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List of No-Brainer Mods that should become stock


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YES! THIS! but I don't think this counts as a "no-brainer" because it's quite difficult to simply implement.

By "no-brainer" i didnt mean easy to implement (requiring no brain to implement), but rather, something that everyone will agree should be implemented

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By "no-brainer" i didnt mean easy to implement (requiring no brain to implement), but rather, something that everyone will agree should be implemented

If that's your definition, I'm pretty sure no such mods exist -- even a UI improvement like Editor Extensions or SelectRoot probably has people who actively don't want it.

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I agree that KSP can be more fun with RSS, but this is Kerbal Space Program, not Human Space Program. NovaSilisko once said that KSP is in an alternate universe.

I didn't say anything about using real Earth solar system, just that the stock solar system should be actually real-sized.

I would stop playing KSP if stock KSP had procedural tanks, and I'm sure most stock-only players would as well. If those players wanted procedural parts, they'd download the mod. These features that are out-of-scope of the game should always be kept in mods. To be clear, the creator of RSS, ProceduralTanks, and RealFuels have done a good job in making these mods, and I even enjoy playing with them on a separate save file, but these mods do NOT fit in the scope of the stock game.

I absolutely think all those things fit the scope of the game. It's about space travel and building craft to do that. RSS, FAR, DRE, and Real Fuels make things more intuitive for the player by providing systems that are familiar and work as expected, and Procedural Parts help with the creative process by not limiting the player to pre-chosen sizes and shapes, as well as reducing part counts which allow for more elaborate craft.

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if you had to unlock the different sizes available in the tech tree...

TweakScale, Procedural Parts, and Procedural Faings all support different sizes becoming available as you research further into the tech tree. It's just not implemented for most TweakScale parts.

Infernal Robotics, Real Chute, Kerbal Engineer, Kerbal Alarm Clock, Docking Port Alignment Indicator, Enhanced Navball.

Extended Trim might make that list soon.

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FloorIt, SelectRoot, EditorExtensions, Enhanced Navball, Aligned Currency Indicator, Diazo's Landing Height (the surface altitude plugin OP wanted), FinePrint, Stock Rebalance Project, DecoupleForX64, MusicPauser, TweakableEverything, SurfaceNodes, RLA Stockalike and Kerbal Flight Indicators (or NavHud).

Al those mods either fix Squads oversight, add in really useful things that it's a wonder they aren't in the game to begin with, or just extend stock gameplay (like Fine Print adding in extra contracts).

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FloorIt, SelectRoot, EditorExtensions, Enhanced Navball, Aligned Currency Indicator, Diazo's Landing Height (the surface altitude plugin OP wanted), FinePrint, Stock Rebalance Project, DecoupleForX64, MusicPauser, TweakableEverything, SurfaceNodes, RLA Stockalike and Kerbal Flight Indicators (or NavHud).

Al those mods either fix Squads oversight, add in really useful things that it's a wonder they aren't in the game to begin with, or just extend stock gameplay (like Fine Print adding in extra contracts).

Thanks. Diazos landing height sounds like exactly the functionality i wanted. Thanks for letting me know about this mod. But it still should be included in stock :-)

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I would go with:

RemoteTech

Gives satellites real use and adds a level of difficulty to the game.

Infernal Robotics

It's so much more satisfying to "unwrap" my creations.

Kerbal Alarm Clock

It is so much more interesting to have several flights in progress and have an alarm warn you for upcoming SoI changes and such.

KW Rocketry

Having more rocket parts to choose from makes creative me very happy.

The Alcor Capsule

It's truly amazing to fly a vessel using IVA and this mod makes it look great. Of course RasterProp should come with it.

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Two things that really bug me are the following:

- A lack of a thrust corrector in stock (ie change thrust instead of fuel consumption when specific impulse changes). Half the bloody mods out there have a thrust corrector, and it's like five lines of code*. Why isn't this already in stock? Are we going to have to re-implement these five lines of code forever?

- FloorIt should have been part of stock ages ago. If Squad is worried about newbies derping up with it, they can put it in the keybinds menu and leave it unassigned. That would protect the newbies while letting expert pilots take the "risk".

Those two are so trivial, yet so neat. This is what we call a 'low hanging fruit' in the programming industry - you could knock these two off in the time it takes to sneeze, and the users would board the hype train in joy.

Diazo's Landing Height looks neat, by the way, but I'd much prefer having the ability to click on the altitude indicator itself to change it between "Terrain/Sea Level" so I can mix and match as needed. That's the way stock is kinda heading, with the navball's speed indicator and the MET/UT clock etc. That would be a lot easier from Squad's end than from our end though.

* - if you look at a thrust correcting mod, most of the code is actually attaching the mod to the engines. The part that does the correction is miniscule.

PS. Did I mention that stock lacks a thrust corrector? :P

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Kerbal Attachment System - it's only buggy because it's a mod that doesn't have enough support. We should be able to upgrade our old craft with new parts without being forced to scrap them.

This. 1000x this.

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Hi all,

What I would add to stock without caveats or unlocks based on mods I currently use:

(I forget that this is not stock between updates and wonder why Squad nuked the NavBall)

(This mod changed the game for me. It doesn't make docking automatic; it just presents the information better than stock does)

(Update checking for mods should be baked in)

and
: The original trio are lovely, but this is my space program. I want my kerbonauts to make their own stories. I also love that Real Roster remembers that yes, I did leave the ship unmanned for a reason.

What I would add to stock with caveats (thus becoming brainer mods instead of no-brainer mods):

, but requiring experimental data. For example, to get to Kerbin orbit, a recorder would remember what your most fuel optimal ascent was and the atmospheric sensor could make predictions. Gravity data from probes can be used to plan a mission. Science becomes actually useful, rather than just points.

, minus the transfer windows and launch rendezvous. I like those functions, but giving it away too early seems like it replaces part of the learning aspect of the game. I agree, you shouldn't warp through a maneuver node, though.

or
: I want to fly rockets, not juggle to see if my boosters made it. And as it stands right now, it's really hard to get your refund for your booster stages in stock. However, it should require a transponder or probe. Otherwise, it seems a little ridiculous that a flight conducted without any planning could drop these stages in a convenient place before they sank or damaged anything.

-Vic

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a) a better maneuver node editor. I'm not that happy with the looks of the mechjeb node editor or precise node, but the functionality should definitely be in stock: visible at all times (even when I'm zoomed in to Eelo while the node is at Kerbin), snap to apsis or descending node or shift around by an arbitrary amount of time, and yes: the ability to just type a number sometimes is much better than even the mouse-wheel controls.

B) a better peak into the future. The 'plus/minus one orbit' clicker on nodes is much better than nothing, but not exactly good.

c) an autopilot. Not sure about ascent guidance... but executing nodes is a task that screams for automation (1).

d) delta-V information (1)

(1) make it dependent on some achievement or hide it way up in the tech tree or something; both functions should become available eventually, that's all I'm sayin'. Especially delta-V maps: I think my first encounter with KSP would have been less fun if I had them right from the start. But planning a mission to Jool or Eve on a trial-and-error basis? No. Just no.

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Editor Extensions - More control in the VAB/SPH, not overwhelmingly complex.

KER/MJ/VOID - One of them, don't really care which. More information is needed to play the game "seriously", calculating by hand or in a spreadsheet is just a chore.

Kerbal Alarm Clock - So many useful functions, almost essential for running simultaneous missions.

Toolbar, Module Manager, KSPAPIExtensions, Firespitter plugin - Make modding easier.

Spaceplane Plus - I'm not really a spaceplane guy (though I've been dabbling lately) but these parts make the best looking, most functional spaceplanes without part overload. Could just replace the Mk series parts with these and it'd be an improvement.

SelectRoot - Subassemblies are a real pain to use without this.

Docking Indicator I like DPAI, but I know some prefer the navball one.

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(2) When in "surface" mode on the NAVball, the altimeter should display altitude above surface, not above sea level (i think this makes intuitive sense). There is no mod i am aware of that currently does this.

that would be a radar altimeter. i think a radar altimeter should be a part you must add. barometric altimeter should be standard on all command pods.

(3) Even without part-pack mods, there are too many redundant items to choose from in the VAB/SPH, and requires scrolling through sheets and sheets of parts. Instead, each part should really be a catagory, and the specifics can be changed later via tweakables. For instance, the number of tank parts can be reduced to one by making diameter and aspect ratio "tweakable" parameters (the available options of which are unlocked with the tech tree). Thus, you only have one fuel tank, and you can use tweakables to make the aspect ratio and diameter that you want. Similar things can happen for decouplers (just diameter) and landing gear (just "size"), so you only see one part in the part list, but can change its size with a tweakable. Solar panels and batteries as well. Thus, each part in the part list is more like a "category" rather than an exact part itself. This feature will also make it easier to modify existing designs without having to detach and delete parts since you can simply change the tweakable on the existing part.

not sure I agree with this. I like mixing and matching different fuel tanks and stuff. that's half the fun.

(4) All wings should include tweakables for fuel, solar panel covered area, and heat shields (the tweakable list might depend on if the relevant mods are installed). All fuel tanks should include tweakable for solar panels and heat shields (heat shields in particular).

agree with the fuel in wings and heat shields but not solar panels.

(5) by default, the game should not let you warp past a maneuver node; it should automatically cancel time warp (similar to what Kerbal Alarm Clock does, but without having to set an alarm or download a mod; if you think about it, adding a maneuver node should mean you automatically dont want to time warp past it). Similarly, the game should not let you warp past SOI changes (since they mess up accuracy; alternatively, they should fix the root cause of the inaccuracy upon warping through SOI changes).

totally agree with this.

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Kerbal Alarm Clock

Editor Extensions

Environmental Visual Enhancements (don't need Astronomer-level pretty, but at least give us clouds)

Part Angle Display

RCS Build Aid

The flight data bits of Mechjeb; having to switch to map view to monitor your apoapsis is daft

Enhanced Navball (mostly for the ability to shrink and move it)

Aerodynamics at least as good as NEAR. Keep stock aero as an option for them that wants it.

TAC Fuel Balancer (not for in-flight balancing, but so that transferring supplies to your orbital fuel depot doesn't require twenty very boring minutes)

A more user-friendly version of Deadly Reentry that gives you clear warnings when you're getting too hot (again, keep the option to turn it off)

Kerbpaint (with a better user interface; having to colour each part individually is a pain)

Fairings and cargo bays

Spaceplane parts as pretty as SP+, but with more stylistic variety

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not sure I agree with this. I like mixing and matching different fuel tanks and stuff. that's half the fun.

I wasnt suggesting they should only have one fuel tank, but rather, that only one fuel tank appears in the part list, and you can modify it to become any of the available fuel tanks via tweakables.

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I compiled a short list of mods from the previous posts which fulfill the following conditions:

  • improves gameplay
  • does not change the game mechanics (so I put Kethane, FAR, TAC and such aside)

Simpler maneuvering:

Other interface improvements:

Immersion:

Miscellaneous:

Edited by Yoha
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SelectRoot

Kerbal Alarm Clock

FAR or NEAR

MechJeb (or some kind of Flight Control Computer). Specifically: Maneuver Node Editor (or PrecisionNode), Rendezvous Planner, Smart A.S.S.

Enhanced NavBall (was actually created by Squad and was supposed to be in KSP vers. 0.17)

blizzy's Toolbar (or equivalent)

Edited by Apollo13
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SelectRoot

Kerbal Alarm Clock

FAR or NEAR

MechJeb (or some kind of Flight Control Computer). Specifically: Maneuver Node Editor (or PrecisionNode), Rendezvous Planner, Smart A.S.S.

Enhanced NavBall (was actually created by Squad and was supposed to be in KSP vers. 0.17)

blizzy's Toolbar (or equivalent)

I'm pretty sure the new bar on the top right of the screen in 0.24 is effectively a toolbar (like blizzy's)? Thats where FAR and KER icons appear at least...

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I just started playing with mods last week. So far I have played with Deadly Re-Entry, FAR, KW Rocketry, TAC and Kerbal Alarm Clock.

Of these, I would say that Kerbal Alarm Clock, FAR and Deadly Re-entry would be good additions to the stock game (although I believe that the devs are planning on adding re-entry effects/damage and a better aerodynamics model). I really only added KW Rocketry for the fairings (which should be available in stock). I do like playing with Life Support, but in my opinion it is probably best done as a mod, as it would just add another layer of complexity to what is already a steep learning curve at the start of the game.

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I just started playing with mods last week. So far I have played with Deadly Re-Entry, FAR, KW Rocketry, TAC and Kerbal Alarm Clock.

Of these, I would say that Kerbal Alarm Clock, FAR and Deadly Re-entry would be good additions to the stock game (although I believe that the devs are planning on adding re-entry effects/damage and a better aerodynamics model). I really only added KW Rocketry for the fairings (which should be available in stock). I do like playing with Life Support, but in my opinion it is probably best done as a mod, as it would just add another layer of complexity to what is already a steep learning curve at the start of the game.

If it's just fairings you want, then you should get procedural fairings mod (which i use). It's better than the fairings from KW or any other part pack because it will automatically fit your device. I dont have KW rocketry, since i want to play the game as close to stock as possible (otherwise, there are hundreds of part packs i could get... and how do i decide which ones i use???)

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It's better than the fairings from KW or any other part pack because it will automatically fit your device.

Which is why, in my opinion, they're worse than KW fairings. I want and like the challenge of fitting payloads into a specific space and I prefer the look of KWR fairings anyway. PFairings just seems a little cheaty to me.. like *pfwoomp* you're shielded! There's no challenge, there's no creativity involved. Just make a payload of any size and there's nothing to worry about ever. That said, there are times when the KWR fairings are juuuuuust a shade too small and frankly, the interstages from pFairings are more useful anyway so for just those reasons, I usually have it installed. It's a wonderful mod, a marvel of programming, but it's not one I personally enjoy.

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