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I have 37 Mods installed, help me get to 38! (Updated from 28/29!)


WololoW

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A bit of a preface to this - I got the game back in .20 and played quite a few hours on stock KSP. I made it to the Mun and Minmus (or Minimus as my flag read), and got my kerbals back safely to boot! I started dabbling in some mods and then kinda fizzled out with KSP due to lack of time, and resurgence of other games within my MP circle.

I am now ready to start back up again, and have decided that I will be playing a semi-heavily modded KSP, so I put together some of the mods that I used, some that I knew were good, and others that seem good and were talked up by the community here. Here is the list that I currently have, along with my personal reasoning for having the mod. please let me know what you think!

Google Spreadsheet Link

[TABLE]

[TR]

[TD=align: right]1[/TD]

[TD]Alternate Resource Panel 2.4.3.0[/TD]

[TD][/TD]

[/TR]

[TR]

[TD=align: right]2[/TD]

[TD]ATM Agressive 3-3-1 x64[/TD]

[TD][/TD]

[/TR]

[TR]

[TD=align: right]3[/TD]

[TD]Chatterer 0.5.9.4 x64[/TD]

[TD][/TD]

[/TR]

[TR]

[TD=align: right]4[/TD]

[TD]Crew Manifest 0.5.8.0[/TD]

[TD][/TD]

[/TR]

[TR]

[TD=align: right]5[/TD]

[TD]Custom Asteroids 1.0.0[/TD]

[TD](BA v5 Dependancy)[/TD]

[/TR]

[TR]

[TD=align: right]6[/TD]

[TD]Distant Object Enhancement 1.3.1[/TD]

[TD][/TD]

[/TR]

[TR]

[TD=align: right]7[/TD]

[TD]Editor Extensions 1.3[/TD]

[TD][/TD]

[/TR]

[TR]

[TD=align: right]8[/TD]

[TD]Enhanced Navball 1.3.2[/TD]

[TD][/TD]

[/TR]

[TR]

[TD=align: right]9[/TD]

[TD]Environmental Visual Enhancements 7-3[/TD]

[TD][/TD]

[/TR]

[TR]

[TD=align: right]10[/TD]

[TD]Final Frontier 0.5.5[/TD]

[TD][/TD]

[/TR]

[TR]

[TD=align: right]11[/TD]

[TD]Fine Print 0.52a[/TD]

[TD][/TD]

[/TR]

[TR]

[TD=align: right]12[/TD]

[TD]Infernal Robotics 0.18.3[/TD]

[TD][/TD]

[/TR]

[TR]

[TD=align: right]13[/TD]

[TD]Karbonite 0.0.7[/TD]

[TD][/TD]

[/TR]

[TR]

[TD=align: right]14[/TD]

[TD]Kerbal Alarm Clock 2.7.8.2[/TD]

[TD][/TD]

[/TR]

[TR]

[TD=align: right]15[/TD]

[TD]Kerbal Engineer Redux 1.0.3.0[/TD]

[TD][/TD]

[/TR]

[TR]

[TD=align: right]16[/TD]

[TD]Kerbal Space Intustries MFD 1.2[/TD]

[TD][/TD]

[/TR]

[TR]

[TD][/TD]

[TD]KSP win64 0.24.2[/TD]

[TD][/TD]

[/TR]

[TR]

[TD=align: right]17[/TD]

[TD]KSPIRC 0.6.3[/TD]

[TD][/TD]

[/TR]

[TR]

[TD=align: right]18[/TD]

[TD]KSPX 0.2.6.1[/TD]

[TD][/TD]

[/TR]

[TR]

[TD=align: right]19[/TD]

[TD]Modular Kolonization System 0.19.3[/TD]

[TD][/TD]

[/TR]

[TR]

[TD=align: right]20[/TD]

[TD]Module Manager 2.2.0[/TD]

[TD][/TD]

[/TR]

[TR]

[TD=align: right]21[/TD]

[TD]Part Catalog 3.0RC5[/TD]

[TD][/TD]

[/TR]

[TR]

[TD=align: right]22[/TD]

[TD]PlanetaryEditingToolsUI[/TD]

[TD](BA v5 Dependancy)[/TD]

[/TR]

[TR]

[TD=align: right]23[/TD]

[TD]Precise Node 1.0[/TD]

[TD][/TD]

[/TR]

[TR]

[TD=align: right]24[/TD]

[TD]ProbeControlRoom 1.0-beta8a[/TD]

[TD][/TD]

[/TR]

[TR]

[TD=align: right]25[/TD]

[TD]Procedural Fairings 3.08[/TD]

[TD][/TD]

[/TR]

[TR]

[TD=align: right]26[/TD]

[TD]Protractor Continued 2.4.10[/TD]

[TD][/TD]

[/TR]

[TR]

[TD=align: right]27[/TD]

[TD]Raster Prop Monitor 0.18.1[/TD]

[TD][/TD]

[/TR]

[TR]

[TD=align: right]28[/TD]

[TD]RCS Build Aid 0.4.6[/TD]

[TD][/TD]

[/TR]

[TR]

[TD=align: right]29[/TD]

[TD]RealSolarSystem 7.1 [/TD]

[TD](Updated RSS.dll for Atmosphere From Ground Fix from KSPRC)[/TD]

[/TR]

[TR]

[TD=align: right]29[/TD]

[TD]Remote Tech2 1.4.0[/TD]

[TD][/TD]

[/TR]

[TR]

[TD=align: right]30[/TD]

[TD]SCANsat 7RC4[/TD]

[TD][/TD]

[/TR]

[TR]

[TD=align: right]31[/TD]

[TD]Select Root Jul18[/TD]

[TD][/TD]

[/TR]

[TR]

[TD=align: right]32[/TD]

[TD]TAC Life Support 0.9.0.9pre3[/TD]

[TD][/TD]

[/TR]

[TR]

[TD=align: right]33[/TD]

[TD]Texture Replacer 1.6.1[/TD]

[TD][/TD]

[/TR]

[TR]

[TD=align: right]34[/TD]

[TD]Toolbar 1.7.6[/TD]

[TD][/TD]

[/TR]

[TR]

[TD=align: right]35[/TD]

[TD]TweakScale 1.33[/TD]

[TD][/TD]

[/TR]

[TR]

[TD=align: right]36[/TD]

[TD]Wari's KSI MFD Fix[/TD]

[TD](Fixes KSI MFD for .24.2)[/TD]

[/TR]

[/TABLE]

[TABLE=width: 500]

[TR]

[TD]Textures[/TD]

[TD]*25 Heads, 9 Suits*[/TD]

[/TR]

[TR]

[TD]Better Atmospheres V5[/TD]

[TD](Auroras, Muncraters)[/TD]

[/TR]

[TR]

[TD]Better Atmospheres V5[/TD]

[TD](Joolian Ring Asteroids)[/TD]

[/TR]

[TR]

[TD]Better Atmospheres V5[/TD]

[TD](Joolian Ring)[/TD]

[/TR]

[TR]

[TD]Better Atmospheres V5[/TD]

[TD](Kerbin)[/TD]

[/TR]

[TR]

[TD]Diverse Kerbal Heads[/TD]

[TD](Heads)[/TD]

[/TR]

[TR]

[TD=bgcolor: #FAFAFA]Extension of Sylith's Kerbal heads pack[/TD]

[TD](Heads)[/TD]

[/TR]

[TR]

[TD]Green Skull Inc[/TD]

[TD](Suits, Visor Reflections, Heads?)[/TD]

[/TR]

[TR]

[TD]J's Specialized Kerbal Suit Pack[/TD]

[TD](Suits)[/TD]

[/TR]

[TR]

[TD]KSPRC 01.515[/TD]

[TD](ATM Configs, City Lights, Clouds)[/TD]

[/TR]

[TR]

[TD]KSPRC 01.515[/TD]

[TD](Additional Chatterer Sounds & Config)[/TD]

[/TR]

[TR]

[TD]KSPRC 01.515[/TD]

[TD](Atmosphere From Ground Fix [RSS])[/TD]

[/TR]

[TR]

[TD]KSPRC 01.515[/TD]

[TD](Heads & Suits)[/TD]

[/TR]

[TR]

[TD]Rareden's Skybox[/TD]

[TD](Skybox & Reflection)[/TD]

[/TR]

[TR]

[TD]scart91's heads pack[/TD]

[TD](Heads)[/TD]

[/TR]

[TR]

[TD]Wrigh516's Celestial Bodies Pack[/TD]

[TD](Celestial Bodies)[/TD]

[/TR]

[/TABLE]

Here's the call to arms -I would like to know what you would add to this list to complete it, or to just help it along.

To quote my Original OP,

I have intentionally not installed FAR as I feel that it changes the mechanics too much for my liking. I do not really want to install FAR until I have atleast conquered all the celestial bodies in the KSP system on the base/stock physics/mechanics.

(Small aside - I have similar feelings about Deadly ReEntry, but I dont feel as strongly about that and can be tipped over the edge with the right reasoning.)

I still sorta feel that way, but I would really like for people to give me more input about FAR and really try to tip me over the edge on it and DRE!


1. Action Group Manager - For all those times I forget to set every action group perfectly before a launch.

2. Active Texture Management (Basic) - I noticed myself getting near the RAM cap of 32bit, so I have installed ATM Basic.

3. Alternate Resource Panel - Seems like this should be part of the stock game.

4. Chatterer - Seems to be held in high regard, and I like the quirky little kerbal talk and beeps.

5. Crew Manifest - Used before, helps when I forget to take someone on the launch.

6. Distant Object Enhancement - Currently I am only going to use this for the flares on planets/moons/sun, I may end up utilizing it for ships when I have a space station up.

7. Editor Extensions - Looks to be an invaluable tool when constructing vehicles.

8. Engineer Redux - Used before, it has invaluable information that I use as sparingly as possible.

9. Enhanced Nav Ball - Used before, and this mod should already be stock.

10. Environmental Visual Enhancements - Perfect for adding weather to celestial bodies and lights to Kerbin.

11. Final Frontier - Looking forward to this one, seems like a great way to remember who did what where.

12. Inferal Robotics - Used before, I enjoy being able to make rovers that can unfold.

13. Ioncross Crew Support - Used before, adds a realism mechanic to the game while not really changing the core gameplay.

14. Kerbal Alarm Clock - Used before, Invaluable.

15. Kerbal Attachment System - Used before, great fun being able to work my kerbals in EVA.

16. Kethane - Used before, another added peripheral mechanic that gives great reasons for missions, bases, and space stations.

17. KSPIRC - For connecting with my Twitch.tv chat during streaming.

18. KSPX - Used before, I have seen many of the KSPX parts make it into KSP, so I know that nothing is too out of whack with what is in the base game.

19. Procedural Fairings - Used before, I really like how they look and how you can launch realistic looking rockets by just adding a fairing.

20. Protractor Continued - Used before, The way I plan on making interplanetary missions a reality.

21. Raster Prop Monitor - Looks interesting, was recommended by the SCANsat mod and I like how it looks.

22. RCS Build Aid - Looks to be a useful tool when trying to build crafts that will dock or use RCS.

23. Remote Tech 2 - Used before, This is the biggest, most intrusive mod I have. It is the only one that I consider to be game-changing at the very core of the gameplay. I enjoy the challenges it brings and look forward to utilizing it.

24. SCANsat - Seems very interesting and will bring another level to my scanning missions (Will be scanning for kethane and where to build a base simultaneously now.)

25. Select Root - Used before, helps when creating complex vehicles.

26. TAC Fuel Balancer - Used before, Invaluable.

27. Texture Replacer - Replacement to Universe Replacer, I have it currently with an edited skybox, and custom faces/suits for everyone.

28. Toolbar - Good utility to keep all the menus in the same place.

(Italic = Added after thread was started)

So as you see, I have quite the list of mods, and a similar theme for all of them. I do not like adding part packs, nor do I like adding much that changes the core gameplay, but I am open to the latter.

Heres the call to arms - I would like to know what you would add to this list to complete it, or to just help it along.

I have intentionally not installed FAR as I feel that it changes the mechanics too much for my liking. I do not really want to install FAR until I have atleast conquered all the celestial bodies in the KSP system on the base/stock physics/mechanics.

(Small aside - I have similar feelings about Deadly ReEntry, but I dont feel as strongly about that and can be tipped over the edge with the right reasoning.)

P.S. I have MKS and FusTek downloaded along with their dependencies, but have not added them in as MKS seems to be getting a large, save breaking update (.18) possibly before the KSP update (.24) comes out, and FusTek is very similar and has similar dependencies, so I have not added either yet.

Edited by WololoW
Completely updated OP. Again!
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I have looked into B9, I just feel that there are far too many added parts in it that I would get lost in all of them, and I dont think they are balanced toward stock values so that would be making the game easier with no real reason to. Thanks for that suggestion though!

Interstellar seems like it fits into my same reasoning for not installing FAR, it seems to change the way you play the game in too non-stock sort of way. Again, thanks for the suggestion, but not really along the lines of what I enjoy in my mods right now =)

I am now looking at KSP Alternate Resource Panel, and debating adding it in... Seems to be adding information that should already be accessible.

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I have looked into B9, I just feel that there are far too many added parts in it that I would get lost in all of them, and I dont think they are balanced toward stock values so that would be making the game easier with no real reason to. Thanks for that suggestion though!

Interstellar seems like it fits into my same reasoning for not installing FAR, it seems to change the way you play the game in too non-stock sort of way. Again, thanks for the suggestion, but not really along the lines of what I enjoy in my mods right now =)

I am now looking at KSP Alternate Resource Panel, and debating adding it in... Seems to be adding information that should already be accessible.

So what do you expect from installing almost nothing but cosmetic mods? Fact is without a lot of the mods like B9 or Instersteller, FAR, or RSS, the gameplay of ksp isnt very deep. Obviously you can play the game however you want but imo youre really missing out on some good stuff by not using them.

Edited by p331083
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My personal issue with B9 is its themes. Many of the parts don't work to well within the game, or even with each other. It leaves me feeling like im cheating somewhat, instead of adding onto the game i am directly replacing all the parts with B9 versions. Overall it leaves me ether utilizing only stock parts, or only b9 parts. They don't work well together.

I personally like the Space Shuttle Engines pack more than B9, as it gives you better engines to design Space Shuttle type systems. Which are difficult with pretty much anything stock or mod.

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Orionkermin: Great suggestion! I am sinking my teeth into the literature around this mod and will most likely be adding it to my list!

Link: I have not installed that yet because I have yet to make it to my RAM limit. Once I reach that, I will consider adding ATM into the mix.

Taki117: I will check that out now! Thank you!

P331083: The thing about using those game changers is that I have not even finished the core gameplay that according to you "isnt very deep."

This thread was not for flaming or any part of what stated, so please see yourself out. Thank you.

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I like Modular Kolonzation System, It doesnt really change core game play, but it does add alot of depth, and gives you a reason to build bases on planet.

http://forum.kerbalspaceprogram.com/threads/79588

Also for Space station building i like Fustek Station parts.

http://forum.kerbalspaceprogram.com/threads/35043-0-23-5-FusTek-Station-Parts-(X0-04-4-DEV-BUILD-5-June-2014)

Dig in.

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Orionkermin: Great suggestion! I am sinking my teeth into the literature around this mod and will most likely be adding it to my list!

Awesome, I thought you might like it. It's become a staple for me and I saw you were already using several mods from cacteye's required/recommended list anyways.

Taki117: I will check that out now! Thank you!

Since it got brought up, the version in my sig is actually pretty outdated. The "in developement" version is much more... well everything honestly. :D

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I would actually recommend AGAINST Cacteye. It took days to stop the game from deleting all the parts (including stock ones), removing every flight and asteroid... Then when it finally "worked", the game froze on startup.

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One thing to keep in mind with parts mods is that you don't have to use ALL the parts. For example, in my latest setup, I've removed (flat out deleted from the Parts folder) most of B9 and KW Rocketry. I've kept the B9 flat RCS tanks, the B9 Aerobrakes, the B9 utility lights, and the engines from KW. Everything else was removed (and the internals for the B9 cockpits, and various extra stuff that I didn't need.) This can greatly reduce the footprint of those parts heavy mods.

I'd also look into the various procedural parts mods (Fairings, you already have listed, but also wings and "parts"). These mods can take the place of loading several other individual parts, as well as reduce overall part count on the final ships (reducing physics-induced lag and potentially increasing stability).

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FAR (stock aerodynamics suck)

Procedural wings (does for planes what procedural fairings does for rockets)

Spaceplane plus (some cool parts for spaceplanes that fit well with stock)

Advanced Jet Engines (does for jet engines what FAR does for aerodynamics)

Deadly Reentry (I like realism, and as long as you remember the heat shield it isn't so bad)

Active Texture Management (to keep all your mods working while still running on a 32 bit game)

(I have 67 mods currently running so I am probably a bit addicted to modding)

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FAR (stock aerodynamics suck)

Procedural wings (does for planes what procedural fairings does for rockets)

Spaceplane plus (some cool parts for spaceplanes that fit well with stock)

Advanced Jet Engines (does for jet engines what FAR does for aerodynamics)

Deadly Reentry (I like realism, and as long as you remember the heat shield it isn't so bad)

Active Texture Management (to keep all your mods working while still running on a 32 bit game)

(I have 67 mods currently running so I am probably a bit addicted to modding)

LOL i know how it goes with mod addiction.. once you start its hard to stop ive got 86 folders in my game data folder at the moment I really need to start trimming a few unused ones

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Great for helping with Building:

RCS Build Aid (helps with making docking easier because of proper placement etc)

Editor Extensions (probably the most useful thing you can get in my opinion, on a level with select root)

Great because I am forgetful:

Action Group Manager (could also go with Extended but I've never used it personally)

Goodspeed Fuel Pump (might be considered a bit cheaty?)

Science!:

DMagic Orbital Science (lots of fun rover science here)

Cacteye (though it's already been said it is pretty interesting)

Other:

Realchute Parachutes (options!)

Quantum Struts (keep those stations together)

Rover Wheel Sounds (because sounds should be heard in space right?)

And as others have said suddenly you're well over 50 mods and still adding to it. Fortunately a lot of these ones are rather small. :P

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Thanks everyone for the great suggestions, and keep them coming! =)

I am actually at 23 mods now, but looking for more still! =)

Since writing this thread, I added Alternate Resource Panel, and have been mulling over the other suggestions in the thread.

I appreciate your advice on only adding some of the parts that are in big part packs, and I like the idea of that.

I am now looking at Editor Extensions and Action Group Manager, both seem like great utilities, and both go well with my current theme.

One thing I am considering is dropping Ioncross Crew Support. I have been debating it a lot internally as to if I even want to deal with life support and all the hardships it brings. So far I am still leaning on keeping it.

As I said before, thank you very much and I hope to see the suggestions continue rolling in!

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Actually, building on the last thing I touched on, I have a question for you guys.

Can TAC-LS be edited to only use O2 and CO2 easily or at all? If so, would it also be possible to edit MKS to do the same? I like the idea of MKS a lot but I dont want to swap in TAC-LS and have to deal with so much added cargo on trips... Still debating it though since I already have a LS mod installed and semi-plan on keeping it.

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FAR (stock aerodynamics suck)

Procedural wings (does for planes what procedural fairings does for rockets)

Spaceplane plus (some cool parts for spaceplanes that fit well with stock)

Advanced Jet Engines (does for jet engines what FAR does for aerodynamics)

Deadly Reentry (I like realism, and as long as you remember the heat shield it isn't so bad)

Active Texture Management (to keep all your mods working while still running on a 32 bit game)

(I have 67 mods currently running so I am probably a bit addicted to modding)

This is pretty much it. I have two installs of KSP, one with around two dozen mods the other is full Realism Overhaul. Both have FAR and DRE-C only my RO install has AJE in it.

I think my base install has just under 30 mods running.

FAR, DRE, Skillful weapons, Lazertech Weapons, Navy Fish Docking, MJ, B9, Spaceplane +, Pwings, Pfairings, Firespitter, TT Modular Wheels, TT VTOL jet engines, DYJ Gatling gun, TAC Fuel Balancer, ECLSS Lifesupport, Kethane, RT2, Scansat, ATM, and a few others.

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Kerbal orbital shuttle adds a lot to the game that the stock one misses. It is very stock-like in appearance, and does not add too many parts.

http://forum.kerbalspaceprogram.com/threads/68429-Kerbin-Shuttle-Orbiter-System

Also FASA being stock-like, but it does add a lot of parts.

http://forum.kerbalspaceprogram.com/threads/24867-21-FASA-2-2-Wings!!!-Sept-4

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I honestly may just download FASA and make a new save for it. I was running a campaign that was a NASA equivalent, and stopped because it was too hard to recreate some of the rockets you cover in FASA...!

Great mod man!

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Updated OP, included were these lines

...

I do not like adding part packs, nor do I like adding much that changes the core gameplay, but I am open to the latter.

...

P.S. I have MKS and FusTek downloaded along with their dependencies, but have not added them in as MKS seems to be getting a large, save breaking update (.18) possibly before the KSP update (.24) comes out, and FusTek is very similar and has similar dependencies, so I have not added either yet.

Also, 6 new mods were added to the list, as well as their reasoning for being there. (Action Group Manager, Active Texture Management, Alternate Resource Panel, Editor Extensions, KSPIRC, and RCS Build Aid)

Edited by WololoW
Re-updated OP
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