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Releases: CessnaSkyhawk/SkyhawkScienceSystem

Skyhawk Science System v1.1.2

05 Sep 00:03
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Skyhawk Science System v1.1.1

11 Aug 15:32
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Minor patch which fixes a bunch of small issues from the 1.1.0 release, and also adds support for new BDB parts and Benjee10's new orion mod

Skyhawk Science System v1.1.0 - "For Science"

28 Jun 14:43
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With this release finally adding Kerbalism support, I am now, nearly 9 months after I first started this mod, I am finally considering it effectively feature-complete. I will still do small updates to fix bugs, and to add features/things I need for my own saves, but I do not plan on doing anymore large-scale support patches anymore. Thanks to everyone who's helped me on this journey, and I hope you all enjoy the end result!

Version 1.1.0

Mod Support and Enhancements

  • Multiple Implemented PRs which I can't remember
  • Full Support for Skyhawk Kerbalism, and by extension, Kerbalism as a whole
  • The addition of a automatic patching system to allow for unsupported mods to have their parts still show up properly in the tree
  • Updated the Localization Files

Skyhawk Science System v1.0.2 - "Cleared for the Approach"

16 May 03:37
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Version 1.0.2 - "Cleared for the Approach"
Kerbalism support isn't here yet, but we're getting close, and this update is setting things up for its arrival!

Mod Support and Enhancements

  • Various PRs for Mod Support
  • BDB Apollo Update
  • Preliminary Support for Skyhawk Kerbalism Alpha

Bugfixes

  • Various Bugfixes

Skyhawk Science System v1.0.1 - "Whoops!"

11 Jan 18:32
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Version 1.0.1

Mod Support and Enhancements

  • MOAR Station Science Support
  • Kip Docking Ports Support
  • Improved support for Procedural Parts and Procedural Fairings
  • RSS science value support

Bugfixes

  • BDB Contract support fixed
  • MechJeb Feature unlocks properly placed on tech tree
  • Hypergolics added to NF Exploration Tanks
  • Poodle Engine made hypergolic and moved to proper node

Skyhawk Science System v1.0.0 - "Cleared for Takeoff!"

26 Dec 21:57
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"Skyhawk 781PT, cleared for takeoff!"

https://i.imgur.com/J4osCkc.png

Well guys, we're finally here - version 1.0! I can't guarantee that everything is 100% perfect, but I think it's about as polished as it's gonna get. After this releases, I'm planning on taking a short break from modding in order to focus on some other stuff, but I'll be back on the move a week or so into the new year to get going on life support, Kerbalism, and potentially another surprise which will be revealed later on...

As always, please report and bugs or balance problems in the issues section, and enjoy the mod! :)

Dependencies (Not Included): B9PartSwitch, Bluedog Design Bureau, Community Resource Pack, Module Manager

Skyhawk Science System v0.9.0 - BETA #1

03 Dec 22:04
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Pre-release

This release marks the first beta of the Skyhawk Science System. Now that science balance is partially complete, the tree is at the point where the main focus switches from functionality and mod support to worrying about balance of tech levels, science experiments, and the like. There are certainly still plenty of bees, and a lot of things remain unfinished (Localization and UI in particularly still require quite a bit of work, and will likely produce some harmless errors in the log), but at this point, theoretically, one should be able to actually use the tree in real saves. I've only corrected science modifiers for Kerbin, the Mun, and Minmus so far, as I'm planning to use the response from this first beta to get an idea how things should be set over all. Things are definitely not fully balanced yet, and there's already a few big changes I know I need to make, but I figure it's about time to see how the rest of the KSP community thinks of it so far.

As of this point, the tech tree requires the following mods as hard dependencies:

  • B9PartSwitch
  • Bluedog Design Bureau (and all of its dependencies)
  • Community Resource Pack
  • Module Manager
  • Science Param Editor
  • Stock KSP (kinda a given, but better safe than sorry :) )

I also highly recommend Rational Resources in order to get the full functionality of tank switching, ISRU, and some custom fuel cells. Aside from that, check out the Mod Support tab on the github Issues page to see the current list of mods supported - if it has a check, next to it, it should work. I wouldn't recommend going all in with every single one (trust me, I did, and while it works fine, it takes forever to load), but instead just to select a few. IMO some of the better options are all of Nertea's mods, Coatl Aerospace, AirplanePlus, Kerbal Planetary Base System, reDirect, and Tundra Exploration, but that's only a small selection of the available options.

If you are testing the beta, and notice some errors, please feel free to open an issue on this repository to let me know what you've found. For any balance issues or comments, I'll make one specific issue thread where we can discuss, or you are also welcome to just make a comment on the KSP forums as well - either way is fine by me! I'm a bit nervous finally releasing this beta, but I've got high hopes that it'll work out well!

Skyhawk Science System v0.8.0 - "Last, but not Least"

06 Nov 22:05
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Well, finally, after a bit of a delay, here's another release, and its a big one! I'm trying out a more formal changelog setup, so here goes nothingL

Added Support for the following mods

  • Bluedog DB Master Updates (Clementine & Pioneer 10)
  • BonVoyage
  • CommNetAntennasExtension
  • ConformalDecals
  • Deep Freeze
  • DSSHU
  • HabTech2
  • JX2 Antenna
  • KAS
  • KeR-7
  • Kerbal Engineer Redux
  • Kerbal GPS
  • KIS
  • kOS
  • MechJeb2
  • Missing Robotics
  • Stockalike Open Cockpit
  • Planetside Exploration Technologies
  • Project Orion
  • Rational Resources & its Derivatives
  • Stockalike Mining Extension
  • TeaKettleRCS
  • Universal Storage 2

Added Rocket Engine Fuel Reworks
There are now three different classes of rocket engines available, conventional, cryogenic and hypergolic.

  • Conventional rockets use a combination of Kerosene (renamed Liquid Fuel) and LqdOxygen (renamed Oxidizer). Oxidizer/LqdOxygen now boils off, adding a new design constraint to consider.

  • Cryogenic rockets use either LqdHydrogen or LqdMethane along side LqdOxygen, and aren't changed much, aside from the LqdOxygen boiloff.

  • Hypergolic rockets use Aerozine50 as a fuel, and NitrogenTetroxide as their oxidizer, and have the nice perk that neither boil off, making them the best choice for interplanetary probes and other missions where fuel will be sitting for a while, just like in real life. The hypergolic fuels have full ISRU support and tankage support for both stock and rational resources.

  • Monopropellant has been renamed to Hydrazine, bringing it in line with the rest of the fuels namewise, although nothing else about it has changed.

NTR Fuel Reworks
I have implemented a support mechanism which allows for NTR propellant switching so long as one installs the Rational Resources Nuclear Family Patch alongside with SSS.

Tankage Standardization
I have standardized all tanks under one B9PartSwitch regime, meaning that you can expect all parts to accept all possible propellant resources from the basic trifecta to exotic nuclear ones like LqdAmonnia or Water, with the same ratios and breadth (The one exception being BDB Balloon Tanks, which have a little bit of special treatment). I've standardized boil-off as well, so all tanks operate under the simple CryoTanks setup, preventing any inconsistency.

This release is still in alpha, and is not recommended for installation in career saves!!! It's still not balanced, and could potentially mess stuff up! It's all good for sandbox though if you want to test out the new fuel reworks!

Skyhawk Science System v0.7.0 - "World Tour"

16 Oct 16:06
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With this new release, the Skyhawk Science System is going global! We've added support for all sorts of international space programs in this smaller scale update. Some highlights include Commonwealth Rocketry Expanded (UK), GemstoneLV (Japan), Chrayol Design Org (ISRO), Provenance Aerospace (Blue Origin) and Luciole (France). Unfortunately, after taking a look at Tantares and Knes I decided to hold off on those for now. I've been getting a little burned out with devolopment lately, and honestly, just want to get the tree to a point where it's playable so I can finally start a career save again. As I don't plan on using either of those two, I'm just thinking I'm gonna hold off till I feel ready to put them it, so that I can give them the care they deserve in working them into the tree. Sorry to disappoint those who were hoping for support, but I still aim on getting them in here someday. In other, happier news, we are getting close to a big milestone! I've got one more release planned for supporting a couple remaining part mods I like, and after that it's just science balancing and support for MoreFuels & Rational Resources. I'm also heavily considering Kerbalism support, so let me know if that's something you'd be interested in!

We are almost there, but it's still in alpha. Don't use it in real saves!!!

Skyhawk Science System v0.6.0 - "Balancing Act"

15 Oct 00:05
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This release doesn't have any new mod support or things like that. Instead, I've done some basic rebalancing, and more importantly, added icons for nearly every tech node aside from the science, space stations, and control trees (those will come soon). Here's a sample:

https://imgur.com/a/r6yj4YQ

Sorry for how long that took. I've been busy and also a little burned out with all decisions and stuff related to localization and icon work.
And as always, this is still NOT gameplay ready!