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Flight for Survival: A Career Mode Playthrough with Losing Conditions


thylordroot

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Have you ever wondered why Kerbals fly, or what might happen if they stop? Have you ever wondered why all Kerbals have the surname "Kerman", or why Kerbin is so sparsely populated? In my Flight for Survival series, I attempt to explore the answers to this series whilst also exploring the question "how do you lose this game, anyway?"

I freely confess that the above exposition is merely an excuse to play around with FAR, Deadly Reentry, and the like. I figured that since contracts and reputation have been implemented, however, that it was the perfect opportunity to go all in. Currently, there are but two rules in this playthrough:

  • I must never hit orange reputation or my space program is done for.
  • I must never quicksave or revert to the VAB during recording.

It seems like hitting Orange in stock almost has to be done deliberately, so I've added a few mods to make this scenario more likely. No longer may I aggressively reenter Kerbin's atmosphere, nor may I forget to pack lunches for my Kerbals on those long interplanetary flights. Here are the mods I am currently using:

  • Ferram Aerospace Research
  • Deadly Reentry
  • TAC Life Support
  • Kerbal Engineer Redux
  • Final Frontier
  • Kerbal Alarm Clock
  • Firespitter
  • Procedural Farings

Of course, if you want to make my life harder, feel free to suggest any additional rules, mods or gameplay tweaks to look at. After I assess their feasibility, I may include them. Other feedback is also welcome.

Series playlist is available here: https://www.youtube.com/channel/UC0c7KDfRGQTmbZJpqmC7Tpg

* Videos may occasionally contain four-letter words, poorly improvised humor, and nonsensical utterances reflecting my immediate state of mind.

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