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Best Career Overhaul (SETI UBM vs BTSM)


i_like_kerbals

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Hey guys I just got kinda far into my career and realized I needed more of a challenge so I decided to install Remote Tech and I want to have a more realistic tech tree. I also want to have life support. Give me your guys thoughts on the following, the pros and cons of each or why to choose one over the other...

  1. SETI Unmanned Before Manned vs Better Than Starting Manned (Includes own life support mod)
  2. TAC Life Support VS USI Life Support (If using SETI) ... VS the one included in BTSM

Any other suggestions for mods to make Kerbal more realistic and fun, I'd like to know. Thanks.

My Current Mods Installed:

  1. [x] Science!
  2. Control Lock
  3. Chatterer
  4. Contract Configurator (Remote Tech Contracts)
  5. Contracts Window+
  6. Enhanced Nav Ball
  7. Rasta Prop Monitor
  8. Kerbal Engineer
  9. MechJeb2
  10. Planet Shine
  11. Precise Node
  12. RemoteTech
  13. SCANsat
  14. Science Alert
  15. Kerbal Alarm
  16. Waypoint Manager

Not too many lol

 

Edited by i_like_kerbals
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10 hours ago, i_like_kerbals said:

Any other suggestions for mods to make Kerbal more realistic and fun, I'd like to know. Thanks.

 

If you want to go for maximized realism, I guess there is only one approach to it:

 

http://forum.kerbalspaceprogram.com/index.php?/topic/90151-105-realism-overhaul-v1072-dec-17

 

combined with

 

 http://forum.kerbalspaceprogram.com/index.php?/topic/50471-105-real-solar-system-v1041-nov-18/

 

and

 

http://forum.kerbalspaceprogram.com/index.php?/topic/93045-105-realistic-progression-zero-rp-0-lightweight-realismoverhaul-career-v041-dec-16/

 

 

Edited by TrooperCooper
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I've used TAC life support for some time, but later changed to USI which I still use.

In my opinion, having a single "Supplies" resource presents mostly the same challenges as having to balance between "Oxygen", "Water" and "Food", which a lot less hassle and micromanagement. There are greenhouses, too. I'm usually wary of adding more parts to my save, so I made a MM patch to add supplies to command pods and crewed parts, so you can delete the Supply parts if you want a leaner experience; I left the greenhouses, tho. They're pretty! (you could do a similar MM patch to turn, say, labs or hitchhikers into greenhouses, too)

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As for Remote Tech, it does add to the challenge, I've played with it for a long time, but got tired. It adds challenge, but no new gameplay; USI at least incentivates you to seek a good mining operation and land some greenhouses, for instance. RT probes don't get much different than Orbital Contract probes, after some time.

And if you want something realist-ish that adds a challenge, specially combined with Life Support, then try out Kerbal Construction Time (KCT). It is highly configurable, intended to make construction, research and upgrades take time. You can warp to conclusion, so USI-LS is what gives it that time-as-resource feel.

KCT also adds the option to simulate your flights, for less than the ship would cost, and even start the simulation in orbit of bodies you've been to. Among the available default configurations, I use "Up Free", which relies on the stock building levels to set its building/research rates, instead of having to upgrade them yourself via a parallel upgrade mechanic that the mod features. You might want to tweak the numbers to make it faster, but I find it is a good game in that config.

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11 minutes ago, monstah said:

I've used TAC life support for some time, but later changed to USI which I still use.

In my opinion, having a single "Supplies" resource presents mostly the same challenges as having to balance between "Oxygen", "Water" and "Food", which a lot less hassle and micromanagement. There are greenhouses, too. I'm usually wary of adding more parts to my save, so I made a MM patch to add supplies to command pods and crewed parts, so you can delete the Supply parts if you want a leaner experience; I left the greenhouses, tho. They're pretty! (you could do a similar MM patch to turn, say, labs or hitchhikers into greenhouses, too)

the thing i dont like about USI is I want the Kerbal to die if they run out of some resource in space after a certain amount of time. I didn't like the sound of the Kerbal just refusing to do anything and basically stay frozen until resupplied. Although, I like the fact it is not micromanaging many resources and the supply parts look better in USI.

I like the sound of KCT, gonna try it out. Thanks!

Edited by i_like_kerbals
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BTSM doesn't play well with others, so if you want to get a real experience of it pretty much plan on wiping all the other mods.  Also the developer will get a bit huffy if you ask for support and you have any other mods installed lol.  I would go SETI  for sure if you like having other stuff going on.  USI  is a lot nicer for life support than TAC, less kerbal death (they just go on strike if hungry).  Currently playing through a KSPI and Uncharted Lands career, fun toys and new planets, even Kerbin is different.

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1 hour ago, i_like_kerbals said:

the thing i dont like about USI is I want the Kerbal to die if they run out of some resource in space after a certain amount of time. I didn't like the sound of the Kerbal just refusing to do anything and basically stay frozen until resupplied. Although, I like the fact it is not micromanaging many resources and the supply parts look better in USI.

I like the sound of KCT, gonna try it out. Thanks!

In the old version of USILS you can set the cfg so kernels die. In the new version there are 6 choices you can set in the cfg, death is #5.

 

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21 minutes ago, tater said:

In the old version of USILS you can set the cfg so kernels die. In the new version there are 6 choices you can set in the cfg, death is #5.

This; although there was somewhere a pretty convincing argument about why having them not die might be more interesting for gameplay. Had to do with Going back to rescue high-level Kerbals vs. Having them respawn at zero level (or disappear depending on the settings).

Another thing, I've played little with different techtrees; can't remember their names, but they weren't much satisfactory. My newest save, however, I am playing with Engineering Tech Tree, and it seems to suit my taste. I think all techtree mods have screenshots of the whole unlocked tree on the thread, so you can quickly check out a few of them without even installing.

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You'd think my autocorrect would know "kerbals" by now. Sigh.

I read that thread, and I disagree regarding rescues. I always try and save kerbals, but TIME should matter. The idea that it's more fun to mount a rescue that might arrive in 10 years entirely kills immersion for me. If they are stuck in orbit around Jool, and need rescue... they are likely already dead.

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