Jump to content

Want some good mods...


MrZayas1

Recommended Posts

Hey guys, I was wondering if any of you knew some good, balanced, ksp mods. I love vanilla ksp but sometimes I like new spice to the game. Anyone know some good mod combinations that are really good together? If so thanks in advance I will most likely use them! Thanks guys!

P.S Sorry if this is kind of in the wrong forum, wasn't sure where to post it :)

Link to comment
Share on other sites

these are the main ones i am using

must have tier:

FAR (because... if you can choose from either bad or worse, you gonna choose the bad one instead of the worse one, aka the stock model)

Remote Tech (GSO Comm Sat constellation, why not)

Mechjeb (i just dont like engineer redux, mechjeb has a way better GUI)

KAS ( building base... of cos)

B9 (cargo bay?)

docking alignment (either this or Lazor System)

alarm clock (you dont want to time warp and miss the encounter)

a lot of fun tier:

procedural fairings & procedural wings (because of FAR, you can skip the wings tho', the B9 wings are pretty much enough)

Inferal Robotics (put huge things into the small cargo bay or fairings)

Kethane (building base?)

Lazor system (missiles and lazor cannon, why not?)

fun but i dont really like that much:

interstellar (bad instruction in the "more-info", dont even bother to try to make it work)

tac life support (not too much fun, you can spam the food/water/o2 tanks anyways; they arent even heavy....)

Edited by lammatt
Link to comment
Share on other sites

Nahhh mechjeb's not a must, pro's do it without :D

KW Rocketry is pretty cool too, with plenty of 3.75m parts; Use Deadly Re-entry if you want more of a challenge to landing; Extraplanetary Launchpads is awesome too. The HOME modules are pretty cool too, with the little inflatable buildings.

Link to comment
Share on other sites

Nahhh mechjeb's not a must, pro's do it without :D

KW Rocketry is pretty cool too, with plenty of 3.75m parts; Use Deadly Re-entry if you want more of a challenge to landing; Extraplanetary Launchpads is awesome too. The HOME modules are pretty cool too, with the little inflatable buildings.

lol... no one needs any mods anyways.

i can do the maths on my own, estimating fuel budget isnt that hard anyways.

but why should i bother when i can have the mod does it for me.

and guess what? mechjeb's autpilot is crap other than the initial ascend anyways. i am fairly sure not many people are using mechjeb to do autopilot because it's plain bad.

for KW Rocketry or any mods that have size 3 and 5 parts like Nova punch,

if you can stand the bad physics sim for huge/heavy object in KSP, yes, it may open up some possibilities.

but other than that, i would totally scrap them until 0.24 comes out. (they said they fixed the problem in 0.24)

Edited by lammatt
Link to comment
Share on other sites

KSP Interstellar is quickly becoming one of my favorite mods because of the additional science. Also check out Custom Biomes for more of that. Ferram Aerospace Research is also a must-have for me. I used MechJeb for a bit but I actually like all the fidgeting and manual flying; try VOID if Engineer's GUI annoys you. Then there's Porkworks Hab modules which are awesome... There's a ton of quality stuff out there.

Link to comment
Share on other sites

Nahhh mechjeb's not a must, pro's do it without :D

KW Rocketry is pretty cool too, with plenty of 3.75m parts; Use Deadly Re-entry if you want more of a challenge to landing; Extraplanetary Launchpads is awesome too. The HOME modules are pretty cool too, with the little inflatable buildings.

Mechjeb isn't mainly used for it's autopilot.

Unless you want to keep doing math, it's pretty annoying to do anything with it.

Link to comment
Share on other sites

Reposting my mods list :cool:

Joint: http://forum.kerbalspaceprogram.com/threads/55657

KerbPaint: http://forum.kerbalspaceprogram.com/threads/50008

FuelBalancer: http://forum.kerbalspaceprogram.com/threads/25823-0-23-TAC-Fuel-Balancer-v2-3-22Dec

Mechjeb: http://forum.kerbalspaceprogram.com/threads/12384

Alarm: http://forum.kerbalspaceprogram.com/threads/24786

Engineer: http://forum.kerbalspaceprogram.com/threads/18230

RCSBalancer: http://forum.kerbalspaceprogram.com/threads/35996

Near Future: http://forum.kerbalspaceprogram.com/threads/52042

Interstellar: http://forum.kerbalspaceprogram.com/threads/43839-0-23-KSP-Interstellar-%28Thermal-Helper-Solar-Sail-Impactors-Fusion%29-Version-0-10-3

Chatter: http://forum.kerbalspaceprogram.com/threads/25367

Procedural Wings: http://forum.kerbalspaceprogram.com/threads/29862

City Lights & Clouds: http://forum.kerbalspaceprogram.com/threads/55905

Kethane: http://forum.kerbalspaceprogram.com/threads/23979

KAS: http://forum.kerbalspaceprogram.com/threads/25563-0-21-1-KAS-v0-4-3-Struts-pipes-part-storage-containers-merged-winches-more

Habitat Pack: http://forum.kerbalspaceprogram.com/threads/64442-0-23-Habitat-Pack-v0-3-Flat-hab%21

Infernal robotics: http://forum.kerbalspaceprogram.com/threads/37707-0-23-Techtree-Magic-Smoke-Industries-Parts-Infernal-Robotics-0-12-(1-30-2014)

Three I haven't tried (yet) but really want to try are:

FAR

Deadly re-entry

TAC Life Support

B9's on my list but I'll wait for the next update.

PS: Bolded the ones I'd try first if I were you. Interstellar is probably my favorite since it adds so much to the game, followed by Kethane because I hate having to send refueling ships after my exploratory crafts heading out far.

PPS: If you install a lot of mods like me, you might need that texture reduction mod. I have a new top-specced Macbook Pro but KSP can't access all resources. So even using a relatively good computer like that, I had to install the texture reduction mod or else the game would freeze before fully loading.

Edited by John Crichton
Link to comment
Share on other sites

Mechjeb isn't mainly used for it's autopilot.

Unless you want to keep doing math, it's pretty annoying to do anything with it.

I know, I was just being silly :P. I use VOID for the details on crafts, but half the time I forget I have it and so it vanilla anyway! More challenge!

Ooo, one mod that is compulsory (IMHO) is Kerbal Joint Reinforcement; it makes your rockets securely bolted together rather than glued together with dried out PVA Glue, and it has helped me more times than I care to remember! No dancing mainsails!!!

Link to comment
Share on other sites

I'll add a few to the many excellent mods already suggested:

Editor Extensions: Some much needed improvements to the VAB/SPH interface

Aviation Lights: Running lights and strobes

Real Chutes: Better parachute physics, with additional chute parts

TweakableEverything: More tweaking options for many parts

Link to comment
Share on other sites

I'll add a few to the many excellent mods already suggested:

Editor Extensions: Some much needed improvements to the VAB/SPH interface

Aviation Lights: Running lights and strobes

Real Chutes: Better parachute physics, with additional chute parts

TweakableEverything: More tweaking options for many parts

yes, real chute is a good one.

AFk the landing in 4x time warp is definitely a +

Link to comment
Share on other sites

Nahhh mechjeb's not a must, pro's do it without :D

KW Rocketry is pretty cool too, with plenty of 3.75m parts; Use Deadly Re-entry if you want more of a challenge to landing; Extraplanetary Launchpads is awesome too. The HOME modules are pretty cool too, with the little inflatable buildings.

Good choices, I fell in love with the KW Rocketry parts, they are useful without being unbalanced or overpowered and Deadly Re-Entry requires the player to put more planning into the building phase and detaching your final stage in the upper atmosphere and watching it explode is great fun.

Link to comment
Share on other sites

The only one I can seem to keep on my list is the FASA Mercury/Gemini/*Apollo and launch tower pack. If you're looking for a good all in one its the one I use. All the others just seem to clutter my inventory to the point it takes forever to find parts. If you don't mind the clutter, B9 is the way to go.

Edited by wolfedg
Link to comment
Share on other sites

HOME is abandoned-ware.

Wait... It is? I swear I had a save where it works fine... Weird. Don't get that then :(

With just B9 Aero and KW your KSP will start hitting the RAM limit and crashing, so a texture reduction pack will be needed. I use this one (http://forum.kerbalspaceprogram.com/threads/59005-0-23-Release-2-15-Active-Texture-Management-Save-RAM-without-reduction-packs)as it doesn't make the game look worse; just makes the initial start-up longer.

Edited by Random Tank
Oopsie
Link to comment
Share on other sites

I can't imagine playing without FAR anymore. The vanilla aerodynamics model is just too ridiculous. Along with that the Procedural Fairings is a must have. You can get very creative with mid stage fairings, while rocket fairings as well as the typical nose cone.

After those two I like Remote Tech 2. Not only does it makes satellites worth launching but requires you to create a satellite network to run unmanned probes and rovers. Then to make unmanned missions more necessary I would add a life support mod, I'm trying TAC right now but I'm not convinced by it yet.

Link to comment
Share on other sites

Wait... It is? I swear I had a save where it works fine... Weird. Don't get that then :(

What works, works - as long as no update seriously breaks it.

KSP is not K***le/A++le and Spaceport will not simply revoke your ability for something to obtained.

TextureManagement - safe RAM when using lots of part mods or texture replacements

FAR - better/logical aerodynamics

ProceduralFairings - you want this when using FAR

KerbalEngineerRedux - show me your numbers!

AlarmClock - never miss a node/encounter/transfer

PreciseNode - no more fiddling with the maneuver node handles

EditorExtensions - simply useful

SelectRoot - sometimes invaluable

Targetron - where did I park that return stage ...

NavballExtensions - more markers

NavballDockingIndicator - a docking marker

Protractor - helps with interplanetary travels

Vanguard Parachutes - parachutes for each Kerbal

Immersion:

Chatterer - background chatter/sounds

TextureReplacer - people create really good stuff!

Clouds and Lights - for Kerbin, Duna, Laythe, Eve

RCS Sounds

HotRockets - better engine FX

Link to comment
Share on other sites

Station Science: still in very early alpha, no custom models for the station parts but it is still very fun. It adds heavy space station parts that are needed to perform different experiments (plant growth in space, how animals (???) react in space, etc.). Right now I have 6 outposts on the surface of minmus. If you use this I recommend lowering the science output of all experiments (stock and mod) or you could blow through a tech tree with only one space station and a few trips to the mun.

http://forum.kerbalspaceprogram.com/threads/54774-0-23-Station-Science-(fourth-alpha-low-tech-docking-port-experiment-pod-models)

Dmagic orbital science: adds more science instruments for rovers and orbiters.

http://forum.kerbalspaceprogram.com/threads/64972-DMagic-Orbital-Science-New-Science-Parts-V0-7-1-(3-12-14)

Link to comment
Share on other sites

Out of interest, what don't you like about TAC? I haven't tried it yet...

Well because it's too easy to bring enough life support. The weight and size to amount of life support is just off. With the three man capsule I can stick one module below it that's about the size of the large SAS module for over 200 days of supplies for the three Kerbals.

That's way too easy.

Link to comment
Share on other sites

Well because it's too easy to bring enough life support. The weight and size to amount of life support is just off. With the three man capsule I can stick one module below it that's about the size of the large SAS module for over 200 days of supplies for the three Kerbals.

That's way too easy.

Humans need something like 5kg of input per day to survive and TAC (if it hasn't changed) models Kerbal input as half that. Life support is actually pretty light in the grand scheme of things, even on human scales. If you, for some silly reason, need it to be heavier the resources file is easily accessible.

Link to comment
Share on other sites

Well because it's too easy to bring enough life support. The weight and size to amount of life support is just off. With the three man capsule I can stick one module below it that's about the size of the large SAS module for over 200 days of supplies for the three Kerbals.

That's way too easy.

Thanks. Mhhh, that sounds pretty easy, but not really once you consider multi-year missions. I like to venture out far, so making it (much) more difficult would feel a bit like running with lead on my feet.

Will give it a try this weekend.

Link to comment
Share on other sites

Humans need something like 5kg of input per day to survive and TAC (if it hasn't changed) models Kerbal input as half that. Life support is actually pretty light in the grand scheme of things, even on human scales. If you, for some silly reason, need it to be heavier the resources file is easily accessible.

Well I'm not going to say it isn't a problem with my expectations. I just figured it would add more complexity to a mission then just slapping on one little module that barely affects my rocket design.

I still have it installed and I've yet to come to a final judgment anyways. I'll reserve that for after I launch some longer missions.

Link to comment
Share on other sites

Well I'm not going to say it isn't a problem with my expectations. I just figured it would add more complexity to a mission then just slapping on one little module that barely affects my rocket design.

Life support mods are generally about about having enough resources of a given type, what more do you want? Try a grand tour with TAC LS sometime; there's more planning involved than simply landing, planting a flag, sucking up some Kethane, and moving on. That being said, there's a reason I don't play with life support mods anymore.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...