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Addons & Plugins: Please Point me in a good direction?


Diche Bach

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I see that there are an incredible number of very interesting sounding gameplay modifications, plugins and other sundry supporting applications. I am an avid user of mods for many other games.

I've come to love some of the better mod manager applications for favorite games I play: DayZ Commander; Nexus Mod Manager for The Elder Scrolls games; Six Updater for Arma II; the Tekkit Lite package for Minecraft (not exactly a mod manager but similar).

There seem to be at least three different options for getting going with installing addons and stuff for KSP:

1. Install manually (prefer to avoid this at the outset if I can);

2. use KSP-Mod-Admin-v1-2-6;

3. use Kerbal-Space-Program-Mod-Manager

Maybe there are other mod-manager options?

Given the number of things that I'm interested in trying out, I'd much prefer an all-in-one addon/manager that allows me to browse a list and activate/deactivate specific mods as I choose. Something that also integrated plugins to some degree would be especially appreciated.

What do you guys suggest?

Sorry if I should've posted this in the addons section. I browsed those subforums a bit and it just seemed more appropriate to ask this question in the General section. I almost started to ask this in MacTee's Mod Admin thread, but then thought it best not to ask there.

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Most mods now are just a matter of taking the extracted folder and dumping it in the GameData folder. You can keep them all organized separately so they're easy to keep track of and remove. Also it's a simple matter of copy pasting them in and deleting them if you want them gone. I generally wouldn't suggest a mod manager just because of how straight forward the process is with KSP.

I can't weigh in on which is best unfortunately since I've never tried them, but that's because I've never needed one and I usually tend to use mod managers too with most games.

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Most mods now are just a matter of taking the extracted folder and dumping it in the GameData folder. You can keep them all organized separately so they're easy to keep track of and remove. Also it's a simple matter of copy pasting them in and deleting them if you want them gone. I generally wouldn't suggest a mod manager just because of how straight forward the process is with KSP.

I can't weigh in on which is best unfortunately since I've never tried them, but that's because I've never needed one and I usually tend to use mod managers too with most games.

That is very helpful to know!

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Okay so I have the following sub-folders installed into my Steam/commonapps/KSP/Game Data directory:

MechJeb

Missioncontrollerextv0.11

OrbitalConstruction.Redux

ProceduralFairings

RemoteTech

RemoteTech_MM_ProbeCompatiblity

H.O.M.E 1.03

B9 Aerospace Pack R3

Squad

So that is all there is to it?

Any other suggestions for ones that would run well with that permutation?

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Yep, I can't see any there that don't work when installed that way (some old ones won't) so you should be able to fire it up and see a bunch of new parts etc. Two more I would suggest looking into are Kethane and K.A.S.

Just be warned that being an alpha state game still with optimization to be done, you will eventually run into problems by installing too any mods. Personally I tend to stick to 4-5 on my laptop and up to 10 on my desktop, you'll probably find what works best for you pretty quickly anyway

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If you're going to try MechJeb, get the 2.0.9 version. Keep in mind that MJ isn't altogether happy with .21 and probably needs some adjustment by the Dev. It will have a MechJeb2 folder for your GameData directory. Not sure you need a mod manager for what you have there. Mods in KSP don't tend to be as much of an issue to keep organized like they are in Oblivion or Skyrim.

A couple other fun mods that I like are Lazor docking cam, ISA MapSat, TAC fuel balancer and Kerbal Alarm Clock..

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Hey thanks for the suggestions and help guys!

So my semi-final list (I do notice that loading times have dilated a bit, so yeah . . . will trynot to go too overboard with a lot more than this for now):

B9 Aerospace Pack R3

Chatterer

Home 1.0.3

Kerbal Engineer Redux

Kethane

Mechjeb 1.9.8

Mission Controller (extended)

NovaPunch 2.02

NT Space Program

Orbital Construction

Procedural Fairings 2.2

RemoteTech

Sub-Assembly Manager

I was contemplating Deadly Reentry but it sounds very hard and also just a tad bit glitch? Besides, I get the impression that is something Squad intends to add to the game eventually, and I can always cross that bridge when I come to it.

I was also contemplating one of the life support mods but can't decide which one sounds best cause they all sound pretty good.

Will check out Lazor docking cam, ISA MapSat, TAC fuel balancer and Kerbal Alarm Clock . . . and K.A.S. and see if those sound like something I'll like! Thanks!

The one other functionality that I would like to have is something to help me know the alignments of celestial bodies and to plan launches and fly-bys.

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Deadly reentry isn't that difficult to work with. You just need to get used to a shallow reentry path, takes a few hours but after that you're set to go. I like it a lot, makes me think a lot more about vehicle configurations.

As for a life support system, I recommend Ioncross Crew Support. It focuses on oxygen and CO2 only, but it puts strict time limits on missions. No more floating around for 30 years waiting for an encounter.

Planetary alignment should be doable with the Protractor mod

Oh, and a word of warning: Remotetech is on the verge of a massive overhaul. the old version should theoretically work, but it wasn't made compatible or anything, so it could be cause some problems. The new version of remotetech will also be incompatible with old versions, so be aware of that. Also, ISA MapSat eats a lot of memory. If you install so much addons + ISA you run the risk of running out.

Edited by Ralathon
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Thanks for all the info guys!

I did have Mechjeb 1.9.8 and I wasn't seeing the module anywhere so that must not have been working. Deleted it and have overwritten my Game Data/Squad/Parts/Command files with the ones from MechJeb 2.09 (after creating a backup copy of course).

So what about command modules that come from other mods? Is there still a generic Mechjeb module that you can include in designs that have those as the main command module?

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So what about command modules that come from other mods? Is there still a generic Mechjeb module that you can include in designs that have those as the main command module?

There are alternate MechJeb parts out there; I myself built one to use the Engineer Redux model because I think it's far more "Kerbal" than the stock AR202 MechJeb model. You can also simply add MechJeb to the stock command pods.

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I really would suggest learning how to install the mods manually, it is surprising how trivial it is once you do it once.

Also make sure you are only running mods that are compatible with 0.21, or you are just asking for headaches.

I would suggest:

Procedural Fairings

Engineer Redux

Kethane

Maneuver Node Select

Avoid getting Mechjeb until you start getting bored of take offs, landings, and plotting are trivial to you. Once they are, have at it.

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I really would suggest learning how to install the mods manually, it is surprising how trivial it is once you do it once.

Also make sure you are only running mods that are compatible with 0.21, or you are just asking for headaches.

I would suggest:

Procedural Fairings

Engineer Redux

Kethane

Maneuver Node Select

Avoid getting Mechjeb until you start getting bored of take offs, landings, and plotting are trivial to you. Once they are, have at it.

Ah great advice thanks! With exception of Maneuver Node Select, I have all that running now (manually installed as you suggest). I also have MechJeb 2.0.9 installed, but for whatever reason I'm not seeing any buttons to turn it on or anything. I'm sure I'll puzzle through it eventually; but as you say, not a 'crutch' you want to get too comfortable with until you are a real whiz at all the basics. I'm not yet, but using MechJeb to get my geosynchronous orbits perfect without all that tedious and time consuming orbiting around to do burns would be kinda nice. My penultimate list of mods (in case any other new players are interested in an idea for stuff to check out):

B9 Aerospace Pack R3

Chatterer

Home 1.03

Ioncross Crew Support Plugin

Kerbal Alarm Clock

Kerbal Engineer Redux

Kethane

Lazor Docking Cam

MechJeb 2.09 (as I said, not sure if this is actually working or not)

Mission Controller (extended)

NovaPunch 2.02

NT Space Program (adds a mission pack useable with Mission Controller)

Orbital Construction (can't wait, but I'm a long way from actually making use of this)

Procedural Fairings 2.2

Protractor (havent' figured out how to turn this one on yet)

RemoteTech

Sub-Assembly Manager

TAC Fuel Balancer

Performance seems fine so far and based on what I understand all of those do, I doubt I'll jettison any of them. Apart from Protractor and MechJeb (which I cannot locate any 'on' buttons for) they all seem to be working. Well, not sure about Orbital Construction, but as I'm trying to play through a 'campaign' starting with a simple budget constrained starting space program and just accomplish some basic missions to increase revenue, I won't be in a position to make any real use of that one for many hours of gameplay I reckon.

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Apart from Protractor and MechJeb (which I cannot locate any 'on' buttons for) they all seem to be working.

Both of those mods require that you put parts on your craft in order to function. Check the parts in the VAB/SPH. MechJeb's part is under Command and Protractor's is under Science (IIRC).

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