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/kspg/ modlist and FAQ ver 3

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  1. /kspg/'s modlist & FAQ
  2.  
  3.  
  4. Top-of-the-list FAQ's/READ THIS
  5. (see bottom of pastebin for starting information on the game, further FAQ's and gameplay ideas)
  6.  
  7.  
  8. >i posted a picture of my game and everyone just keeps making fun of me!
  9. 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 to crawl out of the woodwork and lay waste to decency and civility.
  10. Ideally, dont use mechjeb, manpatrick it up niggas
  11. If you took the picture on the dark side of the planet, slap yourself.
  12. KSP discussion and posts are ALWAYS welcome, despite what some residents might say.
  13. however DONT go spamming 1001 images of your shitty space station, yes its great, yes we saw it the first time, and we have seen a million exactly like it.
  14.  
  15. >Who is/are billy/billies?
  16. billy is the hypothetical 12 year old autistic who switched from playing minecraft to KSP around version 0.20
  17. his parents brought him the game, along with the kerbaliser and he instantly went onto the hugbox forums where he was told to install mechjeb.
  18. as a result he never learnt to play the game, he doesn't understand orbital mechanics, is unable to get past the mun, and only enjoys the game when things blow up.
  19. he is the reason squad changed their direction in the game. After billies money started rolling in the game has been dumbed down, with many planned features removed because "billy would find it too hard" and many existing features also removed due to [reasons unknown]
  20.  
  21. >my contract says i need an orbit X, and i have this exact orbit but it won't complete! is this bugged??
  22. no, your orbit is around the wrong way.
  23.  
  24. >is it possible to run a gorillian mods and not crash?
  25. not really, due to squads incompetence. if you have a lot of mods, you are more likely to crash than a vanilla install
  26. yes i know the game is boring without mods, so this is just something people grin and bear. generally speaking most players can run a decent ammount of mods within reason.
  27.  
  28. >my pilot is in the seat, but SAS is not working??
  29. >your pilot is an engineer or scientist
  30.  
  31. >how do i design a rocket that doesn't flip over??
  32. post a screenshot in the thread, and we will help with minimal jeering. promise
  33. we have been here for a while, and seen every mistake new players make, unless you have a new and novel brand of stupid we haven't seen before, you should get advice relatively quickly
  34.  
  35. =================================================================================================================================
  36.  
  37. >MOD LIST & previous pastebins
  38. older http://pastebin.com/ZY24TZqS
  39. old UPDATED 0.23 http://pastebin.com/hu1z8WXu
  40. http://forum.kerbalspaceprogram.com/threads/55401-Community-Mods-and-Plugins-Library
  41.  
  42. +=INFORMATION=+
  43. Kerbal Engineer, tons of info including DV for individual stages and time to burnout
  44. http://forum.kerbalspaceprogram.com/threads/18230-0-25-0-90-Kerbal-Engineer-Redux-v0-6-2-12%280-25%29-and-v1-0-14-1%280-90%29
  45. -----
  46. Protractor, Shows transfer angles
  47. http://forum.kerbalspaceprogram.com/threads/21544-21-Protractor-Rendezvous-Plugin-v-2-4-2
  48.  
  49. +=LAG-REDUCTION=+
  50. -----
  51. Active Texture Management, Compresses all textures to DXT1 & DXT5, helps greatly with large amounts of parts.
  52. http://forum.kerbalspaceprogram.com/threads/59005-0-90-Release-4-3-Dec-16-2014-Active-Texture-Management-Save-RAM!
  53. -----
  54.  
  55. +=PARTS=+
  56. -----
  57. Modular Multiwheels, Adds niche wheels and engines with fuel requirements
  58. http://forum.kerbalspaceprogram.com/threads/93205
  59. -----
  60. Infernal Robotics, Adds powered hinges, pistons, servos and more, useful for things like rotating VTOL engines
  61. *requires link*
  62. -----
  63. B9 Aerospace, Massive spaceplane part pack, SSTO user's wet dream.
  64. http://forum.kerbalspaceprogram.com/threads/92630-0-90-B9-Aerospace-Release-5-2-8-%28updated-30-12-14%29
  65. -----
  66. Firespitter, Adds numerous ugly but useful airplane parts, mostly based around propellers
  67. *requires link*
  68. -----
  69. RLA Stockalike, Created by a /kspg/ resident, adds numerous stock-like parts that fill lots of gaps
  70. http://forum.kerbalspaceprogram.com/threads/90218-0-90-RLA-Stockalike-12-1-15-Dec
  71. -----
  72. KAS, Adds a very nice system for connecting parts to ships that are already in orbit among other things
  73. http://forum.kerbalspaceprogram.com/threads/92514-0-90-Kerbal-Attachment-System-%28KAS%29-0-4-10
  74. -----
  75. SurfaceLights, Adds several small surface-mounted lights, useful for probes, rovers and stations.
  76. http://forum.kerbalspaceprogram.com/threads/57778-0-24-Surface-Mounted-Stock-Alike-Lights-for-Self-Illumination/page9
  77. -----
  78. Procedural Fairings, Adds fairings that automatically fit any craft.
  79. http://forum.kerbalspaceprogram.com/threads/39512-0-90-Procedural-Fairings-3-11-manual-shape-controls-%28December-17%29
  80. -----
  81. Procedural Wings, Adds wings and control surfaces that can be made any size
  82. http://forum.kerbalspaceprogram.com/threads/29862-0-22-Procedural-Dynamics-Procedural-Wing-0-5
  83. -----
  84. Wetworks Crew Tanks, Adds fuel tanks that can be coverted to habitation after usage. (WIP, some compatability bugs)
  85. http://forum.kerbalspaceprogram.com/threads/61167-WIP-Wetworks-Crew-Tanks/page7
  86. -----
  87. PorkWorks Habitat Pack, Adds inflatable habitats and a working inflatable centrifuge.
  88. http://forum.kerbalspaceprogram.com/threads/57662-PorkWorks-dev-thread-Habitat-Pack-SpaceplanePlus
  89.  
  90.  
  91.  
  92. +=UPGRADES=+
  93.  
  94. Realchutes, Adds more realistic chutes with gradual deployment and adjustable deployment altitudes.
  95. http://forum.kerbalspaceprogram.com/threads/57988-WIP-0-23-x-RealChute-Parachute-Systems-tweaks-and-bugfixes-v0-3-3-2-9-01-14
  96. -----
  97. Alternate Resource Panel, Adds a far better resource display, also allows staging in map view.
  98. http://forum.kerbalspaceprogram.com/threads/60227-0-90-KSP-Alternate-Resource-Panel-v2-6-2-0-%28Dec-20%29
  99. -----
  100. FAR, Changes aerodynamics to be more realistic (no concrete atmospheres), can cause rockets to become overpowered.
  101. http://forum.kerbalspaceprogram.com/threads/20451-0-90-Ferram-Aerospace-Research-v0-14-6-12-27-14
  102. -----
  103. WheelSounds, Adds sound to stock rover wheels.
  104. http://forum.kerbalspaceprogram.com/threads/55104-0-90-Rover-Wheel-Sounds
  105. -----
  106. TweakScale, Allows scaling tanks, engines and structural parts alike, works on lots of mod parts too.
  107. http://forum.kerbalspaceprogram.com/threads/80234-0-90-TweakScale-Rescale-Everything!-%28v1-50-2014-12-24-10-40-UTC%29/page55
  108. -----
  109. Deadly Reentry, Adds part overheat damage, reentry heat and heat shields. (.23.5)
  110. http://forum.kerbalspaceprogram.com/threads/54954-0-90-Deadly-Reentry-v6-4-0-Dec-16-2014
  111. -----
  112. Rover Science Pack, Adds science parts for probes and rover, including drills, magnetometers and laser spectrometers. (.23.5)
  113. http://forum.kerbalspaceprogram.com/threads/64972-0-25-DMagic-Orbital-Science-New-Science-Parts-V0-9-0-2-%2811-29-14%29
  114. -----
  115.  
  116.  
  117.  
  118.  
  119. +=IMMERSION=+
  120. -----
  121. Remotetech, Realistic unmanned communications networks, Requiring LOS with signal dropoff.
  122. *link required*
  123. -----
  124. RasterPropMonitor, Adds monitors, virtual navballs and camera functions to IVA cockpits, makes IVA worth using.
  125. http://forum.kerbalspaceprogram.com/threads/57603-0-25-RasterPropMonitor-putting-the-A-in-your-IVA-%28v0-18-3%29-8-Oct
  126. -----
  127. Astronomer's Visual Pack (ASP), A graphical upgrade mod which includes aurora, dust storms, bioluminescence and more. (.23.5)
  128. http://www.curse.com/ksp-mods/kerbal/220335-astronomers-visual-pack-v3-beta/2201704#
  129. *link required*
  130. -----
  131. EngineIgnitors, Adds limited engine ignition and fuel boil-off (buggy as hell if you dont mess around with it first)
  132. https://www.dropbox.com/s/yousr4nxflld9ra/EngineIgnitor%20V3.2.zip
  133. http://forum.kerbalspaceprogram.com/threads/51880-0-21-Engine-Ignitor
  134. https://kerbalstuff.com/mod/84/Engine_Ignitor
  135. -----
  136. SCANsat, Adds planetary scanning and mapping, something to do
  137. http://forum.kerbalspaceprogram.com/threads/80369
  138. -----
  139. Nova's Noise Muffler, Muffles all noise as you get higher into the atmosphere. The best thing to ever come out of nova.
  140. https://mega.co.nz/#!gVpgVbqD!a-SXhdlzVqgMUkoYae8Ybp3Vqzc9kMFvQg4f1Ayco04
  141. -----
  142. Atmospheric Sound Enhancement, Adds sonic booms, audio muffling, proper re-entry plasma and mach effects. makes Nova's mod pointless, but i feel bad for not putting his one in too because his was dope at the time.
  143. http://download1574.mediafire.com/u1rklafsg5ng/2w8547ao0yaovct/AtmosphericSoundEnhancementV2.1.1.zip
  144. http://forum.kerbalspaceprogram.com/threads/56405-0-23-Atmospheric-Sound-Enhancement
  145. there's the link, there's the thread, good luck getting it to work.
  146. -----
  147. KerbQuake, Adds lelsokerbal shake during launch, reentry, decoupling, collisions, ect.
  148. http://forum.kerbalspaceprogram.com/threads/98583-0-25-KerbQuake-continued-v1-2-1-Reactive-Camera-Shakes-while-IVA-2014-10-29
  149.  
  150.  
  151.  
  152.  
  153.  
  154. >Q&A
  155.  
  156. >What is KSP?
  157. 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.
  158.  
  159. The game itself is robust and allows for a variety of mission types. Although the game is currently in ALPHA testing (0.90) despite what max might say about it being in beta, however it is relatively complete for such an incomplete game. The main engine features of the game are largely complete, and the game has a career mode, but is illogical and a grindfest, squad are of the opinion increasing the difficulty should only make the game longer, and not harder. The game sees releases every two or three months on a "when it's done" scheduling basis.
  160.  
  161. Planned features for the future include dynamic weather[redacted], increased optimization[unlikely], a career mode system [loosely] based around Buzz Aldrin's Race Into Space, more planets and moons, as well as more eye candy. A full planned features list used to be found on the game's official wiki, but has since been removed.
  162.  
  163. >Okay, so I'm interested, is there a demo?
  164. 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 [used to be] bros, but nowadays this is debatable.
  165. Otherwise, we don't care if you pirate the game, anymore, we used to, but since post 0.19...fuck it this should all be in the OP at the top of the thread if we are still reccomending you torrent it. feel free to ask in the thread if you are after any old versions (or current) of KSP, there is a mega link for most versions back to 0.11
  166.  
  167.  
  168.  
  169. >Prograde? Retrograde? Apogee? Perigee? Argument of the ascending node? What the fuck?
  170. Orbital mechanics can sound a bit complicated, but there are a few guides to help you understand it better.
  171.  
  172. 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:
  173. https://www.youtube.com/watch?v=d__hN6nqi-k
  174.  
  175. If you don't like Youtube, there's a version on the Internet Archive:
  176. https://archive.org/details/gov.ntis.ava18245vnb1
  177.  
  178. 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.
  179. Here's a nice guide on terminology as well:
  180. http://kspwiki.nexisonline.net/wiki/Terminology
  181.  
  182. >Are there any mods for the game?
  183. Yes, the modding community is vibrant and kept the game afloat during its early days. unfortunately squad took this as a free pass to do fuck all. You can find most mods on the official forums and on the official file repository:
  184. http://forum.kerbalspaceprogram.com/forumdisplay.php/35-Addon-Releases-and-Projects-Showcase
  185.  
  186. http://kerbalspaceport.[REDACTED] Spaceport was removed and spaceport 2 cancelled due to reasons.
  187. squad now try and get people to use curse to manage the mod downloads, dont do it. curse is pure evil, and even the billies know this. most mods have a forum thread which links to the current build of the mod.
  188. there are various other sites that have sprung up to replace spaceport's void as well, i cannot comment on their usability.
  189.  
  190. There's also /kspg/'s non-exhaustive relatively neutral mod list at the top of this FAQ.
  191. Spaceport was a crock of poorly-organized shit ruined by hundreds of 12-year-olds submitting their .craft files as plugins.
  192. Spaceport 2.0 coming never. Rip Nexi-poo.
  193.  
  194. >What's MechJeb? Why is it so controversial?
  195. 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.
  196. 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.
  197.  
  198. 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.
  199. 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.
  200. 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.
  201.  
  202. >Okay, so what should I do in the game? What are my goals?
  203. Since there is no career mode yet, here is a handy list of goals you can seek to achieve:
  204. [edit] there IS a career mode now, but it is still generally percived as being a waste of time, you are better off playing sandbox and introducing your own goals and restrictions.
  205. -Beginner
  206. Exiting the Atmosphere
  207. Suborbital Manned Flight
  208. Babby's First Gravity Turn
  209. Babby's First Orbit
  210. Precision (+/-1km) apogee and perigee control
  211. Heavy Lifting Spacecraft
  212. Precision (+/-1 degree) inclination control and polar/retrograde orbits
  213. Munar Flyby
  214. Munar Orbit
  215. Mapping of Kerbin and Mun(OPTIONAL - with ISA Mapsat Mod)
  216. Unmanned Munar Landing
  217. Manned Munar Landing and Return
  218.  
  219. -Intermediate
  220. Precision Rendezvous (+/-1km of target)
  221. Docking with target
  222. Geosynchronous orbit
  223. Asperger's Launch Configuration
  224. Apollo-style multiple module mission to Mun
  225. Munar Orbit Rendezvous
  226. Basic aircraft
  227. Babby's First Minmus Flights (Mapping OPTIONAL)
  228. Consistent Missions to Mun and Minmus
  229. Kethane Mapping and Mining (OPTIONAL - Kethane Mod)
  230. EXTREME OFFROAD KICKASS MONSTER TRUCK JUMPS ON MINMUS (DEMV rovers/wheels packs/stock wheels)
  231. Babby's First Spess Station
  232. Babby's First Trip to Eve or Duna
  233. Babby's first rover
  234. Solar system escape velocity
  235. Anomaly/Easter-egg hunting in the Kerbin system
  236. Precision Powered Landings (~1km proximity to target)
  237.  
  238. -Expert
  239. Babby's First Return trip to/from Eve or Duna
  240. Babby's First probes to Moho, Gilly, Ike, Dres, and Jool (Mapping OPTIONAL)
  241. Large Spess Station that eats frames for lunch
  242. High Precision Powered Landings (<300m proximity to target)
  243. Landings on Jool's Moons
  244. Non-SSTO Spaceplane
  245. Return trips from Jool, Dres, and Moho
  246. RemoteTech Communications Networks (OPTIONAL - RemoteTech Mod)
  247. High Precision Powered Atmospheric Landings (<300 proximity to target)
  248. Base building on Mun, Minmus, Eve, or Duna
  249. Anomaly/Easter-egg hunting on other planets
  250.  
  251. -HardoCoro Mode
  252. Trip to Eeloo
  253. Multi-part interplanetary generation ship carrying several landers/probes
  254. Ship convoys to other celestial bodies
  255. SSTO Spessplane to mun
  256.  
  257. -Oh Shit Nigger What Are You Doing
  258. Single-ship trip to all celestial bodies in a single flight
  259. Large FPS-eating generation ship trip to Eeloo and back
  260. Large-ass RemoteTech comms network that covers every part of the solar system (RT Mod)
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