Ha, oops :p
The biplane works! It exploded because I set the engine max temp to 1000 without lowering the heat output :s.
Next I'm going to lower to start whatever parts I need to make a model T ford, my entry level space center is going to be rather interesting :p.
The main changes I made was setting KCT_timesettings.cfg to:
OverallMultiplier = 5
BuildEffect = 1
InventoryEffect = 100
ReconditioningEffect = 864
MaxReconditioning = 4320000
RolloutReconSplit = 0.09
NodeModifier = 1
Then KCT_formulas.cfg to:
KCT_FormulaSettings
{
NodeFormula = 2+[R]*(([N]*0.2)+1) / 864000
UpgradeFundsFormula = min(2^([N]+4) * 1000, 1024000)
UpgradeScienceFormula = min(2^([N]+2) * 1.0, 512)
ResearchFormula = 2+[R]*([N]*0.5)/864000
EffectivePartFormula = min([C]/([I] + ([B]*([U]+1))), [C])
ProceduralPartFormula = (([C]-[A]) + ([A]*10/max([I],1))) / max([B]*([U]+1),1)
BPFormula = ([E]^(1/2))*2000*[O]
KSCUpgradeFormula = ([C]^(1/2))*1000*[O]
ReconditioningFormula = min([M]*[E], [X])
BuildRateFormula = (([I]+1)*0.02*([L]+[R]+1)*[N] + max(0.1-[I], 0))*sign(2*[L]-[I]+1)
}
The basic effect is multiplying building points by 5 and then drastically reducing the building, research and upgrade speeds. then severe nerfing to the effect of individual upgrades. But I also factored in speed increases for upgraded facilities.
Research no longer doubles for every extra level but is a basic 20% increase over what you start with, then multiplied 2, 3, or 4 depending on the research center level. It should scale fairly well, the first few researches will take a month but by the time you hit the 10 times more costly researches you should have significantly more points in and have upgraded your center.
For vehicle construction it's been severely reduced but once again it now factors in both upgrade of the VAB and the research facility, with both upgraded you'll have 5 times more construction speed.
The reconditioning/rollout formula has been changed so that theres a maximum 4 days to roll out a 1000 ton vessel, a standard 100 ton lift vehicle should take around 5 hours. I envision rollout to also count fuelling and last minute testing. Recovering an entire unlaunched rocket and rebuilding it from the parts requires about 10% of the time, I figure you should have to retest the damn thing before relaunch, it seem realistically though reprepping doesn't seem to cost any funds, maybe lowering the inventory effect a little should factor in the cost of refurbishment?
And finally the amount of research you get for building rockets is severely reduced.
If at the start you put 10 points into the VAB and, 3 into research(nodes) 2 into development(science for construction) making a 6000 dollar 15 ton rocket at the start takes 30 days and yields a mere 1.8 science, researching basic rocketry would take 15 days and General rocketry 60 days. Upgrading the launch pad will take a month and the VAB would take 2 months.
Making a 2000 ton rocket would take a hellishly long time but by the time you have everything upgraded it should be pretty sweet.