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Livingfood

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Everything posted by Livingfood

  1. Hi Zee, I actually used your recommended settings for the first playthrough (70%) but without the DMagic's Orbital Science mod. I will get that and add it for my next playthrough. As for the Kerbalism science values, I actually looked through kerbalism settings and didn't see where to enable it's science values or not. Is it accessible through the in game difficulty settings? The one reason I'd like to keep using kerbalism is when I eventually do get to sending Kerbals up, I like the idea of having to support a living human. I also wanted to thank you for your effort creating this mod. I really enjoy the idea of progressing naturally using probes and working my way up to Kerbals. Thanks!
  2. I just had a quick question regarding using this mod with Kerbalism. Is it recommended to use PBC tweaked science rewards to maintain a normal difficulty level? I read the info on the first page about using either PBC or Kerbalism's 'Feature Science' , but after starting my first game I'm finding science to be a little hard to come by. Also it's my first play through so I'm not good.
  3. Thanks for the update. I've been waiting to continue my campaign in 1.10 as I've really been enjoying your tech tree and mission progress. Hopefully it can get updated for at least vanilla 1.10 soon, thanks again!
  4. This pack is great, thank you for your work. I'm playing it basically vanilla with just mechjeb for the ease of repeated ascents. I have 2 questions. 1. Do the PBC contracts actually expire in the given time? If I didn't want to send probes to minmus for a while will I lose that contract? 2. Does anyone recommend a must have mod? I do like playing with as little mods as possible, but a mod that someone thinks adds so much to the vanilla game that I shouldn't live without? Current mods are: PBC, PBC contracts, MechJeb, X Science. That's it. Thanks everyone!
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