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Found 10 results

  1. KSP1 already includes a search bar on the top right of the R&D facility that makes it easy to find the part you are looking for in order to focus your science points towards unlocking that specific branch. In current KSP2 tech tree you are forced to click node by node to search for what you are looking for.
  2. I've started a career mode with custom settings with one of them being to have to pay an entry cost to unlock a new part once it has been researched. I have researched new parts and I have the required funds to unlock them but I can't seem to unlock them. I assume it's X on the PS4 but it does nothing as if I haven't researched them. It's really annoying as these are the difficulty settings I want to use but I cannot progress any further. I've tried restarting a new career and it keeps happening. Does anyone know if this is a bug or if I'm missing something really obvious?
  3. I started a new career game after updating to 1.12 and discovered that parts are listed two or three times in the various nodes of the tech tree. They only appear one time in the VAB/SPH, but multiple times in R&D. I'm curious to know if anyone else is seeing the same thing.
  4. Hello Forums! I was in the research and development in career mode, dreaming of science upgrades, only to realise that hovering above Making History parts shows a non-making history part that I previously hovered on. However, unhovered and sitting in its icon in the technology part list, its looking fine. Anyone else having this as of 1.4? Just in case, i play on a mac book pro, if that helps, and I am running the Steam install. Even if i double check file integrity, nothing seems to help Mods Kerbal Eng Redux Docking alignment indicator Thanks in advance
  5. Firstly, apologies if this already exists, and thanks for pointing me in the right direction. Is there a Mod that, or is someone willing to make or assist me make, will allow me to restrict the tech level available to me in Sandbox, I would like to be able to deactivate Tech Tree nodes and/Or Tech Tree levels. I want to use a Sandbox save as a testing and development 'simulation' for my careers, but find trying to remember which parts I can use a pain.
  6. With the new UI on Xbox Enhanced, I started a new career. Flew some contracts to get funds and science. Used the science to unlock Basic Rocketry tree. My career settings are to require Buying Into parts. Went to buy Swivel Engine with Tree researched (says it is researched). I click Right Stick to go to Parts in Basic Rocketry. I highlight Swivel Engine with 72K funds (engine cost 3.5K)....I get no UI on how to buy the Swivel Engine or any other part in any tree I've researched. What am I doing wrong? Again, new Xbox UI. Thanks.
  7. *answered* In the R&D facility when looking at other parts in higher tech levels each part has a money value underneath it different from the actual part cost. Can you individually research parts by spending some extra money if you lack the science? Is it a bug? Is it because of my career mode settings? Or just something for a later date? Thanks
  8. This is my science tree so far. I have 327 points to spend and my mission control is full of tourists wanting to orbit Mun, so I guess I'm going Munward with up to 6 passengers ( eventually . How would more experienced players recommend I spend my points?
  9. Hello everyone I'm currently playing on a modded version with both ETT and KSPI and noticed that the usual research limits hardly apply here. Some of what we know as basics of midgame research are unavailble because they cost more than 550, which is severe in a tech tree that puts the upper 60% of tech at 550-10k science cost. The research limit of 500 thus really cripples my progress. I have already tried looking around for a way to change the limits, but found non, so here's my question to the community: does anyone know any way to change the limits of buildings?
  10. This little plugin hides the nodes of the KSP Technology Tree that you are not able to research yet. NOTE ON FURTHER UPDATES: Since there's an actively maintained mod Hide Empty Tech Tree Nodes that enables the same feature among the others, this mod's update and maintenance has been paused. Without rendering the fog itself of course. Supported KSP version: 1.1.x License: MIT (included) Sources: included Description: For some reason KSP developers decided to expose the entire technology tree at Research And Development facility since KSP 1.0. That spoils all the technologies that you will ever be able to research. This mod is for those who liked the 0.90 way of the tech tree rendering: you could only see techs that you are able to research or have already researched. That kept the intrigue of development through out the game. There is also a tiny config file to affect the way how the technologies are hidden in the tree. Download from SpaceDock Usage: Just extract the contents of the zip into your GameData directory. By default the mod hides techs that are unresearchable yet and leaves the researchable ones visible (just like it was in KSP 0.90). Configuration: One more thing you may complain about a stock tech tree design is that the technologies are becoming available to research when any of their parent technologies are researched. For example, to research Stability you need either Basic Rocketry OR Engineering 101. As if for invention of automobile it was sufficient to invent only a wheel or only an engine. You can change that in several ways: 1. (Supported by the stock game and is not related to Fog Of Tech): For stock tree edit the KSP_Folder\GameData\Squad\Resources\TechTree.cfg and change every value of AnyParentToUnlock property from True to False. That means you'll need to research all of the parent technologies in order to research the particular one. 2. You can just set parentTechsToShow=ALL in Fog Of Tech's configuration file. That will make the plugin just hide all the techs that haven't all of their parents researched without the need to edit stock tech tree. The other possible value is ANY: with the default tech tree effect is the same to the default plugin action. But if there is a tech that requires all of its parents to be researched then it will be shown immediately after you research any tech that leads to it despite it is still unresearchable (see the title screenshot: Flight Control has been modified to be such node there). Compatibility: Since the mod affects only the way of tech tree rendering it should be compatible with the most of custom tech tree mods.
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