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So I'm thinking of starting a new modded save


Red Dwarf

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I want to start a new save, and spice things up with some mods. Specifically, I want to utilize Extraplanetary Launchpads to colonize Laythe, and use it as a launchpad to explore the Outer Planets mod. Does anyone have any recommendations for other mods I should use? I'm already including Karbonite and KAS, and maybe remote tech. Any other good mods I'm overlooking?

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I want to start a new save, and spice things up with some mods. Specifically, I want to utilize Extraplanetary Launchpads to colonize Laythe, and use it as a launchpad to explore the Outer Planets mod. Does anyone have any recommendations for other mods I should use? I'm already including Karbonite and KAS, and maybe remote tech. Any other good mods I'm overlooking?

I've tried a few modded installs to figure out which ones suit my playstyle in science mode, and i have these recommendations:

KAS - Great

Karbonite - For colonization it's a must

Remote Tech - I got somewhat bored with launching satellites all the time. Many like it, I find it more of an added restriction that was boring to work with, as satellite launches don't differ that much. It's a good mod, but not for me.

In addition, I can recommend these

TAC Life support - You've probably heard about it already

Deadly Reentry - You probably already know about this

FAR - Same as above, plus they combine really well. FAR makes some things harder, some things easier, but all things a lot more fun.

Procedural Fairings - A must if using either of the two above

Kerbal Joint Reinforcement - Good to have with FAR as your craft won't break apart as easily.

RealChutes - Makes parachutes more realistic in a good way. They won't insta-deploy and tear your crafts top off

Action Groups Extended - Allows you to edit action groups post launch, as well as a bit more advanced than regular action groups. Really useful for mothership-like crafts

In addition, i recommend these utility mods:

Docking Port Alignment Indicator - Self explanatory. It's awesome in its simplicity, design, and it makes docking a lot more intuitive

Enhanced Navball - Self Explanatory

Kerbal Alarm Clock - Allows you to set alarms for things you need to pay attention to, such as maneuver nodes approaching, transfer windows, SOI changes. A must if you have a system with many things going on at the same time

TAC Fuel balancer - Useful for large crafts, as it simplifies and to a certain degree automates fuel pumping. The thread says 0.25, but there's a link there for 0.90 as well

Trajectories - Atmospheric landing spot prediction

And with a lot of mods, you'll benefit greatly from Toolbar

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Moving this over to General Add-On Affairs :)

I'm pretty much going to second MKS/OKS (which is also by RoverDude like Karbonite) and everything on jarmund's list (except Action Groups Extended, but only because I've never used it). Life support, reentry heat, and better aerodynamics all both make for a more realistic experience while providing interesting new challenges to overcome.

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If it's Laythe, you probably want to be using spaceplanes to take advantage of the oxygen. So, the standard spaceplane mods: FAR, Kerbal Flight Data, Kerbal Flight Indicators, Kerbal Pilot Assistant. And to make the most of the scenery, E.V.E., Planetshine and Distant Object Enhancement.

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