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Mod collections depending on system requirements and gameplay?


Squeaky

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I'm thinking of making some sort of list similar to the add on releases mod list.

Ive spent a lot of time with ksp experimenting with various mods and different gameplay styles. Alot of mods can be incompatible with each other or take too much memory and I'll have to sift through which mods I need and which I can live without to suit the way I play.

I'm thinking of generating some sort of list that would detail a list of mods to suit people's needs.

For example for those that prefer to build bases:

MKS/OKS

Infernal robotics

Karbonite

Ect...

And lists for realism, visual fx, stock enhancement, gameplay.

Also withing each gameplay style there would be multiple options depending on system requirements.

Maybe could even group all the mods into one zip.

It's just an idea at the moment but don't want to start something that people won't find helpful or useful.

Let me know thanks

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That's a goodie Sir! :)

I have been looking for Mod-Compliations for quite a while and have not found anything useful, so here's mine:

I currently play a stockish ksp-realism style:

This gamestyle is not vastly memory consuming, I'm partly playing this game on my Surface Pro 2, onboard graphics. :sticktongue:

There is room for beauty though, as installing more an more graphics mods makes this exploration gamestyle so much more awesome.

Mods are:

  • KWRocketry (Stylish Rocket Parts)

http://forum.kerbalspaceprogram.com/threads/51037-1-02-KW-Rocketry-v2-7-Available-1-02-Compatibility!-16-05-2015

  • Station Parts Expansion (Self-explaining, i guess)

http://forum.kerbalspaceprogram.com/threads/91814-1-02-Stockalike-Station-Parts-Expansion-%2804-05-2015-CTT-and-minor-fixes%29

  • Procedual Fairing (Because 2-Part Fairings!)

http://forum.kerbalspaceprogram.com/threads/39512-1-0-2-Procedural-Fairings-3-14-FAR-Euler-support-%28May-10%29

  • Near Future Spacecraft + Construction + (Solar)

http://forum.kerbalspaceprogram.com/threads/52042-0-21

Note: Although called Near Future, using only the Construction, Spacecraft and Solar extension, realistic gameplay is obtained.

  • KAS (Interactive EVA Stuff is just so much fun!)

http://forum.kerbalspaceprogram.com/threads/92514-0-24-2-Kerbal-Attachment-System-%28KAS%29-0-4-8-Fixed-for-0-24-2-x86-x64-%29

  • Habitat Pack (Inflate!)

http://forum.kerbalspaceprogram.com/threads/64442-0-23-5-Habitat-Pack-v0-4

Note: Although outdated, patching some numbers in the .cfg's made this mod work fine for me.

That's it. :cool:

I have not listed essentials like Kerbal Engineer Mechjeb etc.

If you consider taking on this project, i would be glad to help you.

Now it's your turn.

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Maybe could even group all the mods into one zip.

Before this turns into another one of those threads, I'll kindly point out that a LOT of people (usually mod authors) are against this idea, for a multitude of reasons which basically boil down to "it's a nightmare for mod authors to provide support". Most people are cool with the idea of mod lists, though. In fact, both KerbalStuff and CKAN support the creation of mod lists.

See here for KerbalStuff (I'm not positive if there's a place that actually explains this anywhere) and here for CKAN. I would suggest including one or both in your final lists to make things easier for people to find and install. No need to create a separate zip, everything is always up to date, and mod authors won't have any issues with you.

Other than that, I'm all for people creating mod lists. Helps bring awareness to some mods that might not otherwise get noticed, and can create games with totally different play styles.

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Before this turns into another one of those threads, I'll kindly point out that a LOT of people (usually mod authors) are against this idea, for a multitude of reasons which basically boil down to "it's a nightmare for mod authors to provide support". Most people are cool with the idea of mod lists, though. In fact, both KerbalStuff and CKAN support the creation of mod lists.

See here for KerbalStuff (I'm not positive if there's a place that actually explains this anywhere) and here for CKAN. I would suggest including one or both in your final lists to make things easier for people to find and install. No need to create a separate zip, everything is always up to date, and mod authors won't have any issues with you.

Other than that, I'm all for people creating mod lists. Helps bring awareness to some mods that might not otherwise get noticed, and can create games with totally different play styles.

Definitely thought the zip idea would be somewhat ambitious. I'm a huge fan of CKAN, saves me bouncing between Kerbalstuff, curse etc. I might see if i can speak to MR CKAN (will have a look who it is) and see if this could be integrated within CKAN. Such as an extra tab or even some sort of order to the huge list of mods.

Would also be great to have an independent launch with opengl function in CKAN and some sort of counter for memory usage for the mods. Even if its something as simple as High, Med, Low.

EDIT: PJF :D

Edited by Squeaky
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