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What mods will probably be in the completed game?


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In no way is this intended to start an argument between the stock (or purist) players and the equally active modding community.

My question is this:

I currently play with no mods as I am still learning the game and would prefer to experience all I can before I start changing things, however it occurred to me that with a game in such an early stage and such an amazing mod community that many of these mods will make it to the full release in one form or another, and these are the mods I will install probably sooner rather than later in order to get a 'leg up' (?) on future updates. So I have been considering which ones to choose from and the three that immediately jump to mind are

1. Mechjeb - like it or loathe it, the info screens look extremely useful from the youtube videos I've seen, and the decision to actually use it on your rockets

rests with you the designer

2. Kethane - not sure of the actual name of this mod, but resources are coming, so it would be useful to have a look at the logistics of such an operation.

3. Kerbal engineering (?) - again not sure of actual name, but being able to see rocket weight, TWR, and DV in the VAB is going to be very useful when I get

around to designing more efficient rockets.

So aside from these 3 are there any other mods that are likely to be included, in some form or other, in the full release? I'm not going for parts packs as it looks like we'll be getting new parts with each update so I'll wait for them :)

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Well, no mods will be included in the completed game. Those mods you listed are just stopgaps till the features are properly implemented by the devs. When the devs implement a feature, they do it all from scratch. Even when they hire modders, the stuff those new employees add to the game is 100% fresh, not recycled from their previous mod releases.

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Kethane-like mod AKA resource system. Some KSP parts are almost guaranteed to be in .20: one of the update pictures was of internals for the 1-man lander can. In fact, I already have EXTREMELY similar internals. The Chiron lander from FASA has it.

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I think it's highly likely we'll get something like the engineering mod. Maybe in a simpler format and automatic for every craft.

For me, being able to see TWR, DeltaV and all the other stats turned around the game from something fun but arcade, into a real space race experience with proper mission planning,

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probably haystack, subassembly, crew manifest, some form of mechjeb, alarm clock, kethane, life support, launching ships from other places

and some of these mods

http://kerbalspaceprogram.com/?orderby=meta_value_num&meta_key=downloads&order=DESC&s=%20

I like all of these suggestions, but feel that I must point out that Kerbal Engineer Redux has all the information MechJeb does without the autopilot, a feature the devs have seemed to want to avoid.

Devs will probably include autopilot, as they stated that you will be able to plan missions and let kerbals do them on their own. and in real space navigation, you will really need auto-pilot at some point

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Something I've been wondering, (but didn'tget round to making a thread) is if there are legal issues around adding mods to the actual game. Things like C7 aerospace, and KSPX are fine, as squad hired the makers as part of their team.

But sub-assembly loader and KAS are could be put straight in with just a little polishing.

But the mods are the intellectual property of the moders. Might there be some issue that could prevent the game developers being able to integrate such things into the game?

After asking the moder's permission first.

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Well, the mod makers would probably want some compensation in exchange for their work.

But besides that, the devs could implement the same features in a more polished way, because they have the source code and all modders have is kludge by comparison. So unless they were extraordinarily pressed for man-hours, (which they aren't, no deadlines to meet) no dev in his right mind would directly fold a mod into the main game.

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Yeah, I'm pretty much banking on the hope that Squad will add the functionality of those mods to the game, rather than the mods themselves (although they might end up surprising me). Still, I just listed the mods themselves for convenience.

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