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Thoughts on my mod collection (1.9.1)


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I'm starting a new modded career mode. I'm aiming to create longevity in a RSS scale playthrough by allowing advanced offworld bases to be produced that can produce new crafts.

The collection relies on but is not limited too:

  • RSS + SMURFF (Changes stock parts to suit real scale)
  • Kerbalism
  • Simple Construction
  • Space Transportation Systems (Because I no longer care about escaping the atmosphere)
  • KSP Interstellar ???

A few questions I have;

  1. Does Kerbalism replace the need for something such as MKS? (as in you can create permanent bases on other bodies)
  2. What is the mod that allows you to place launch pads ect on other worlds?

Do you think this sounds like it could create an interesting playthrough?

Please let me know if you think there will be any issues with it.

Thanks

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On 1/11/2021 at 2:27 AM, PiPaLiPkA said:
  • A few questions I have;
  1. Does Kerbalism replace the need for something such as MKS? (as in you can create permanent bases on other bodies)
  2. What is the mod that allows you to place launch pads ect on other worlds

1.  Kinda.  They don't work together.  Kerbalism is much harder and near impossible to make sustained bases.

2. That would be Extraplanetary Lauchpads.   Or Global Construction.

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On 1/10/2021 at 4:27 PM, PiPaLiPkA said:

What is the mod that allows you to place launch pads ect on other worlds?

You already have Simple Construction. But i think you are asking about Kerbal Konstructs. Keep in mind that it's OK to place statics with it, but its launchpads are not guaranteed to work on ther planets. And it's not quite realistic because you don't need resources to build them. Also i'd recommend you OSE Workshop to produce single parts, it is needed in some cases.

Edited by Hohmannson
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On 1/12/2021 at 11:43 PM, theJesuit said:

Kerbalism is much harder and near impossible to make sustained bases

Is there any actual documentation on Kerbalism I've spend ages looking and can't find any?

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