īlizzy’s Toolbar: 1.7.9: Toolbar required for additional functionality with some mods.
Kerbal space program mod mods#
For the mods that support it, this is a great plugin for keeping up to date on the latest versions of your favorite mods.
ĪVC: 1.1.5: Automatic Version Checking for KSP. Can be set to activate when using the stock resource button. After that, it will be much faster! See note above about OpenGLĪlternate Resource Panel: 2.7.1.0: Excellent replacement for the built-in resource panel, highly configurable. Note: The first run of ATM will take a LONG time to load. (Compression and scale options are configurable.
Kerbal space program mod mod#
This plugin works behind the scenes to compress the high quality textures created by the mod devs into something more suitable for real-time game engine use. Īctive Texture Management: 3.8: This mod is crucial to using some of the more resource-intensive mods (meaning large textures, in this case). Phoenix Industries Stock Bug Fix Modules: 1.0.2d.2: Fixes for a variety of major and minor issues for 1.0. Here are some particularly handy ones I’m trying out currently. Some enterprising souls take it upon themselves to fix bugs until Squad’s next official release. I’m back on OpenGL now, and all is golden. Update: Eventually ended up crashing on DX11, but 1.0.x seems much better at handling memory than. Interestingly, I am trying DX11 on 1.0, and using over 3GB of RAM without crashing. Using OpenGL with the following mods shown as working, memory utilization at the VAB was 2.6 GB (otherwise it was 3+/crashing) on 0.9.
If using a modern DX11-capable GPU, try “-force-d3d11-no-singlethreaded” (no quotes for either option).Ĭheck out this post to get OpenGL up and working. If using an NVIDIA GPU, or one with good OpenGL drivers, try adding “-force-opengl” to the launch command line. If ATM isn’t working for you, try the workarounds listed below: Sarbian’s Comprehensive breakdown on OpenGL vs DirectX, combined with Active Texture Management. I’m currently using the OpenGL mode, and it has been working great for me. (1.0 now includes DDS loading natively, so a plugin is no longer necessary.) I’ve written a post on the topic, including the DDS loader plugin. The Firespitter plugin can be updated from the official page, the KSP forum thread hasn’t been updated with the new version info. (Mods which have AVC version checking support are marked with a +)
Here’s the state of my recommended mods, and a bit about each of them: My assumption at this point is a clean slate for 1.0 for mods, so I will not comment on backwards compatibility for saves started prior to 1.0. In the future, I plan to stay with the save file I start for 1.0, unless there is a significant game-breaking save change that requires me to start over.
Kerbal space program mod Patch#
Because of this, I would start a new campaign over from the beginning when a new patch came out. KSP was in pre-release for a long time, which meant that updates could be significant and game-changing. One of the reasons for its success is its massive mod community, which has taken the stock game and added a tremendous amount of depth in the way of new ship components, graphical overhauls, sounds, functionality (life support, flight model re-write, mining/resource gathering, etc), and other content. (I wrote a preview/review of it a while back) If you’re new to KSP, or completely unfamiliar, it is a simulation game, where you take the role of director for the little green man version of NASA. Please note, Squad overhauled many systems in 1.0, so expect many mods to require significant updates, or changes in functionality. I will be updating this page with mod descriptions and compatibility as I work my way through the list. Kerbal Space Program version 1.0 is finally released to the public. This will probably require some tweaks by the mod authors, so I’ll start updating the page once those start trickling out. This has some notable changes for physics, not the least of which is heat management.