Telika: Also, as I said, I'm torn between installing a mod (to display delta-v) and keeping my KSP "pure". I can't solve the dilemma. I'm afraid that delta-v calculators make the game too easy, not "as it should be played", but, on the other hand, it is very mod oriented (like, "should be played with mods") and the proper way to play it is certainly with pages of hand-made delta-v calculations (better electronically skip that). Still, I fear of losing something with delta-v displays.
I find that with sandbox games like these I don't really care about "how it should be played". But rather "what's the most fun for _me_". Building a ship by trial-and-error is fine when it is just about getting into orbit at kerbin. But for longer missions it can be rather frustrating. Like realizing after 1 year flight to Jool that you haven't enough fuel, going back into the editor to add another fuel tank and redoing the whole mission. And of course that one fuel tank more wasn't enough ...
ugh
So instead, after I figuring out how much deltaV I need to land+return from Mun for example, I rather use those values directly when building my rocket instead of starting again with trial and error.
But then, that might be just a matter of taste. There are quite a few players who prefer to play the unmodded game.
The nice thing about the game is, that you can just copy the game folder, continue playing your unmodded career in one folder and fool around with some mods in the other.
drealmer7: With all of these mods that are being done, I wonder if the developers themselves are working on an extensive list of things they want to include/update.
they had two blog posts about whats coming next
http://forum.kerbalspaceprogram.com/content/345-KSP-and-Unity-5 http://forum.kerbalspaceprogram.com/content/350-Development-Relay most work now is going into the upgrade to Unity 5 (which also includes a complete UI overhaul)
cw8: I'm inclined to download the maneuver node input mode for KSP. So you can just hit buttons to up or down prograde, retrograde, normal, anti-normal direction values with precision without having to drag the damn sliders in the map screen and overshooting all the time. I find that more of a UI flaw so it's still pretty good for me.
instead of clicking and dragging the handle, you can also use the mouse wheel while your mouse pointer is over them.
I find that works better than dragging
though I still can only recommend to try the PreciseNode mod. It is one of the essentiell mods that I always install.
the other are kerbal engineer and kerbal alarm clock.