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What differences will I notice between .23.5 and .24.2 besides the contracts and $$$?


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I've been holding off on upgrading because I'm still not really very good at the game. Does the update make things easier, harder, or both? Anything specific I should watch out for?

Thanks in advance!

JNH

Edited by JebNeedsHelp
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Well the .23.5-style career has been preserved as "Science" mode.

I believe .24 changed a few part figures, mainly buffs for things like the Mainsail.

The biggest impact apart from career mechanics is probably mod compatibility. Most mods will be developed for .24 now, but there might be some that aren't compatible.

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More easier than harder. While money is potentially an issue, it's quite possible to never run into limits with it. Contracts in career mode also give more opportunities to acquire science, making the tech tree easier to complete. Science and sandbox modes have no changes (beyond the general ones, see below) from 0.23.5.

The general changes to the game as a rule make things easier. Aside from the LFB, all of the engine changes were buffs, so your favorite design(s) will perform bit better. The new O-10 and Vernor can only provide more options. The tech tree itself has seen minor reorganization. Most of the nodes requiring 2 prerequisites now only needing 1, and total science requirement to unlock slightly lowered.

Best of all, it's now possible to get roll control with gimbaling engines!

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Well, keeping a profit can be a bit of a challenge, and the various contracts can be a nice distraction from your grand plan of conquering the known universe. Having budgetary constraints doesn't make things easier per-se, but it doesn't really make things harder either. It does make going through a career more interesting on the other hand.

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As above: there's no good reason not to jump straight to 24.2.

Accidentally detonating a few dozen rockets on the launchpad doesn't mean that you're bad at KSP, it just means that you're experiencing the traditional entertainments of an early-stage Kerbonaut. Enjoy it while it lasts. :cool:

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What everyone seems to forget about is the SAS balance in .24... the 2.5m reaction wheel now weighs more and has 30 torque while it used to have 20 and weighed as much as the 1.25m reaction wheels. The old ASAS (yellow stripes and whiteish) reaction wheel now weighs less and has more torque than the old SAS (brownish) reaction wheel, but costs more. A much needed balance was finally made. Correct me if i'm wrong... :)

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SAS makes a bit more sense now, and

***gimballed engines can contribute to rotation***

not just yaw and pitch as in previous versions.

Also some significant improvements in the deeper guts of the fizzics engine.

SOI transitions at higher timewarp tend to generate less error,

A general anti-Kraken spray has been used on almost all actions and components,

etc...

The rest is really just small tweaks, plus the whole contact thingy.

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