Jump to content

Where's My Crew Capsule? [v0.0.4 for KSP2 v0.2.0.0]


cheese3660

Recommended Posts

Where's My Crew Capsule?

A probes before crew reimagining of the KSP2 tech tree

Spacedock: https://spacedock.info/mod/3531/Where's My Crew Capsule

Github: https://github.com/cheese3660/WheresMyCrewCapsule

Author: @cheese3660

WheresMyCrewCapsule

Description

Where's My Crew Capsule? Is a mod that changes the tech tree such that you start with probes, and don't get crewed space flight until tier 2, it also makes it so that you can't fly planes above a certain altitude until you unlock certain tech nodes.

These being:

Spoiler

mk1 cockpits have a service ceiling of 15 km, with a warning altitude of 13 km until you unlock "Crewed Spaceflight"

mk2 is 20 km with a warning altitude of 18 km, until you unlock "Larger Crew Capsules"

mk3 is 30 km with a warning altitude of 28 km, until you unlock "Very Large Crew Capsules"

Note: The tech tree could be somewhat unbalanced and is subject to change

Dependencies

Edited by cheese3660
Add info on plane stuff
Link to comment
Share on other sites

Don't know if something wrong with this mod or if here is an issue with missions in general, but it took me 3 attempts to get the first mission to be completed even though every aspect of the flight was over the goal.
 


Other then that, love this! Great mod!
 

Edited by Zimbaa
Link to comment
Share on other sites

Is the mod optimized for a x1 research point multiplier or is it recommended to increase them to x2 in the settings?

 

PS. In languages other than English, some missions have no description, even in English, and the technology tree consists of empty squares.

Edited by Rajtek
add info
Link to comment
Share on other sites

9 hours ago, ToffeeTrish said:

Really big fan of this mod so far, any chance you'll add compatibility with other parts mods, such as Kerbal Life-Support System? Not sure whether that's done on your end or theirs but I'd love to have a bit of an extra challenge to unlocking crew!

The compatibility will be added in the next release of KLSS! (released on 01-06-2024!)

Edited by Safarte
Link to comment
Share on other sites

Does this also have the missions/contracts to go with these probes and progression leading up to manned missions? (where vanilla KSP 2 starts) 

Link to comment
Share on other sites

On 1/6/2024 at 9:31 PM, vorgx said:

Does this also have the missions/contracts to go with these probes and progression leading up to manned missions? (where vanilla KSP 2 starts) 

There are a few early missions I've seen with this mod for creating sounding rockets, but I'd love to see even more.

Link to comment
Share on other sites

Okay, after playing with this some more, I have to ask if the tech tree is just WAY out of balance or if I'm just... not any good at the game?

I have Science rewards turned up to max and still can't seem to generate enough to unlock most things on the first tier. Am I missing a major source that's accessible with unmanned, tiny rockets?

Link to comment
Share on other sites

18 hours ago, Schneider21 said:

Okay, after playing with this some more, I have to ask if the tech tree is just WAY out of balance or if I'm just... not any good at the game?

I have Science rewards turned up to max and still can't seem to generate enough to unlock most things on the first tier. Am I missing a major source that's accessible with unmanned, tiny rockets?

The tech tree may be somewhat out of balance, but if I may ask, have you been doing the telemetry report experiments?
In my own playthrough I've been able to get to crewed rocketry, and if you get early aviation as well, then you can get crew reports before even crewed rocketry

Link to comment
Share on other sites

5 hours ago, cheese3660 said:

The tech tree may be somewhat out of balance, but if I may ask, have you been doing the telemetry report experiments?

I generally jam on that Science button any time it lights up. Is that enough to fire the report? I've been playing with a bunch of mods here lately, and just discovered how much you can get from the Orbital Survey scanning. I bet that combined with WMCC would help a good bit.

I only have about 85 hours logged on KSP 1, and most of that time was me just tinkering around with rocket parts and not knowing what I was doing. So I'm far from a power user here. Maybe WMCC is just tuned a bit more for experienced users who know how to rake in the Science. I absolutely love the idea of starting out with unmanned only and I like the logical way you have things broken up. It might just be a bit hardcore for my current skill level.

Link to comment
Share on other sites

21 minutes ago, Schneider21 said:

Is that enough to fire the report?

It should be, as long as you have enough EC, it takes about 30 EC per report
I'll look into the balancing a bit more, I was thinking of making a few tier one things a bit cheaper

Link to comment
Share on other sites

Ok... You are are awesome. I mean the mod developers in general are my unsung heroes, but WMCC goes a long way to capturing various elements of the first game that i have been missing from the second. The new tech tree is much improved and creates a level of realism & immersion seriously lacking. 

I understand the need to appeal to the new generations or less or trying get a larger market demo than "space nerds' but there I get very little feeling of milestones in the current design of KSP tech tree. Thank you for this mod. I am also having some difficulty advancing along the tech tree as the science is currently geared, but it has encouraged me to go about it another way.

I have turned science returns up to 125% and leave missions rewards  alone.

Also, as the mission dialogues and orders are slightly tweaked but remain largely the same. Is this due to constraints in the game itself or was it due to an attempt at maintaining balance?
The reason I am asking is because of my love for the way KSP1 approached missions (contracts). There is no random generation to the Missions in KSP2 and i was wondering if that might every be something they brought back....

I am desperately craving a contract configurator and subsequent packs but have not seen the Dev broach that subject. 

Link to comment
Share on other sites

15 hours ago, Fizzlebop Smith said:

was it due to an attempt at maintaining balance?

A lot of reordering is for maintaining balance, the text tweaking is mostly for some immersion.
The constraints can easily be changed if I wished to

Link to comment
Share on other sites

Hi ! Thank you very much! This is a great mod and i can't play without ! I think it should be an option at the start of the game, for example, the "hard" difficulty setting would launch the game with this type of progression!

Also, I can't find the FL-t400, is that normal?

Link to comment
Share on other sites

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...