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How many/what mods will you run once 1.1 and 64-bit KSP drops?


GoldForest

How many mods will you run with 1.1 and 64-bit?  

71 members have voted

  1. 1. How many mods will you run with 1.1 and 64-bit?

    • Less than 10
      10
    • Less than 20
      5
    • Less than 30
      6
    • Less than 40
      12
    • I have 64-gigs of ram... I'm not worried about the amount.
      22
    • 128 Gigs of ram! Whoo! ALL THE MODS!
      9
    • I fear the kraken and yee should too!!! Arh! Let us be getting out of here me mateys! *Sails away on the Black Pearl with Jack Sparrow*
      7


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  On 3/16/2016 at 4:04 PM, FreeThinker said:

Yes, but it was not clear you will post the BETA key on a public forum.

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Apologies there, I was hoping we'd made it clear in the article that there would be no key and that it was just opt-in. So to be clear, you won't need a key and there will be an announcement when the prerelease goes live.

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  On 3/16/2016 at 4:07 PM, Ted said:

Apologies there, I was hoping we'd made it clear in the article that there would be no key and that it was just opt-in. So to be clear, you won't need a key and there will be an announcement when the prerelease goes live.

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Thanks. I started to be afraid I was left out because I didn't ask a SQUAD staff member for the key as some people wrongfully suggested was required.

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I choose mods by feature that offer compared to stock game and other mods. If something is covered well enough with stock parts or some mod, I prefer not to install another mod that gives very similar parts. Some of them could conflict each other like TAC life support and USI life support, so I will choose only one of two. Similar is to other comparable mods.

Currently memory usage is not enough for all mods that were covered by SETIctt or ETT, so most likely I will try to add some of those that I was have to left out in 1.0.5. installs. Next thing is to try everything required for RO/RSS if free time for KSP allows :) and couple more on top of that, probably some part mods that I didn't even try yet.

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I'm running about the 40 mark for mods. That's enough for me, and until I can score a couple of 4 Gig DDR2 800 mHz SODIMM RAM cards, I won't be adding more than that.

I love my iMac and it does alot quite well, but finding RAM sometimes is a bit of a drag.

Edited by GDJ
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  On 3/16/2016 at 10:41 PM, GoldForest said:

Oh? Because I swear I saw on the prerelease thread someone ask how to get in and a mod/admin told them to send a msg To a staff member.

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I believe that was with respect to modders who do not have KSP on Steam but would like early access to get their mods ready for 1.1's release.

For clarity: Everyone who has KSP through Steam will have access to the prerelease, with no special access key required.

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  On 3/16/2016 at 10:44 PM, Red Iron Crown said:

I believe that was with respect to modders who do not have KSP on Steam but would like early access to get their mods ready for 1.1's release.

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Ah yes, I remember now. Thank you for clearing that up.

  On 3/16/2016 at 4:27 PM, SSgt Baloo said:

I have a list of favorites. The only thing I dislike about the impending upgrade to 1.1 is that I'll be stuck playing stock KSP again until my favorite mods update. :huh:

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No, mods will most likely be updated before 1.1 even hits release.

Edited by GoldForest
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well well... AVC says i have 79 addons installed now, and there are some more mods i would love to install but than the game wont run for more than 10 minutes a time.

i cant wait for 1.1 and all its 64bit awesomeness :cool:

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  • 2 weeks later...

Now I use:

KSP: 1.0.5 (Unix) - Unity: 4.6.4f1 - OS: Linux 3.10 CentOS 7.2.1511 64bit
Community Resource Pack - 0.4.9
Connected Living Space - 1.2.0.2
DMagic Orbital Science - 1.2
Kerbal Attachment System - 0.5.5
Kerbal Inventory System - 1.2.5
KSP-AVC Plugin - 1.1.5
Kerbal Engineer Redux - 1.0.19.4
Infernal Robots - 0.21.4
NearFutureElectrical - 0.6.1
NearFuturePropulsion - 0.6.1
NearFutureSolar - 0.5.5
RCS Build Aid - 0.7.7
RemoteTech - 1.6.9
SCANsat - 1.1.4.5
StageRecovery - 1.6.3
TAC Life Support - 0.11.2.1
Kerbal Alarm Clock - 3.5
Transfer Window Planner - 1.4
WernherChecker - 0.4
[x] Science! - 4.14
kOS - 0.19.2

Anybody can tell me which mods will broken in KSP 1.1? Unfortunately,  in my Steam, I haven't access to the 1.1 :( 

My main mods (very important to my current gameplay):

TAC Life Support, kOS, Kerbal Alarm Clock,  Kerbal Inventory System, KAS, RemoteTech, Precise node(I have error window about it is incompability with 1.0.5, but it fact, it works).

Also, important (but not critical for my gameplay) mods: [x] Science! , Transfer Window Planner, Kerbal Engineer Redux, StageRecovery(why Squard team does not provide physics to recovering rocket  stages like Space X in real world? All remote objects not calculated by game, and if remote object has a low altitude, it always crashed) 

 

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Hmm...

Asteroid Day

Atomic Age

Chatterer

Color Coded Canisters

CTT

Darkside Technology

DMagic

Dynamic Texture Loader

FTP

Gingercorp Station Hubs

K2 Command Pod

KER

KJR

Mining Expansion

MRS

Module Manager

RCS Sounds

Docking Sounds

RLA

RSCapsuleyne

SCANSAT

SpaceY

Stockbugfix

Triggertech

Vanguard Astroydynamics

That's whats on my 1.0 modded install. I plan on adding:

Kopernicus and OPM

Near Future Mods (All of em)

Station Parts Expansion

SpaceY Extended

KIS/KAS

Infernal Robotics

Extraplanatery Launchpads

Texture Replacer

Scatterer

Strategea

MK4 Spaceplane parts

Lithobreak Exploration Technologies

Planetary Base Systems

Buffalo MSEV

Stockalike MAV

And probably many more...

Edited by Kuansenhama
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about 60 according to my last count, I'm already running most of these already, the only new ones I'll be adding are the near future technologies that have a bunch of new parts, a planets pack that I haven't tried so far and a bunch of visual mods, the goal is to run a medium difficulty system kolonization campaign.

 

  Reveal hidden contents

And optionally if they are ready:

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In am playingpre-v1.1 and so far found out the following that I like to share with you guys ;-)
I use the new 64bit version.

Kerbal engineer 1.1.0.0 ( updated to pre-v1.1 64bit tested and working )
modulemanager 2.6.21 ( updated to pre-v1.1 64bit tested and working )

 

The following I have tested do not work.
-Toolbar     ( I do not see the GUI on the screen anywhere )
-remote tech 2    ( I do not see any GUI anywhere, and cannot activate/deactive antennas manual )
- final frontier     ( also do not show up anywhere. )

I am playing a Fresh new hard career game.

Edited by Peder
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  On 3/16/2016 at 10:44 PM, Red Iron Crown said:

I believe that was with respect to modders who do not have KSP on Steam but would like early access to get their mods ready for 1.1's release.

For clarity: Everyone who has KSP through Steam will have access to the prerelease, with no special access key required.

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Not true I can't get to it (Mac)

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