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Kerbal Space Program

Self-Ejected

Ulminati

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Made this list for another codexer and figured this thread can always use yet another mod list. Everything (except KAS) is compatible with newest version of KSP a tthe time of posting

Big ol' list o' mods
Note: KSP only uses 32 bits, so there's a hard cap on how much RAM it'll allow. If you're crashing at start-up, odds are you have too many mods installed and it ran out of memory. You can force opengl to save a few hundred mb of mem and squeeze in a few more mods. But until the latest version of Unity 64bit plays nice with KSP, we have a hard cap on # of mods we can run

All mods: http://forum.kerbalspaceprogram.com/threads/55401-Community-Mods-and-Plugins-Library

"Mandatory"
http://forum.kerbalspaceprogram.com...e-v1-0-2c-2-9-May-15)-now-includes-Stock-Plus - Bugfixes
http://forum.kerbalspaceprogram.com/threads/55219 - Lots of mods use modmanager to check they're up to date
http://forum.kerbalspaceprogram.com/threads/60863 - Some mods still use this
http://forum.kerbalspaceprogram.com/threads/59005 - Texture compressor. Use this if KSP crashes on launch to reduce memory usage of mods
http://forum.kerbalspaceprogram.com/threads/24786 - Set up break points to stop timewarp. Remembers maneuver nodes. Critical if you're running multiple missions
http://forum.kerbalspaceprogram.com/threads/18230 - Lots of extra vessel info. Very, very handy for building since it tells you DeltaV and TWR
http://forum.kerbalspaceprogram.com/threads/47863 - A better UI for finetuning maneuver nodes
http://forum.kerbalspaceprogram.com/threads/43901 - Docking UI. Once you start doing docking for space stations or orbital assembly, you'll want this

Cool stuff
http://forum.kerbalspaceprogram.com/threads/119686 - Temperature gague to tell you if you're about to blow up
http://forum.kerbalspaceprogram.com/threads/67246 - Gives yoru kerbals medals and achiements
http://forum.kerbalspaceprogram.com/threads/60936 - Allows you to shuffle resources around. ALso (more importantly) allows you to rename kerbals!
http://forum.kerbalspaceprogram.com/threads/117471 - Super-cool working multi-function displays for IVA
http://forum.kerbalspaceprogram.com/threads/68089 - Scriptable autopilot. You can do some pretty elaborate stuff with this
http://forum.kerbalspaceprogram.com/threads/16925 - Pretty lights for your ships

Graphixwhoring
http://forum.kerbalspaceprogram.com/threads/101496 - Fancy new collision effects :D
http://forum.kerbalspaceprogram.com/threads/98943 - Creates little dots (and optionally labels them) that show really distant objects, including your own ships
http://forum.kerbalspaceprogram.com/threads/55905 - Configurable admosphere, clouds, lights on night side of kerbin. Needed for other upgrade packs such as Astronomer's
http://forum.kerbalspaceprogram.com/threads/115408 - Alternative to Environmental Visual Enhancements (no clouds though). Adds atmospheric scattering to make flying at planets look prettier.
http://forum.kerbalspaceprogram.com/threads/65754 - New particle effects for engines
http://forum.kerbalspaceprogram.com/threads/96497 - Makes planets reflect light back onto vessels that orbit it. Subtle, but very nice
http://forum.kerbalspaceprogram.com/threads/107471 - Allows you to replace in-game textures (check textuer packs in thread). Custom skyboxes are nice. Needed for things like Renaissance Compilation

More difficulty
http://forum.kerbalspaceprogram.com/threads/83305 - Signal bouncer. Build your own satellite network or lose control of your unmanned probes! :D
http://forum.kerbalspaceprogram.com/threads/106580 - Extra contracts for Remotetech
http://forum.kerbalspaceprogram.com/threads/40667 - Life support
http://forum.kerbalspaceprogram.com/threads/64972 - Cooler-looking modules for life support (also supports dmagic orbital science)

More stuff to do
http://forum.kerbalspaceprogram.com/threads/80369 - Altimetry/biome scanner. Make your own mapping satellites. Integrates with rasterpropmonitor
http://forum.kerbalspaceprogram.com/threads/64972 - New types of science experiments
http://forum.kerbalspaceprogram.com/threads/79588 - Build colonies on other planets. Supports TAC life support
http://forum.kerbalspaceprogram.com/threads/92514 [NOT UPDATED FOR 1.0 YET] Amazing mod that lets kerbals pick up and attach things to each other. Assemble stuff on ground. Drag fuel pipes between rockets without docking etc.
http://forum.kerbalspaceprogram.com/threads/113111 - Inventory panel. Similar to (and compatible with, once upgraded) KAS
http://forum.kerbalspaceprogram.com/threads/116064 - Adds controllable joints, rotators and the like for building your own mechs. (Also useful for making payloads that fold up to fit inside a fairing)
 

Data4

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Over there.
KAS is apparently mostly compatible. I needed it for the pipes for my planned refueling stations. No one in the thread has reported any issues yet. KospY is updating it, but it sounds like it's going to be mainly cosmetic, plus trimming stuff that KIS makes redundant. Likely a recompile of the plugin files, too. Speaking of which, there is a recompile in the thread, but it's not "official".
 

Drax

Arcane
Joined
Apr 6, 2013
Messages
10,986
Location
Silver City, Southern Lands
Btw, since we are talking KAS. Is there any way (other than kas ofc) of linking 2 ships/stations landed in say, the mun that doesn't involve docking?
I remember KAS had a lot of ways of building a multi-vessel station, is there something like that in KIS?
 

Data4

Arcane
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Sep 11, 2005
Messages
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Over there.
Btw, since we are talking KAS. Is there any way (other than kas ofc) of linking 2 ships/stations landed in say, the mun that doesn't involve docking?
I remember KAS had a lot of ways of building a multi-vessel station, is there something like that in KIS?

Well, it's a hefty download for just one part, but the MKS/OKS colony plugin by Roverdude has a set of module connecting tubes that behave like docking ports. They're a colossal PITA to connect, and I just use his other tubes that act like KAS pipes, but are bigger. Needs KAS to work, tho.
 
Joined
Jan 9, 2011
Messages
2,854
Codex 2012 Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. My team has the sexiest and deadliest waifus you can recruit. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Made this list for another codexer and figured this thread can always use yet another mod list. Everything (except KAS) is compatible with newest version of KSP a tthe time of posting
Big ol' list o' mods
Note: KSP only uses 32 bits, so there's a hard cap on how much RAM it'll allow. If you're crashing at start-up, odds are you have too many mods installed and it ran out of memory. You can force opengl to save a few hundred mb of mem and squeeze in a few more mods. But until the latest version of Unity 64bit plays nice with KSP, we have a hard cap on # of mods we can run

All mods: http://forum.kerbalspaceprogram.com/threads/55401-Community-Mods-and-Plugins-Library

"Mandatory"
http://forum.kerbalspaceprogram.com...e-v1-0-2c-2-9-May-15)-now-includes-Stock-Plus - Bugfixes
http://forum.kerbalspaceprogram.com/threads/55219 - Lots of mods use modmanager to check they're up to date
http://forum.kerbalspaceprogram.com/threads/60863 - Some mods still use this
http://forum.kerbalspaceprogram.com/threads/59005 - Texture compressor. Use this if KSP crashes on launch to reduce memory usage of mods
http://forum.kerbalspaceprogram.com/threads/24786 - Set up break points to stop timewarp. Remembers maneuver nodes. Critical if you're running multiple missions
http://forum.kerbalspaceprogram.com/threads/18230 - Lots of extra vessel info. Very, very handy for building since it tells you DeltaV and TWR
http://forum.kerbalspaceprogram.com/threads/47863 - A better UI for finetuning maneuver nodes
http://forum.kerbalspaceprogram.com/threads/43901 - Docking UI. Once you start doing docking for space stations or orbital assembly, you'll want this

Cool stuff
http://forum.kerbalspaceprogram.com/threads/119686 - Temperature gague to tell you if you're about to blow up
http://forum.kerbalspaceprogram.com/threads/67246 - Gives yoru kerbals medals and achiements
http://forum.kerbalspaceprogram.com/threads/60936 - Allows you to shuffle resources around. ALso (more importantly) allows you to rename kerbals!
http://forum.kerbalspaceprogram.com/threads/117471 - Super-cool working multi-function displays for IVA
http://forum.kerbalspaceprogram.com/threads/68089 - Scriptable autopilot. You can do some pretty elaborate stuff with this
http://forum.kerbalspaceprogram.com/threads/16925 - Pretty lights for your ships

Graphixwhoring
http://forum.kerbalspaceprogram.com/threads/101496 - Fancy new collision effects :D
http://forum.kerbalspaceprogram.com/threads/98943 - Creates little dots (and optionally labels them) that show really distant objects, including your own ships
http://forum.kerbalspaceprogram.com/threads/55905 - Configurable admosphere, clouds, lights on night side of kerbin. Needed for other upgrade packs such as Astronomer's
http://forum.kerbalspaceprogram.com/threads/115408 - Alternative to Environmental Visual Enhancements (no clouds though). Adds atmospheric scattering to make flying at planets look prettier.
http://forum.kerbalspaceprogram.com/threads/65754 - New particle effects for engines
http://forum.kerbalspaceprogram.com/threads/96497 - Makes planets reflect light back onto vessels that orbit it. Subtle, but very nice
http://forum.kerbalspaceprogram.com/threads/107471 - Allows you to replace in-game textures (check textuer packs in thread). Custom skyboxes are nice. Needed for things like Renaissance Compilation

More difficulty
http://forum.kerbalspaceprogram.com/threads/83305 - Signal bouncer. Build your own satellite network or lose control of your unmanned probes! :D
http://forum.kerbalspaceprogram.com/threads/106580 - Extra contracts for Remotetech
http://forum.kerbalspaceprogram.com/threads/40667 - Life support
http://forum.kerbalspaceprogram.com/threads/64972 - Cooler-looking modules for life support (also supports dmagic orbital science)

More stuff to do
http://forum.kerbalspaceprogram.com/threads/80369 - Altimetry/biome scanner. Make your own mapping satellites. Integrates with rasterpropmonitor
http://forum.kerbalspaceprogram.com/threads/64972 - New types of science experiments
http://forum.kerbalspaceprogram.com/threads/79588 - Build colonies on other planets. Supports TAC life support
http://forum.kerbalspaceprogram.com/threads/92514 [NOT UPDATED FOR 1.0 YET] Amazing mod that lets kerbals pick up and attach things to each other. Assemble stuff on ground. Drag fuel pipes between rockets without docking etc.
http://forum.kerbalspaceprogram.com/threads/113111 - Inventory panel. Similar to (and compatible with, once upgraded) KAS
http://forum.kerbalspaceprogram.com/threads/116064 - Adds controllable joints, rotators and the like for building your own mechs. (Also useful for making payloads that fold up to fit inside a fairing)

Active Texture Manager won't help if you have many mods :( I've actually switched to playing KSP on linux to get around the 32bit limitation.

The mandatory section misses something really important - "Temperature Gauge Killer". That little thing is terribly buggy at the moment, apparently leaking memory, so this plugin disables it.

Another useful thing would be CKAN - it's basically a mod manager. Not everything is in it yet, but most modders are quick to put it in there if people poke them on the forums.

Of other listed mods, RemoteTech is super awesome. TAC LifeSupport is actually way too complicated imo. I switched to using USI-LS, a rather simple system by RoverDude (who wrote current resource system and tons of cool mods). In USI-LS Kerbals don't die from hunger, they just refuse to work. That's fun enough balance of difficulty and good times to me.
 
Self-Ejected

Ulminati

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What I like with TAC is that integrates nicely with a ton of other mods. Kerbal Kolonization, Universal Storage etc. I think there is even some Karbonite support to generate air and water for your kerbals.
 

Data4

Arcane
Joined
Sep 11, 2005
Messages
5,582
Location
Over there.
I prefer TAC as well, but I wish there were more options for in situ food production. The only greenhouses available are way too bulky for relatively little return. You would think that far off bases or colonies would have their own food production, but as it stands, I still need to send food out to laythe to maintain my outpost.
 
Joined
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Messages
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Codex 2012 Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. My team has the sexiest and deadliest waifus you can recruit. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
USI-LS has small greenhouses which work mostly as recyclers for waste. There is already a US wedge for it, and I'm pretty sure RoverDude will support it fully for his colonization mods.
 

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Put a science base on the moon, and an orbital scanner around it.

I'm rather disappointed the scanning was instant.

Learning how to transition from Kerbin to Duna is gonna be interesting.
 
Self-Ejected

Ulminati

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Kerbin->Duna is just like kerbin->minmus. Just need a little more DeltaV (not as much as you might think) and a lot more time.
Burn until you reach kerbin escape velocity, warp until you orbit the sun, align planes with duna, hohmann transfer. If you have kerbal alarm clock installed, you can use it to warp until the transfer window (that is, until Duna is in an appropriate position that you can begin the transfer burn immediately)
 

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Kerbin->Duna is just like kerbin->minmus. Just need a little more DeltaV (not as much as you might think) and a lot more time.
Burn until you reach kerbin escape velocity, warp until you orbit the sun, align planes with duna, hohmann transfer. If you have kerbal alarm clock installed, you can use it to warp until the transfer window (that is, until Duna is in an appropriate position that you can begin the transfer burn immediately)
I sent up a probe for Duna, but the ETA to get there from sun orbit was 252 days, which just doesn't feel right. But perhaps there's not much to be done about it.
 

Hellraiser

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Apr 22, 2007
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Danzig, Potato-Hitman Commonwealth
I sent up a probe for Duna, but the ETA to get there from sun orbit was 252 days, which just doesn't feel right. But perhaps there's not much to be done about it.

Well, a hohmann transfer is the most energy-efficient way to reach a planet a.k.a. the slowest. Now you know why we're not landing men on Mars yet and it always takes so bloody long to get or return from there.
 

Ashery

Prophet
Joined
May 24, 2008
Messages
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Kerbin->Duna is just like kerbin->minmus. Just need a little more DeltaV (not as much as you might think) and a lot more time.
Burn until you reach kerbin escape velocity, warp until you orbit the sun, align planes with duna, hohmann transfer. If you have kerbal alarm clock installed, you can use it to warp until the transfer window (that is, until Duna is in an appropriate position that you can begin the transfer burn immediately)
I sent up a probe for Duna, but the ETA to get there from sun orbit was 252 days, which just doesn't feel right. But perhaps there's not much to be done about it.

If you're dealing with two bodies in circular orbits around the same central body, take the average orbital periods of the two bodies and divide that in half and you've got the time it takes to do a hohmann transfer.

If anything, 252 days seems short to me, but then the planets aren't exactly in circular orbits and you weren't giving the time from LKO.
 

Data4

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252 days is just over half a kerbal year, which if you translate to the real world, would be a pretty quick trip to Mars.
 

Data4

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Like a god damned boss. :lol: The flagpole one would have been hilarious if he slid down to the Super Mario Brothers level ending jingle.
 

Caim

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Dutchland
Props for the 180 noscope selfdock. Can that be a useful way to make a detachable probe you can send to the surface and have enough power to shoot the thing back to Kerbin?
 
Self-Ejected

Ulminati

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I really should get back to working on my tutorial LP. BUt work is leaving me too drained to write comprehensible walls of text in my spare time.

Anyway, I made a Sci-car. (Cockpit, goo, material bay, thermometer, barometer, jet engine, wheels) and did a tour of KSC. Got EVA+Crew report+each experiment in each biome. It yielded over 200 science (!!!) with a 100% recovery rate for the vessel. It's a bit tedious, but highly reccomended. Remember to crew with a science kerbal so you can reset matbay and goo. Biomes you can reach in a reasonable time on land:
Landing strip, Spaceplane hangar, Admin building, Flag pole (careful you don't get stuck on it), astronaut training complex, vehicle assembly bay, launch pad, science building, tracking station, KSC general, grasslands, coast, water.

Even when you're only gaining a few units of science per experiment, you can do them in 13 different biomes right next to each other. (Or 12 if you do all the scence on the launchpad as soon as you gain it like I do).
 
Self-Ejected

Ulminati

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One of the earliest fairing mods had a really lazy implementation. Fairings had a negative aerodynamic drag value. So if you made a matroska satellite, you could get it into orbit with a tiny rocket. for a lot of the ascent, you would accelerate through the atmosphere withotu any engines on. :3
 

Hurk

Novice
Joined
Jan 10, 2012
Messages
3
Yeah, funds->science is shit now.

I think it was way OP previously. I'm actually somewhat struggling to get science now, because I got too used to the old conversion rates.
 

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