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Near future or Interstellar. What are the pro's and cons of each?


SmashBrown

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Hello kerbonaughts! I'm going to have a go at a modded version if my ksp, must have's are KAS, kerbal Engineer, astronomers visual pack, antenna range, or remote tech, i think remote tech may be a bit much for me however, and then its going to be orbital science & near future, or interstellar. Before I make a decision, I would like the opinion of my fellow spacemen, advice please!

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Oh and scansat, life support and universal storage.

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I am no spaceman. But I can help a bit:

Near future is smaller and less complex. All it gives you are more parts and resources, and because of this it gets faster update.

Interstellar is quite complex and large, not just giving you parts but also providing several systems of power management, resource collection and more. I don't think it is updated to 0.90 yet?

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I'm not really qualified to give an impartial recommendation, am I... :P

Honestly though, I'd say Near Future's pros are the close-to-stock feel, the fantastic models, textures and effects, and the large variety of adapters, constrution parts and solar panel shapes that give endless opportunity for unique builds. Interstellar sacrifices the stock feel for much higher performing engines and reactors, up to the warp drive, which is exactly as "omg"-inducing as it sounds. :P There's also the microwave energy network mechanic which some people enjoy, and the mod also adds extremely powerful atmospheric engines.

Do note that one of the NF core packs isn't yet updated to 0.90, but it should be coming sometime soon...

Also: When you're running Near Future, you should really also run the Community Tech Tree, because the parts are balanced for extended progression beyond stock.

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Not really. Stock contract may sometimes pick some of the parts (especially Dmagic's Orbital Science, because they are all science instruments) for their stuff, but otherwise, not much. If you want to have more contracts, I suggest Mission Controller 2 which add a LOT of contracts and allow you to create your own satellite launch, resupply, or crew transfer contracts. Bonus - if you launch satellites with the repair panel part from this mod, you will later on randomly get contracts to repair them (won't disable them, but give you things to do).

If you are interested in either SCANsat (which I highly suggest for mapping planets and help you locate karbonite resources easier) or Remote Tech(if you want to give it a try even if it may be a little bit hard to get into), there is Contract Configurator with contracts packs that will give you specific contracts for them.

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