

You better plan your re-entry vector appropriately, and the design of your re-entry craft needs to be able to handle the heat.įAR and NEAR - FAR is a massive overhaul of Kerbal’s atmospheric aerodynamics model. This means that to return home, you can simply drop out of space at any speed and angle, and you’ll be just fine. They’re often favored by people who have mastered the core game and want to make the experience more difficult, although other people adopt them earlier simply because they find the heightened realism more fun.ĭeadly Reentry - The current version of KSP does not care about heat or g-forces. From a massive overhaul of the aerodynamics to simulating transmission lag in satellites, these mods will force you to play the game differently. These mods change core functionality in the game. You can see things such as “time until depleted” as well as turn on alarms for when resources are low. KSP Alternate Resource Panel - An improved way of looking at all of the resources (fuel, electricity, etc) on your craft. This is especially important in spaceplanes, where unbalanced fuel can wreck your stability, but is also useful in rockets, where unbalanced fuel in radially mounted tanks cause the things to not fly straight.

TAC Fuel Balancer - Allows you to move fuel around your vessel in a balanced manner. This really makes your kerbalnauts feel unique, and allows you to keep track of just how many amazing things each little green guy has done. Kerbal Alarm Clock - Create reminder alarms of important events so that you do not accidentally time warp past them!įinal Frontier - Gives your Kerbals ribbons for their personal accomplishments. Can also be configured to break out of time warp when new science is available, so you don’t warp right past an opportunity! Saves you the trouble of pressing “crew report” every 10 seconds just to see if you have a new report to send. ScienceAlert - A super handy button on your interface that lights up when there is science to be gathered.

It gives you access to every single mathematical calculation and orbital parameter you could possibly need (and more!) Like MechJeb, the single most important information it provides is the ability to see the Delta-V potential of your craft while building it and during flight. Kerbal Engineer - Want all of the information that MechJeb provides, but don’t want the autopilot features? That’s basically Kerbal Engineer. None of them change any mechanics in the game. Some of them simply provide convenient access to information, and others give you tools for doing things easily that are normally not so convenient. These mods help you interact with the game and its mechanics. It can also be useful to tell MechJeb to do a particular action just to watch and see how it does it and learn from it. Many people only use MechJeb for the information features, but a lot of veteran players also find that automating certain repetitive tasks becomes preferable after they have done them by hand hundreds of times. It can do simple automation such as “keep my ship pointing prograde” to more advanced features like “adjust my thrust so that I a decent at a constant 5 m/s” all the way to full-blown takeoff automation that will take you to orbit with a single press of a button. The other major category feature of MechJeb is its autopilot capabilities. The most important feature is the Delta-V chart, which will tell you exactly how much Delta-V (a measure of how far you can travel in space, more or less) your craft can produce in each stage. MechJeb gives you the possibility of viewing every parameter of your craft (while building or flying) and your flight at all times.
#Best ksp mods for realistic mod
Definitely the single most popular mod out there.
