I select action groups always available cuz that's just a quality of life thing. I use the all the pressure/force stuff on the advanced tab. That's just a money sink and I reduce money in other ways. Less science means more missions to reach the next tier. The primary way to do this is to play on hard difficulty. First is to slow down the pace of the game. I use most of those mods but I do use part failure mods I have three themes that guide my setup. It's an interesting fresh challenge - having to balance the the budget between research, exploration and lobbing enough Kerbs into space to keep the paymasters happy. The story in this career is "race for the stars", so I've added Monthly Budgets, Research Bodies/Tarsier Space Tech, Galileo's Planet Pack and the BDB rockets for the sweet 1960's nostalgia. I've just started a new career trying out Snacks+Kerbal Health as a lightweight alternative to TAC/ USI Life Support. You might also consider Tourism Plus, though it can turn into a bit of a money spinner rather than drive any actual progression of the "story". In my last playthrough, the mission was to establish a viable self sustaining colony in a different solar system, hence mods such as USI Kolonization, Civilian Population and a planet pack with at least one other star system.įor Contract Packs, I enjoy Advanced Career Progression - I usually end up "overtaking" the mission progression before long but it's a nice way to start. The final set of mods is specific to my chosen story arc - i.e. USI theme or Interstellar Extended theme or WBI theme). My second set of mods adds a bit of a pseudo-realism theme - things like life support, scanning, Remote Tech & ISRU in various permutations (e.g. I have a set of core quality of life mods that I never go without (things like KAC, KER, MechJeb, Precise Manoeuvre etc). It sounds like you have a similar play style to me. Here's the full list of my installed mods, in case I missed anything :Ĭontract Pack: Giving Aircraft a Purpose - 1.6.1Ĭontract Pack: Bases and Stations - 3.7.1.2Įnvironmental Visual Enhancements - 1.4.2.2 Kerbal Construct Time (with KRASH & ScrapYard)Ĭontract packs (the bread and butter of progression) : Here are some examples of mods I already have installed and that fill those roles : Again, I try to stick to stockalike parts and not to venture too far from the Kerbal way of life ®. Mods that help to alleviate the difficulty in a balanced/"realistic" manner (DeepFreeze (Balanced because very high tech), rotating habitat, etc) are welcome too. First because I want failures to be my own fault, second, because I would like not to deal with the frustration of a random malfunction and the effect it might have on my motivation to play the game ("Hah! I want more challenge, he said!"). Lastly, you will notice that I avoided part breaking mods. I try to keep thing modular and avoid big overhauls in case something go wrong on one aspect only (I went for Kerbal Health and TACLS rather than Kerbalism, for example). So I would rather stick to mods last edited in 2018 at least and tend to avoid notorious incompatibilities. My Kerbals and me need to grind and sweat to get there, and manned interplanetary travel should be an endgame thing, thanks to technological or logistical constraints, for example.Ī few constraints : I try to keep my number of mods quite low not to hinder my performances too much, so I sometimes ditch mods that fit my requirements, but that I don't judge essential enough (ResearchBodies, for example). In vanilla(ish), everything is kind of granted if you know the ropes, and Jool moons are next door as soon as you reach tier 4 tech. My other objective is to to feel a form of progression in my game. I want to stick with the wacky and lovely Kerbal style as much as possible, but I would like to scale up the difficulty of my careers. When I say "realism" I don't mean that I want to go full RSS with IVA only and only recreations of real parts. The aim here is to find mods that add a feeling of progression and challenge by increasing the level of "realism" of a career oriented game. Every time I start a new career, I inevitably end up finding a new awesome mod that-I-can't-play-without-how-don't-I-know-about-that-one-yet, which makes me wonder wether I should restart because it makes no sense to continue with suddenly this feature or act like nothing happened and regret it for the rest of the game. So today is the day I take the bull by the horns and ask forum members to perform their very favourite activity : giving mod recommendations.
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