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Starting over a new game; word of advice would be appretiated


elkar

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Hi there,

recently I got into a "problem" that my Kerbal Space program (actuall "space" program not the game) ended up with GPS network around the Kerbin, Remotech system for Kerbin system with mapping satellites for Kethane and maps.

I also have quite big Kerbin ISS and Mun ISS with mun base of course, with 9 different modules for getting kethane, sustaining Kerbals and so on...

kerbiniss.png

muniss.png

But the problem is I got also into a point where I was planning every lunch and mission with certain "role-play" precision and that led to having 60+ mods including of course, HyperEdit. With so many tasks I need to do around every new planet/moon (setting communication, scan for kethane, scan for GPS map, build a huge station, ...) I couldnt resist to go with cheating to speed that space program up.

So just recently Ive realised that Im just clicking on some buttons and everything is happening without any real effort and Im losing motivation to even play.

So I would like to ask if you can tell me/advise 10 mods or so, that I really really need to have for nice balance bewtween difficulty/realism/fun to be able to reasonably achieve such standard goals like building space staions or landing on different moons/planets.

I think that more ppl will have many opinions, but my plan with this topic is to get a list of 10 mods which are just ESSENTIAL for a "average" KSP player to do all those tasks with reasonable sense of realism and difficulty and then with new motivation set up my next brand new space program and this time hopefully to leave Kerbin system.

What do you think?

Edited by elkar
typos... typos everywhere!
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One must find a balance between how much RP is necessary versus how much time it takes to play. Essentially, what do you find personally entertaining?

For me, I built a refueling station in LKO, realized how many launch/dock phases it would take to completely fill it, did one successful refueling launch, and filled the rest with Hyperedit. Why? The remaining launches would simply bore me. There is no point in playing a videogame, especially a singleplayer game, if it is closer to a job than entertainment. Do what interests you, no more, no less. Anyone who blasts you for "cheating" isn't worthy of attention.

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My standbys are KSPX for the parts, ISAMapSat(or also Remotetech) for mapping/reasons for probes, Kethane for mining, Kerbal Alarm Clock, and a single "fun" part-pack of your choice (KW, Bobcat, and B9 have been getting lots of attention). KAS and related "function" mods (Damned Robotics, Lazor Romfarer, that sort of ilk) are all excellent additions. I find the best way to reduce bloat is to simply err on the side of mods with less parts, but allow yourself to only splurge on one or two part packs at most. Also, if you're tired of Hyperediting, just don't install it: perhaps try out a non-automated save (no MechJeb, but perhaps instead Flight Engineer Redux).

Also, if you've not left the Kerbin System yet, all you really need is the stock parts (overwhelmingly sufficient for visiting other planets), though Kerbal Alarm Clock is convenient for interplanetary transfers.

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I'd also suggest Improved Maneuver Nodes, on top of several others that have been mentioned. It allows you to see the delta-v values for any maneuver node you place, not just the first one, and also lets you adjust the node vectors with your keyboard as well as by tugging on the arms.

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I can recommend Kerbal Engineer.

It pictures you all the stats about your rocket,for every stage. From Weight, over Delta-V, ISP, Thrust up to TWR.

Probably its more for someone who likes to "see" a little bit the science behind. But in my case it helps a lot to see the efficiency of adding more fueltanks or replacing engines since I am still not really experienced when to use which engine.

See:

219jOUul.png

You can also see your AP and Pe without switching to the map during launches ( I like to see my rocket ;) ) including approaches.

Inflight Engineer (more infos possible):

9GvxPmOl.png

Might not be for everyone, but so far its the only mod I use and improved my engineering skills a lot :P

For realism I want to try the mod which doesn:t allow any entrance angle in atmospheres. It comes with heat shields. Didn't try it so far, maybe someone can you tell more about it (way to "hard mode" for me atm).

Cheers and have fun in the "new" game ;)

Edited by T3E
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Here's an interesting way to play: forgo the stock parts.

That's right. Get rid of all the fuel tanks and engines (except maybe the NERVA, Ant, and the probe-sized tanks, as those aren't replaced). KW gives a great replacement for all of those parts, and you can pick and choose from a few other packs to suit your needs.

For example, right now I'm doing a RL-style program: realistic looking boosters, escape towers, extensive testing before operations, and perhaps most importantly, fairings size restriction (5x5x20m maximum). It's a really weird way to play, but actually quite fun- I'd recommend at least trying it.

B9 also looks very nice, though due to performance requirements and a complete and utter hopeless ineptitude for flying spaceplanes I haven't used it yet.

For mechanics, I love the Kerbal Flight Engineer Redux and Crew Manifest addons. They're both great features I can easily imagine being in the game one day.

Regardless of how you play, a good rule of thumb is to have 3-4 addon mods to give functionality, and maybe 1-2 big content mods to mix it up. You could also play stock religiously, but it's really up to you.

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I just use Kerbal Engineer, crew manifest and subassembly loader, and then roleplay a certain amount to say that I'll have certain design aspects to all my launchers/ships and that each ship will be an evolution of the last. No rushing off to the Mun straight away! First you need some test satellites and test capsule, and then a perfected ComSat network, and then a perfected capsule, and then a satellite to the Mun, than a probe lander, then perhaps a manned mission, etc.

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I was also writing this thinking about somehow lowering the numbers of mods, making simplier designs because who can enjoy docking at 2 FPS to your cool huge but XXXX parts big space station...? The fact that the second in game time is 3 real time seconds make its all quite not cool.

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