CessnaSkyhawk Posted February 11, 2022 Author Share Posted February 11, 2022 21 hours ago, Friznit said: The dev version on Github has a patch to fix the BDB contracts. I've been using the tech tree in my latest career and enjoying it. Generally it faces the same problem as any tech tree in that you can tend to unlock everything up to about Tier 7 very quickly with the local system science (and not trying very hard at that), then you hit a bit of a wall whilst interplanetary stuff slowly unlocks. I'd prefer a steeper curve on the early nodes then flatten it out after Tier 6/7 - it would encourage use of early rockets more without causing excessive grind in the mid to late game. I've had to manually patch in a few mods and updates, which thankfully is pretty straight forward to do, but the tree could really use a generic patch for adding unsupported mod parts to the nearest equivalent tech node. I'm interested to hear your feedback - so basically you're finding that it's still to easy to breeze through the early game? I'm currently just starting work on the Kerbalism science patch for SSS, and I'm thinking that depending on how it is balanced, I will see about backporting a lot of its stuff back to the stock SSS system. Quote Link to comment Share on other sites More sharing options...
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