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Airplanes PLUS

Better Burn Time

Firespitter (maybe)

Missing Story (basically an Making story dlc update)

also i would like to see in the VAB and the SPH a button to switch from ROCKET PARTS to PLANE PARTS

so you dont have a lot of plane parts mixed with rocket parts

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I havent played for quite a while, basicly cause I gave up when Kraken would shake my ship to shreads after tons of work and preperations.
I come back now and find out that "RCS Build Aid" isnt supported any longer. In my opinion this should definately be in the stock game.

I shouldn't have to eyeball RCS for my space hubs, try them out only to go back to the drawing table, adjust and then repeat..

There are just certain types of mods that this game requires in order to work properly and there are some like mechjeb that definately shouldnt be.

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  • 2 weeks later...
  • 4 weeks later...

There's very little I would want to add to stock.

I see KSP as a modular game. KSP to me is like the space simulation operating system and all the mods are all your favorite apps you install optionally.
KSP is still very taxing on hardware even in stock although that depends how fast your desktop is of course. Just saying as it will be to some, and a stock game has to deal with 'some'

Also there's a clear division between what everybody would want. While there's a large group that wants Delta-V readouts there's a division within that group that wants a more sophisticated UI to give torque, twr and complex staging data and another group within that division wants to go further and have a autopilot function next to it.

So somewhere there's a vague line between people not wanting any Delta-V readout, a simple Dv readout, a whole system and stage UI readout and a group that wants that but with a autopilot next to it.

It's not for no reason that these mods are remained as mods.
In a way a large chunk of these mods are bloatware to some people and will be considered as such because the developers read these threads and conclude there's no clear acceptance about what should be stock plugins.

So unless 10 pages in a single thread do not consist of a unified agreement about any particular mod out there to be incorporated then it wont happen.

Also I would want credit for the addons to be remained to he/she that made it. If that's gonna be bought by Squad everyone is going to forget about that popular guy out there which would be a little sad IMHO.

Edited by Aeroboi
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  • 1 month later...

I currently run, alarm clock, docking port alignment indicator, and KER. I use KER for Torque and Dv in the VAB, and for giving me an excuse to bring an engineer everywhere. I think that the alarm clock should be something that unlocks with a T3 upgrade on a building. Now that I rendezvous with my eyes closed, docking alignment indicator is not something I would go without, since I still have a hard docking incident(every time) if i don't use the alignment mod. DasValdez seems to be using an alignment mod that has no UI, and is built into the flight ball, probably is better for lack of UI. 

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On 11/4/2018 at 10:35 PM, SlinkyMcman said:

DasValdez seems to be using an alignment mod that has no UI, and is built into the flight ball, probably is better for lack of UI. 

Most likely this. It's a brilliant mod and does everything a more complicated indicator does.

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  • 3 weeks later...

With all due respect to Squad and their hard work, but why are they prioritizing reskins over adding basic tools for those operations that are a tad more complex than launching stuff into space and watching it explode?

Tools like a basic alarm clock, transfer window planner, docking port alignment, and VAB dV calculator should've been in the base game years ago.

As long as modders keep updating their mods to the latest versions of KSP I have nothing to complain about, right? But what happens if some modders decide they're done with the game while Squad plows ahead with the updates? Am I supposed to stick to an older version of the game just so I'll be able to launch a probe towards an outer planet without wasting hours making sure the probe will actually reach its destination?

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  • 3 weeks later...

My personal essentials (and shout-outs to modders)

  • @sarbian and @blowfish Module Manager [so essential, so often forgotten]
  • @IgorZ KIS (Kerbal Inventory System) and KAS (Kerbal Attachment System)
  • @Nils277 Kerbal Planetary Base Systems
  • @Nils277 Feline Utility Rovers / @RoverDude Malemute Rover

Must-haves:

Nice-to-haves:

  • @shaw Texture Replacer (alongside a suit pack showing clear but subtle specialisation and rank markings)
  • @RoverDude Konstruction! (and probably more from USI)
  • @MOARdV (et al. ant.) Aviation lights / @IgorZ (et al. ant.) Surface Mounted lights
  • @TriggerAu KAC (Kerbal Alarm Clock)
  • @Athlonic Chatterer

 

And huge thanks to all the other modders out there who have shared their kreations.  Season's Greetings to all!

(Apologies if I've missed any modders or mis-attributed any - please PM me and I'll gladly correct)

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  • 2 weeks later...

Unmanned before manned (Have it as an option to do the current stock career tech tree and start or an unmanned tech tree and missions)

Real Plume - Nothing more visually pleasing seeing the plumes change and you gain altitude and gives a visual representation of you going into thinner and thinner atmosphere and how the gasses react to

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