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Q: top 10 add-ons for a returning player ?


dognosh

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I bought in to the Beta and am back as I missed all the fun I used to have :)

I was wondering if you guys in the know can tell me what would be your following list since full release, and remember I am an intermediately experienced KSPer :

1. top ten(or more) sandbox add-ons

2. top ten(or more) career add-ons

thanks for your time ;)

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p.s. I am looking in the "Add-on Releases" forum

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and should I use the 64 bit KSP ?

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what are you searching for? Realism, Eyecandy, or just helper for your gameplay?

my favorite realism aqddons are RemoteTech2,TAC LifeSupport and ScanSat, for Eyecandy search for EvE (ans OpenGL mode).. there is soo much check this out: http://forum.kerbalspaceprogram.com/threads/55401-Community-Mods-and-Plugins-Library?p=2037073&viewfull=1#post2037073

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Kerbal Engineer Redux, regardless of what play-mode you're using. Having that information at hand when rocket-building is, I find, invaluable (this is from someone who'd never used mods before, then came back to 1.0.x after having been away since 0.22).

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what are you searching for? Realism, Eyecandy, or just helper for your gameplay?

my favorite realism aqddons are RemoteTech2,TAC LifeSupport and ScanSat, for Eyecandy search for EvE (ans OpenGL mode).. there is soo much check this out: http://forum.kerbalspaceprogram.com/threads/55401-Community-Mods-and-Plugins-Library?p=2037073&viewfull=1#post2037073

I do like some realism & rocketry(haven't done space planes).

To give you an idea here are some of my previous add-ons from last year :

chatterer, docking port alignment, hangar extender, engineer redux, KAS, root select, mechjeb, goodspeed aero, hextruss and a few others.

I will check out those to see if there are updated versions, but mainly I was wondering if there are any new add-ons that are new and really popular. I am trawling through the add-ons forum at the moment :)

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Kerbal Engineer Redux, regardless of what play-mode you're using. Having that information at hand when rocket-building is, I find, invaluable (this is from someone who'd never used mods before, then came back to 1.0.x after having been away since 0.22).

thanks :)

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As far as mods that add parts and new functionalities, my staples are the "Nertea Suite", RLA Stockalike (update pending), KAX, KAS, KIS, and Atomic Age. All stockalike and fill out all the things I want. Want a bursting delta-v monstrosity for a journey to the outer planets? Then it's Nertea's NFT, if you want a tethered base to a mun arch, then it's KAS and KIS. Planes with KAX. As I said really, all of the above for parts/functionality.

As for other content, the Outer Planets Mod has to one of the most excellently realised mods out there, adds to the stock system in a perfect style. Then finally, I just top it off with visual enhancements and utilities like KER, RPM, and so on. Those little utilities that add a much-needed feature in stock is what takes up the vast majority of my (massive) mod list. Those things like ForceIVA, and Take Command, which lets your kerbals spawn in command seats.

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Just warning, now may be a bit bad time to return.

SQUAD is changing the physics with every update(and "hot"fix), and almost all changes have required new designs.

I'm just waiting for the laws of physics to stop changing before trying to build rockets.

If you really want to play now, I suggest trying to find some good planet pack.

They seem to mostly work now, they used to be buggy.

Unless you use linux I think you have to use 32 bit (with linux use 64 bit)

I think CKAN is generally useful if you want to have more than 1-3 mods.

Edited by Joonatan1998
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As Joonatan says, 32-bit unless you're on Linux (or willing to have an instability party). However, you can (sort of) get around 32-bit RAM disasters from over-modding by using either OpenGL or DirectX 11 (I use the latter and have had minimal issues, although some people haven't reported the same luck).

I don't use CKAN and am not that familiar with it.

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As Joonatan says, 32-bit unless you're on Linux (or willing to have an instability party). However, you can (sort of) get around 32-bit RAM disasters from over-modding by using either OpenGL or DirectX 11 (I use the latter and have had minimal issues, although some people haven't reported the same luck).

I don't use CKAN and am not that familiar with it.

cheers, he ninja'd me with an edit after my last post :)

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thanks.

Ok guys, just spotted CKAN, should I install ? run KSP in 32 or 64 bit ?

CKAN is brilliant - it will make installing, updating, and managing mod dependencies a doddle. IMHO essential if you have more than a couple of mods.

In Windows, 32-bit. 64-bit is not officially supported and -may- cause all sorts of issues. If you DO decide to run the community-hacked 64-bit client, make sure you mention that clearly if you need support with anything. In fact, don't even bother - try to replicate the issue on 32-bit first and if you can, only then raise a support request. (NB: support request means you think you've found a bug, and not just a gameplay question).

On Linux, 64-bit is officially supported and perfectly stable and usable. Or rather, as stable and usable as the 32-bit client.

EDIT: eh; ninja'd

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If you're going to play with many mods, go for the 64bit Linux version. On Windows I'd rather try to get the 32bit version running within the memory limits, as many mods will disable themselves when being run with the 64bit Windows version.

(If you really want to, you can of course edit the mod source code, remove the check, and use your self-compiled mod version, but as there have been some heated discussions, please do not publish such edited mods, and don't expect mod authors to help you.).

So, my personal (edit: non-sorted) top list of mods for career:

  • Stock Bugfix Modules: Fixes some issues that are still present in KSP
  • Kerbal Alarm Clock: Stops time-warp for you - no more missed maneuver nodes. Also includes a simple transfer window prediction.
  • Ferram Aerospace Research: The stock aerodynamics model is good, Ferram's is in my opinion better. Also, this mod includes some tools for the VAB that help you design crafts that are aerodynamically stable without resorting to trial and error. Important if you play without reverting.
  • Real Chute: Allows you to tweak the size of parachutes. Also, Ferram Aerospace comes with RealChute Lite, and adding the full RealChute one gives access to more tweakables.
  • Vessel Orbital Information Display: An excellent data display mod with a nice customizable layout. The code to calculate dV is the same as used by Kerbal Engineer Redux.
  • Procedural Fairings: With this it's easier to get a fairing suited for transonic velocities.
  • Waypoint Manager: Ever decided to quickly EVA to a certain waypoint, and missed a way to find it without the Navball? This places a visible marker.
  • Addon Version Checker: Alerts you when a mod update is available.
  • Kerbal Inventory System: A mod that allows your engineers to modify craft in flight. For instance this allows you to add new experiments to landers.
  • Chatterer: Purely for the mood. This adds radio communication sounds to your crewed vessels, and beeps to probes.

If you're going to install a huge amount of mods, you'll likely want to use ckan, but as it broke several mod installations for me (for instance chatterer after the new voice for Valentina was added...), I personally do not use it, and rely on the addon version checker instead.

If you like eyecandy and you have a fast GPU, you can install Astronomer's Visual Pack. This nevertheless is easiest to do using ckan.

Edit: Descriptions

Edited by soulsource
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*shameless plug* Near Future suite (5 mods), Stockalike Station Parts Expansion, and if career mode, then Community Tech Tree :P Join the worship of Nertea!

Three more... hmmm. DMagic Orbital Science, Outer Planets Mod, Kerbal Joint Reinforcement.

...it's really hard to limit myself to only 10 :P

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I'd actually recommend steering away from KW Rocketry at first, simply because the early KW engines (particularly the WildCat-V) are so good that you'll never have any reason to use the same-tier stock engines (poor LV-T30 Reliant...). Once you get going, though, feel free to add 'em in.

Also consider Space-Y Heavy Liftersâ€â€I find it and Modular Rocket Systems a good substitute for KW Rocketry without outshining everything.

One mod I forgot to mention that I am in love with is PreciseNode. It isn't essential by any means, but I'm just OCD enough that I want my maneuvers to be planned to perfection (and then executed wildly and erratically, but that's the pilots fault. :P)

------- Edit -------

*shameless plug* Near Future suite (5 mods), Stockalike Station Parts Expansion, and if career mode, then Community Tech Tree :P Join the worship of Nertea!

Three more... hmmm. DMagic Orbital Science, Outer Planets Mod, Kerbal Joint Reinforcement.

...it's really hard to limit myself to only 10 :P

I have every single one of those. I know your pain... there are 81 folders in my GameData folder. :P

Edit: There are now 84 folders in /GameData/...

Edited by Landwalker
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Tbh I think we're through the frantic phase of hotfixes, SQUAD have said themselves in a squadcast that they have no plans whatsoever for a 1.0.5, and are instead going straight to 1.1, so I don't think you'll have too much updating turmoil. They are moving to Unity 5 however, so I don't know how that will affect mods, and the wheel system is getting an overhaul, so if you're partial to your land-based mods keep that in mind.

As far as my opinion on CKAN, I've used it, but I much prefer manual installation, not everything is on CKAN and you can't tinker around with things as much, I feel.

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Once again thanks all !!!

Isn't CKAN wonderful ? :D In my day we were lucky to have..... nevermind

Toolbar complained a bit, as it is for 1.02, but loaded ok

currently , apart from CKAN & Toolbar am trying :

chattere, animated decouplers, colour coded canisters, dock port align, dock sounds, EE, fuel tanks plus, kerbal alarm, kerbal eng reedux, kerbal joint reinforcement, AVC , mechjeb, MM & ship manifest.

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And so far these are the ones I want to try, one by one to see if any break KSP :

q1BZfQP.jpg

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