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Recommend returning player a good pack of mods


Syczek

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Hi after update frenzy that squad have lately i decided to pause my play for almost 1,5 year KSP.

Now as returning one i would like u guys to recommend me good "pack" of mods.

By "pack" of mods i mean they are fully compatible to each other,they offer sophisticated survival (i got in my Kerbalism is it still alive),sophisticated build of rockets even space colonies,i things like spaceplane parts,rocket parts futuristic and modern (i think RoverDude guy mods offered this kind of things)and alot star systems (i love to explore,astronomy is kinda my hobby)
 

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I'm in the same position as you after the 1.6 update, returning after a couple of years break. I played a bunch of 1.6 sandbox over the Christmas break and installed the following main ones for a career save. As far as I've tested they all work together in 1.6.

TAC life support and MKS.

Remotetech

EVE, scatterer, texture replacer, distant object enhancer, planetshine, KS3P (need to feck about with the config to make it less dark).

Flight Manager for Reusable Stages.

Mission Control 2 and s bunch of other contract packs.

In addition , the usual "good housekeeping" KSP mods. Flight engineer, alarm clock, transfer window planner etc.

I wanted to install Astronomer's Visual Pack but my laptop can't really handle it. 

I looked at Kerbalism played a bit a really liked it; but it's not that friendly with other mods, hence I chose TAC instead. 

The planet packs don't work as yet. Kopernicus isn't updated to 1.6. I'm torn between Galileo or Whirligig. 

-edit KOPERNICUS IS UPDATED!

Can anyone chime in on a good planet pack?

 

Edited by Flipflops
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@Flipflops But Kopernicus is available (now) for KSP 1.6. ;) To choose between Galileo and Whirligig, answer these questions:

  • Do you want familiarity in a Kerbin-like homeworld and somewhat stock+OPM alike planetary arrangement or do you want to start on an air-less super-Tylo in an entirely different and unusual arrangement of worlds?
  • Do you want planets specifically engineered for making ISRU (namely for the USI mods) interesting and challenging or you don't care about that kind of thing?
  • Do you prefer having many atmospheres to potentially explore and the prospect of designing aerodynamic off-world craft or do wings and plane parts mean next-to nothing and you're chill with an astounding array of gas giants and highly diverse asteroids?
  • Galileo largely builds upon realism alone meanwhile Whirligig serves realism along with inspiration from famous sci-fi novels/authors.

If you choose Galileo but find it's not quite enough then get the Grannus Expansion Pack which adds planets specialty-made for the red star in Galileo's.

If you want a third option I'd like to suggest this combination: After Kerbin by Gameslinx and Extrasolar by AndrewDraws.

 

On 1/1/2019 at 3:43 AM, Syczek said:

sophisticated build of rockets even space colonies,i things like spaceplane parts,rocket parts futuristic and modern (i think RoverDude guy mods offered this kind of things)and alot star systems (i love to explore,astronomy is kinda my hobby)

Well... "Futuristic rocket parts" is a hard one for me but you'll find a lot of what you want in these mods:

Plane parts

  • OPT Spaceplane Parts feature-filled obviously sci-fi looking large plane parts
  • OPT Legacy mainly for engines that work very well (not needing Oxygen to run efficiently) on Duna, Eve and Tekto....
  • OPT Reconfig to grant several much desired adjustments and new features to OPT Spaceplane Parts
  • Mk2 (and Mk3) Stockalike Expansion -- plane parts you did't know you needed!

Nertea's mods

  • Near Future Technologies (All of Nertea's mods. All of them)
  • Station Parts Expansion Redux

Off-world/in-flight construction

  • Extraplanetary Launchpads - build and launch a whole craft while landed or orbiting
  • Global Construction - build and launch a whole craft while landed or orbiting
  • OSE Workshop - build individual parts and store them in KIS until needed.

Angel-125's mods: A different taste from the usual USI or Kerbalism if you're so inclined.

  • Pathfinder for bases that are amazingly configurable (and you can deflate and pack up most of a base when you're done and want to move on). Supports Extraplanetary Launchpads and OSE Workshop
  • Snacks! for a basic life support mod (make sure to turn on Death. It's off by default)
  • BARIS for part failures (replacement for Kerbalism's part failure scheme. You may want to turn it down. It's vicious by default)
  • DSEV for station parts and torch drives
  • Kerbal Flying Saucers -- what it says on the tin

Space weather mod:

  • Kerbal Health which brings radiation, diseases and mental issues on a similar level to Kerbalism but without the history of breaking other mods that Kerbalism has.

Galaxy mods: Because you reeeeeeeally like planets. Each one is modular but fully installed adds 100+ worlds!

  • Kerbal Star Systems for the realism junkie. But it makes the stock solar system into a "stock-sized real solar system" and makes Sun orbit something else.
  • The World Beyond for the fantasy fan. It centers around a distant blue giant star (does not change the stock system) and overflows with colorful planets and Kerbin-like planets.
Edited by JadeOfMaar
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Hanger Extended is really nice for when you build bigger than the SPH/VAB.  
Kerbal Alarm Clock is pretty much a must have for doing multiple missions
Kerbal Engineer Redux is super useful for all the information it provides, even though you can get alot of the information from stock 1.6
MechJeb for when you're lazy and dont want to set up the circularization burn, or even when you dont want to manually have to execute the burn but will still set it up.  MechJeb also has loads of informational windows, and you can even create custom windows.
KSP Interstellar Extended lets you use generators and super high ISP engines, you can even run an engine purely on the wattage you get beamed to you.  
Minimum Ambient Lighting lets you see your craft without lights on the dark side of planets
RCS Build Aid Continued will show your crafts' center of mass when depleted of RCS as well as the amount and direction of torque caused by uneven RCS, which is super useful creating a super balanced probe as well as airplanes
Remote Tech increases the difficulty for communications by making it more complex, but also gives you the ability to execute burns when you have no connection as long as you set it up when you did have connection
ScienceAlert ReAlerted will notify you have any new science, as well as let you collect it with a click of a button
StageRecovery will recover unfocused crafts if they would normally have the ability to do so using parachutes and/or engines.  science, funds and krew are all recoverable
TweakableEverythingContinued and Tweak Scale will make practically everything resizable and give you more options per part.  
the Near Future series of mods also give you many good parts

 

thats just some of the mods that come to mind.  there are also a bunch of visual mods, realisim mods and loads more parts packs

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