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When new players ask about career mode here, I tend to recommend a few other changes so that the early game is not significantly harder the Training missions:
#Kerbal space program game cost mod
+ record my exploration in the form of maps from the mod ScanSat + fund my career with world-firsts, satellite- station- and base placement, and rescue contracts
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+ alt F12 cheat maximum 'Technology' (so I can ignore Science points) + enable 'entry purchase required for research' to pay to unlock each part in the tech-tree,īecause I find it fun to try to build craft with limited set of parts, if I can freely choose the set I also change the options for the career mode, similarly in some ways, different in others.
#Kerbal space program game cost how to
I hope my rant can give other players or the game designer an idea how to make a more interesting career game. I am not sure when I am going to fully upgrade my KSC.
I never have more than ~200k funds in the bank, so money is finally relevant. I have also enabled part entry cost, that proves to be expensive (for example a RA-15 relay costs 45k funds, while a level 2 RnD only costs about 110k), and makes researching new tech very relevant.Ĭurrently I have landed probes on Duna and Ike, and have sent probes to Gilly and Pol. To make the challenge less annoying, I set the building upgrade cost to 20%, and the money and science to 50%, this makes the cost of the ships more relevant. This time I follow J's no contract careerĪnd instead of just making money upgrading KSC as quick as possible, I am trying to visit all places, and possibly setting up a colony, using that limited income from milestones and selling science. I tried playing career before, I found that after getting to the point of building my first, simple, atmospheric plane, the game just became grinding money money with observation contracts.
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