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Editing the Tech tree in 1.1.x


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Hi Folks,

I've been thinking about changing the tech tree so that probes feature more at the start, as apposed to crewed flight first. I've looked at a few mods, but I'm thinking it might just be more simple to just adjust somethings myself by editing the parts.

 

My only concern is that this might break the contract system in career mode and I'll be stuck, credit-less!

 

Does anyone have any experience with this?

 

Thanks

 

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I've started this process myself, a little. (I like to use the swept wings as landing legs. So I want to make extra versions of them that have no lift, and maybe a little less drag.)

What I understand so far is that using the KMM module manager is the smart way to do it -- even if you have to learn how to write the scripts.

But I think you need a reply here from someone with lots of experience with the Mod Manager. :wink:

 

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I was just going to back up all the parts before I start and if something goes wrong then I'll replace them. Or I take it it's not quite that simple? lol

It's more to do with contract generation. If I move the parts around in the tech tree, will I break the contract system and end up with no way of earning money/science to advance through the tree?

 

Edited by Danger2007
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