Kerbal Space Program

Kerbal Space Program

I3laze Feb 18, 2018 @ 5:53am
Do I need remote tech now?
I've remote tech installed but do I really need it now?
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Showing 1-14 of 14 comments
Phoenix Feb 18, 2018 @ 5:59am 
?
maculator Feb 18, 2018 @ 6:15am 
What?
I got mod X installed that provides content. Do I need mod X?

Well, if you want to use this content you need it, otherwise you probably don't.
I3laze Feb 18, 2018 @ 6:29am 
Originally posted by Phoenix:
?

Ok what I mean is that the stock game has the ability to create satellite networks without remote tech now. So what I'm asking is what other benefits will remote tech give me apart from some extra parts and signal delay.
Phoenix Feb 18, 2018 @ 6:30am 
Probably none? I don't know. You tell me why you installed the mod in the first place. It's probably on you to judge whether or not you still need the mod.
maculator Feb 18, 2018 @ 6:35am 
RemoteTech provides a greater challenge, if that's what you're after.
If you just want to be enforced to setup CommsNetworks, you'll be just fine with the stock version.
I3laze Feb 18, 2018 @ 6:37am 
Originally posted by Phoenix:
Probably none? I don't know. You tell me why you installed the mod in the first place. It's probably on you to judge whether or not you still need the mod.

Because I used it before it was in the stock game an I've come back to the game and I'm asking if its worth still using it now.
I3laze Feb 18, 2018 @ 6:40am 
Originally posted by maculator:
RemoteTech provides a greater challenge, if that's what you're after.
If you just want to be enforced to setup CommsNetworks, you'll be just fine with the stock version.

Thank you. I'll keep it installed then. I feel like a total beginner again lol.
maculator Feb 18, 2018 @ 7:14am 
Well you can set the stock CommsNet to hardocre options too. I really liked remotetech, but it can also slow down your game by a good ammount, didn't have that problem with stock CommsNet.
Chibbity Feb 18, 2018 @ 7:19am 
Yeah, I'd recommend stock Commsnet with the extra ground stations turned off, if you are looking to have to setup meaningful satellites.

The extra groundstations basically make satellite networks practically useless for most of the time.
AoD_lexandro Feb 18, 2018 @ 7:32am 
I use the ground stations early game just to reduce frustration levels.

Once I actually get relay coms and sat bits I can just fire up a bus, deploy a constelation and turn them off. Ive reduced my standard sat design down to 9 parts, about 0.4t mass with 2k Dv for manouvering and 2G relay range standard.

Having the extra challenge of needing a working coms network really does add a lot of "flavour" to the game.

Last edited by AoD_lexandro; Feb 18, 2018 @ 7:32am
I3laze Feb 18, 2018 @ 7:45am 
Ok cheers guys. I'm suffering some game performance issues atm so I'm going to try stock now. Could be some other mods causing it though. I know I had to remove scatter as that was killing my performance. I'll set stock to a harder level.
maculator Feb 18, 2018 @ 7:51am 
Remotetech shoul run fine with only a few connections, but in lategame it can get quite performance hungry. So if you only got a hand full of crafts out there RT shouldn't be the problem,
Venusgate Feb 19, 2018 @ 7:17pm 
Does remote tech take signal strength into effect like commsnet does?

Either way, I'd say the only advantage is to be able to use the remotetech contract pack with it, which is much more thorough than stock contracts for sat networks.
I3laze Feb 20, 2018 @ 5:45am 
I do like the remote tech contracts and the added flight computer. Now I've isolated which mods was causing my game to lag to 1 fps I'll be adding remote tech back after I've played around with making history DLC.

At the minute I'm happy with the standard satellites as I'm re-learning how to set up comms networks.
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Date Posted: Feb 18, 2018 @ 5:53am
Posts: 14