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Which mods have become unnecessary


Spoonifer

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Happy Long Journey Isolation everyone!

My install is getting slower and slower to run and is hanging between going into the VAB and then launching quite significantly SOOO I wondered if I simply have too many mods (almost certainly) and if I have installed mods which have already been either incorporated into the game or have become unnecessary with new versions.

I couldn't find a thread about this but a database of which mods became surplus to requirements with each new version of KSP would be really useful. 

Happy Wallchewing!

 

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4 hours ago, Spoonifer said:

Happy Long Journey Isolation everyone!

My install is getting slower and slower to run and is hanging between going into the VAB and then launching quite significantly SOOO I wondered if I simply have too many mods (almost certainly) and if I have installed mods which have already been either incorporated into the game or have become unnecessary with new versions.

I couldn't find a thread about this but a database of which mods became surplus to requirements with each new version of KSP would be really useful. 

Happy Wallchewing!

 

It's an impossible task.  Mods I consider essential, another user may not have ever tried or seen the need and vice versa.  From my perspective, the biggest performance hits were all visual enhancements like EVE and scatter.  But the Unity engine update did improve things quite a bit for me.

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4 minutes ago, Tonka Crash said:

It's an impossible task.  Mods I consider essential, another user may not have ever tried or seen the need and vice versa.  From my perspective, the biggest performance hits were all visual enhancements like EVE and scatter.  But the Unity engine update did improve things quite a bit for me.

It depends on how you read the question IMO.  The OP seems to be looking towards mods that have had their functionality added to the base game in such a way that the mod is no longer necessary.  As an example KSP added commnet functionality to the base game that arguably made the mod that did this obsolete.  (Brainfarting on the actual mod name now).  You could still argue that the mod had additional functionality that makes it still relevant.

That being said the only major functionality items that have been added (at least that I can remember) are:

More realistic aero

Comm network

In game delta-V

Some robotics parts in the DLC

There may be some other components.  None of these replicate all of the functionality of the mods that have these features, so none truly "replace" the mods.  But many are "good enough" to someone who doesn't need or want all of the features of the mod.

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23 hours ago, goldenpsp said:

It depends on how you read the question IMO.  The OP seems to be looking towards mods that have had their functionality added to the base game in such a way that the mod is no longer necessary.  As an example KSP added commnet functionality to the base game that arguably made the mod that did this obsolete.  (Brainfarting on the actual mod name now).  You could still argue that the mod had additional functionality that makes it still relevant.

That being said the only major functionality items that have been added (at least that I can remember) are:

More realistic aero

Comm network

In game delta-V

Some robotics parts in the DLC

There may be some other components.  None of these replicate all of the functionality of the mods that have these features, so none truly "replace" the mods.  But many are "good enough" to someone who doesn't need or want all of the features of the mod.

Yes, this is exactly it, which mods have been made redundant due to being incorporated to updates of KSP.

I noticed you said more realistic aero, I do have Ferram Aerospace installed so my first question, is this one that I should remove? 

In others, I don't have Infernal Robotics nor...that comm network one (whose name I have also forgotten). 

Actually if someone wouldn't mind checking here is my output list from CKAN...

AT Utils (AT-Utils v1.9.0)
B9 Part Switch (B9PartSwitch v2.14.0)
Chatterer (Chatterer 0.9.99)
ClickThrough Blocker (ClickThroughBlocker 0.1.9.5)
CommNet Antennas Extension (CommNetAntennasExtension 2.1.1)
CommNet Antennas Info (CommNetAntennasInfo 2.3.4)
CommNet Relays (ContractConfigurator-CommNetRelays v2.1.0)
Community Category Kit (CommunityCategoryKit 5.0.0.0)
Community Resource Pack (CommunityResourcePack 1.3.0.0)
Community Tech Tree (CommunityTechTree 1:3.4.1)
Configurable Containers Core (ConfigurableContainers-Core 2.4.8)
Contract Configurator (ContractConfigurator 1.28.0)
Contract Pack: Bases and Stations Reborn (ContractConfigurator-KerbinSpaceStation 2:3.7.2.2)
Contract Pack: Clever Sats (ContractConfigurator-CleverSats 1.4)
Contract Pack: Field Research (ContractConfigurator-FieldResearch 1.2.1)
Contract Pack: Tourism Plus (ContractConfigurator-Tourism 1.5.2)
Craft Manager (CraftManager 1.2.0)
DMagic Orbital Science (DMagicOrbitalScience 1.4.3)
Docking Cam (DockingCamKURS 1.3.7.2)
Docking Port Alignment Indicator (DockingPortAlignmentIndicator 6.8.6)
Docking Port Sound FX (DockingPortSoundFX v2.1.12)
Easy Vessel Switch (EVS) (EasyVesselSwitch 2.1)
Environmental Visual Enhancements (EnvironmentalVisualEnhancements 2:EVE-1.8.0-2)
Environmental Visual Enhancements - Stock Planet Config files (EnvironmentalVisualEnhancements-HR 2:EVE-1.2.2-1)
EvaFollower (EvaFollower 1:1.1.1.5)
EVAFuel Continued (EvaFuelCont 1.6.7.4)
Extraplanetary Launchpads (ExtraPlanetaryLaunchpads 6.7.2.0)
Ferram Aerospace Research Continued (FerramAerospaceResearchContinued 3:0.15.11.4)
Final Frontier (FinalFrontier 1.8.1-3479)
Firespitter (Firespitter v7.15)
Firespitter Core (FirespitterCore v7.15)
Firespitter Resources config (FirespitterResourcesConfig v7.15)
Global Construction Core (GroundConstruction-Core 2.6.0)
Kerbal Attachment System (KAS 1.5)
Kerbal Engineer Redux (KerbalEngineerRedux 1.1.7.1)
Kerbal Inventory System (KIS 1.24)
Kerbal Joint Reinforcement Continued (KerbalJointReinforcementContinued v3.5.0)
Kerbal Research & Development (KRnD 1.16.0.7)
Kerbal Stats (KerbalStats 3.1.0)
Konstruction (Konstruction 1.3.0.0)
KXAPI (KXAPI 1.2.0)
MechJeb 2 (MechJeb2 2.9.2.0)
ModularFlightIntegrator (ModularFlightIntegrator 1.2.7.0)
Near Future Construction (NearFutureConstruction 1.2.2)
Near Future Electrical (NearFutureElectrical 1.1.1)
Near Future Electrical - Decaying RTGs (NearFutureElectrical-DecayingRTGs 1.1.1)
Near Future Electrical Core (NearFutureElectrical-Core 1.1.1)
Near Future IVA Props (NearFutureProps 1:0.6.2)
Near Future Launch Vehicles (NearFutureLaunchVehicles 1.3.0)
Near Future Propulsion (NearFuturePropulsion 1.2.1)
Near Future Propulsion - Xenon Hall Effect Thrusters (NearFuturePropulsion-XenonHETs 1.2.1)
Near Future Solar (NearFutureSolar 1.2.1)
Near Future Solar Core (NearFutureSolar-Core 1.2.1)
Near Future Spacecraft (NearFutureSpacecraft 1.3.1)
notes (notes 0.16)
Real Plume (RealPlume 2:v13.2.0)
Real Plume - Stock Configs (RealPlume-StockConfigs v3.1.0)
RemoteTech Redev Antennas (RemoteTechRedevAntennas 0.1.1)
SmokeScreen - Extended FX Plugin (SmokeScreen 2.8.13.0)
Sounding Rockets! (SoundingRockets 1.3.0.0)
SpaceTux Library (SpaceTuxLibrary 0.0.2.3)
Stockalike Station Parts Expansion Redux (StationPartsExpansionRedux 1.3.4)
Surface Mounted Lights (surfacelights 1.15)
Tarsier Space Technology with Galaxies Continued... (TarsierSpaceTechnologyWithGalaxies 1:7.9)
The SSR MicroSat: 0.35m Probe Parts Revived (MicroSatRevived 0.1.3)
Toolbar Controller (ToolbarController 1:0.1.9.4)
TooManyOrbits (TooManyOrbits 1.1.6.2)
TriggerAu Flags (TriggerAu-Flags v2.9.3.0)
Triple-Z RadioTelescope (ZZZRadioTelescope 1.0.4)
USI Core (USI-Core 1.3.0.0)
USI Kolonization Systems (MKS/OKS) (UKS 1:1.3.0.0)
USI Life Support (USI-LS 1.3.0.0)
USI Tools (USITools 1.3.0.0)
Waypoint Manager (WaypointManager 2.8.1)
Zero MiniAVC (ZeroMiniAVC 1:1.1.0.1)


Many thanks for the responses chaps!

On 4/13/2020 at 1:02 PM, goldenpsp said:

As far as I am aware nothing like that exists.  So it sounds like a project.  Let us know how it goes!

I don't have any significant programming skills to create an app but I would be happy to create an online Google Sheet to keep track of which mods are made redundant by which KSP versions.

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1 hour ago, Spoonifer said:

I noticed you said more realistic aero, I do have Ferram Aerospace installed so my first question, is this one that I should remove? 

I have no idea.  why don't you peruse the FAR thread to see what it adds above stock aero and decide if they are features you want?

1 hour ago, Spoonifer said:

Actually if someone wouldn't mind checking here is my output list from CKAN...

I would.  I know this will sound harsh, but you have the list.  You can do the research yourself by looking at those threads. and asking if you are unsure. 

1 hour ago, Spoonifer said:

I don't have any significant programming skills to create an app but I would be happy to create an online Google Sheet to keep track of which mods are made redundant by which KSP versions.

Great.  I doubt it would take programming skills, just time and effort.

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@Spoonifer from your list, I dont see *any* mods that have had their full functionailty included/ported to the stock game.

All of the mods listed still add *something* over and above, or way better than what is provided in stock.

So, unfortunately, if you are having RAM/performance issues, you'll just have to choose what mods to cut and live without.
About the only ones I see that would cause RAM/performance issues, are the large parts packs you have, being all the Near Future stuff, SSPxR and the USI stuff. I would try cutting that down to one set or the other.
Also, EVE is a big hitter on performance.
If you dont do much atmospheric/aircraft/SSTO playing, then yeah, you could probably cut out FAR, tho I dont know how much that one affects performance.

Most everything else is small, Quality of Life mods, and most are plugins, or small parts packs, and shouldnt be too hard on performance.

If after re-evaluating my above suggestions, if you still have issues, you may have to do some investigative work, to determine what exact mods it could be, and post or read thru those respective mods' threads about it.

2 hours ago, Spoonifer said:

I don't have any significant programming skills to create an app but I would be happy to create an online Google Sheet to keep track of which mods are made redundant by which KSP versions.

IMHO, that would not be worth it. Any of those old mods that pretty much got 90%-100% "absorbed" by stock, over the years, have pretty much disappeared into the dustbin of old, inactive threads. Someone would really have to Google to search them up, and it should be pretty obvious by either the dev stating right in the OP that the mod is now obsolete (many have done this), and/or the inactivity of new posts, or even the KSP version number in the thread title.

Parts packs are a little different, as MANY old parts mods may still work in newer KSP versions, as parts-only packs are rarely, and less-affected by KSP updates. Anything with a plugin (.dll file), usually gets broken moar often, especially with KSP/Unity updates.

Edited by Stone Blue
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The main improvements that I'm aware of that made mods obsolete are:

Launching with crew in external command seats made Take Command obsolete

Improved burn time indicator in theory made Better Burn Time obsolete, but it still has good features that stock doesn't replicate so I still use it.

Stock dV indicator made that part of KER & Mechjeb obsolete but both of those have many other useful functions.

 

That's all I can think of right now

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6 hours ago, Spoonifer said:

I was suspicious that EVE would add lag but it's so perrrdy...

EVE alone barely adds any.  The SciFIve pack for EVE is pretty lightweight also - and it adds dust storms to Duna.  Scatterer is a really big load (but SOOOOOO worth it) and some of the high end visual packs for EVE (AVP, SVE) can add some lag as well

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