I only played one long career session when it was in EA, ~200 hours, but left the game alone to wait for final release. I really like the idea of gradually unlocking, and getting by with what you currently have. Tried out full release KSP just now, started a new career. I thought whatever the pre-beta version I played was stingy with what you start out with and the rate at which things progress, but this .. It is unplayable. After getting a bunch of 'send report from this location on kerbin' contracts, I made a small plane with a sci jr. module and room for a scientist, to fly around and grind out some extra points. I don't have access to lights, so flying in the dark is kinda sketchy. Now since batteries and solar panels is something I have not unlocked yet, in order to transmit my results I have to put on the brakes and run the jet engine at max for a good while to generate enough power to get the transmission off. I am doing commercial space travel, taking tourists into orbit, but have yet to invent lights and batteries? Is this sounding stupid yet? I've seen tips like 'make science vessels', 'make drones', but in order to get the farm running, I'll need batteries and solar panels, for which I need science points in the triple digits to unlock while contracts and research around kerbin gives me returns in the single digits. This is with the 'turn cash into science' strat on max .. I hear you can open some cfg files and switch some things around, which is what I will do. Still, how is this for new players wanting to check out the now finished game? Structured progression or wall of boredom? "Game starts at +20 hours?"