Also I noticed I will probably try another tech tree mod for my next career save.
Maybe ETT or the SETI tech tree. But the community tech tree was also good IIRC. I like to have planes first, so Chuck Kerman can discover the sound barrier for example.
Used to land there with parachutes, airbrakes and retrorockets I’m gonna hold off on the part mods for a little longer. The tech tree sounds cool though. I’ve been contemplating an airplane or unmanned start tech tree for some time.
Yea, I also landed on Duna the regular way. But the airbags are cool when using remotetech (because that prevents you from steering your probes properly that far away) and you can do it the “Mars Pathfinder” way.
EDIT: I will start checking their 1.1 compatibility status today, and post a new list of compatible mods that I will try to maintain. The things are going they will be compatible with 1.1 the day that 1.2 is released…
I’m a little late to the party on this thread but have really embraced the contracts on my latest playthrough. I’m putting the time into doing the test missions that I usually ignored in the past and have had a lot of fun doing it. My last mission had me designing a launcher that would hover at around 50,000m for a decoupler test, turn horizontal for a Flea SRB staging test, and time it just well enough to hit the airspeed/altitude on the descent for a chute test. You can blow through a lot of funding trying to get 3 or 4 objectives to work in sequence but when it does, man is it a lot of fun.
I’m actually embarrassed to say that for as much time I have put into the game, I have never gone beyond the orbit of Duna. It never fails that I either install way too many mods and break my save or take so long to get there that a major update is released and I want to re-start. I’m really, really trying to restrain myself this time and only have these installed:
Kerbal Engineer Redux
Kerbal Alarm Clock
DMagic Orbital Science
Docking Port Alignment Indicator
Universal Storage
Here is my current mod list. Not quite where I want to be, but almost.
Major ones missing are contract configurator, contract packs, Strategia, and Infernal Robotics
The list was created by KSP mod admin.
More to come soon!
As far as I can tell those are all working in 1.1.2