Also includes a lot of large parts, K&W sty e. The science parts in particular look great. Looks great and includes a few parts that are useful on other planets (like an electric engine).ĪIES - Again, also not updated, but hands down the best looking part back for small probes, satellites, and delicate instrumentation. KAX - Great prop-plane parts, for that 1960s feel-nice if you want to do something besides make space planes with incredibly powerful turbojet engines. Quite well balanced, though it's only updated to 0.25 (it works with 0.90, you just have to edit the configuration files so that fuel tanks appear in the right section). KSPX - Perhaps the most useful, most-stock-like expansion pack, great if you're committed to using stock/indigenous parts but need more flexibility. My suggestions are always the same, limiting it to stuff that is updated (or at least runs in 0.90 with minimum adjustment) SS works on its own, but it's not really worth launching them past Minmus at the most unless you're doing some heavy duty construction.
#KERBAL SPACE PROGRAM MKS MODS#
There's a couple extension mods that add more experiment sets, but I don't know how many still work in.
#KERBAL SPACE PROGRAM MKS MOD#
They're all very light on memory, too.Īlso, if you're using FAR and don't like the part clutter, Lack's mod includes airbrakes.Īnd if you're doing any kind of station building - be it Karbonite fuel stations or going whole hog with colonization mods, throw some Station Science parts in there, they're pretty fun and give you some science rewards for getting stations on/around other bodies. Also, none of them have fairings that you have to delete because Procedural Fairings are the only ones anyone should ever use. There's less parts, but less close overlap between them. I prefer Modular Rocket Systems, Spacey heavy lifters (same author, not really sure why he doesn't combine it with MRS), and Lack's Stock Extension over KW Rocketry. Since we're talking about mods, a few more of my favorites: Let me tell you something, watching an out of control rover ramp off a hill and achieve a gravity assist off Ike before plunging back to its doom is really fun until you add up how much it'll cost to send a replacement. Well, I built a rocket powered high-speed rover which randomly decided to stop routing while throttled up irresponsibly high and heading towards a steep hill.
![kerbal space program mks kerbal space program mks](https://i.imgur.com/WipOyOH.png)
Say you launch a multi-part probe to Duna, you can get away with having a big antenna on only one part and small ones on the rest, and it'll route through the big one. It does do relays, but doesn't require it.
![kerbal space program mks kerbal space program mks](https://i.imgur.com/uWQ2uQb.png)
Pack them all on two command pods docked nose-to-nose and roll them around the spaceport farming all the weird little micro-biomes they added and you're basically just cheating.ĪntennaRange is nice if you kinda like the idea of RemoteTech but hate the practice of it. Show some restraint with your probe design and it'll add a ton of stuff to do in the game. With all the biomes now the extra science parts start to feel kinda cheaty if you're packing every part onto a big biome-hopping monster of a probe, but the stuff like core drills and ablation lasers and space telescopes just adds a lot of neat stuff to make more engaging rovers or probes, even if they're ones with only a couple experiments on them. Which is completely fine in the sense of providing a nice new challenge, but sorting out what everything does is kind of a pain.ĭMagic Orbital Science makes for some great extra variation to probes. Seems like quite a bit of work is involved to set up any sort of useful facility anywhere. And I have no idea whatsoever how things are supposed to work with transferring/launching resources from a planet surface to orbit with the automated system it's a great idea, I just have zippo clue as to how it's supposed to work and the descriptions don't tell you anything useful there.
![kerbal space program mks kerbal space program mks](https://i.imgur.com/u9OK6ls.png)
I mean, even the "OKS" and "MKS" are two very different things, but it doesn't tell you what is what, you just have to pay attention to the things listed as each part type so you aren't sending the wrong parts to the wrong places. I really dig the idea, but it's not very intuitive at all and explains almost nothing to you. I've been kicking around with the OKS/MKS stuff a bit. Now I need to send up a seven-ton payload to get these silly things working. only to discover that my Kerbitat and Aeroponics Module didn't include any Machinery. Last night I actually got a basic OKS station set up around Kerbin just to try out.