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What would you choose? Share your 0.90 Career


SkyRex94

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I want to start a new and my final Career before 1.0 drops. And I'm currently thinking about which mods I will include. And on some of them I'm still really undecided, so what would you choose to play with?

To me: You can see my signature and I can tell you that I am able to do a moon landing etc. in full Realism Overhaul. But I don't want to go full Realism for some reasons: I don't want it to be overcomplicated and overtedious, its still a game. I don't need RealFuels or procedural tanks and I don't want to spent 10 min just to get into orbit in a full career game.

But I want some kind of Realism like FAR and DRE just to let the spaceflight still be difficult and give me engineering-challenges, just not overly long. And I like KSP to look somewhat good, which also rules out full RO since the ground is kinda flat.

Additionally I definetly need some kind of RSS, since stock KSP became waay to easy for me and I really hate the high look from LKO.

Here the mods I will definitely use:

FAR

DRE

KER

KJR

AJE

Chatterer

KWRocketry

NavBallDockingAlignementIndicator

(Better Boyancy)

OPT Spaceplane Parts

(Atomic Age)

Adjustable Landing Gear

some RSS config

The RSS config will either be 3.2xRSS or 5xRSS, this is where I'm most undecided: 5xRSS has really nice LKO's, has a challenging amount of DeltaV needed to Orbit (ca. 7km/s) and the Orbital manevers require a challenging amount to. 3.2xRSS has less from all just said (5.6km/s to Orbit), but It just looks A lot nicer on the ground, although the LKO looks a little less good(although miles better than stock). SO basically it comes down to:

More Challenge and nicer looking space ----- compared against ---- a lot nicer looking ground (on all bodies), quicker gameplay, but less challenging to play.

What would you choose from this?

About better boyancy: I still have to test further. Has somebody a video with a boat and/or waterplane comparison between this and stock?

About Atomic Age: The Lightbulb is really efficient, so might be OP, especially with 3.2xRSS, but it's today-technology with realisitc values, so I think I might use it anyways.

Additional: If you are running a Career currently: which mods are you using with it and whats your experience compared to what you aimed for when choosing the mods at the beginning? Share your modlists.

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The RSS config will either be 3.2xRSS or 5xRSS, this is where I'm most undecided: 5xRSS has really nice LKO's, has a challenging amount of DeltaV needed to Orbit (ca. 7km/s) and the Orbital manevers require a challenging amount to. 3.2xRSS has less from all just said (5.6km/s to Orbit), but It just looks A lot nicer on the ground, although the LKO looks a little less good(although miles better than stock). SO basically it comes down to:

More Challenge and nicer looking space ----- compared against ---- a lot nicer looking ground (on all bodies), quicker gameplay, but less challenging to play.

I'd say 3.2x, but that might be bias, as I've been interested in starting up a 3.2x career save (I also like lumpy stock planets and dislike tedious, 600-day-to-orbit RSS missions). If you're worried about it being not challenging enough, you can just install KIDS and nerf back all specific impulses. It won't change the delta-v to get anywhere, but you'll need a lot moar rocket to develop that delta-v.

About Atomic Age: The Lightbulb is really efficient, so might be OP, especially with 3.2xRSS, but it's today-technology with realisitc values, so I think I might use it anyways.

The stats look kinda crazy for any sort of challenge to me, but you could always edit the file down if you want to use it for it's sweet-lookin' model.

Additional: If you are running a Career currently: which mods are you using with it and whats your experience compared to what you aimed for when choosing the mods at the beginning? Share your modlists.

One important mod is Claw's stock fixes. It takes care of many of the most annoying bugs in stock. No more buggy decouplers wrecking a ship even though the ejection force is ABOVE their CoM, and is a bit less heavy-handed than my own fix, and even fixes the long standing strut/decoupler bug.

RCS Build Aid is well made and very handy (my Horrible Nerf does away with 90% of reaction wheels). It's "Engine" mode can be used even without RCS if you want to check the balance of a craft, and it's mass summary is quite nice. It pretty much did everything I hoped for, and then some. Oh, and it's "average CoM" and "dry CoM" markers are a very welcome addition.

PreciseNode is nice for delicate node adjustments. Prior to having it installed, doing fine adjustments in stock, or repeatedly clicking the orbit buttons often ended in grief, but with the correct settings ('10x UT values'), I can now fine-tune nodes or advance entire orbits in one click without risking the node vanishing etc.

InFlightWaypoints is something that should have been stock (puts the waypoints for survey-class missions into the 'real world' view). It makes zeroing in on contract points much easier. No more staring at the navball. It also gives you a range-to-target and an ETA, quite nice.

I've always considered KAS a must have. It adds real life to EVA - being able to do minor changes to ships outside of the VAB is awesome, and a KAS-enabled base is much neater with anchors and fuel lines etc. Winches can be handy as well. Changes EVA from a simple science-gathering/crew-transferring tool to WORKING in space. Added bonus: Current generation KAS seems a lot more stable than historical ones.

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So about the RSS question:

I couldn't decide, but decided to do my own config, based on latest WinterOwl Video, 3.2x and 5x Configs and my own wishes for an Improved Stock System. (like a GP2)

If its viewable I will make a post in mod section

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I'm learning to love spaceplanes, so I'd have to say B9 and B9 procedural parts for the combination of decent mixed-mode engines and nice chunky wings. In Flight Waypoints is also brilliant for an aerospace heavy start.

And if you find the game rather easy, consider Mod Oriented Tech Tree which will make you work much harder for your science unlocks.

Oh, and Kerbal Construction Time is great, since it gives legit reasons for time to pass while encouraging you to play parallel so's to make the most of your construction capacities.

And of course Kerbal Attachment System, Karbonite, and Extraplanetary Launchpads, which together will really encourage you to make use of lower gravity bodies for bases :)

Edited by eddiew
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