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I've "finished" 0.24


Foxster

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Simply find contracts you want and do them. By your ambition, it looks like "3 star" contracts with massive reputation should be your terms at this point. Turn down everything else.

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http://i395.photobucket.com/albums/pp38/FoxMouldy/finished_zps92a39ca9.jpg

I have a base on every planet and moon from which I can plant a flag. I have a station around every planet and moon and can do some science there. All the contracts are now repeats or randomly generated stuff I don't feel like doing, like testing a KR-2L on Laythe.

So I guess that's pretty much it for the new stuff of 0.24 then?

You could always look for the Secret Cow Planet?

You need to test a Rockomax BACC booster on a Kerbin escape trajectory... BUT the booster also needs to have three specific components attached to it. Finding those is the real trick.

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Thanks for the suggestions. I'm not short of ideas what to do next, I have been playing KSP for a while. I was just saying I had done the 0.24-only stuff.

There really is a limit to that and a kinda end-game to it beyond which there is little point in continuing down it's route.

Then it is also a bit restricted after this. I would likely have carried on with this save game as my main one, with plans for space stations, bigger bases, Kethane, etc. However, the cost element means I won't and will be abandoning this save. That's because to do big projects now with Contracts means I'll have to keep repeating annoying contracts to make the funds. Much easier to start a new sandbox or return to my older science save.

I can't be the only one wanting to convert my save to a sandbox or science.

I didn't set out to race through 0.24. I had done quite a bit in KSP before and so was really just interested in doing the 0.24 stuff at this time. I completed it without using RCS or a docking port once. I just launched ships with a probe to leave in orbit and a lander with crew who stayed there. Rince and repeat for each planet and moon. Opening the science tree let me build the bigger rockets needed for the further locations. It all fell into place and Squad really did an excellent job of balancing everything to enable constant and interesting progress.

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Same here, I'm practically through the tech tree. However, I still need to get this rover to Eve, because I want to drive in a purple dawn. And then some more interplanetary stuff. I wish Interstellar would update - I want to do it the atomic way.

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Some things are still missing in career mode obviously:

- kerbonauts are still free

- science, reputation and funds are not yet interchangable

- contracts rely very heavily on "use x at y" missions, more to come for sure

("quest line"-like maybe, more "explore x", adding "use science gizmo y at z", "return surface sample from x" etc.)

- missing difficulty slider: lower funds and science gain, lower reputation at start of the game etc.

- generally rebalancing science to slow down progression due to contracts

Regarding BTSM: I like the concept and have deep respect for FlowerChild to get into balancing all numbers from scratch -regretfully it limits my ability to add other mods I really like to play with.

Easiest way to start out unmanned might be to ModuleManage a probe command module into all command pods to fly them by wire - would enable test launches without loosing kerbonauts but funds. Real Probe cores would still have the benefit of lower weight.

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Do you have 100% completion on all of your science research, not the tech research, that's easy to complete. I mean have you done every single bit of unique research there is to be found? If not, then you haven't finished 0.24 yet :)

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Do you have 100% completion on all of your science research, not the tech research, that's easy to complete. I mean have you done every single bit of unique research there is to be found? If not, then you haven't finished 0.24 yet :)
Umm, but that was in KSP before 0.24 and so not really new and 0.24-only.
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I'm doing the career mode with my own set restrictions.

a) Every kerbal must return before a new launch can happen. (Which means I fly most missions with Jeb)

B) Only spend science and accept new contracts when the previous launch has returned (or crashed)

c) Only go somewhere if you have a contract for it. Collect extra science there if possible. But no biome hopping for loads of science.

This puts a lot more stress on the missions that you do, it won't get you free science/contracts as you have no crafts out there that can collect effortless contracts from stuff you have in space already.

(Without these rules, you can pretty much max out the tech tree in 2 launches, as Mr.Manley proved)

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So one patch didn't give you unlimited new content... Nooooo SQUAD has failed us!!!!111!111!!

Seriously, with all those bases planted, it sounds like the patch gave you many hours of stuff to do after you had already mastered the game during countless hours of previous play. Good patch! A bunch of people have already suggested mods or challenges to give you more to do, but if you're truly burned out, there is nothing wrong with ducking out of a sandboxy game for a few months or a year and coming back later. I did that and came back to a KSP with a science and budget system, which makes it a whole new game for me. It will probably give me another 100 hours of play on top of the hundreds I already had before.

My advice, if mods or challenges aren't doing it for you now, try another game... perhaps Space Engineers, Planet Explorers, or 7 Days to Die

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Since 24.1 I'm going to stop playing until theres enough content to stay happy (so pretty much until the full release)

Waiting for mods to update, screwing around trying to have fun and then having to start a new save at every insignificant update.. it's just pointless right now, I've had my fun with KSP but I can't keep doing this.

I was really looking forward to .24 but I can't rely on the devs and the modders since there's no synergy. I'd be better off trying to keep up with Call of Duty or Assassin's Creed.

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That's a decent point. I haven't played with .24 yet because a mod or two still hasn't been updated (Environment Visual Enhancements and Diverse Kerbal heads), so what's the point. I've been through the tech tree twice already. Maybe a break is in order.

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That's a decent point. I haven't played with .24 yet because a mod or two still hasn't been updated (Environment Visual Enhancements and Diverse Kerbal heads), so what's the point. I've been through the tech tree twice already. Maybe a break is in order.

Nothing wrong with taking a break. If an experience isn't doing much for you any more, pressing on will just kill all interest before long. Better to step away for a while, do something else, and come back with fresh enthusiasm later. I've done that multiple times with KSP, though rarely for very long; usually just long enough to finish a few other games (a week or two, give or take). But it's always helped.

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Try installing the triad mods of KSP Interstellar, SolarSystems and PlanetFactory. Then go explore the two new star systems with PE planets. :)

That's a decent point. I haven't played with .24 yet because a mod or two still hasn't been updated (Environment Visual Enhancements and Diverse Kerbal heads), so what's the point. I've been through the tech tree twice already. Maybe a break is in order.

I use them both in .24, no problems to be found.

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Try installing the triad mods of KSP Interstellar, SolarSystems and PlanetFactory. Then go explore the two new star systems with PE planets. :)

I use them both in .24, no problems to be found.

I use a tonne of mods and get incompatibility issues every hotfix, it doesn't matter which mods are acting up since it's going to be at least one every time I play and it's usually something critical that I can't play without.

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