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Pixel Kola

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Everything posted by Pixel Kola

  1. Using MechJeb is not cheating. To use MechJeb properly you have to understand the basic mechanics. Not wanting to manually circularize for the 1,000th time is ok... You think that when the shuttle was launched that the pilot ever touched a control? The only time the computer didn't handle a shuttle mission was the last few minutes before landing... and even then i would bet that the shuttle was fully capable of handling that with a computer if it was necessary. Sometimes it is fun to manually control your craft and others it's just tedium. MechJeb is a great solution to solving the tedium problem and allows you to achieve your goals in a more efficient time frame allowing you to move on to bigger and better ones. You still have to plan you missions, know how the mechanics work and oversee them.
  2. IMO contracts are a terrible cancer in the game. They are not logical, there is no real order and some are just purely ridiculously impractical, even for KSP. testing a 1st stage only heavy lift rocket on a sub-orbital trajectory on the MUN an hour into the game seems pretty stupid and just isn't even fun to think about. I know there are contract managers and packs, but they just get mixed into the overwhelming amount of garbage that the game already throws at you. Duna, Ike, or Eeloo missions after your fist Mun landing... The game just loses appeal by overwhelming you with too much choice and little purpose. Here is my plea... Can those of you who know, create a YouTube video on a) How to edit/modify/remove stock contracts. How to edit/modify/link the Tech Tree with the contracts. or c) pm me and give me some direction. My goal is to create a coherent, logical, and FUN storyline like progression that makes sense but will still be challenging. It will start out small and local (drone probes, scans, rovers, follwed by Kerbaled landings/missions) and eventually encompass the entire Kerbol System.
  3. Contracts are terrible, illogical and game-breaking. They are the weak link of the game.
  4. Perhaps if they had customizable contract sets... We could create our own storyline and not be stuck with "fly 5 tourists on a sub-orbital trajectory on Minmus" stuff...
  5. The game and gameplay are solid, fun, addictive, entertaining and endless... Especially when you start. You have real, logical contracts/missions. Launch a vessel, obtain an altitude, escape the atmosphere, orbit Kerbin... and then, ferry 5 tourists on a sub-ourbital trajectory on the Mun... After the first taste of the game it just becomes ridiculous. The contracts are illogical, dropping Duna missions on us before Mun or Minmus? Yes, this has happened to me many times. I've looked into mods like Contract Configurator and Seti Contracts, Initial Contracts... They help a lost but they don't stop the avalanche of stock crap contracts. Is there a simple mod that cuts off stock contracts and allows you to create your own set that is logical and can be used in a storyline type of career mode? I get into KSP days at a time but then the lack of purpose and random in-cohesive contracts just overwhelms me and I have to step away for a few weeks. Maybe Squad will focus on contracts and the way they are generated, allowing for a completely custom setup.
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