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Mod slippery slope


Soda Popinski

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Just curious to know what people's experiences were with getting more and more mods, and how they lead to each other.

I originally got procedural fairings to make more realistic looking rockets. Since they only cause more drag in vanilla, I installed FAM. Since FAM goes hand in hand with Deadly Re-Entry, I put that in. Well now, getting into orbit is too easy, so need to install KIDS. These together require building more vertically oriented rockets, which necessitated installing Ferram's Kerbal Joint Reinforcement mod.

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I find it's only a problem with part-heavy mods - it becomes a chore to find stuff in construction, and then start running out of RAM.

The mods you cite aren't part heavy - they make nice improvements on the core game and compliment each other.

There are other synergistic mods out there too - Kethane, Extraplanetary Launchpads and KAS; Firespitter, Hooligan Labs and Boat Parts; Krag's Planet Factory and Interstellar; Modular Wheels and Kerbin City; B9 and..erm...everything (e.g. Space Shuttle Engines).

You learn to be choosy. If you keep a focused set of mods dedicated to the kind of missions you want to do, you avoid the situation of being overwhelmed by choices.

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The slope is not that slippery if you use texture reduction packs(or the active memory reduction mod) and PartCatalog for organizing a huge library of parts.

For example i run the following without any noticable issues:

Aviation Lights

B9

RBI tracks (.22 version, updated by Galacticruler)

KER

KAS

Procedural Fairings

KW

LLL (+a few experimental parts)

MagicSmoke IR

Tal Spherical Torodial Pack

Tal Radial Experiment Storage

NovaPuch2

RemoteTech2

DeadlyReentry

FAR

KerbalJointReinforcment

Firespitter

Chatterer

ScienceLog

RCSBuildAid

PerciseNode

PartCatalog

Active Memory Reduction Mod

Inflatible Hab Module

ALCOR

Edited by Vrana
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