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"Hard Mode" KSP Mods


regex

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I've been perusing mods lately looking for the ones that add difficulty and complexity, and I've come up with a short list I'm going to try out:

- Project Arcturus Thrust Corrector

- Modular Fuel System

- Ioncross Crew Support

- Deadly Reentry

Does anyone have any additional suggestions? Sorry for the lack of links, I'm posting from my phone (just use advanced search on titles, you'll find them).

I don't do planes much, so I've left FAR out of the mix because I've heard it actually makes getting to orbit easier.

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FAR is a good mod all around. Getting to orbit will be easier IF you follow the laws of aerodynamics...otherwise, you will simply veer off course and lose incredible amounts of delta V. Don't knowck it until you try it! I would suggest Kethane as well, though.

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I'll check out RemoteTech and AmpYear. Still skipping FAR because I'll probably need a fairings parts mod to go along with iit and I'm trying to avoid tons of parts mods.

Thanks!

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I'll check out RemoteTech and AmpYear. Still skipping FAR because I'll probably need a fairings parts mod to go along with iit and I'm trying to avoid tons of parts mods.

Thanks!

If you're building rockets, most of the time you don't. And if you do need fairings, you can usually build your own with the structural and aero parts. Unless you have something unsightly and wide as your payload, sticking a nosecone on top will solve a multitude of sins. Just point prograde!

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It's easier to get into space with a properly designed rocket, yes.

Thanks.

E: My reaction to FAR probably seems pretty arbitrary and silly, but one of my big concerns is keeping up with a host of mods, especially in light of future updates. I'm already considering KSPX as a parts mod, I don't want to have to keep track of yet another mod on top of that. I've got 11, maybe 12 if I can make up my mind, mods in the queue already.

Edited by regex
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Thanks.

E: My reaction to FAR probably seems pretty arbitrary and silly, but one of my big concerns is keeping up with a host of mods, especially in light of future updates. I'm already considering KSPX as a parts mod, I don't want to have to keep track of yet another mod on top of that. I've got 11, maybe 12 if I can make up my mind, mods in the queue already.

For the most part, you don't need to update FAR unless it's horribly broken or incompatible with something you want to install (for instance, I only updated my copy of FAR because it was incompatible with Procedural Fairings).

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Technically it's only easier to get to space with FAR if you're counting dV requirements and nothing else. If you start trying to account for aerodynamic stability and control it can be very difficult since you need to prevent your vehicle from either flipping out or breaking apart on launch. It can be easier for small payloads and ships but for larger payloads the design problems become much more numerous: how to keep it stable during launch, how to keep it stable during staging events, and how to fit the payload on top.

The main problem is that it is "easier" with a properly aerodynamic rocket; the challenge is in designing that properly aerodynamic rocket.

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Technically it's only easier to get to space with FAR if you're counting dV requirements and nothing else. If you start trying to account for aerodynamic stability and control it can be very difficult since you need to prevent your vehicle from either flipping out or breaking apart on launch. It can be easier for small payloads and ships but for larger payloads the design problems become much more numerous: how to keep it stable during launch, how to keep it stable during staging events, and how to fit the payload on top.

The main problem is that it is "easier" with a properly aerodynamic rocket; the challenge is in designing that properly aerodynamic rocket.

Alright you guys, you've convinced me to try it.

I think I have a pretty decent list to torture myself with, thanks for all the input!

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  • 3 weeks later...

The first 2 you listed aren't to be considered hardcore, since they fix (or change, for more correctness) stock systems to make them easier to manage and understand. Keyword is easier. Then comes deadly reentry, which you can practically call bothersome reentry, and the only thing it'll do is add a useless heat module to your crafts, unless you are one of those guys that aerobrakes at 5km/s on a single pass.

Your list is missing remote-tech.

FAR Is not easier nor better nor harder than stock aerodynamics, it's as bad as stock but just in new and exciting ways.

Something I'll be doing and that you could try if you want a hard-mode like experience, is setting a ruleset on yourself. For example: no 1-man flights, no asparagus, no rockets without nosecones, you get the idea.

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The first 2 you listed aren't to be considered hardcore, since they fix (or change, for more correctness) stock systems to make them easier to manage and understand. Keyword is easier. Then comes deadly reentry, which you can practically call bothersome reentry, and the only thing it'll do is add a useless heat module to your crafts, unless you are one of those guys that aerobrakes at 5km/s on a single pass.

Your list is missing remote-tech.

FAR Is not easier nor better nor harder than stock aerodynamics, it's as bad as stock but just in new and exciting ways.

I found the thrust corrector quite interesting since you had to "guesstimate" the TWR on the pad, but you're right, it didn't really make it harder. Deadly Re-Entry wasn't exactly deadly, but I never did any serious aero-braking or -capture with it. You'll notice someone already mentioned RemoteTech, I'm waiting on that one to update. FAR ended up making every launch a breeze. IonCross just added more parts to my craft, it didn't actually make it harder. There's another life support mod coming, TAC, I think, that I will probably try out.

Something I'll be doing and that you could try if you want a hard-mode like experience, is setting a ruleset on yourself. For example: no 1-man flights, no asparagus, no rockets without nosecones, you get the idea.

I do most of that already anyway. :) I've given up on this for the moment because of the update, and waiting for other mods to update, and playing with (and modifying and balancing) new parts, etc...

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I found the thrust corrector quite interesting since you had to "guesstimate" the TWR on the pad, but you're right, it didn't really make it harder. Deadly Re-Entry wasn't exactly deadly, but I never did any serious aero-braking or -capture with it. You'll notice someone already mentioned RemoteTech, I'm waiting on that one to update. FAR ended up making every launch a breeze. IonCross just added more parts to my craft, it didn't actually make it harder. There's another life support mod coming, TAC, I think, that I will probably try out.

The fun with IonCross starts when you do a long term mission or bases on other bodies, maybe with big stations with high consumption rates. Otherwise it's just another bothersome reentry-like mod, just adding useless modules.

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IonCross also complements RemoteTech rather nicely. Probe missions are unreliable and can't adapt to changing circumstances quickly, manned missions require good planning and provisioning. Each craft type has its downsides so the choice between the two is actually significant when compared to vanilla.

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