Added Steam Workshop support for craft files.Added steam controller profiles for officially supported controllers (XB1, PS4) as well as a generic profile for HOTAS-like joysticks.Improve wheel suspension micro-oscillation and sliding.Plus if you're going to run modded anyway, you might as well give the KerbalX or Craft manager mods a try, which basically do the same thing as the Workshop, but tailored for KSP and not dependant on Steam. You'll lose the workshop craft/mission sharing, but you'll also not get any nasty surprises if updates happen and you're not on a beta branch. I'd also recommend, once you've gotten mods working and have a stable working modded game, copy it out of the steamapps location and run it entirely separately from Steam. Given v1.4.5 has just been released and it's unknown how many mods are going to break, you may want to use the Beta channels feature of Steam to retrieve an earlier version that's more compatible with existing mods. Mods like Planetshine and Scatterer tweak light sourcing and shaders, basically making the game look pretty. That said, a lot of people get good mileage out of the Kerbal Engineer Redux mod, simply for providing some extra information as a HUD. It also helps to have a bone-stock install around if you find and want to report any bugs, as once you start modding, bug reports become much less useful, except maybe for reporting bugs in the mods. Trying the game in its bare stock form first is always a good idea. Your best bet is to test the mods with every new version of KSP and visit their official KSP forum threads when they stop working. They improve KSP a lot, without adding "cheat features".Īs for the time it takes for mods to become obsolete, it depends on the changes made between one version of KSP and the next. Of course, there are plenty of other great mods out there, but these four are essential imho. Watch this to get a sense of how this mod works (tutorial starts at 8:33): It also allows you to rename docking ports (which is useful in orbital stations, since they usually need to be equipped with several docking ports). It'll just provide a cool and reliable indicator which displays information from all the relevant vectors, so you can reliably align your ship's trajectory with the target's trajectory and dock. You'll still need to maneuver the ship manually during obrital docking attempts, of course, this mod won't guide the ship for you or anything of the sort. It's a very simple mod which provides a cool guidance interface for docking. In practice, these indicators will help you identify potential design problems before launch.Īlso, it's a neat mod for RCS thruster placement, since the torque indicators will guide you towards the optimal placement locations. It also shows the different Centers of Mass of each rocket stage (empty CoM, average CoM and CoM when fully loaded). This mod shows torque forces from RCS thrusters and engines of all kinds, as well as other kinds of forces. That's one of the reasons why Editor Extensions is so damn useful. With stock KSP you would only be able to attach a maximum of 8 or so, besides, angle snap options are also limited, which leads to clearance and placement problems with radial attachments down the line. Stock KSP provides limited construction options, which leads to available rocket space being wasted, and limited design possibilities.įor instance, imagine that you have a huge fuel tank on your rocket, which could potentially accomodate 20 symmetrical radial attachments. This mod provides additional construction options (extra angle snap modes, extra symmetry modes, special placement modes, etc.). You'd waste countless hours on trial and error tests, which would teach you next to nothing about the fundamental reasons behind the failure of your rocket designs. Without this information, you'd be clueless about the viability of your rocket designs. This mod provides fundamental technical data about your rocket design (TWR, DeltaV, etc.) Before this thread fills up with discouraging comments, let me point you to four fundamental mods that, imo, every KSP player should use (regardless of experience):
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