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Showing results for tags 'reward'.
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I know it's all rather vague, but I was wondering if it is worth starting to play the game at like 9.45 ish pm, when I know full well that I have to sleep by 10.45 to be up in the morning for work at 6am. Ok this is a silly post, I just wondered if anyone else has missed work start time, or another important deadline because of this game / a mission you could not leave / or whatever.....
Science - Full reward! READY FOR 1.2!!! What it does: Some experiments require you to do them multiple times at the same location to max out your science gain. If you, like me, don't want to do it this way this mod is for you. It just makes you get the 100% science-reward the first time you do the experiment. But only if you recover it. This mod does not get rid of the penalty for transmitting data, it only affects the execution of an experiment. Here is what it does "in action"; Fresh game, first time on the launchpad, full green bar: Needs Modulemanager Download/Source: Spacedock Download Github Source If you like this, you might like this too: "Kickstart" It's a basic modulemanager config too and sets ALL the experiments and the verry basic rover wheels to be available at the start of a career. So you can hop in your rover and start exploring the KSC right away (after you unlocked batteries and stuff of course) Too small for a own thread in my opinion, but worth sharing. Just rightclick this LINK, save target as..., and put it inside your GameData folder. Like "Science - Full reward!" it's not capable of breaking any saves! Cheers. Supports CKAN Thanks to @Malah and the guys from the ckan IRC it is now in the repository, thanks alot. Changelog: -Ready for KSP 1.2, Mod Version is now 2.1 -Added download for "kickstart.cfg" -Removed "unlock" option and made it a seperate .cfg + roverwheels