Kerbal Space Program

Kerbal Space Program

Goodyear Jun 1, 2019 @ 2:52pm
Essential Mods?
It's been a long time since Scott Manly did a KSP series, and he was my go to guy for seeing what mods were cool. I just got back into playing because of the new expansion, so can anyone suggest the must-have mods? I'm assuming MechJ.E.B. is still up there, but I'm personally wondering if the ones that make oxygen, food, and water and have habitat modules are still around?
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Showing 1-12 of 12 comments
EasyAce Jun 1, 2019 @ 3:02pm 
You ask for subjective replies, and here is my view.
Do remember that Breaking Ground has recently been released, so most of the list is with mods that haven't confirmed being compatible.

* Chatterer
* DMagic Orbital Science
* Docking Port Alignment Indicator
* Editer Extension Redux
* Kerbal Alarm Clock
* Kerbal Attachment System
* Kerbal Inventory System
* Raster Prop Monitor
* ScanSat
* Scatterer
* Universal Storage II
* Edit: don't forget "Research Bodies" and maybe "Construction time"... but I suppose many would thing that they are adding "too much". :)

This list is basically the most essential mods that I will rather wait for to be compatible than start playing a career that I will experience to be only half the fun.
Last edited by EasyAce; Jun 1, 2019 @ 3:04pm
Elementus Jun 1, 2019 @ 3:25pm 
There are no real essential mods but I would highly recommend
KER: For some extra read outs on your ships current postition.
Kerbal Alarm Clock: For setting up alarms for maneuver nodes and it has a built in transfer window planner so this makes it easy to get to other planets and to easily manage multiple missions.
CapCom: This will allow you to accept missions without having to go to the mission control building.
I have many other mods but they come secondary to these three

Edit
I forgot to add [x] Science: It allows you to gather all the science from your instruments with a single click
Last edited by Elementus; Jun 1, 2019 @ 3:35pm
Crabs Are People Jun 1, 2019 @ 3:35pm 
I would have said KIS but looks like ksp already added it and infernal robotics if you could get it to work but ksp also did that one as well
Jonofwrath Jun 1, 2019 @ 3:48pm 
Originally posted by Elementus:
There are no real essential mods but I would highly recommend
KER: For some extra read outs on your ships current postition.
Kerbal Alarm Clock: For setting up alarms for maneuver nodes and it has a built in transfer window planner so this makes it easy to get to other planets and to easily manage multiple missions.
CapCom: This will allow you to accept missions without having to go to the mission control building.
I have many other mods but they come secondary to these three

Edit
I forgot to add [x] Science: It allows you to gather all the science from your instruments with a single click

Have you got Science (5.22?) working with the latest version of KSP? Where do you drop the contents of the Science zip file (including the "PluginData"?

Goodyear Jun 1, 2019 @ 4:28pm 
Chatterer is a great one, what's the mod that calculates launch windows?
Elementus Jun 1, 2019 @ 4:50pm 
Originally posted by Jonofwrath:
Originally posted by Elementus:
There are no real essential mods but I would highly recommend
KER: For some extra read outs on your ships current postition.
Kerbal Alarm Clock: For setting up alarms for maneuver nodes and it has a built in transfer window planner so this makes it easy to get to other planets and to easily manage multiple missions.
CapCom: This will allow you to accept missions without having to go to the mission control building.
I have many other mods but they come secondary to these three

Edit
I forgot to add [x] Science: It allows you to gather all the science from your instruments with a single click

Have you got Science (5.22?) working with the latest version of KSP? Where do you drop the contents of the Science zip file (including the "PluginData"?
you need to unzip the folder and drop the [x] science folder into your game data folder
Elementus Jun 1, 2019 @ 4:51pm 
Originally posted by DJ Wise Pariah:
Chatterer is a great one, what's the mod that calculates launch windows?

Originally posted by Elementus:
Kerbal Alarm Clock: For setting up alarms for maneuver nodes and it has a built in transfer window planner so this makes it easy to get to other planets and to easily manage multiple missions.
Goodyear Jun 2, 2019 @ 10:37am 
Originally posted by Elementus:
Originally posted by DJ Wise Pariah:
Chatterer is a great one, what's the mod that calculates launch windows?

Originally posted by Elementus:
Kerbal Alarm Clock: For setting up alarms for maneuver nodes and it has a built in transfer window planner so this makes it easy to get to other planets and to easily manage multiple missions.

Is this the one that has the graph like GUI, that shades the windows different colours depending on how good the window is, or is it the one that shows you just number data? Or has it been so long since I've used it, that KAC has both now?
Last edited by Goodyear; Jun 2, 2019 @ 10:39am
eberkain Jun 2, 2019 @ 11:06am 
Originally posted by Elementus:
KER: For some extra read outs on your ships current postition.

I'm finding the additions to stock to be more then enough to no longer really need this.
Elementus Jun 2, 2019 @ 11:12am 
Originally posted by DJ Wise Pariah:
Originally posted by Elementus:

Is this the one that has the graph like GUI, that shades the windows different colours depending on how good the window is, or is it the one that shows you just number data? Or has it been so long since I've used it, that KAC has both now?
It gives you a countdown to the best time to go to that planet
Deja Vu Jun 2, 2019 @ 11:55am 
Kerbal Engineer Redux - The dV calcs are different from the new stock ones and I'm too used to the old measures. The customizable in-flight HUD are also pure gold. I really can't play without it anymore, I rely on the in-flight readouts too much now.

Strategia - Adds a lot of objectives and rewards to campaign play. It's semi-official in that it's made by one of the original devs.

Stage Recovery - Adds a new layer of complexity to craft design, also makes air-launch and orbiter type vehicles economical in career play.

Aviation Lights - 1. They are cool. 2. If you color code them right, they help tell right from left when you're doing translation manuevers.

KSP Restock - This is how KSP should look. It also fills in some gaps in parts, like small diameter fuel tanks and engines.

Interstellar Fuel Switch - Essential for spaceplane design and nuclear rockets, since you can put any fuel in any tank and aren't limited to that one stock LF tank.
buder28 Jun 3, 2019 @ 12:37pm 
aren't stage recovery outdated ? can't find version for 1.7
Edit1: nvm the version for 1.6 work make sure to download the dependency
Last edited by buder28; Jun 3, 2019 @ 1:51pm
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Date Posted: Jun 1, 2019 @ 2:52pm
Posts: 12