chart is not an exhaustive list of all the vanilla parts that have been moved, it just highlights the big players and gives you a general idea of their new relationship to each other.
This chart serves as the guideline/reference point for mod support patches as they are added.
"Supported" Mod means that every part, science definition, and entry/VAB cost for that mod have been adjusted and placed in a way as to be consistent with all other supported mods.
This means a unified, intuitive, and logical experience as you progress through the tech tree with all your favorite mods.
Probes Before Crew covers:
If you use mods not listed it's completely fine, they just might unlock at odd times relative to the rest of PBC.
If there are mods listed that you don't use, no worries! This mod ignores making changes to mods you don't have, and none of them are required.
If you choose to use the PBC contract pack, quick facts you should know:
- All you need to do to "enable it" is install Contract Configurator by Nightingale. That's it! (Contract Configurator comes with the CKAN installation.)
- Another mod by Nightingale, Strategia pairs very well with this contract pack. Highly recommended.
- This contract pack is purpose built for this techtree, so it is not being released as a separate mod and no support is offered if you try to use it without PBC.
- The vanilla tutorial and exploration contracts are disabled when running PBC Contracts. Mini-milestones will provide smaller rewards. They will no longer shower us with easy money in the early game!
- Any vessel you land on a given body that meets all pre-reqs will be a valid candidate vessel to complete the "Return Home" parameter; leaving you to do so at your own pace with any valid vessel you want.
- PLEASE NOTE: Just like the notice above about Science, It is recommended you keep your funds slider at least at 80% if using PBC Contracts. The economy has been overhauled and made much more challenging.
You will feel the difference between 100% > 90% > 80%.
- PLEASE NOTE: Just like the notice above about Science, It is recommended you keep your funds slider at least at 80% if using PBC Contracts. The economy has been overhauled and made much more challenging.
TODO: Add links and up to date instructions. (mention CKAN and manual install)
See CHANGELOG.md
See LICENSE

