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No more Missions in science mode in the Enhanced Edition ?


Chic_Planet

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It's so sad. Now, you have to begin a carreer mode to have missions : the Mission Control is not active in Science mode :/ A quick question for career players: Can money really become a problem? I would be mad at not being able to continue my expeditions because I exploded too much spacecraft !

Edited by Chic_Planet
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It depends on your career settings. You can dial up Funds rewards for missions if you don't like grinding for money. (I don't, so that's what I do. In my current career I think I may have overdone it at 200% though, I currently have over 22 million in the bank...)

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Actually, my bad, I remember that I have started a career mode in the previous game.

In fact, I put the money at + 200% or + 300% to never have a problem with it and only deal with the proposed contracts and science.

That's what i called in my mind a science mod with contract :wink:

Sorry for the post !

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2 hours ago, Brikoleur said:

It depends on your career settings. You can dial up Funds rewards for missions if you don't like grinding for money. (I don't, so that's what I do. In my current career I think I may have overdone it at 200% though, I currently have over 22 million in the bank...)

Yeah, I've found normal difficulty is too hard and easy difficulty too easy.  I might want to add that feedback to the bug tracker.

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I don't find even Hard economics particularly hard, just grindy. Means doing very similar contracts over and over again. I don't care for that; missions for pay are a nice side dish but for the main course I like to set my own objectives.

This is a matter of preference though.

If there's one balance thing I really would like to see fixed though it's MPLs. I only use them to level up kerbals and as a shortcut to reset science experiments (while I'm still using Science Jr and Mystery Goo; I abandon them pretty early as they're bulky and crimp my style when designing spacecraft). I would like to use them for their primary mission -- to produce Science in situ -- but as things currently stand they churn out so much it completely kills the fun. Things I would nerf:

  • The ability to research the same samples multiple times in different labs. 
  • The science multiplier. Baseline for a lab should be 75% of the Sci you'd get with a return mission. Having two three- or four-star scientists on board and having the lab on or near the body it's researching could raise this to 125%, or just maybe 150%, also available retroactively (i.e., re-researching stuff with better scientists would yield the remainder).

On the other hand I'd make them work a good deal faster. Since you're warping ahead to the next transfer window pretty frequently anyway, the time to research is just flavour anyway.

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on normal career mode setting money is not an issue. just play smart and think a few steps ahead and make the most out of every launch. If you can launch a satellite and rescue a kerbal in orbit all the better or launch 3 satellite for 3 contracts or plant a flag and gather science from a body etc.... despite the mundane nature of the contract, ferrying tourists is a very lucrative business. 

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Personally, I like to rescue a kerbal with a tourist in the 3rd seat.  That way I can get a direct launch-to-rendezvous and fill the empty seat without having to wait for too many orbital maneuvers.

A finely tuned BACC-pack with a hitchhiker on top also makes for a great fast space-bar-to-space for suborbital tourists. ("This vehicle has now reached our AP of 70258m, and your credit cards have been billed.  Have a nice day!")

Once I've gone beyond LKO, my tourism drops to a nothing until the training/tour bus SSTO starts making bulk Kerbal shipments for $2000 worth of fuel.

And satellite contracts are almost always lucrative, particularly if you do two in one and then end up with a useful comms relay buoy afterwards.

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7 hours ago, invision said:

pfft space noobs :P

5HZiXQR.jpg

337 years? :P

The first is the 1.0.5 career I abandoned when Hullcam VDS was taking too long to update, Asteroid Day was still out of the game, it was also taking too long and I wanted to play on 1.1. The second is the one I'm currently playing on.

I'm sure someone else will bring in the really big guns :)

Edited by Atkara
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