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ksp .22 and mods


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So I haven't played with .2 yet but it seems cool. Question though, If you have a lot of mods installed, mostly parts, and you make a a file in career mode, do the mod parts become part of tech tree, do they not work, or do you already have them unlocked?

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Mod parts have to be put into the tech tree manually, if they aren't, they won't appear in career mode. As far as I know, you can edit the .cfgs yourself, or you could wait for them to be updated by their creators

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Yep, you need to look at the parts.cfg of 0.22 parts ...

there are 2 lines containing associated tech and tech costs.

Just take a 0.22 part of the tech node where you want to put your mod-parts into,

copy the 2 lines of this part.cfg and copy it into the part.cfg of the parts included in your mod.

Afterwards the parts should be included in the tech tree at the location you specified (did so successfully with the Kerbal Engineer Redux-Parts)

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Yep, you need to look at the parts.cfg of 0.22 parts ...

there are 2 lines containing associated tech and tech costs.

Just take a 0.22 part of the tech node where you want to put your mod-parts into,

copy the 2 lines of this part.cfg and copy it into the part.cfg of the parts included in your mod.

Afterwards the parts should be included in the tech tree at the location you specified (did so successfully with the Kerbal Engineer Redux-Parts)

Really useful. We should get a sticky with this on somewhere I think!

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  • 3 weeks later...
Mod parts have to be put into the tech tree manually, if they aren't, they won't appear in career mode. As far as I know, you can edit the .cfgs yourself, or you could wait for them to be updated by their creators

The updated Nova Punch mods now appear in the Career Mode Tech Tree. Others will be available as their creators update them.

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  • 4 weeks later...
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