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What is the one mod you couldn't play KSP without?


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Definitely KER.  I recently started a new career install with just KER (and VABReorienter, which is nice to have but I don't need it).  Having never seriously done career before, I was constantly forgetting the KER modules, and I would abort launches if I forgot them.

Next would be Konstruction! and AGX.

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Hi all,

I'm playing version 1.4.1 (I think!) MOD-LESS. Previously I did have MechJeb installed with version 1.0.5 (I think), but pretty much stopped using its functionality after I learned how to dock.

 

A fun to have is the Airplane Modpack but it is not essential, and I've used very little of its functionality in actual Career play. 

 

This said, I fully support everyone's choice to play with whatever Mods they need/want/use, and applaud both Squad and all the Mod-developers out there that have helped make KSP the most serious Brain-crack-candy I've encountered since ... since ..., since I'm not sure any other game has ever been quite so desperately addictive.

 

Take care,

 

Regards

Orc

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Any mod that provides new resource/ feature that lets me refuel my ship in flight without resorting to mining (basically a legitimate version of infinite fuel). Case in point: Solaris Hypernautic with it's dust collector/ refinement and virtual particle virtugenics system

Edited by ARS
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KER, how we still don't have Delta V readouts in stock is beyond me.  The game will tell you how many Delta V you need to complete a maneuver, but not how much you have left in your craft.  Crazy!

Vens is awesome and I use that every time, but I can play without it, without a Delta V read out I'd very quickly get bored of the game.  Over engineering and trial and error are not interesting game play mechanics for me.

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29 minutes ago, TeslaPenguin1 said:

Also, rendezvous is super hard and I am terrible at docking.

I found it hard when I first tried, but really rendezvous is as simple as fiddling with manoevre nodes until you get a good encounter, then zeroing out your relative velocity at your closest approach. Then you can alternately burn towards your target and kill your relative motion until you're a spacewalk away.

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Would not play without, in this order:

  • MechJeb
  • KER
  • KAC
  • Editor Extensions
  • RCS Build Aid
  • TAC Fuel Balancer
  • CorrectCoL

One of the things I value MJ for is the fact that it allows me to test a design with repeatable results/parameters, and make solid qualitative/quantitative judgments about the performance--I rarely do under 20 iterations of anything.

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5 hours ago, wile1411 said:

DMagic Orbital Science - I need to extra science to make my career game not grindy

Just boost rewards to 200% and get ScanSat for extra science. After you're done with the Mun and Minmus you'll be almost at the end of the tech tree. Also send fly-byes to Eve , Duna , Dres and Moho.

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6 minutes ago, General Apocalypse said:

Just boost rewards to 200% and get ScanSat for extra science. After you're done with the Mun and Minmus you'll be almost at the end of the tech tree. Also send fly-byes to Eve , Duna , Dres and Moho.

I could - but I only let myself use mods for stuff like this. I wont let myself change the science difficulty settings in any direction other than down.

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