I always thought that science-points lose a lot of their value in the endgame once you have unlocked the entire tech-tree, which is why I made this mod. With Kerbal R&D you can spend science points to improve the stats of the parts you have already unlocked in a career game. At first the investment will be rather small, but the cost goes up exponentially so you will always have a good reason to bring back every last bit of science from your missions.
More images: http://imgur.com/a/2J020
License: CC-BY-NC-SA 4.0
At the moment you can improve the following stats:
Dry mass of all parts (reduced mass of a part when empty) Atmospheric and vacuum ISP of Engines (improving their fuel efficiency) Fuel flow of Engines and RCS-Thrusters (increasing their maximum thrust) Torque of reaction wheels Charge rate of solar panels Crash tolerance of landing legs Battery capacity Efficiency of Generators (eg RTGs) Efficiency of Resource Converters Safe deployment-speed of Parachutes Maximum internal- and skin-temperature of all parts Fuel pressure (capacity of fuel tanks) The upgrades are tracked separately for each part and vessel, which means any research you do doesn't affect your ships and stations already in orbit. The cost of each upgrade and the improvement it will bring can be tweaked for each part via simple configuration files.
You can download the latest version of this mod from GitHub
1.15 (for KSP 1.4.2): https://github.com/mmoench/KRnD/archive/1.15.zip 1.14 (for KSP 1.3.0): https://github.com/mmoench/KRnD/archive/1.14.zip 1.13 (for KSP 1.2.2): https://github.com/mmoench/KRnD/archive/1.13.zip This mod requires the mod Module Manager to work.
Please note that this mod is not 100% compatible with other mods which modify parts at runtime (eg TweakScale or InterstellarFuelSwitch).
Raw stats are from the beginning of time until now. Each follower and download entry represents one hour of data. Uneventful hours are omitted.