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Mod suggestions to enhance career mode


Maps

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I've decided to start up a new careerafter the update and further decided I'd brave a career using some mods,after playing only vanilla for so long.

I'm not looking for anything tooverhaul the game into super realism, I am, by and large, stillrelatively newbish, I can build relatively decent and complex rocketsthat don't explode upon take off, however, the only celestial bodyI've landed on thus far is the Mun, which took many failed attempts(So many dead Kerbals). So, just at the moment I'm looking for a few mods that can enhance my newest career save. I am aware of "Better Than Starting Manned" Mod and investigating that, so I'd like to hear some feedback on that mod and if it's compatible with other mods I hear a lot about, like MechaJeb for example.

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MechJeb is a must for me, but it has to be noted that in the 'Vanilla' Career Mode you don't unlock it for a few tiers, and then you start with a few of the basic readouts and Smart A.S.S (which can be very very useful, don't get me wrong, just don't expect to unock the autopilot parts straight away!)

Not sure how it would work with BTSM, it might re-jig what gets unlocked where, as it seems to be mostly set to unlock new parts as you unlock the probe cores...

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BTSM's a good start for breaking out of stock - it's built up around a series of challenges (get into space, get into orbit, get to the mun, land on the mun) that you'll progress through as you advance through the tech tree, and it teaches you (or makes you teach yourself) some of the various things which can be important to know to be really 'good' at the game - docking, controlling craft without SAS/OP reaction wheels, etc.

It's compatible - as is pretty much everything - with most informative mods like MJ, and is largely designed around deadly re-entry. Beyond that, modding isn't particularly advised though.

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Why play career? You have been (at least partly) through it once and know how to get things done - a Mun landing is quite an achievement, after all. Do you really want to just grind science to get parts again? As an alternative you might like to consider simply making-up your own objectives in sandbox.

Want to make better use of probes and lead with unmanned missions? SCANSat for mapping celestial bodies (also find easter eggs!), RT2 for communications satellites (NB: can be quite tricky, make sure you read-up about it)

Like the idea of bases and mining? Try the Kethane mod, mine for fuel on other moons and planets, refuel ships without having to launch new tanks from Kerbin.

etc. etc. etc.

See this thread: http://forum.kerbalspaceprogram.com/threads/77745-Fine%21-I-ll-mod-my-game%21

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I think it really depends on what you want to do. If you are looking for more things to do in space, i would suggest scanSAT and Kethane. If you are looking to get into space more better, i would suggest kerbal engineer and enhanced navball.

You might also consider adding additional challenges too! TAC life support is great fun as it gives you additional things to be concerned about when doing manned missions.

ScanSAT is great because it gives you an additional unmanned option for science and a good reason to send stuff interplanetary that are easy to get in space. The Kethane mod is a great way to add challenge and give a good reason to have space stations set up in various places.

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Since your new at the game:

KSP interstellar (Only thing you need to watch for is Waste Heat)

NovaPunch

B9 Aerospace

KW Rocketry

Better Atmospheres.

If you're up for a challenge here are some other mods

FAR

Real Solar System

Real Planet size

Deadly Re-entry.

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Deadly Re-Entry really changes the game. You don't notice how often you just chuck your rockets into the atmosphere, expecting them to simply and softly slow down enough to land from any angle or speed until this mod starts punishing you for it.

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