Kerbal Space Program

Kerbal Space Program

Kwriss Apr 1, 2018 @ 4:27am
going out of solar system?
Hi, I made my way to eeloo, after landed and gone back from all planets that have an escape velocity <2000ms. Is there a point to go out of the system? I will buid a stronger lander for managing to come back from Laythe, tylo and eve. After that...is the game...over ?
Last edited by Kwriss; Apr 1, 2018 @ 4:28am
Originally posted by Enorats:
Keeping your game stock can certainly keep out the "cheaty" mods, but keep in mind that there are many that make the game far, far more difficult. Try a habitation mod that prevents you from simply sending your kerbals to Eeloo in a Mk1 pod. You'll need to build transfer vehicles that will sustain your kerbals for a decade or more, and the accompanying rockets to launch them. You won't notice a whole lot of difference going to the Mun, but a trip to Minmus will typically require dipping your feet in the life support kiddy pool. A trip to Duna.. well, be ready to dive in the deep end - that's a challenge indeed. Kerbalism or USI-LS are both good choices, though you may end up wanting to disable some of Kerbalism's features unless you want to go entirely back to square one with regards to your ability to play KSP. There's a bit of a learning cliff with that one.

Try MKS (which goes well with USI-LS, the life support mod designed to accompany it). This mod allows you to build self sustaining colonies, or long term space stations. Those science labs are certainly overpowered - but if you want to use them now, you better be prepared to sustain those kerbals while they do their research. You'll be launching multiple resupply missions and rotating crew. MKS is also somewhat famous (or infamous?) for its learning cliff as well, which is somewhat more difficult than even Kerbalism in my opinion.

Try Community Tech Tree - as you begin modding the game and adding more parts this tech tree vastly expands the vanilla tree, adding places to put all these new parts in a sensible progression. It also serves to slow that exponential growth (such as maxing out the tree with a single Minmus lander) by adding in nodes that can cost as much as 10,000 science (provided you're playing with the mods that add such late game parts).

There are also certainly additional mods that can alter the entire star system, or add more planets to the existing system. There is the Outer Planets mod, which adds additional gas giants analagous to Neptune, Uranus, and Saturn. There are even interstellar mods that add entire new stars, and interstellar journeys between them - though, be warned.. this sort of mod isn't going to be easy to play without extremely advanced "cheaty" futuristic mod parts that use those 10,000 point slots on the Community Tech Tree. Of course, by this point you're a hundred years into the game and it's not entirely unrealistic to expect that technology might have progressed a bit.

With stock KSP, the sky is the limit. When you start modding though.. well, there are no limits to what you can do.
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Showing 1-13 of 13 comments
Drewskii Apr 1, 2018 @ 4:48am 
I think there are mods that add other planets/systems, but there really isn’t anything past Eeloo
Kwriss Apr 1, 2018 @ 4:49am 
Ok. I prefer to keep my game stock. There too much cheats in mods, like mecjeb..etc. Ty
Arya Apr 1, 2018 @ 4:52am 
Originally posted by Grumeaux de vomit fécalloide:
Ok. I prefer to keep my game stock. There too much cheats in mods, like mecjeb..etc. Ty

And there are a lot of other mods that make the game infinitely harder. Try Realism Overhaul if you're looking for a new challenge, it make conquering the Stock game seem like child's play. None of the crutches you can rely on in stock will save you there.
Kwriss Apr 1, 2018 @ 4:55am 
here is my encounter :D https://ibin.co/3wsfpwKSme3m.jpg
Kwriss Apr 1, 2018 @ 4:57am 
Originally posted by Wolfey:
Originally posted by Grumeaux de vomit fécalloide:
Ok. I prefer to keep my game stock. There too much cheats in mods, like mecjeb..etc. Ty

And there are a lot of other mods that make the game infinitely harder. Try Realism Overhaul if you're looking for a new challenge, it make conquering the Stock game seem like child's play. None of the crutches you can rely on in stock will save you there.

Hmm. Ok. I will take a look. Do you have some advice on which one else to try?
Last edited by Kwriss; Apr 1, 2018 @ 5:12am
Kwriss Apr 1, 2018 @ 5:15am 
for me the thing that make this game easy is the sciences labs that make you unlock all tech tree so fast ! It should be nerfed
Last edited by Kwriss; Apr 1, 2018 @ 5:15am
RoofCat Apr 1, 2018 @ 5:23am 
there is point at which the game is kind of over. You can go for real solar system mod (you will also need updates to engines) or impose some limits on your playthrough after. Limiting science, not using nuke engines, etc. Still it won't make this game endless. You will still improve your skills a bit and learn a few things, but the learning and entertainment curve of this game is nowhere linear. At first it is so steep it's hard to follow, once you get past that you find huge joy with doable challenges finding all the best ways and finally it's just about tiny crumbs left over.
But you should easily be able to get 600h+ out of this game. Which is still a nice entertainment value.

No one lives forever. © Bond.
Last edited by RoofCat; Apr 1, 2018 @ 5:24am
Semaj Apr 1, 2018 @ 11:37am 
Bahahaha, then try playing for realism. MKS, USI, and some parts mods like near future. In KSP, if you're playing it stock past a certain point, I feel sorry for you.
Originally posted by Grumeaux de vomit fécalloide:
Ok. I prefer to keep my game stock. There too much cheats in mods, like mecjeb..etc. Ty
maestro Apr 1, 2018 @ 4:00pm 
It's kinda too bad there's no reason to do Voyager type missions. Maybe in a future update?
Semaj Apr 1, 2018 @ 7:11pm 
They can at least add a biome at the fringe of the solar system....
Originally posted by Maestro4202:
It's kinda too bad there's no reason to do Voyager type missions. Maybe in a future update?
The author of this thread has indicated that this post answers the original topic.
Enorats Apr 1, 2018 @ 10:48pm 
Keeping your game stock can certainly keep out the "cheaty" mods, but keep in mind that there are many that make the game far, far more difficult. Try a habitation mod that prevents you from simply sending your kerbals to Eeloo in a Mk1 pod. You'll need to build transfer vehicles that will sustain your kerbals for a decade or more, and the accompanying rockets to launch them. You won't notice a whole lot of difference going to the Mun, but a trip to Minmus will typically require dipping your feet in the life support kiddy pool. A trip to Duna.. well, be ready to dive in the deep end - that's a challenge indeed. Kerbalism or USI-LS are both good choices, though you may end up wanting to disable some of Kerbalism's features unless you want to go entirely back to square one with regards to your ability to play KSP. There's a bit of a learning cliff with that one.

Try MKS (which goes well with USI-LS, the life support mod designed to accompany it). This mod allows you to build self sustaining colonies, or long term space stations. Those science labs are certainly overpowered - but if you want to use them now, you better be prepared to sustain those kerbals while they do their research. You'll be launching multiple resupply missions and rotating crew. MKS is also somewhat famous (or infamous?) for its learning cliff as well, which is somewhat more difficult than even Kerbalism in my opinion.

Try Community Tech Tree - as you begin modding the game and adding more parts this tech tree vastly expands the vanilla tree, adding places to put all these new parts in a sensible progression. It also serves to slow that exponential growth (such as maxing out the tree with a single Minmus lander) by adding in nodes that can cost as much as 10,000 science (provided you're playing with the mods that add such late game parts).

There are also certainly additional mods that can alter the entire star system, or add more planets to the existing system. There is the Outer Planets mod, which adds additional gas giants analagous to Neptune, Uranus, and Saturn. There are even interstellar mods that add entire new stars, and interstellar journeys between them - though, be warned.. this sort of mod isn't going to be easy to play without extremely advanced "cheaty" futuristic mod parts that use those 10,000 point slots on the Community Tech Tree. Of course, by this point you're a hundred years into the game and it's not entirely unrealistic to expect that technology might have progressed a bit.

With stock KSP, the sky is the limit. When you start modding though.. well, there are no limits to what you can do.
Semaj Apr 1, 2018 @ 11:02pm 
What this guys says! :D

MKS and USI actually make it a challenge past your first docking or Mun landing. Sending 4-6 kerbals to Duna and back takes like 30t of supplies or something similar on top of habitation modules, fuel, so see where it gets complicated?

Part Mods are good, but if the only resource you're managing in your designs is fuel (for manned missions) then that would put me to sleep. You'll probably have more fun designing stuff in MKS/USI if you're new, it isn't that hard to start off.
Originally posted by Enorats:
Keeping your game stock can certainly keep out the "cheaty" mods, but keep in mind that there are many that make the game far, far more difficult. Try a habitation mod that prevents you from simply sending your kerbals to Eeloo in a Mk1 pod. You'll need to build transfer vehicles that will sustain your kerbals for a decade or more, and the accompanying rockets to launch them. You won't notice a whole lot of difference going to the Mun, but a trip to Minmus will typically require dipping your feet in the life support kiddy pool. A trip to Duna.. well, be ready to dive in the deep end - that's a challenge indeed. Kerbalism or USI-LS are both good choices, though you may end up wanting to disable some of Kerbalism's features unless you want to go entirely back to square one with regards to your ability to play KSP. There's a bit of a learning cliff with that one.

Try MKS (which goes well with USI-LS, the life support mod designed to accompany it). This mod allows you to build self sustaining colonies, or long term space stations. Those science labs are certainly overpowered - but if you want to use them now, you better be prepared to sustain those kerbals while they do their research. You'll be launching multiple resupply missions and rotating crew. MKS is also somewhat famous (or infamous?) for its learning cliff as well, which is somewhat more difficult than even Kerbalism in my opinion.

Try Community Tech Tree - as you begin modding the game and adding more parts this tech tree vastly expands the vanilla tree, adding places to put all these new parts in a sensible progression. It also serves to slow that exponential growth (such as maxing out the tree with a single Minmus lander) by adding in nodes that can cost as much as 10,000 science (provided you're playing with the mods that add such late game parts).

There are also certainly additional mods that can alter the entire star system, or add more planets to the existing system. There is the Outer Planets mod, which adds additional gas giants analagous to Neptune, Uranus, and Saturn. There are even interstellar mods that add entire new stars, and interstellar journeys between them - though, be warned.. this sort of mod isn't going to be easy to play without extremely advanced "cheaty" futuristic mod parts that use those 10,000 point slots on the Community Tech Tree. Of course, by this point you're a hundred years into the game and it's not entirely unrealistic to expect that technology might have progressed a bit.

With stock KSP, the sky is the limit. When you start modding though.. well, there are no limits to what you can do.
JetA Apr 2, 2018 @ 4:41am 
Try real solar system with realism overhaul and principia if you want a challenge because stock game is shallow in that regard.
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Date Posted: Apr 1, 2018 @ 4:27am
Posts: 13