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three mods to break the currency system


jab136

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So I realized today that with only three mods (that are already available), it is possible to make the currency completely irrelevant. those three mods are

KAS

Kethane

Extraplanetary Launchpads

all you have to do is set up a refueling station preferably on the mun so you don't have to deal with atmosphere and build an SSTO to ferry the parts you build on the mun into orbit, construct the ship in orbit around the mun and then launch to anywhere, you could even do this from kerbin, but the SSTO would have to be larger to carry the same payload due to the much higher dV requirements

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It still cost money to build that system, though.

But you're right, using SSTOs and launching from easier-to-escape planets will certainly save a good load of money. The question, really, is a balance of economics vs. usability. It might save you money, but the extra complexity of the system might not be worth the effort.

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It's not breaking the system that you can profit by work. There should probably be mods to take advantage of in game economy, but that'll happen in time. If currency were just a system that forced you to run your space program really cheaply forever, then it'd be a worthless feature. Mods allowing you to gain money by your own action is a good thing.

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It's not breaking the system that you can profit by work. There should probably be mods to take advantage of in game economy, but that'll happen in time. If currency were just a system that forced you to run your space program really cheaply forever, then it'd be a worthless feature. Mods allowing you to gain money by your own action is a good thing.
I am not saying that you use it to gain money, I am saying that you can make money irrelevant
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I am not saying that you use it to gain money, I am saying that you can make money irrelevant

Money already is irrelevant.

In KSP, the only things we can spend Funds on are rockets (and planes and mechanical spiders and etc). To get funds people do contracts. Contracts are specific objectives. So do enough objectives get a rocket.

With EL + Kethane the player uses mined parts and fuel to build rockets. Mining requires specific objectives. So do enough objectives get a rocket.

The key is that Funds are a medium of exchange, they hold no inherent value. They are just a way to connect (build & fly small rocket without crashing) and (be able to build new big rocket). Mining fulfills the same purpose.

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These three mods are the ones that have to be updated before I create my mod heavy install for KSP at each version (I just play stock until they are ready). As such I care a lot about how these work with the current version mechanics etc.

Just out of curiosity to those who already have their Mun Kethane Refinery in place, the recovery mechanic (landing something on Kerbin and recovering the craft to recoup some of the expended funds). If you harvest and refine into LoX your kethane the put it into and land once delivery craft (Orange Tank with parachutes) and drop it on Kerbin for recovery, do you in fact get the partials funds value of the fuel? If so then I will feel confident letting Jeb handle all my contract flights (relying on Bill to cover the costs of jebs flying "style").

Alacrity

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Money is already irrelevant from my game testing. Hopefully in 24.1 or whatever the next update is they will makes the parts in R&D cost money to unlock, make Kerbals have a salary that is used up daily, and hopefully in the future add difficulty settings that make things more expensive. The game is way to easy right now without even having to try to keep a budget. I have never even bothered looking at what my craft cost.

You dont need mods to break the economy .24, it is already broken to start with. :)

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