Kerbal Space Program

Well, after going around at jool system along last days, the heroic spacemen finally returned home with some extra science, however they couldnt bring back any samples, so the whole mission was a mix of success and failure. Next time i will assemble a big interplanetary ship while in kerbin orbit and then send it whatever i want, the multi mission way is not very efficient i think.

However now i have started to experiment with mods. There are some awesome new mods, till now i had installed:
-Deadly Reentry (the name says it all)
-FAR (gives advances aerodynamics)
-Engineer redux (not needed if you have mechjeb but i still prefer this one for data showing)

And now i just installed:
-Mechjeb (reached a certain point it becomes a need to avoid tedium, i dont recommend it to beginners though since you wont learn to pilot your ship yourself)
-KAS (i totally love this one, gives real meaning to EVA operations and having crew in general, a must)
-B9 (a good bunch of needed new parts)
-Kethane (the old one where you look for gas, it looks very complete and mature now)
-TAC life support (this one will kill you kerbals if you dont provide them with food water air... it is a bit scaring and increase difficulty exponentially, but will make things a lot more interesting and real i guess)
-Modular Kolonization System (adds a colonization system with workshops greenhouses and such! :0 so my idea of what final KSP should be!)

Wow! KSP is expanding faster than light like the universe. i hope the game developers learn some ideas of all these amazing community mods.
 
I'm definitely moving towards larger, single missions instead of several tiny ones. Saves time in transit spent doing squat.

I have been apprehensive to install life support because of my currently active missions--I don't want a bunch of kerbals to die. But how does that work? Are the required life support modules significantly heavier thus making it harder to build bigger craft?
 
There's at least two dozen major, huge mods. The community is great :)
 
Yep, it is a very active and amazing community. Also installed the big Interstellar mod (which expands the techtree adding fusion antimatter among other advanced things) and Infernal Robotics to add cranes and heavy machinery to work at the surface, amen of some minor others to complement the big ones i have already has.

The problem with having so many mods is the game becomes so vast, there is so much to investigate, i dont know where to begin from, so i get mentally tired, like butter scraped over too much bread... :sad:

BTW is there a hibernation chamber mod or similar so you can have your kerbals around for long times without having to worry for life support?
 
vwMin.gif
 
:woohoo:

OTOH just now that i installed so many mods... :undecide:
I hope they also work for v0.24
 
In short: they dont.

Even worse, since the game wont load. I guess i will have to reinstall KSP again.
 
Most mods break when the game is updated. In any case, I think it's time for me to finally retire my 0.20 save that has served me well this year.
 
http://www.reddit.com/r/KerbalSpaceProgram/comments/2azola/024_broken_and_working_mods/

0.24 Released! :D

#BROKEN

~~Kerbal Engineer Redux (I'm 100% screwed)~~ [Get dev patch!](http://forum.kerbalspaceprogram.com/threads/72062-Test-of-continuing-KER-developments-0-23-5) (I'm 100% back in business!)

TAC - kerbals don't bring O^2 and die when performing EVA (fix in the works)

RealChutes

firespitter

KAS

Procedural Parts

#Working with UPDATE

Kerbal Engineer Redux!! [update](https://www.dropbox.com/s/2b1d225vunp55ko/kerdlls.zip)

toolbar [update](http://forum.kerbalspaceprogram.com...n-API-for-draggable-resizable-buttons-toolbar)

Kethane but it [HAS UPDATED](http://forum.kerbalspaceprogram.com...ng-and-0-24-compatibility?p=297711#post297711)

mechjeb [Updated - use dev build](http://jenkins.mumech.com/job/MechJeb2/266/)

FAR - [update](http://forum.kerbalspaceprogram.com/threads/20451-0-23-5-Ferram-Aerospace-Research-v0-13-3-4-30-14)

deadly-reentry [update](http://forum.kerbalspaceprogram.com/threads/55401-Community-Mods-and-Plugins-Library)

Procedural Wings [update](http://forum.kerbalspaceprogram.com/threads/29862-0-24-Procedural-Dynamics-Procedural-Wing-0-8)

Tweakable Everything - [update](http://forum.kerbalspaceprogram.com...erything-1-2-For-all-your-part-tweaking-needs)

Taurus [update](http://forum.kerbalspaceprogram.com...sh-Crew-Pod-and-other-parts-v1-2-July-17-2014)

Science Library [update](http://forum.kerbalspaceprogram.com/threads/78305-0-23-5-Science-Library-v1-2)

Floor it [update](http://www.curse.com/ksp-mods/kerbal/221031-floor-it)

Kerbal Mechanics [update](http://forum.kerbalspaceprogram.com...-Failures-and-Repairs-v0-3-1-Help-Me-Balance!)

#WORKING

critter crawler

scansat

extraplanetary launchpads

procedural fairings

instellar

kw

b9

# MAYBE WORKING

chatterer

remotetech2 (dev wants to update it for 0.24)

Active Texture Management (Basic)

Distant Object Enhancement

Editor Extensions

Enhanced Navball and Navball Docking Indicator

Fusebox

Goodspeed Fuel Pump

KerbPaint (to my surprise)

Kerbulator

RCS Build Aid

SceneJumper

SelectRoot

TextureReplacer

Kerbal Alarm Clock

VOID
 
Playing career mode in a fully clean install with the x64 executable hoping for not crashes happening anymore due to memory shortages and similars. Wrong. Game crashes frequently due to "Write to location ***** caused an access violation". :rolleyes:
 
I played using x64 with and without mods and seems to run slower to me.
 
Started a new career game and crashes seems to have mostly disappeared. Anyway i am looking the way to return to my previous 0.23.5 installation with all the mods. It worked like a charm (after installing the Active Texture Manager mod) and was much funnier. Will return to 0.24 when it is matured enough and all the mods get updated.
 
I played using x64 with and without mods and seems to run slower to me.
same exact here! With a vanilla install, game is smooth but the clock time is running at about half pace which is even more annoying. Had to turn to minimum almost all graphics, and it works fine again. I didn't have time to check which exact graph option is the guilty one.
With 0.23.5 I noticed some slowness almost only with explosions where dozens of pieces went away at the same time. Rest of time, very fine with all graphics turned to max or high and some 4 mods installed and working.
I'm running a i7 with 6gb and a fabric install of win8. [Pardon, Win7 I meant]
 
Are you running the x64 exe? If so there are a couple of things you can try.

I have an i7 too, plus 16GB of RAM and it works very smooth now with the 64 bits version, even with ridiculously large ships with many parts and many engines and lots of mods installed (sadly KAS has some problems with 0.24 :cry: ). No more 32 bits memory shortage problems either which apparently provoked all the crashes... for now.

Maybe it is a problem with KSP´s Unity engine trying to use too many cores. Look at KSP support forum for solutiosns.
 
Alright everyone, there's a mod called Modstatistics currently in several mods that you have to go into it's defines to turn off. It's been included in several mods, and it's apparently in violation of EU laws. FAR is just one of the mods with it. This mod aparently records your usage of KSP.

Squad isn't very..pleased. They are currently debating the best way to deal with this mod.
 
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