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Everything posted by bitmapmedivh

  1. Is the machine gunesque rapid firing nukes still a problem in this mod? I quit using it a few months ago due to that issue making the engines pretty useless for manned flight.
  2. Ah, that's why I couldn't find it in any modlist. I thought the only abbreviation for this mod was SSPX. Thanks, and duly noted.
  3. Wait, so is this designed to be used together with OPM? Or does it just not conflict with OPM? The first post was a bit unclear to me.
  4. Features first and foremost. The aforementioned SCANsat and RemoteTech are the prime examples of what I'm thinking of. I'm trying to not end up in a situation where I use a mod whose features are functionally the same as stock mechanics. From what I've seen, this isn't a problem for many old players since they've seen the game and mods being developed for half a decade. But it's a bit harder for new players such as me, since there are so many mods for the game.
  5. Hello there, new player here! I've been sinking about 100 hours into the game since I bought it during the Steam Summer Sale and am having a blast. So by now I've started going through the forums and wiki to learn as much as I can and start exploring what mods there are for the game. But I've found that it's not the easiest thing to find mods that are up-to-date or what mods have simply become obselete by newer versions of the game. I like to keep my list of mods down to the minimum in any games I play both to keep balance and keep redundant or duplicated functions from mod in check. So, my question is simply what's stated in the thread title: what features added by mods have been incorporated into the stock game? From what I've been able to gather, RemoteTech has been made atleast partially redundant by the CommNet function, some of SCANsat's old function have been added through KerbNet and the system with Autostruts and Rigid joints come from mods like KJR. Is this correct, and/or are there more?
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