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Showing results for tags 'tech trees'.
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Hello im trying to make my own tech tree.i have idea of how code system of ksp works but i had problems: 1-yongetech plugin does not delete orginal tech tree so my tree conflicts with stock tree 2-i can t set a start node 3-im using KSPtechtreeEditor for setting places for nodes and it just works fine like i say only problem is i can t set start for tree and orginal tech tree doesn't dissappear. (sorry for my bad english i hope you got it) Thanks
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Hello, I am just wondering if you anyone can suggest a tech tree for a first time career mode? I also have a few questions regarding career mode/mods/updates. So I have been playing Kerbal on and off since the beta days (3 years ago). I'd say i've got somewhat of an advanced skill in the game as I've done a manned Munar mission, rovers on Duna, and built LKO space stations. So as someone who is about to start a career mode for the first time, I was wondering if anyone could suggest a tech tree specifications: Start unmanned, somewhat historical progression Eventually provide the ability to build bases on specifically Mun and Duna Not to overwhelming if possible Access to the Near Future mod mid game Cool late game (Interstellar, Warp Drives, Anti-matter, Fusion, etc.) I have been looking at CTT and Adios, but I honestly can't decide. As i've never modded KSP, I am also wondering what the effects are of the game updating. Will I have to constantly update the mods I install within KSP, and will this cause bugs as the game itself also updates? How do people install a tonne of mods and keep the stability of the game? Thank You,