

- #KERBAL SPACE PROGRAM KIS MAKE PARTS MOD#
- #KERBAL SPACE PROGRAM KIS MAKE PARTS PATCH#
- #KERBAL SPACE PROGRAM KIS MAKE PARTS FULL#
- #KERBAL SPACE PROGRAM KIS MAKE PARTS MODS#
(Compression and scale options are configurable.
#KERBAL SPACE PROGRAM KIS MAKE PARTS 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.
#KERBAL SPACE PROGRAM KIS MAKE PARTS MODS#
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 KIS MAKE PARTS 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. Some properties, like the entry cost, are not included, but can be found in the part-box on right side of the part's page.1.0.3 has been released today ().
#KERBAL SPACE PROGRAM KIS MAKE PARTS FULL#
In this case the full is shown without brackets first, and the empty values are in round brackets under the full values. Many parts have some resource storing capacity, which makes the mass and the cost different in full and empty state. These parts add their mass and drag to their parent part, unless they become the root part of a vessel. Some parts have been made physicsless to improve performance in the game from version 0.23 onwards. In case of deviation, the position in part board of the game is noted. In most cases the tables follows the categorization structure of the game. In the tables are the main properties of the parts. 1.5.2 Beams, panels and radial elements.1.2.2 Liquid fuel tanks (Jet fuel fuselages).
