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getting started adding mods to ksp.


Rumrunner

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I have been playing this game for quite awhile. I just finished a Duna landing and have a science vessel orbiting Eve. All of it done with vanilla KSP and by eyeballing Hohmann transfers. I finished the science tree. :( I'm not bragging just want to establish I'm not a newbie to the game.

With the science tree finished I want to look into expanding the game. I'd like to add in more science and in general "stuff to do." What are the recommended mods? Is there a mod manager that makes installation and management of the modules easy? Which ones are buggy and will make my game not work right? Do I have to start a new career to use mods like final frontier? What's the best way to expand ksp without breaking it? I'm especially interested in realism mods.

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There are so many excellent mods that enhance KSP, it is almost sure any recommendation will leave something out. Would say, depends a lot on what you like to have.

First off, mod manager. My suggestion is to go with KSP Mod Admin (if you use windows).

Reality mods: sure you should look at Realism Overhaul, or to begin with RSS. Very tough, however. I like to use other mods that enhance specific aspects and bring variety to the stock game (yes, "stuff to do"). My list of mods that can't miss include FAR, DRE, RT2, TAC LS, SCANsat, MCE. For stuff, I like L-tech, Cacteye, Kethane, Interstellar, Extraplanetary Launchpads. Plus a lot more just to add beauty or features.

All the above mods and those I forgot (sorry, I use so many I can't really list them all) are listed here: http://forum.kerbalspaceprogram.com/threads/55401-Community-Mods-and-Plugins-Library

Plus, a suggestion: try one mod at a time, getting all at once is overwhelming. And, if something is wrong with your way of installing mods, you will not have a hard time to discover which mod it was causing trouble.

Buggy mods: please note each mod was delivered for a specific KSP version and developed without full knowledge of possible incompatibilities with other mods. Issues may always be found, when using a different KSP version or a combination of mods different than the ones already tested. Wouldn't call those bugs, however. If you stick to using mods tested for the version of the game you have, you will avoid a lot of issues, and the few that still may emerge will probably be already debated in the respective threads.

Final frontier: would say yes, best use it with a new game.

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You may wanna get Kerbal Alarm Clock, I use it a lot in my modded playthrough, currently just using the interstellar tree. SCANsat, Kethane, and Cacteye are pretty fun. You may want the distant object enhancement mod, and if you're going realism, I think there's texture packs and things for EVE for those specific things.

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Thanks for the responses! What do you guys think of the graphics mods? Eve and advanced visuals?

EVE is great. It makes Kerbin look amazing and I would strongly recommend it.

As mentioned above FAR & DRE are practically required for realism. KAC is also insanely useful.

I really like the concept of RT2, but given it's current state, I can't say I recommend it. Unless something has changed in the last week or so, I don't think it's being actively supported. I'd hold off until it's support gets a bit more solid.

I also love TAC-LS, a life support mod. It's more complicated than the other popular life support mod, ECLSS (I think).

That's probably enough to get you started. When you start getting your hands on these, you'll run across other mods, and like the game, discovery is half the fun.

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Thanks for the responses! What do you guys think of the graphics mods? Eve and advanced visuals?

Personally I use this pack for EVE, it makes the game look amazing:

In any case, you should add Chatterer to your list, it improves the mood a lot (it adds communication sounds, like your astronauts speaking with mission control in Kerbish, or your probes transmitting data).

As far as getting "stuff to do" is concerned, there are three possible approaches in my opinion (which are mostly not mutually exclusive, so you can combine aspects of them):

1. Go futuristic, ie. do stuff that has not yet been achieved by us humans: Interstellar mod, Modular Kolonization System, Kethane, Porkwork's Habitat pack, Extraplanetary Launchpads, LackLuster Labs, Near Future packs

2. Go for moderate realism: Ferram Aerospace Research, Deadly Reantry, Real Chutes, TAC life support. Since FAR changes the way the game is played (realistic aerodynamics mean that asparagus-staging no longer works and you need to build tall, aerodynamic rockets like in real life), you need Procedural Fairings and KW Rocketry and/or NovaPunch with it.

3. Go for full realism: Realism Overhaul. Makes everything real-size (stock Kerbin is smaller than real-life moon) and therefore much harder. Very nice to have, but also very challenging and pretty tough to get to install properly. There are part packs such as FASA which let you recreate real-world space programs if you are into history.

Things that are overall useful in any case (mostly utilities): Kerbal Engineer Redux, Floor It, Procedural Parts, Crew Manifest, Kerbal Attachment System, Kerbal Alarm Clock

There are also some part packs for building space shuttles (B9 aerospace, Kerbal Shuttle Orbiter) and space stations (Fustek, Kosmos)

[Edit:] I second diomedea's suggestion to avoid adding too many mods at once. Do it gradually to get used to what they offer.

Also, a suggested solution for major game-changing mods (like the Realism Overhaul, and to a lesser degree FAR): You can maintain two separate installations of KSP, with different sets of mods (or one with mods, and another without any of them, as you please). Personally I have two installations of KSP, one combining approaches #1 and #2 above, and another for Realism Overhaul.

Edited by Hattivat
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