But even if not, it's nice quality of life to be able to simulate your landers on the intended target. Pretty mandatory if you want to do no quickload, no revert playthroughs, or use Construction Time. KRASH: Simulation mode, for a small fraction of the cost of a real rocket.
Not recommended without Stage Recovery and ScrapYard, because they make the balance work. Kerbal Construction Time: A real killer with TAC LS and Dang It, no more instant launches, your rockets take time to build. Alternative is USI Life Support, whichever you prefer really. TAC Life Support: No more leaving kerbals standing on the Mun for years, they will die. Ranges from slightly annoying issues, to mission ending disasters, so you will need to think with redundancy in ming for all long missions.
#Best ksp mods 1.5 manual
Remote Tech: An alternate, little more realistic antenna system than the stock one, including signal delay, and a handy little flight computer (because manual flying at 15s delay is impossible).īackground Resources: Now you can mine and charge batteries while away at an other vessel.įerram Aerospace Research: A much better aerodynamic model, transonic effects, Warning: Makes spaceplanes somewhat more difficult to design (More trial and error).ĭang It: Random failures, a killer combo with some of the other mods in this category. Scatterer: Atmospheric scattering, and nice looking lightrays.ĭifficulty/Realism (you can hold off on a lot of these until you are more experienced, many of them can be punishing if you make mistakes):
Planet Shine: Nice reflected light from planets. Hide Empty Tech Tree Nodes: I never understood why these existed in the first place, now they won't annoy you.ĭistant Object Enhancement: You can see Jool from the surface of Kerbin now. Tweakscale: A dependency for many things anyways, but it can help you out with construction sometimes, be careful though: Many scaled things are worse (most notably heavier) than a part in the target size. Trajectories: Very useful precision landing in atmospheres and aerobraking maneuvers. Ship Manifest: Mostly for the ability to transfer Science around, but can be useful for fuel or kerbals as well. RCS Build Aid: Never have horribly wobbly and unbalanced payloads that are impossible to dock again. PAPI lights: If you like flying aircraft, this can help you a lot with approaching the runway, may need some tweaking to the glideslope of each of your planes. Kerbal Joint Reinforcement: Helps keep the Kraken at bay. Kerbal Alarm Clock: If you play a career and not just time accelerate through 1 mission at a time, this is pretty much a necessity, it has useful features even if you do 1 mission at a time with large time accelerations.
#Best ksp mods 1.5 mod
Makes collecting all the science much easier (nice organized buttons, instead of looking for your thermometer on a massive spacecraft), also alerts you when you need to run experiments.īetter Burn Time: Not much to say here, very nice mod to help you with your maneuver node burns.Ĭrowd Sourced Science: If you want to read more science messages that are not as repetitive. Science!: If you play anything but creative mode, get this. MechJeb: If you don't like the piloting aspect so much, and prefer the building and planning instead, this mod is the most advanced autopilot out there. Kerbal Engineer: Must have for every single player in my opinion, although some features are in the stock game now, it's your best friend in the editor or in flight. If you want to mod your game without headaches, simply and easily, this is what you want.ĭocking Port Alignment Indicator by navyfish: Makes docking a breeze if you want to do it manually and not use MechJeb
#Best ksp mods 1.5 download
The end all be all program you need: CKAN: Not a mod, but an program that can manage and automatically download your mods, including their dependencies. There are an insane amount of great mods, here is my list, pick your favorites.