Hey, I think you should add the enabling of Parallax colisions to this comment, just how you notes the resource modifications for TACLCSmining. Otherwise, this is fantastic. Thanks a ton, been a while since I modded KSP and this got me right back into it after a long while.
@Yakez I did everthing like you said I just have one problem with parallex that when I am in the transiton window to get to another planet's orbit, the game freezes for 5 seconds then I will have moved the distance I would have without the freezes do you know any fixes I have tried everything idk what else to do. Thank you.
@@Yakez42 Yeah, I mean it ! Btw, I have a question, one of the goals of KSP2 was space construction, I could easily add Extraplanetary Lauchpad to the pile but it is quite complicated and unintuitive, do you recommend any alternatives ?
Yea this is a tricky one that was cut from my mod list. If feel like general quality of textures and models in Extraplanetary Lauchpad is outdated compared to everything else. It plays great with MKS and USI life support, but this turns KSP into mini Factorio/Satisfactory, and this was not the goal of this video. Also I do not buy into construction of highly sophisticated interstellar ships on some remote colony with thousands of Kerbals at best. What I personally plan on my current playthrough of this pack is to assemble interstellar ships in orbit, but with empty fuel tanks when it comes to helium3, deuterium and other FAR fuels. Then refuel them using my colonies/bases.
@@BBT4E A really good alternative to Extraplanetary Launchpad is simple construction, it doesn't add any parts and it's very easy to use. It still uses EL but is not so hard on the game.
YT deleted my own pinned comment. This is the reason why I do not post links in the video description. Probably video would be down itself otherwise. Had a pin pong with YT support once for 3 month for flagged pastebin link. Cannot really do anything about this. I have no direct communication to YT support.
i was always hesitant to get back into KSP 1 due to the insane amount of mods available but you're video clearly sets out the most important and appealing mods to me and how to easily set them up, thank you! Now I can finally make my game as fun and beautiful as all the videos I've seen lol
Thank you so much for this; I am a veteran ksp player but stopped modding many years ago as I started to lose interest. I'm ready to start again, and this video makes it way more doable and less overwhelming.
This is perfect! I've been working up to starting a new Modded KSP Career, and all this combined with a few of my longtime favorites is exactly what I'm looking for.
Some of these installs/modifications are so specific to make everything blend togetter well, that at some point I would almost expect someone to just archive (say a .zip file) the whole KSP folder and create a torrent link. Probably not a good Idea from a legal standpoint... However having the same ZIP file for the KSP mod folders would be a real nice timesaver... Imagine D/L one file (or torrent) with everything already pre-downloaded/adjusted... But that's just me. VERY nice video, and it brings me back 3 years ago when I had a super modded KSP build that took forever to get right. The rewards where incredible and I am still running that version of KSP whenever I want to run something more than a Moon or Duna Mission. It's "Good enough" (and I don't have the time to rebuild a personalized KSP1 modlist). But the video was awesome.
Tyty. KSP mod packs exists, although they are often hosted in places that can arise more than a legal questions. Juggling with 3rd party modified + repacked software is not the best idea to be honest. And it also do not solve issue with "wall of mods" that you have no idea what do on mod by mod basis. When I started this project I was aiming more to explain all the moving parts rather than providing set in stone build. Although a lot of variation was cut from video to keep it simple and relatively short. And well, I would get old by the time I edit 50m video like this xD
@@Xiodot to be fair, game needs to be made in a way that makes modding easy, or at least possible. So KSP1 devs & the community made KSP2 before the KSP2 devs made KSP2. Now if only we could have a sort of action lawsuit so money paid towards "KSP2" is actually used for KSP2.
I've watched this video so many times, starting to follow along, but then getting distracted. I finally actually followed it by installing everything mentioned (minus a couple things I don't personally care for) and am excited to try it properly. :D
Never used any kind of mod in 900 hours, tried KSP2 and it's the worst thing ever, nothing has made me want to get a mod more. This video's perfect, thank you!
Awesome mod list! Note for anyone installing now - as of today planetshine is depreciated, blackracks "deferred" now is compatible with parallax and does a better job for less of a performance hit!
Very nice! I'd also add procedural wings. As well as Civilian populations. Since it adds the ability to get new kerbals on other planets, Which is something you will be able to do with bases in KSP2 (or at least thats what i've heard) Edit: I've recently discovered a different mod called "Paraterraformiong" It uses the Kerbal konstructs mod as it's basis. Meaning that instead of having to launch these gigantic parts from the launch pad, you'll be using this other interface to build essentialy KSCs on other planets! The only requirement is you get a lander to the location you want to build at! Though some sort of base mod could still be used to sort of "roleplay" your kerbal workers having some place to rest at after a long day of building.
Great video man, I went searching for modding ideas for KSP1 now that KSP2 is officially dead. This is a great place to start 🚀 It might be cool to make another video with any updates (if there is any) or maybe even a more in depth tutorial on some of the more complex mods in this pack. I know if tried some of them in the past and got a bit overwhelmed with all the different parts and fuels etc. I’m excited to give it another go though :) KSP forever ❤
Definitely a great video! Always nice to see Far Future getting more attention, I just love building build space craft with it! Even before KSP 2 had released I had been fully intent on continuing to play my KSP 1 science save all the way through, or at least until the Interstellar part of the roadmap for KSP 2. As much of a buggy mess KSP 2 is right now I must say that loading times were phenomenal compared to the some 5-10+ minutes my KSP 1 tends to take on startup, plus all the time it takes to actually swap between ships or the space center. It'll be an interesting journey nonetheless and I for one can't wait until KSP 2 finally gets to that interstellar stage and fulfills most of what I currently need KSP 1 for! (And/Or maybe modders will add interstellar engines and such to KSP 2 before the devs officially add it xD)
Fun fact, KSP2 have already all the fuels from Far Future. Data miners already saw Nuclear Salt Water, Antimatter and stuff. So Nertea definitely converting all his work into KSP2 in some form. So Far Future is already sort of a tutorial and preview for KSP2 interstellar.
@@Yakez42 Yes! I noticed this too! I might've taken a look st some of the game files myself and witnessed this first hand! There's also a good number of config files for different engines, but I myself couldn't find any of the models. Still, it was nice to see that they have been working on that stuff internally! It might not be the exactly the same same parts that Far Future has, but it definitely looks like a good selection of different drives and I'm definitely happy that Nertea got only the dev team and can bring their amazing modeling design to the base game! Restock and all their other stuff looks so good that I almost always use it in all of my saves!
Thank you so much for your great suggestions on how to improve the game. According to CKAN, I'm already running 295 mods. But there is always room for more, right? 😂 Your videos are among the most helpful and well presented that i know of. Thanks!
I used to have a modpack like this I made myself years ago and it had 100 mods with endless possibilities, I miss that modpack but at least I can use this to make something similar.
thank you so much man, I tried manual install and I always would mess something up and whenever i used ckan i never knew what to uninstall and ended up just deleting it so thank you so much for this guide
Great Video man! It a little old now but helped nonetheless, have not played KSP much since like 2019 needed a refresher. I would like to add for any future viewers that if you go to Setting>Compatibles Game Versions> And select 1.12 so you can just click the check box and not need to go to the mod version list and download the latest.
My biggest gripe with modding lately has been system heat's very existence. System heat itself is a perfectly fine mod but what makes me want to tear my hair out is that there doesn't seem to be a single compatibility mod or setting or anything for interstellar and that's a huge problem because the radiators added by interstellar are simply way way way better than the radiators added by system heat or anything added by the far/near future series of mods (made by the same person as system heat). this means that despite these interstellar radiators in theory being way better, when used with a part that uses system heat they are completely worthless and don't do anything for the system heat part and it overheats no matter what you do. This wouldn't be a problem if I could just not use system heat but no for whatever bizarre reason it is a requirement for far future technologies and ckan doesn't even let me load a mod order without system heat, and when I manually delete system heat in game data it causes most far future technology parts to be completely non functional (and funnily enough if I load up the vehicle assembly bay and choose one of these parts as my base part it instantly soft locks the game because I can't choose any other parts or menu options including the option to leave the bay). This complication has wasted so much time for me it is incredibly painful.
neat modpack! one of my favorite mods are the IVA control mods, DE_IVA for stock and another one for near future, it's amazing to control everything from inside and even cooler with freeIVA another cool one is Kerbalism, hard but what annoys me the most are the ugly as hell part models and textures
Hey, just came across your channel and I'm quite impressed with all your KSP work. This is phenomenal work! Do you have a Discord channel or website? It would likely make it easier to keep the data there vs in pinned comments that may or may not disappear!
I'm starting to get into playing Kerbal Space Program again, this time with a new set of mods, and the Quack Pack planet set looks to be quite the interesting planet pack. Alas, nobody on RU-vid has done a review on it so far.
You probably made me go back to KSP (didn't buy KSP 2, and it seems for a very good reason). Well collected, informative video! One question: if you only need the + readouts, why not use Kerbal Engineering Redux instead of mechjeb?
Yeah, especially Parallax is killer, it even have underwater stuff for subs. Once volumetric clouds go public, KSP2 have little to even match visuals outside of dynamic engine plumes and general lighting.
You are welcome! Glad this one is not only filling the void between supposed "normalization of KSP2" but also pulling above its intended purpose back in the day.
Haven't touched KSP since beta, so this was a very worthwhile watch for me. Nice to see that there's now a proper mod manager for the game Great tutorial. Also your accent - дуже класний 😁
CKAN is very powerful tool. If only Steam Workshop was 10% as useful xD Even more dedicated mod managers than Workshop often pretty meh. CKAN allow to operate multiple game installs, can troubleshoot incompatibility, allow to install older versions of mods and there are numerous search filters, like you can search by dependency for example type dep:B9 and you see every mod that use B9 part switch xD
This video got autoplayed for me - but I'm glad it did. You have inspired this 2000 hour veteran to bust out another playthrough despite the ksp2 depression!
@@Yakez42 but for fuck sake those mods are ten times better than ksp2. And i have a question, coriolis i kinda on ckan now. do i still need to install this manually?
for a good rebalance of the stock planets get JNSQ, it scales up the stock planets so that Kerbin is 1/4 Earths size instead of 1/10 its size and as a result the stock engines are much better balanced for the Kerbol system
Use the "incompatible" filter to find it, then click on Versions and select the top one. Some of the mods in this build are out of date but we trust in the OP that they work anyway :)
I really like your modpack, i've made a fresh install for a later playthrough. Even though im not sure if I would like TACLife Support since im a huge fan of all those USI Stuff ;) Thanks for sharing!
Good job! Something funny that happened while watching was my audio cut out (this is normal for me) and I was on B9 Part Switch and he said B then the the audio cut out and it came back in when he said itch from switch, it sounded like the B swear.
love modding ksp1 but you know what i dont love? the consequences of 150+ installed mods (uses well over 32gb of ram in total, including page/swap files). and the loading takes so long each time i think i installed ksp on some crappy 1mb/s download file server over the internet on the other side of the planet 😭 nevertheless i played ksp1 since 1.0.2, absolutely love it still
Hiya! Love this list!! Artemis Construction Kit getting this message: depends on SimpleAdjustableFairings, which is not compatible with currently installed game version.
doing this at 1130 was pain but I like it nice modpack and video also would you consider doing a tutorial video that explains how to use most of these things
The best planet pack (if you have the ram to run it) in my opinion is galaxies ubound it adds dozens of star systems and is only a couple of gigs plus it’s compatible with quack pack and OPM
True that's a a good one, nevertheless I think it is baby steps for the first interstellar adventures. Galaxies is such a hardcore megapack, that even I feel overwhelmed, need to get around that one one day in the future!
Does this have a balanced tech tree? It’s basically a perfect modpack, but I’m usually afraid of cutting ties with the USI/KSPIE mafia because of how nicely they progress under science mode.
great video, afaik the kcalbeloh planet mod can be installed via ckan, only problem being kopernicus sometimes doesnt like it and stops working until you uninstall some other mods.
Nice catch, strange that this is not part of community fixes. Need to check it out. Considering Stockalike Station Parts... well it is nice alternative. I do not include this pack only because it just add to much, and then you need some source of big solar panels, probably Near Future Solar. And this two mods together are already quite heavy as alternative to Habtech and what it brings. But honestly I would run all 3 if there is enough performance... and then add Salut solar panels, Tantares, Restock+, Space Shuttle Orbiter Construction Kit + Redirect...
Just had to trouble shoot some stuff, but it seems like the artemis construction kit, and habtech 2 don't work with the latest version of b9 part switcher.
is anyone getting issues regarding the breaking ground dlc? every time I try to install any of the hab mods I keep getting this notification: HabTech2 1.0.0 depends on BreakingGround-DLC, which is not compatible with the currently installed game version
It have robotic arm (Canadarm2) as part of mod, hence the dependency. You can try manually deleting robotic parts from mod to overcome this issue without getting DLC.