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How long does your install last?


Captain Sierra

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You hear me, how long does your install of .22, .23, or whatever the lastest version is for any given update, last as stock? How long does your KSP get pure stock before you mod load it, or do you never mod load it? WHen you load it, how heavily?

I'll start. My .23 lasted less than 24 hours before I began experimenting with KMP. Lasted about 36 before I slapped the heavy load on it (B9, KW, bunch of other handy stuff like enhanced navball).

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If you count Kerbal Engineer, I don't last long at all xD. Otherwise, I tend not to use mods that much at all. When the game reaches 1.0 completion I might consider it, but until then I can't be bothered with the constant flux and hastle of mods and an ever changing base game.

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As soon as I install a new version, I see if the previous version mods work with it. The only parts mods I use are the mapping ones, SCANSat and ISA, (ones that effect how you build something anyway) other mods like protractor, enhanced nav ball, Kerbal alarm clock, alternate resource panel, precise node, mechjeb etc. don't really effect what you build. So, zero minutes unmodded, usually, unless the old version mods don't work at all with the new KSP.

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Once all three of these are updated I install mods.

-MJ.

-Kerbpaint.

-Hyperedit(my Fkeys substitute).

I delay my updating to a new version, and when I do update my mods/plugins go in immediately. (delay is for bug catching/squashing and to give mods a chance to update if required)

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Not all mods are parts, look into things like mechjeb and Kerbal Engineer (redux)... information displays and data entries are things I couldn't live without - and they certainly don't change performance characteristics of the parts you put up in the air.

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At this point there are a few mods that I always install as soon as possible because I consider them essential: KER, KJR, and PreciseNode are the big three, plus my own flags and 0.625m radial attachment point. Other mods trickle in as I want changes. I'll probably install RSS, DRE, FAR, MFS, and my 6.4:1 scale Kerbin once I'm done with a challenge here.

Edited by regex
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I usually wait for the current-version update of Kerbal Engineer Redux before I install any mods. (I look forward to when its handy tabulation of delta-V in the VAB/SPH is a stock feature, or at least quick consolidation of critical data so I can hand-calculate dV per stage on the fly without a spreadsheet.) So usually a day or three.

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I'd agree! Not nearly enough! ;)

Random: have you had problems with kerbal alarm clock? It seems it can't remember where it lives in the tracking station and causes random UI freakyness after returning from flight. Problem went away after removing it. I don't have anything that you don't, though you do have more than I.

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One clean install for testing & making copies ( and for odd moments of doing things with stock installs ), one with practically everything removed for dev work, and the "main" one gets a pack of mods as soon as they're cleared to work with it. I spend some time removing redundant parts, so it's not a quick job...

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MJ or Engineer goes on straight away (if working), I don't have time for too much maths! I am here to be creative! I do find a good calculation gratifying but I do that at work (if statistics can be called maths that is) so at home I want to keep it to a happy minimum.

I do like to save a bit of time and take some of the manual out of it, mostly when I need to be precise or repetitive.

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0

I always install Kerbal Engineer Redux for any new update ...

only thing that may keep me from using it from the start on may be compatibility problems with the most actual version of KER and the new version of KSP

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