Jump to content

Custom rules for custom science mode?


Recommended Posts

Hello!

I recently restarted my custom modded science save for 1.7, and I'm looking for suggestions for custom rules. I'm playing with over 50 mods and the breaking ground DLC. Right now i have:

Science set to 70%
No revert upon kerbal death unless caused by the kraken
No revert on flight failure unless kraken or forgetting something extremely minor (aka,fuel lines). Forgetting something major (my staging) will still count as no revert.
No revert outside of Kerbin's SOI for any reason, big,small,or inbetween
Play with Life support (USI)
All Kerbals in roster must get fair usage (This is less of a rule and more of a reminder, since i tend to just grab Jeb and leave all the rest behind)

Any other rules/suggestions for my playthrough are welcome! :):)

 

Thanks!

Edit: 
Updated rule list :):):)


https://imgur.com/a/LJZBfvv

Edited by nascarlaser1
Update Rule list
Link to comment
Share on other sites

2 hours ago, mystifeid said:

No $#%#&^% tourists.

Tourists by default dont exist in science mode, however USI LS causes my Kerbals to revert to tourists if i run out of food (i dont have the heart to kill an entire space station because i was a day late with delivery). I can half obey that rule ^^

Link to comment
Share on other sites

I play with 30% science in a 2.5x or 2.7x system. I do use some DMAGIC science parts, so that adds more ways to collect science. I'm not using BG though. If I were I'd probably have to re-balance again due the the extra science points.

I also use Kerbal Launch Failure with a 10% failure rate  - sounds high, but failures are actually pretty rare. This forces me to build launch escape systems for any crewed launch.

Link to comment
Share on other sites

18 hours ago, Tyko said:

I play with 30% science in a 2.5x or 2.7x system. I do use some DMAGIC science parts, so that adds more ways to collect science. I'm not using BG though. If I were I'd probably have to re-balance again due the the extra science points.

I also use Kerbal Launch Failure with a 10% failure rate  - sounds high, but failures are actually pretty rare. This forces me to build launch escape systems for any crewed launch.

Cool ^^. I plan on using dmagic and BG, as well as both KLF and Dang it with default settings. I dont think I'll use less then 50% science unless i re-integrate KEI into my save to get the ksp science.

Link to comment
Share on other sites

On 7/13/2019 at 9:48 PM, nascarlaser1 said:

I recently restarted my custom modded science save for 1.7, and I'm looking for suggestions for custom rules. I'm playing with over 50 mods and the breaking ground DLC. Right now i have:

Science set to 70%

As I understand it, Breaking Ground gives you a source of a great many science points, but the tech tree does not see any increased science costs.  I suggest dropping your return to something even lower.

For reference, I play with a comparable number of mods as you and I am perfectly comfortable with a science return at 10%.  That balances all of the mod science sources with the increased costs of my tech tree (I play with CTT) and gives enough of a scarcity of science that I can go beyond Kerbin's sphere of influence with a sense of purpose beyond sightseeing.

Link to comment
Share on other sites

2 hours ago, Zhetaan said:

As I understand it, Breaking Ground gives you a source of a great many science points, but the tech tree does not see any increased science costs.  I suggest dropping your return to something even lower.

For reference, I play with a comparable number of mods as you and I am perfectly comfortable with a science return at 10%.  That balances all of the mod science sources with the increased costs of my tech tree (I play with CTT) and gives enough of a scarcity of science that I can go beyond Kerbin's sphere of influence with a sense of purpose beyond sightseeing.

Ok thanks! I'll try again with lower then 70%. I also use CTT, and in the past (pre-BG) Whenever I used under 70% I'd end up stagnated where I didnt have enough science to get new parts, and I couldn't reach the places I needed to go to get the science,without the new parts lol.

Link to comment
Share on other sites

12 hours ago, nascarlaser1 said:

Cool ^^. I plan on using dmagic and BG, as well as both KLF and Dang it with default settings. I dont think I'll use less then 50% science unless i re-integrate KEI into my save to get the ksp science.

I specifically avoid KSP science in my 30% game. I only collect science from the launch pad and the runway.

I really enjoy playing in the early game with 1.25/1.875m craft and find that it's way too easy to bound right past that with higher science levels. My first lunar missions and planetary probes are designed/launched using Gemini era tech. 

Link to comment
Share on other sites

14 hours ago, Tyko said:

I specifically avoid KSP science in my 30% game. I only collect science from the launch pad and the runway.

I really enjoy playing in the early game with 1.25/1.875m craft and find that it's way too easy to bound right past that with higher science levels. My first lunar missions and planetary probes are designed/launched using Gemini era tech. 

thxs!!

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...