

Below are some of the community’s top picks. For a game that is still considered an alpha build, there has already been a massive outpouring of user generated content. And keep in mind that KSPI is a whole lot more overpowered, though NF is also fairly overpowered.Based on the criteria of sheer moddability and user-created content, Kerbal Space Program is an unmitigated success. I'd personally go with KSPI, but only if you're willing to deal with it being really complicated. KSPI is more in depth, adding a much more complicated system of energy production, heat management, and energy usage, along with some complicated engine mechanics, warp drives, and a minor overhaul to the science system. It basically just expands on the ion engines a lot, with supporting power generation and storage. NF is pretty stockalike in its mechanics the only really new things are the reactors, and those are relatively simple. The only modifications to stock are that KSPI requires you to add radiators to long-term missions relying on solar power and modifies the seismometer, whereas NF halves the stock ion engine's thrust to keep it in line with its own balance and has an optional module switching stock nukes to using its own liquid hydrogen resource rather than stock LF (at least last time I checked). They're more like extensions KSPI is much closer to a rework though. Or if either are extensions to the game or more like complete reworks. Two ways to deal with abundant fund/sci - either set up your own goal (and forget about contracts), or start a career with extremely low rewards If you still want a harder challenge - try fly a plane on those planets with atmosphere?ĥ. Putting maneuver node itself is at least somewhat harder than Mun/Minmus. You can't do interplanetary transfer with eyeballing the target above horizon or things like that. My i3 from a couple of years ago didn't find any problem with computing its physics even after I spammed science instruments on the lander.Ĥ. My 5-crew lander that can return from a Duna/Ike landing trip - needs less than 100 parts. And the fact that surface pressure of Eve is greater than 1atm just makes the design consideration even more important.ģ. The first thing is that Kerbin system don't give you a chance to build a rocket that takes off in an atmospheric setting after a landing, unless you land a rocket on Kerbin and then take off again, but I guess you didn't do that (neither do I). If you don't like Eve for now, why not go somewhere else?Ģ. Eve ascent is a special case, it is intended to be that hard, but not others. There is no reason to leave Kerbins SOI for science/tech as there is more than enough there to unlock everything.ġ. I am interested in more complex and smart engineering and flying challenges. Building bigger and bigger rockets, and working with more and more lag is not why I play KSP. Edited Jby wisnoskijīecause getting off Eve is like getting off the Kerbin or the Mun just with a bigger rocket. It was not clear if it recommended installing all supported mods, or some were more of an either or situation.Īnd there in Interstellar, which has always looked interesting.Īnyways, what are your suggestions for adding new technologies/things to do (in particular reasons to go to other planets) for someone who has done everything else. I looked at The Community Tech Tree, and it was exactly what I was looking for, an extension, but it was just empty branches and for some reason the main page did not even list which potential combinations of mods to use to fill it out.

I have used most of the parts, and done most of the stuff the game has offered by simply visiting the Mun and Minmus. What I am wondering now is what next? I feel like there is not really any point in going to other planets. In particular SCANsat and RT2 added a feeling of progression and StageRecovery (along with RT2 again) are great for adding more engineering concerns and a level of realism. I have been playing through KSP for the first time, and I cannot overstate how much mods have added to the experience thus far.
