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How long does your install last?


Captain Sierra

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Just downloaded alternis Kerbol

I'm gonna be starting a separate install for that.

I often load down multiple parts mods to start but then end up usually removing them. For me, it just isn't worth the load time. I do insist on several stockalike mods and a handful of plugins. I have yet to actually install MechJeb on my .23 and I might, still unsure about that.

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I play stock until all the mods I usually use are working on the new update, then I move my old save over if its compatible. So its usually a week or two after each update I change from pure stock to using mods.

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Hyperedit and engineer are essential to me for designing and testing my crafts. I always have KSPX as well and consider it practically stock. I now always have Kethane as well due to stock resources being cancelled.

All in all my stock install doesn't last long at all but none of these mods are particularly major. :)

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Zero. I have KER installed, and patch the game instead of starting with a fresh install.

I do keep a stock version alongside my main game just for testing, and that's 100% mod-free. So I guess my answer is both zero and forever.

Edited by Seret
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I used to install mods pretty much straight away and have done since 0.15 when I started. Since 0.22 I've been playing 100% stock just to see how career mode was.

Now I have two 0.23 installs, one is packed full of mods from the onset and the other is pure stock. Both very fun and I've got two games for the price of one!

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I generally don't bother with parts mods. I find the extra load time on them isn't worth what they can offer in game. However I generally add tool and data mods.

Kerbal Alarm Clock, functionality that needs to be stock.

Docking Port alignment indicator, again should be stock, possibly a tech tree unlock.

Kerbal Engineer or similar for better data readout. another thing that offers a lot of stuff that needs to be stock.

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Up to 0.22 I have not touched any mods except to use them in a Mod testing save then delete it later. About 1.5 weeks before .23 I had my .22 save with a few plugins (enhanced navball etc) no part mods

then about a day after 0.23 i decided time to put on mods and see how it goes. now I have FAR, Joint reinforcement, KW, Interstellar, Remote tech 2, life support and a bunch more

Honestly going through stock and modded are like two different games and both can be enjoyed greatly (one save is stock, another bombarded with mods)

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I can't do much more that a simple Kerbin orbital mission without Engineer so I install that as soon as its updated. Other than that I only have Alarm Clock and Protractor installed; and I installed them yesterday. I don't use parts mods yet because I'm still learning how to use all the stock parts.

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  • 1 month later...

Interesting thread. I found it while looking for info on how to install Enhanced Navball after experiencing performance issues and re-installing clean.

There are a few mods that I really want like Enhanced Navball, Engineer Redux, and Protractor because the reduce my (ab)use of the F9 key. And there are some that reduce tedious endeavors like MechJeb. Until I installed FAR the parts packs weren't really my thing, but now they allow me to do things that stock parts don't do very well.

I'm not sure if I regret installing parts packs because now I can't reinstall my saves unless I do the same with my parts. But which handy little mod do I do without?

At the risk of sounding like a thread hijacker, has anyone found the generic installation instructions found on some Spaceport entries is a little outdated?

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So what is the difference between a plugin and a mod?

KER gets installed ASAP, Kethane I install after I've exhausted new features. I just started mucking about with Kethane in .23 this last week. KER and Kethane is all I use for now.

A plugin mod adds no parts. While KER technically adds parts, those parts are pretty much useless. They're just a hook for the plugin. For me, it's EditorExtensions, SelectRoot, and a few other things that go in immediately but it's mostly non-parts plugin mods.

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So what is the difference between a plugin and a mod?

Plugins are code that is loaded either singly or to enable part functions. For instance, B9 requires a few plugins for all of its parts to load correctly. Parts and plugins can both be considered "mods".

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I can't fairly comment at this point. I was pure stock until 0.23. I played 0.23 for about 2 weeks, then I installed some mods.

I doubt I'll go back to pure stock, Kerbal Alarm Clock is just too good. Some of the other mods I guess I could live without, like Kethane and KAS.

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