Advertisement
Guest User

/kspg/'s modlist & FAQ

a guest
Jul 13th, 2013
7,012
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
  1. /kspg/'s modlist & FAQ
  2.  
  3. >MODS
  4. Guide to installing your average mod:
  5. 1) Download zip
  6. 2) Find where your root KSP directory is. For steam users it's steam/steamapps/common/Kerbal Space Program
  7. 3) In there should be a Gamedata folder along with other folders.
  8. 4) Open mod zip
  9. 5) Look at contents. There should be a named folder corresponding to the mod. Inside said folder will be some more folders, either parts or plugins.
  10. 6) Drag the named folder into "Gamedata"
  11.  
  12. >MOD LIST
  13. Kerbal Engineer, tons of info (.20)
  14. http://kerbalspaceport.com/0-18-1-kerbal-engineer-redux-v0-5/
  15. -----
  16. Protractor, transfer angles (.20)
  17. http://kerbalspaceport.com/protractor-for-ksp-0-18/
  18. ---
  19. Modular multiwheels, adds niche wheels and engines with fuel requirements (.20)
  20. http://kerbalspaceport.com/modular-multiwheels-and-omniwheels-v0-6-tt-plugin-for-ksp-0-20-and-0-19/
  21. -----
  22. B9 Aerospace, massive spaceplane part pack, SSTO user's wet dream. Overpowered/Unbalanced in some degrees. (.20)
  23. -----
  24. Kethane, mining and fuel production. A decent sub until resources. (.20)
  25. http://nabaal.net/files/kethane/Kethane-0.6.1.zip
  26. -----
  27. Remotetech, realistic unmanned communications networks (.20)
  28. http://kerbalspaceport.com/remotetech-3/
  29. -----
  30. Modular Multiwheels, varied wheel pack including engines with fuel requirements (.20)
  31. http://kerbalspaceport.com/0-20-2-b9-aerospace-pack-r3-1/
  32. -----
  33. Quantum Struts, adds struts with energy requirements, useful for spacestations (.20)
  34. http://kerbalspaceport.com/quantum-strut/
  35. -----
  36. KSPX, adds stock-like parts to fit niches, extremely useful (.20)
  37. http://file2web.com/683KSPX%200.2.2.zip
  38. -----
  39. RLA Electric Engines, adds numerous balanced electric engines and xenon tanks for all uses (.20)
  40. http://kerbalspaceport.com/rla-electric-engines/
  41. -----
  42. KAS, adds a very nice system for connecting parts to ships that are already in orbit among other things (.20)
  43. http://kerbalspaceport.com/0-18-2-kas-kerbal-attachment-system-v0-1/
  44. -----
  45. RLA StockAlike, adds several useful stock-like parts to fill certain niches (.20)
  46. http://kerbalspaceport.com/rla-stockalike-0-1/
  47. -----
  48. RLA PowerGen, adds both miniature and massive versions of the RTG (.20)
  49. http://kerbalspaceport.com/rla-powergeneration/
  50. -----
  51. Firespitter, adds numerous ugly but useful airplane parts, mostly based around propellers (.20)
  52. http://kerbalspaceport.com/firespitter-propeller-plane-parts/
  53. -----
  54. Procedural Fairings, adds fairings that automatically fit any craft, can be buggy (.20)
  55. http://kerbalspaceport.com/procedural-fairings/
  56. -----
  57. Ioncross Crew Support, adds life support functions to crew pods (.20)
  58. http://forum.kerbalspaceprogram.com/showthread.php/26935-0-20-Ioncross-Crew-Support-Plugin (.20)
  59. -----
  60. ISA Mapsat, adds planetary scanning and mapping, something to do (dev build) (.20)
  61. http://forum.kerbalspaceprogram.com/showthread.php/9396-0-20-ISA-MapSat-4-0-Dev-Build
  62. -----
  63. Deadly Reentry, adds reentry heat along with damage from g-forces (.20)
  64. http://forum.kerbalspaceprogram.com/showthread.php/32342-0-20-Deadly-Reentry-2-3-reentry-heat-plus-thermal-and-g-force-damage-to-parts
  65. -----
  66. FAR, changes the way aerodynamics work, trading one bad model for another. Some find it better. (.20)
  67. http://forum.kerbalspaceprogram.com/showthread.php/20451-0-20-Ferram-Aerospace-Research-v0-9-5-1-Aerodynamics-Fixes-For-Planes-Rockets
  68.  
  69. ___________________________________________________________________
  70. ___________________________________________________________________
  71. ___________________________________________________________________
  72.  
  73.  
  74. >Q&A
  75.  
  76. >What is KSP?
  77. Kerbal Space Program is a space simulator game that lets you design and fly your own rockets. As of writing, it contains a large and vibrant solar system consisting of 7 planets and 9 moons. The planets range from hellish death pits, to purple fuckballs, to frozen shitholes, to a gigantic bastard gas giant. The moons range from tiny captured asteroids to lifeless rocks to potentially habitable planetoids.
  78.  
  79. The game itself is robust and allows for a variety of mission types. Although the game is currently in alpha testing (0.20.1 is the current version), it is relatively complete for such an incomplete game. The main engine features of the game are largely complete, but the game is limited to sandbox mode for now. The game sees releases every two or three months on a "when it's done" scheduling basis.
  80.  
  81. Planned features for the future include dynamic weather, increased optimization, more parts and spacecraft systems, a career mode system largely based around Buzz Aldrin's Race Into Space, more planets and moons, as well as more eye candy. A full planned features list can be found on the game's official wiki, and more features are added to the list every month.
  82.  
  83. >Okay, so I'm interested, is there a demo?
  84. There is a demo available based around an oldish version, 0.18.3. It's neat to play around with, but only contains the local Kerbin-Mun-Minmus system and does not have plugin or third-party parts. This is not a bad thing, as it's representative of what you'd be using as a complete newcomer to the game. Get into orbit, go to the Mun, learn a few things about orbital dynamics, and if you like it, then buy it. However, if you want the best representative current version, just pirate 0.20.1 and pay for the game if you like it. The devs are mostly bros, so they deserve the money.
  85. Otherwise, we don't care if you pirate the game, just don't go around bragging about it or whatever.
  86. I repeat, don't be a fucking tool and go around bragging about it. We don't give a shit about whatever ways you rationalize pirating, and we don't give a shit if you did. We do give a shit if you're a fucking douchebag.
  87.  
  88. >Sweet, but I can't figure anything out. Are there guides?
  89. There's a wiki with a bunch of resources, including a quickstart guide and a terminology guide.
  90. http://kspwiki.nexisonline.net/wiki/Getting_Started
  91. http://kspwiki.nexisonline.net/wiki/FAQ
  92. See the next entry for more in-depth help.
  93.  
  94. >Prograde? Retrograde? Apogee? Perigee? Argument of the ascending node? What the fuck?
  95. Orbital mechanics can sound a bit complicated, but there are a few guides to help you understand it better.
  96.  
  97. Watch this video on Youtube. Take notes if you want, but at least pay attention a bit. It's okay if you don't understand it all on first viewing:
  98. https://www.youtube.com/watch?v=d__hN6nqi-k
  99.  
  100. If you don't like Youtube, there's a version on the Internet Archive:
  101. https://archive.org/details/gov.ntis.ava18245vnb1
  102.  
  103. Also, Wikipedia is a great resource on orbital mechanics. You don't have to know how to calculate everything by hand, just understand the concepts involved and skim the articles.
  104. Here's a nice guide on terminology as well:
  105. http://kspwiki.nexisonline.net/wiki/Terminology
  106.  
  107. >Are there any mods for the game?
  108. Yes, the modding community is vibrant and kept the game afloat during its early days. You can find most mods on the official forums and on the official file repository:
  109. http://forum.kerbalspaceprogram.com/forumdisplay.php/35-Addon-Releases-and-Projects-Showcase
  110. http://kerbalspaceport.com/
  111. There's also /kspg/'s non-exhaustive relatively neutral mod list at the top of this FAQ. Spaceport is a crock of poorly-organized shit ruined by hundreds of 12-year-olds submitting their .craft files as plugins.
  112. Spaceport 2.0 coming eventually.
  113.  
  114. >What's MechJeb? Why is it so controversial?
  115. MechJeb is an autopilot plugin mod that allows complete automation of a ship. However, it also tends to be a crapshoot at all but the simplest things.
  116. The reason it's so controversial is that it allows new players an easy way to bypass most of the learning curve of the game, thereby stunting their growth as players, and acting as a massive crutch for their skills. Most users of MechJeb (as seen on the official forums and certain media aggregator sites) have a large tendency to be completely retarded, and have often admitted to knowing little of orbital mechanics and incapable of flying a mission without the plugin.
  117.  
  118. Anti-MechJeb players see this as an affront to the natural learning curve of the game, and believe that the easy accessibility of MechJeb (which allows new players to do major missions and planetary transfers with a single click provided they have the fuel to do so) cheapens the achievements of players who do not use MechJeb, and think little of MechJeb users.
  119. Pro-MechJeb players see MechJeb as a handy learning tool for those who are so inclined to use it that way, and as a tool to automate and add precision to routine or repetitive missions.
  120. Both sides are right and wrong, and both sides have their share of loud and noisy shitheads. Whether or not you use MechJeb is up to you, but if you're a new player who understands little of orbital mechanics or gameplay, then it is recommended that you do not use MechJeb, and instead try to learn the concepts and strategies behind the game.
  121.  
  122. HERE'S THE IMPORTANT PART THOUGH
  123. PLEASE READ THIS
  124. If you use MechJeb, please do not post any screenshots of a MechJeb-enabled ship on the thread, or brag about any achievements made whilst using MechJeb. Doing so will cause shitheads from both sides of the argument to crawl out of the woodwork and lay waste to decency and civility.
  125. If you see a MechJeb argument going on in the thread, DO NOT reply to them, DO NOT acknowledge them, and instead carry on playing the game and posting constructive, informative, or entertaining posts of value.
  126.  
  127.  
  128. >Okay, so what should I do in the game? What are my goals?
  129. Since there is no career mode yet, here is a handy list of goals you can seek to achieve:
  130.  
  131. -Beginner
  132. Exiting the Atmosphere
  133. Suborbital Manned Flight
  134. Babby's First Gravity Turn
  135. Babby's First Orbit
  136. Precision (+/-1km) apogee and perigee control
  137. Heavy Lifting Spacecraft
  138. Precision (+/-1 degree) inclination control and polar/retrograde orbits
  139. Munar Flyby
  140. Munar Orbit
  141. Mapping of Kerbin and Mun(OPTIONAL - with ISA Mapsat Mod)
  142. Unmanned Munar Landing
  143. Manned Munar Landing and Return
  144.  
  145. -Intermediate
  146. Precision Rendezvous (+/-1km of target)
  147. Docking with target
  148. Geosynchronous orbit
  149. Asperger's Launch Configuration
  150. Apollo-style multiple module mission to Mun
  151. Munar Orbit Rendezvous
  152. Basic aircraft
  153. Babby's First Minmus Flights (Mapping OPTIONAL)
  154. Consistent Missions to Mun and Minmus
  155. Kethane Mapping and Mining (OPTIONAL - Kethane Mod)
  156. EXTREME OFFROAD KICKASS MONSTER TRUCK JUMPS ON MINMUS (DEMV rovers/wheels packs/stock wheels)
  157. Babby's First Spess Station
  158. Babby's First Trip to Eve or Duna
  159. Babby's first rover
  160. Solar system escape velocity
  161. Anomaly/Easter-egg hunting in the Kerbin system
  162. Precision Powered Landings (~1km proximity to target)
  163.  
  164. -Expert
  165. Babby's First Return trip to/from Eve or Duna
  166. Babby's First probes to Moho, Gilly, Ike, Dres, and Jool (Mapping OPTIONAL)
  167. Large Spess Station that eats frames for lunch
  168. High Precision Powered Landings (<300m proximity to target)
  169. Landings on Jool's Moons
  170. Non-SSTO Spaceplane
  171. Return trips from Jool, Dres, and Moho
  172. RemoteTech Communications Networks (OPTIONAL - RemoteTech Mod)
  173. High Precision Powered Atmospheric Landings (<300 proximity to target)
  174. Base building on Mun, Minmus, Eve, or Duna
  175. Anomaly/Easter-egg hunting on other planets
  176.  
  177. -HardoCoro Mode
  178. Trip to Eeloo
  179. Multi-part interplanetary generation ship carrying several landers/probes
  180. Ship convoys to other celestial bodies
  181. SSTO Spessplane
  182.  
  183. -Oh Shit Nigger What Are You Doing
  184. Single-ship trip to all celestial bodies in a single flight
  185. Large FPS-eating generation ship trip to Eeloo and back
  186. Large-ass RemoteTech comms network that covers every part of the solar system (RT Mod)
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement