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How would you describe the way you play KSP?


DuoDex

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Describe how you play KSP in a few sentences/paragraph.

Personally, I play KSP in a very carefree manner, and don't care that much about realism. I don't mind reverting and quicksaves, and a kerbal death is usually only cause for a "Revert to VAB/SPH" and take a peek at what went wrong.

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Two ways.

One is serious career-mode, generally no reverts, lots of sensible, conservative designs, being way too cautious and trying very hard not to get my Kerbals killed. My current career save has a very good safety record, no ex-kerbals and only four serious accidents: an unmanned rocket crash, a manned test flight saved by the LES, a tipped-over lander rescued from the Mun, and an SSTO repaired on-orbit.

Other is messing about in sandbox. No regard for cost, efficiency, or Kerbal safety, doing dumb stuff just to see if I can, building ships that, while cool, wouldn't make sense in career mode. Still usually don't revert, since Kerbals are in unlimited supply and none of my sandbox projects are major time investments anyway.

I have plenty of fun either way. Sandbox silliness makes a nice break from career stress, but the structure of career is good when I get bored with sandbox.

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I play career, but not afraid of using the revert button when things go horribly wrong. I try to play "reasonably realistic" e.g. no clipping and reasonably well designed flight-worthy rockets. For me, the revert button is sort of like the simulator or trainer that any good space program would have. I've played long enough to avoid my "rookie mistakes" of forgetting parachutes or solar panels, but still getting a feel for the new aero and new parts. Flipping rockets can be quite humorous, but eventually I'll revert to the VAB and look to fix things. Because there is no way a rocket should flip end-over-end and still get to orbit. Duh.

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OOO! Pretty mod! "clicks download" "plays for 10 minutes with the mod' 'researches mod if it is complex (like Interstellar)' 'plays with mods again for 10 minutes' 'finds more mods' 'downloads' 'plays again for 10 minutes' 'gets rid of boring mods' 'plays again for 10 minutes' 'researches'.<-- Basically my everyday KSP.

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Two ways.

One is serious career-mode, generally no reverts, lots of sensible, conservative designs, being way too cautious and trying very hard not to get my Kerbals killed. My current career save has a very good safety record, no ex-kerbals and only four serious accidents: an unmanned rocket crash, a manned test flight saved by the LES, a tipped-over lander rescued from the Mun, and an SSTO repaired on-orbit.

Other is messing about in sandbox. No regard for cost, efficiency, or Kerbal safety, doing dumb stuff just to see if I can, building ships that, while cool, wouldn't make sense in career mode. Still usually don't revert, since Kerbals are in unlimited supply and none of my sandbox projects are major time investments anyway.

I have plenty of fun either way. Sandbox silliness makes a nice break from career stress, but the structure of career is good when I get bored with sandbox.

Mostly the same, currently testing and gettin' used to all the 1.xx new stuff. Following closely the mods repositery as i m planning to add a few soon (mostly a life support, and antennas gps network cover & transmission things as two first prio in my mods list).

I just tend to use the revert like if it was computer engineering tests and simulations before launching craft production when designing and adjusting a craft for the first time. (kinda emulating that way what most real vehicule industries do nowdays)

Edited by WinkAllKerb''
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Hell bent for leather, engines throwing flames like a angry angel, pushing the envelope inside out and pulling it back in again, flirting with disaster and living to tell the tale.

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Safety first. In case of a manned mission went wrong, F9 is the only option.

Unmanned crashes/ships lost in space/etc... who cares, I can always send another one.

Smaller ships are always better. "Decorative" is another word for "useless".

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I'm playing hard career, so no reverts or quickloads, and a lot of careful planning instead. This also means, that I'll do unmanned missions whenever possible, in order not to risk Kerbal lives.

Up to now: 1 dead Kerbal and a few (probably 3 or 4) failed unmanned missions.

But: I've used force-close several times to prevent KSP from saving after a bug caused a mission to fail. For instance when the Service Bay Kraken ate a part of my space station, or after I found out the (rock) hard way that (at that time) FAR had a bug that prevented changing parachute predeployment pressure during flight...

Also, I'm playing with FAR, as it offers some tools to check the aerodynamic feasibility of a craft before launch, making the game a lot easier.

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<- Refer to my custom title.

I put great effort into never killing my Kerbals - mainly through wise use of the quicksave feature, but also through the prudence to not put crews in untested experimental designs during the first test flight(s) as well as sensible piloting.

All in all I do things sort of the way SpaceX does - lots of tests to make sure everything works, and the result being sleek, efficient ships that do their job safely and reliably and then get recovered. I almost exclusively use SSTO or near-SSTO launch vehicles so I can recover them in the interest of both saving funds and not leaving exploded wreckage all over the Kerbolar System.

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Semi casual, slow but steady. As a father of 3, I don't have time to put in as many hours as I'd like (this goes for most things, really). So I have a career game that gets maybe an hour of progress now and then.

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