Probes Before Crew CKAN

Probes Before Crew does what it says on the box; it places remote technologies far ahead of crewed alternatives on the tech tree while also placing greater significance and reward on crewed actions and achievements as a result.

License: MIT

Game Version: 1.12.2

Downloads: 61,340

Author: _Zee

Mod Website: Forum Thread

Support this mod: Donate

Followers: 73

Outdated Mod

This mod is not known to work with the latest version of Kerbal Space Program. Proceed with caution.

NOTE: KSP Version 1.6+ is a requirement. Prior versions of KSP are not supported.

NOTE: ModuleManager is a required dependancy.

NOTE: CommunityTechTree is a required dependancy.

I present a CTT overhaul I have been working on since the release of 1.6. I call it Probes Before Crew, and it does what it says on the box; it places remote technologies far ahead of crewed alternatives on the tech tree while also placing greater significance and reward on crewed actions and achievements as a result. The intent of this mod is to make your career campaigns balanced, intuitive, and challenging by ensuring all the mods that you are using interact with one another in a coherent way on the tech tree.

If you would like to have a look through my notes and read a more verbose explanation of my changes and the reasoning behind a lot of my choices, please visit my thread on the official KSP forums.

= = = = = The Highlights:

  • In General, 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.

  • 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 experiments that REQUIRE a Kerbal be present. 

    • PLEASE NOTE: Science rewards have been reduced overall. I recommend you do not 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).
  • A purpose-built, completely optional Contract Pack by Zee that overhauls the economy of the game and aims to make it more challenging.

    • PLEASE NOTE: Just like the notice above about Science, I recommend 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%.

= = = = = Supported Mods (so far)

"Supported" Mod means I have gone through every part, science definition, and entry/VAB cost for that mod and placed everything 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. This is a work in progress and there a ton of mods I want to support so the list will grow over time.

As of right now, Probes Before Crew covers:

  1. Vanilla Parts.

  2. Making History Expansion.

  3. Breaking Ground Expansion.

  4. Pairs well with Strategia.

  5. DMagic Orbital Science.

  6. Kerbal Attachment System. (KAS)

  7. Kerbal Inventory System. (KIS)

  8. Kerbal Operating System. (kOS)

  9. Kerbalism. = = = = = = (Kerbalism Users should read the included readme)

  10. Near Future (All 7 Packs).

  11. Mark IV Spaceplane System.

  12. Missing History.

  13. Planetary Base Systems.

  14. Probe Control Room.

  15. RealChute.

  16. RemoteTech.

  17. SCANsat.

  18. StationPartsExpansionRedux.

  19. TAC Life Support.

  20. Universal Storage 2.

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