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Making history can be fun because of all the extra parts it gives you and the mission editor (if you're into that stuff of course) as well as the missions which depict on events that actually happened. I think it's fun, but I can easily imagine other players not being into it.
Breaking ground otoh is definitely a good addition no matter what because it adds more things to do in the game by adding surface features which you can go explore & examine. And that examination can be done with science equipment that's also included, next to robotics components.
In the base game you'd reach Mun and that's it, you're on the moon. With the expansion there's actually stuff to do on the moon, for real instead of roleplay.
But... it's all optional, the base game itself is also perfectly playable.
Only exception for now: Surface features. Driving around to actually scan a rock or the like with the automatic arm.
Thats it.
There are mods adding surface experiments though, for quite some while already.
New suits? You can even have space ponies!
New parts? Dont get me started on those...
However its quite likely that several quite important mods will go for "DLC compatibility" and then most likely even require them.
There are also over a dozen other worlds to explore than just the Mun.
With the expansion, you can drive up to a surface feature and scan it with a robotic arm. It's nice, but I'd say there was a lot to do on the moon other than just roleplay.
As to the OP's question... I'd recommend the DLCs, but wouldn't say they are essential. You can start with the core game, and see if it suits you before investing further with DLC.
Kinda right, however the changes with breaking grounds are way more far spread than making history for example.
KIS/KAS for instance is having serious troubles and thus is also causing such for the many other mods depending on it.
Breaking grounds brought some inventory on its own now and apparently attaching things, especially to ground, is stock now too.
And conflicts with whatever they where doing.
And while Kis works again stand alone kind of, KIS alone is not really a mod rather than a tool for others.
The other mods often dont work the moment there is some kis component. Even if its not about inventory or attaching things, not about doing something similar. Drills breaking is a favorite e.g.. Crafts not loading too.
And talking about ground changes rapid unscheduled disassemblies due to phys loading
(not bumping into the new features, just plain loading a base on minmus FLATS) increased by a lot with many base mods. Their "countermeasures" against this old KSP illness seem to have either lost functionality, or the functionality went broken in strange ways.
MKS "ground tether" e.g. now forms my rovers into bananas, besides not tethering a base anymore. WB's base parking mode lets a whole base spin around and slide downhill as if on ice even on the slightest incline etc.
Potentially everything concerning biome based science, physics, attaching things, inventories and background production (again especially science) is affected. Thats...like everything except pure straight ahead parts mods?
/signed ;)
Game is fun either way