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How many mods is too many mods...?


CoriW

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Well I used to play completely stock and was very hesitant to try out mods because I was afraid it might make the game too easy for me or just clutter up my parts list. Eventually of course I decided to try one mod out, MechJeb (Go figure, right?) however I didn't actually use it for it's autopilot, I just sort of love how it puts all the info I should know on the screen for me.

But now I have come to a bit of a dilemma... The problem is, MechJeb was like a "gateway" mod because after I got it, I got another mod, then another, and another, and the list just kept getting bigger and bigger as time went on... (For example I just got 3 more mods today!) Of course this isn't really posing a problem as of this current moment in time since I avoid mods that make things too easy or clutter up the parts list.

Really I am just concerned that one day I'll have some 50 item long mod list, and even though I'm only at 18 mods currently, I'm already finding myself asking the question "How many mods is too many mods?" because I really don't want to get too detached from stock. So I guess really the question here is, in your opinion, what do you think is too many mods?

And just for the sake of the topic I'm going to go ahead and list all of my current mods below, under basic categories of why I got them.

Convenience

CrewManifest

Haystack

KerbalAlarmClock

SubassemblyLoader

Quantum Struts

Actions on the Fly

Information

Enginner Redux

MechJeb

Protractor

Logomatic

Gameplay

Kethane

Challenge

DeadlyReentry

Ioncross Crew Support

RemoteTech

RemoteTech Probe Compatibility

Other

Fairing Factory

ISA Mapsat

Kerbal Attachment System

Edited by CoriW
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There is no such thing as many mods, as long as your computer can handle it.

Also, most things that you've mentioned are plugins, which are just one of the two classifications of mods, the other one which is part add-ons, which are further subdivided into two: normal part add-ons (just add them in your parts folder) and plugin-powered part add-ons (parts that won't work properly or at all without installing a specific plugin for it to work).

Therefore, Mods ≠ Plugins.

Edited by Flixxbeatz
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As long as KSP don't reach the 3.5 Gb of ram usage. doesn't matter how much ram you got, as long as you get more than 3.5gb for KSP.exe, you will crash.

I had tons of mod, before, when I start the game it is already around 3.2 gb, a little bit of playing and I would get past 3.5gb and It will crash.

I reduced the textures to half, and it's now using 2.2 gb, and doesn't crash anymore, and I got more room for mods!

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There is no such thing as many mods, as long as your computer can handle it.

No, that´s not right. As far as I know there is an limitation. For example, the Unity-Engine is an 32bit application, that means that it could´t use all your ram if you have more than 4GB, and there are some other problems with the engine and KSP (witch will be fixed in the future) causing that KSP will crash if you have more than ~800 parts/ parts folder larger than 2GB.

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There is no such thing as many mods, as long as your computer can handle it.

Also, most things that you've mentioned are plugins, which are just one of the two classifications of mods, the other one which is part add-ons, which are further subdivided into two: normal part add-ons (just add them in your parts folder) and plugin-powered part add-ons (parts that won't work properly or at all without installing a specific plugin for it to work).

Therefore, Mods ≠ Plugins.

Oh, thanks for the clarification, I knew there was a difference but didn't really know what that difference was until you explained it. :)

As long as KSP don't reach the 3.5 Gb of ram usage. doesn't matter how much ram you got, as long as you get more than 3.5gb for KSP.exe, you will crash.

I had tons of mod, before, when I start the game it is already around 3.2 gb, a little bit of playing and I would get past 3.5gb and It will crash.

I reduced the textures to half, and it's now using 2.2 gb, and doesn't crash anymore, and I got more room for mods!

Wait how do I find out what it's ram usage is currently? Do I just run it and check the task manager or something? (I don't usually pay attention to how much ram stuff is using.)

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Oh, thanks for the clarification, I knew there was a difference but didn't really know what that difference was until you explained it. :)

Wait how do I find out what it's ram usage is currently? Do I just run it and check the task manager or something? (I don't usually pay attention to how much ram stuff is using.)

Task manager ram usage, and the one above he said , "as long as your computer can handle" is wrong, the limit for KSP right now is 3.5Gb, it is a software bottleneck. even If you have a NASA PC, you will still crash if you put 3.5gb worth of mods

I myself have a i7 at 4.5Ghz, 8GB ram and Radeon HD 6870, but it still crashes when I put too many mods, Yeah you could theoretically run as many mods as you can as long as your PC can handle it, but the software will crash at 3.5gb ram usage anyway, before you even reach the hardware limit

Edited by lyndonguitar
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