Kerbal Construction Time-1.7.3

License: GPLv3

Game Version: 1.7.3

Downloads: 508

Author: linuxgurugamer

Mod Website: Forum Thread

Support this mod: Donate

Followers: 4

Outdated Mod

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

Information Changelog Stats

This version of KCT is for KSP 1.7.3 and earlier

Upgrade your production queues to build new vessels faster or utilize recovered and refurbished parts for faster turn arounds.

Give your space program history! No longer launch Mun missions on Day 1. Actually plan for transfer windows. And when paired with life support, always have a rescue craft ready to go.

Customize every aspect of the mod, down to the formulas used to calculate build time

Version 1.4.6.15 for Kerbal Space Program 1.7.3

Released on 2019-11-19

Added check for full tanks to the "Fill Tanks" button, which was already there for the "Fill Tanks & Launch" button
Deleted old commented out toolbar code
Created dedicated deploy-173.bat for local testing
Thanks to @siimav for this fix:
    Fixed lag in editor by moving FindObjectByType to where it was used and not called every frame

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Version 1.4.6.14 for Kerbal Space Program 1.8.0

Released on 2019-10-28

@siimav
    Fix facility upgrades still not happening instantly when KCT itself is disabled
    Check for experimental parts in locked parts test
Fixed issue where RO fuels weren't being filled when the "Fill Tank" was selected

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Version 1.4.6.13 for Kerbal Space Program 1.7.3

Released on 2019-10-27

No changelog provided

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Version 1.4.6.12 for Kerbal Space Program 1.7.3

Released on 2019-10-26

Deleted unneeded ToolbarWrapper.cs Removed the ability to move a ship from VAB to SPH and back Removed all KSP1_4 #if/#endif statements Following are from the RO branch Fixed assembly loading for other mods that reference KCT Can no longer launch vessels with locked parts Those files shouldn't be in the repo Reworked the code that checks for locked parts. Previous version was causing issues with a couple of other mods. Can no longer do 5 more rush builds after editing a vessel Added training warning and disabled Auto-hire button for RP-1 Update message text Separated Build+Rollout into Build+Integration+Rollout Fix a nasty infinite loop and add correct estimate to build list Added rollout time to GUI; Fix vessel editing progress calculations Fix build progress for recovered vessels Refactor BP calculations and apply global multipliers to Effective cost Added effectiveCost field to KCT_BuildListVessel Improve .gitignore Add Effective Cost [E] variable to integration and rollout cost formulas Clean up the editor UI Added formula for calculating rush cost Fix funds being changed by integration cost on launch and recovery Merge LGG->SepIntegration Add missing files to RO csproj Disable transferring vessels between VAB and SPH in RP-1 Disable the Switch Editor button while editing an existing vessel. Bad things will happen if the edits are saved in another mode than the initial one

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