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Great Mod Compilations


Collin Cutler

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I'm playing with Roverdude's mods (the guy that mods instead of sleeping), including The Modular Kolonization system, Karbonite (and Karbonite Plus), the Exploration Systems, and the Asteroid Recycling Technologies.

This also calls for TAC life support and Kerbal Attachment System.

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The entire USI catalog is a nice place to start, but then I am biased :D

It's pretty close to being "Rover Dude Space Program" which is in no way a bad thing. ;) But USI, Interplanetary Launchpads and the integration patch for the two makes for a *very* interesting gameplay experience.

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Roverdudes mods seem really cool, just started getting into them yesterday. Most the well-known mods have some compatibility integrated to make them work better together, but if you are running a lot of mods Active Texture Management is a must-have as it will reduce your memory usage by alot.

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For start i think Ferram aerospace resarch + one of the mods with fairlings/spaceplane parts is nice

i think FAR is good becouse make a lots of thinks works in way like u susspeckt they should( if u now SOMETHINK about aerodynamicks) Active Texture Management is huge help if u wana use huge mods or huge amount of mods

Spaceplane plus,B9,KW rocketery-that mods u shold take a look(but B9 is now HUGE so ATM is must have within)

rest is probably dependent on what u wana to get from KSP becouse ech person wana something diferent

if u want realy realizm (its makes games HARD ) u should chek this Tread http://forum.kerbalspaceprogram.com/threads/84689

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If you are looking for a different experience with new gameplay mechanics than I recommend checking out Rover Dude's mods. I would consider KAS and TAC-LS to be required if you get his full set of mods.

Another set of mods that is cool together is the whole Near Future pack. New propulsion, power general and various other things and all designed to work together.

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As many have said, the USI mods, NEAR or FAR, SP+ which will be stock soon. Procedural Fairings to work with ferram4's mods. Remote Tech 2 adds a new challenge as well.

Karbonite is fun, but it centers around surface base building. I wish it had a lighter resource more centered around orbital station building as base building isn't my personal interest. Kethane works a little better this way.

I would entirely avoid starting with B9, it's huge and the mod developers have taken to altering things outside their own plugin with little warning. While I think the pack is really good, it's not something you should start with and I've often considered dropping it from my game because it's becoming too much trouble to install and then constantly alter to get my stock stuff working right again.

Edited by Alshain
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As many have said, the USI mods, NEAR or FAR, SP+ which will be stock soon. Procedural Fairings to work with ferram4's mods. Remote Tech 2 adds a new challenge as well.

Karbonite is fun, but it centers around surface base building. I wish it had a lighter resource more centered around orbital station building as base building isn't my personal interest. Kethane works a little better this way.

I would entirely avoid starting with B9, it's huge and the mod developers have taken to altering things outside their own plugin with little warning. While I think the pack is really good, it's not something you should start with and I've often considered dropping it from my game because it's becoming too much trouble to install and then constantly alter to get my stock stuff working right again.

Ever try Karbonite farming on Jool? ;)

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A better question would be "Have I ever been to Jool?"

But even still Jool wouldn't help me refuel my Kerbin space station. I'd spend it all getting it back there, and it would take forever.

Kerbin has atmospheric collection as well :)

Folks sometimes forget that Karbonite works on crustal, oceanic, atmospheric, and near-orbital particle collection (atmo/particle collection being Jool, Eve, Laythe, and Kerbin).

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Kerbin has atmospheric collection as well :)

Folks sometimes forget that Karbonite works on crustal, oceanic, atmospheric, and near-orbital particle collection (atmo/particle collection being Jool, Eve, Laythe, and Kerbin).

Not really what I'm looking for. I like to build Kethane "drilling ships" that go down, drill for kethane, and return it to a space station for processing into fuel, then I can haul it from the Mun (or Minmus) back to Kerbin. It's not important that it land at one specific location as long as Kethane is present. When I tried that with Karbonite, I wasn't getting a net gain in fuel. If you recall you told me it was because of the weight. That led me to abandon Karbonite and go back to Kethane. Sadly that means I don't use OKS anymore either. They are very good, don't take that the wrong way, they just don't fit my play style anymore.

Edited by Alshain
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Not really what I'm looking for. I like to build Kethane "drilling ships" that go down, drill for kethane, and return it to a space station for processing into fuel, then I can haul it from the Mun (or Minmus) back to Kerbin. It's not important that it land at one specific location as long as Kethane is present. When I tried that with Karbonite, I wasn't getting a net gain in fuel. If you recall you told me it was because of the weight. That led me to abandon Karbonite and go back to Kethane. Sadly that means I don't use OKS anymore either. They are very good, don't take that the wrong way, they just don't fit my play style anymore.

the kach is to beter build your lander. i would probably build bigger lander with small Karbonite tank converter and huge place for a fuel wich will be much more relaible

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Not really what I'm looking for. I like to build Kethane "drilling ships" that go down, drill for kethane, and return it to a space station for processing into fuel, then I can haul it from the Mun (or Minmus) back to Kerbin. It's not important that it land at one specific location as long as Kethane is present. When I tried that with Karbonite, I wasn't getting a net gain in fuel. If you recall you told me it was because of the weight. That led me to abandon Karbonite and go back to Kethane. Sadly that means I don't use OKS anymore either. They are very good, don't take that the wrong way, they just don't fit my play style anymore.

heh, I'll chalk that up as one of the more unusual reasons I've heard to not use the USI mods :) But to each their own!

(Editing for clarity)

The reason I ask is that I get some interesting insights, not to try to convince folks one way or the other. Sometimes it's because folks did not realize a gameplay option exists (or misunderstand things, like assume MKS still requires TCA-LS, etc.) - in the end any info I can get from folks, whether they use my current mods or not helps me build better mods.

Edited by RoverDude
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heh, I'll chalk that up as one of the more unusual reasons I've heard to not use the USI mods :) But to each their own!

(Editing for clarity)

The reason I ask is that I get some interesting insights, not to try to convince folks one way or the other. Sometimes it's because folks did not realize a gameplay option exists (or misunderstand things, like assume MKS still requires TCA-LS, etc.) - in the end any info I can get from folks, whether they use my current mods or not helps me build better mods.

I call it the "Terok Nor method". If you ever watched Deep Space 9, you would understand ;)

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