SamTDS
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I don't know how I missed this reading through. I've been away from ksp since 1.7 update. IL come on the discord when I can
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Passive science is amazing, means I can get other contracts done while I'm collecting science. It is a shame however that science gathering and transmitting at he same time induces quite a bit of lag.
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It was the save I ran the day before with the same modest and same version of kerbalism (2.2.0) as provided by ckan. I must say the new science system does challenge you with how you will get your science in the early game, I'm almost going to mun but need more science for fairings and solar panels so I can get a comnet established
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I'm sticking running to 2.2.0 as that is what ckan gave me and I've built everything around it. Does produce some red herring exceptions when in my case today it was KOS that was making the game fail to load for 2 hours. Most of the exceptions seen is when people are loading into a save which wasn't saved with the mod running. @N70 I would love to help out with testing and the new science system is really good despite biome specific flying science struggles to complete.
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Its taken me some time to find this post, on closer look CKAN is deploying 2.2.0 to everyone requiring a manual rollback for experiments to work.
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