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Science in Sandbox?


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They just should make it a building that is not anymore in use and it looks really old and has been left for a while and when you want to open it there stands: you wanted to go in but an old wise kerbin who is standing randomly on the side of the road: don't go in there! The crazy.. Mon..ster e..scap.. ED. (Then old man is dead)

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They just should make it a building that is not anymore in use and it looks really old and has been left for a while and when you want to open it there stands: you wanted to go in but an old wise kerbin who is standing randomly on the side of the road: don't go in there! The crazy.. Mon..ster e..scap.. ED. (Then old man is dead)

Haha, maybe, yes!

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I see no reason at present for the Sandbox mode to not be exactly lake Career mode, only starting with tech tree all open. Maybe it could have been done this way instead of declaring the R&D center closed.

On the other hand, you can run one Career campaign, finish the tech tree, delete all your ships and use this as starting point for a sandbox-type play.

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( A re-posting of science sandbox use?? ) I hope you do not mind.

I have played through the career mode tech tree (v.22) and find it fairly well balanced. I like it. With that in mind - it would be interesting and useful as well as instructive to have the research center in the sandbox mode active where one could click on the technologies one wants and according have those parts available for use in building. One could then build a ship based on the technology/science one has chosen. Perhaps build ships according to different tiers etc. If one has built a rocket/lander/probe that has non selected parts then that ship would not be loadable from the assembling buildings (as it now done). One could then select the different technology advancements and tree line(s) that would allow that ship model to be used/built. Do you think that would be a good use for the research center in the sandbox mode? Perhaps required science points could be listed to achieve that selected line of technology on the technology tree.

BJQ

PS: Another idea I am thinking about (career mode): Using the research center to keep track of amount of science points (or percent) obtained from the different areas where points can be obtained from. Perhaps once visited that area wold show up with science points (or % of points) obtained from it. Is the idea viable - usable ???

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I see no reason at present for the Sandbox mode to not be exactly lake Career mode, only starting with tech tree all open. Maybe it could have been done this way instead of declaring the R&D center closed.

On the other hand, you can run one Career campaign, finish the tech tree, delete all your ships and use this as starting point for a sandbox-type play.

I think you can also edit the .cfg file to get all the Science to unlock everything, but then you'd still get full Science from the experiments, so you'd get to explore things for the first time and still have all the parts. Think someone said it's like 20k science needed for everything?

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I think you can also edit the .cfg file to get all the Science to unlock everything, but then you'd still get full Science from the experiments, so you'd get to explore things for the first time and still have all the parts. Think someone said it's like 20k science needed for everything?

Is it really possible to just edit a .cfg file to unlock everything straight away? Because all I want to do right now is play KSP as I did in sandbox mode (planning ahead, small steps, small improvements, like a real space program) - but with the science parts displaying the text and functional (if ultimately pointless) transmissions.

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Is it really possible to just edit a .cfg file to unlock everything straight away? Because all I want to do right now is play KSP as I did in sandbox mode (planning ahead, small steps, small improvements, like a real space program) - but with the science parts displaying the text and functional (if ultimately pointless) transmissions.

1.) Open persistent.sfs (Can use Notepad) (File is located in Kerbal Space Program/saves/nameofyoursavefolder)

2.) Ctrl + F to find SCENARIO

3.) Goto sci (like 3 lines down)

4.) Edit that value to some high number (16000 to 20000)

5.) Save

6.) Voila, you have all the Science, but nothing unlocked.

DISCLAIMER: Keep a copy of your un-edited persistent.sfs as a backup in case something breaks. (Shouldn't, but when editing any game file this is a good practice.)

NOTE: You can also edit the values of your Kerbals, name, stats, etc. However, I've noticed issues if you mess with Jeb, Bill, or Bob and make any extra orange suits. (Saves won't load, etc.)

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1.) Open persistent.sfs (Can use Notepad) (File is located in Kerbal Space Program/saves/nameofyoursavefolder)

2.) Ctrl + F to find SCENARIO

3.) Goto sci (like 3 lines down)

4.) Edit that value to some high number (16000 to 20000)

5.) Save

6.) Voila, you have all the Science, but nothing unlocked.

DISCLAIMER: Keep a copy of your un-edited persistent.sfs as a backup in case something breaks. (Shouldn't, but when editing any game file this is a good practice.)

NOTE: You can also edit the values of your Kerbals, name, stats, etc. However, I've noticed issues if you mess with Jeb, Bill, or Bob and make any extra orange suits. (Saves won't load, etc.)

Cheers, will give that a shot. :)

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