Logical Progression

CTT Rebalance

License: Other

Game Version: 1.12.5

Downloads: 1,815

Author: KawaiiLucy

Mod Website: Forum Thread

Followers: 5

Description

This mod is the successor to ImprovedTreeEnginePlacement. It is an expansion to the entire community tech tree, Logical Progression therefore already contains ITEP, mainly focused for better career gameplay. It is an attempt to streamline and linearise the progression through the technology, no more random unlocks, or basic parts that are pushed far down the tree for no logical reason (hence the name!). You get parts you want and not a random mix of parts from different categories. It is primarily destined to support my own suite of mods, but I am putting it out so anyone who desires to can also try it out for themselves. It conserves the CTT to the highest extent possible while adding a minimal amount of new nodes.

Almost all parts have been moved to new tech nodes, here is a brief summary of what it boils down to: parts get unlocked in growing order of size. Most parts with the same cross-section get unlocked in the same nodes, with one exception being the rocket fuel tanks. The tree now has a line for fuel tanks, trusses & station parts, couplers & docking ports & engine mounts, robotics, aerospace, aviation engines, landing, science & isru, ion & plasma propulsion, probes & antennas, drone cores, electrics, radiators, colonization & habitation, logistics. You won't find radiators or antennas in electrics, nor will you find science experiments elseswhere than in the science nodes. Some sacrifices had to been made so some patches can be debatable.

Roadmap

Currently planned is a cost and entry cost rebalance of almost all the parts following a clear structure, but that won't be for anytime soon, propositions are welcome. My idea for now is to base the costs on weighted combinations of mass, thrust, isp, crew capacity and type of part, allowing for easy but efficient and clear patching. i.e. for fuel tanks, cost = mass, entry cost = 5 x cost; for engines the separation between very efficient (nuclear, cryo) needs to be made, so that kerolox still is attractive.

Supported mods

FFT
NF (all mods)
USI
KIS
ReStockPlus
Stock
Making History
Breaking Ground
SSPXR
CryoEngines
HeatControl
Interkosmos
Kerbal Atomics
ScanSat

Notes:

No patches are provided for making history 5m parts (as of now) since NFLV replaces them, and my patches target those parts. SSPXR v2.0.0 is currently supported, and further patches will be provided for the upcoming 5m parts. I will also look into the part placement of KSP 1.12 once it comes out.

Dependencies

Community Tech Tree
Better Early Tree
Module Manager
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