Updated 2015-02-27 16:24 GMT -5

PLEASE SEE THE NEW POST FOR 1.0 MODS! 🙂

KSP v 0.90.0 Beta is officially out in the wild. I will be updating this page with mod descriptions and compatibility as I work my way through the list.

Please note, there are a lot of changes to 0.9, so it will likely take mod authors a while to get their mods back up to the stability they were before, depending on which parts of the game they tie into. Editor mods in particular are likely to be affected by this, as previous functionality is now built into the stock game in many cases.

From my 0.25 mod list post:

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 men version of NASA. (I wrote a preview/review of it a while back)

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.

The game is technically still in pre-release, which means that updates can be significant and game-changing. Because of this, I tend to start a new campaign over from the beginning when a new patch comes out.

This also means that a lot of mods break on the new version and have to be updated… some require only a version compatibility change update, while others require significant code work to get back to functionality.

Here’s the state of my recommended mods, and a bit about each of them:



Table of Contents

(Mods which have AVC version checking support are marked with a +)



General notes

The Firespitter plugin can be updated from the official page, the KSP forum thread hasn’t been updated with the new version info.



Memory fixes

I’ve written a post on the topic, including the new DDS loader plugin.

I’m currently using the OpenGL mode, and it has been working great for me. (NVIDIA GPU).

Sarbian’s Comprehensive breakdown on OpenGL vs DirectX, combined with Active Texture Management.

If ATM isn’t working for you, try the workarounds listed below:

If using an NVIDIA GPU, or one with good OpenGL drivers, try adding “-force-opengl” to the launch command line.

If using a modern DX11-capable GPU, try “-force-d3d11-no-singlethreaded” (no quotes for either option).

AMD:

Check out this post to get OpenGL up and working.

Using OpenGL with the following mods shown as working, memory utilization at the VAB is currently 2.6 GB. (Otherwise it’s 3+/crashing) [To be updated for 0.9]



Bug Fixes

Some enterprising souls take it upon themselves to fix bugs until Squad’s next official release. Here are some particularly handy ones I’m trying out currently.

Phoenix Industries Stock Bug Fix Modules: 0.1.7d: Fixes for chutes, decouplers, and EVA issues for 0.25. [WORKING]



Core Modules

Active Texture Management: 3.8: This mod is crucial to using some of the more resource-intensive mods (meaning large textures, in this case). 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. (Compression and scale options are configurable. Note: The first run of ATM will take a LONG time to load. After that, it will be much faster! [WORKING] See note above about OpenGL

Alternate Resource Panel: 2.6.0.0: Excellent replacement for the built-in resource panel, highly configurable. Can be set to activate when using the stock resource button. [WORKING]

AVC: 1.1.5: Automatic Version Checking for KSP. For the mods that support it, this is a great plugin for keeping up to date on the latest versions of your favorite mods. [WORKING+]

Chatterer: 0.8.1: Actual functionality added to the game: zero. Amount of ambiance? Significant. This mod inserts Kerbalized dialogue and communication sound effects to the game. It even ties in with RemoteTech. [WORKING+]

TechManager: 1.5: Allows for easy customization by modders to make their own tech tree modifications. Interstellar will likely make use of this in a future release. [WORKING]

Community Tech Tree: 1.1: Add-on for TechManager to extend the stock tree to be community-friendly. [WORKING]

Contracts Window+: 1.0.3.4: The existing mod window is a bit of a nightmare. CW+ allows you to get a much better view of what you’re working on and filter out the unnecessary data. [WORKING]

Custom Biomes: 1.7.1 Obselete for stock game. Still used for custom solar system mods [WORKING]

DDS Loader: 1.7: Loads DDS format images for game assets, which can improve load speed. See the memory management notes above. [TO BE DETERMINED]

Deadly Reentry: 6.4.0: Just what it sounds like. Reentry becomes far more perilous. Ablative heat shields included. [WORKING]

Ferram Aerospace Research: 0.14.6: Enhanced flight model and aerodynamics tools. Makes atmospheric flight much more realistic and enjoyable. [WORKING+]

Fine Print: 0.59: More contracts for your space agency. Makes it easier to keep income rolling in, but with an appropriate challenge level to keep it interesting. The base mod is now integrated into the stock game. [Obselete]

Kerbal Alarm Clock: 3.2.3.0: Alarm clock GUI with lots of trigger options. Essential for running parallel missions. [WORKING+]

Kerbal Engineer Redux: 1.0.15.2: Really handy mod for surfacing all the hidden details that you need for planning and executing your launches. Especially useful in the VAB/Hangar. (Be sure to middle-click on things) [WORKING+]

Kerbal Joint Reinforcement: 3.1.1: Performs a number of adjustments to make joints stronger, as well as stabilize physics on load or when leaving warp. [WORKING+]

MechJeb: 2.4.2: Enhanced flight information, plus maneuver planning and autopilot functionality. [WORKING]

MechJeb FAR extension: Modifications to MJ to work with FAR’s flight model. [Currently incompatible]* Sarbian is working on an update.

Module Manager: 2.5.9: This is a single DLL that goes in the GameData folder root that is required for many other mods to function. It allows modders to non-destructively add attributes to stock or other developers’ spacecraft part files. [WORKING]

MonkeyWrench: 0.1.5: Disclaimer: This is the mod I’m working on. 🙂 Contains a number of tweaks using KAS and TweakScale, and modifies the utility of a number of other systems. Hit the releases link on the project home page to see the OmniRCS. [WORKING]

Raster Prop Monitor: 0.19: [WORKING]: In-cockpit glass displays.

RemoteTech: 1.6.3: A nice difficulty/realism addition. Communication with the ground requires a well-planned satellite network. [WORKING+]

ScienceAlert: 1.8.4: Get notifications when an experiment is available for testing. [WORKING]

[x] Science!: 4.0: New, promising plugin for monitoring science progress. [Currently incompatible+]

Science Funding: 1.0: Get financial rewards for returning science to Kerbin. (A good stopgap until reputation is tied into a monthly budget from the space agency) [WORKING]

ShipManifest: 0.90.0_3.3.3: Allows you to transfer resources around your ships. Can be set to respect adjacent living spaces and other realism options. [WORKING]

Stage Recovery: 1.5.3: Get back funds and resources from dropped stages. [WORKING+]



TAC Fuel Balancer: 2.4.1.5: Super-handy mod for shifting fuel around your craft, allowing you to purge sections or rebalance intelligently. [TO BE DETERMINED+]

Toolbar: 0.1.7.8: Core plugin needed for many mods. [WORKING]



Editor Tools

EditorExtensions: 2.5.1: A simple plugin that allows increased control over symmetry options in the editor, vertical snap, and more. This is a mod that I’ve realized I can’t do without for any sort of complicated build. The latest version adds a few new tools for alignment that are wonderful. [WORKING+]

Editor Part Highlighter: 1.0: Does what it says on the tin. [TO BE DETERMINED]

FS Hangar Extender: 2.0: Stretches the aircraft hangar and VAB to allow building larger craft. [Currently incompatible]

FuseBox: 1.2: Preview your power utilization, thus preventing unfortunate incidents. [WORKING]

Part Angle Display: 0.3.0.0: Highly useful. This should be stock. Control the angles of rotation. [WORKING]

PartCatalog: 3.0 RC8: Helps make sense of all your mod installs in the VAB/hangar. The stock functionality appears to replace this mod in all aspects. I do not currently plan to track this mod further . There are features that the new overhaul is lacking, such as search capabilities, and not all mods have been updated for the new UI scheme. I will revisit this mod if a new version is released. [Currently incompatible]

RCS Build Aid: 0.6.1: Very handy utility for balancing RCS, and assessing how your craft’s behavior will change as fuel load changes as well. [WORKING]

TweakableEverything: [Untested]

TweakScale: 1.50: Adjust the sizes of many parts. Resources and weights are scaled accordingly. [WORKING]



Resource systems

Interstellar: 0.13: Very thorough mod that adds a lot of different engines, resources, and other technologies. Definitely worth checking out. [TO BE DETERMINED]* I’ve decided to hold off on KSPI until it is switched to Community Tech Tree

Community Resource Pack mod for KSPi: Converts the resources of Interstellar to be compatible with the ORSX system, including Karbonite (and the other Umbra mods, as well as SCANsat and others) [TO BE DETERMINED]



Karbonite: 0.5.5: Mineable, gatherable resource for building parts and fueling craft. [WORKING+]

Karbonite+: 0.3.0: Further enhancements to the Karbonite system. [WORKING+]

Map Resource Overlay: 0.2.7: Integrates with ORSX to show resources, as well as SCANsat integration. (Warns about compatibility). [TO BE DETERMINED+]

Regolith: 0.1.7: A more extensible resource system framework for other systems to build upon. Karbonite and K+ now use this as the base for their resource systems. Now in initial release. [WORKING+]

TAC Life support: 0.10.2.15 [WORKING+]* May have some issues. This is a quick patch to get basics up and going. Works fine for me, but YMMV.



Science systems:

DMagic Orbital Science: 0.9.2: More science experiments and other science improvements. [WORKING+]

Orbital Material Science: 0.5.7: More science based on real-world experiments. [WORKING]

SCANsat: 9.5 Map the planets you orbit, plus gathering resource data. [WORKING]

SCANSat Command Pod mod: [Untested]

Map Resource Overlay: [Untested]



Station Science: 1.4: More science experiments centered around space stations. [WORKING]



Spacecraft parts and systems

B9 Aerospace: 5.2.5: A large collection of parts ranging from aircraft to space opera-style giant ship components. [TO BE DETERMINED+]* I’m still looking into this one. Not all the plugins that the mod depends on have been updated recently. It is possible to get it somewhat working, but I can’t say that conclusively.

Extraplanetary Launch Pads (EPL): 5.0.2: Build rockets in space and on other celestial bodies. [WORKING]

EPL Regolith conversion: 0.21: RoverDude has now included parts for EPL in his packs, I’ve not yet tested this to see what it adds over his work, but it has been updated for 0.90 [WORKING]

Infernal Robotics: 0.19.3: A collection of mechanical parts that can be used to build out highly customized moving elements of your craft. [WORKING]

KW Rocketry: 2.6d: Part pack including a large number of fuel systems, engines, and structural parts. [WORKING]

Kerbal Attachment System: 0.4.10: Pick up things. Attach things to other things. Towing. Lots of goodness. [WORKING]

Kerbal Foundries wheels: 1.8 Beta: Tracks, repulsors and other fun wheel-like objects. [WORKING]

Modular Fuel Tanks: 5.4.2: Change the payload of your LFO tanks to other resources. [WORKING]

Procedural Fairings: 3.11: Procedurally-built fairings to shield your fragile craft, available in nose and mid-body varieties, as well as stationary and detachable configurations. [WORKING]

Procedural Dynamics: 0.9.3: Procedural-built wings [WORKING]

Radial Engine Mounts: beta 0.30: A basic part mod for attaching any engine radially. [WORKING]

RealChute: 1.2.6.3: Adjustable, more-realistic parachutes for your craft in a variety of configurations. [WORKING+]

Universal Storage: (US-CORE) 1.0.90.2 [WORKING+]

US-KAS: 1.0.0 : Kerbal Attachment System pack. [WORKING+]

US-TAC: 1.0.0 : Thunder Aerospace Corporation Life Support pack. Be sure to use the quarter-resource config file if using standard Kerbal size settings. KAS AND TAC PACKS ARE NOW INTEGRATED. The separate downloads are deprecated. [WORKING+]

Umbra Space Industries mods

USI has a family of mods, most of which tie into a forked version of ORS (ORSX) for resource management.

Modular Kolonization System/Orbital Kolonization System: 0.22.6: A colony building system with TAC/LS support. [WORKING+]

Alcubierre Warp Drive: 0.1.2: Standalone warp drive, “works through translation not acceleration”. [WORKING+]

Asteroid Recycling Technologies: 0.6.1: Turn those pesky asteroids into TO BE DETERMINED centers of production. [WORKING+]

Exploration Pack: 0.3.1: Fun-sized parts. [WORKING+]

Freight Transport Technologies: 0.3.1: Need to move really large cargo around the star system? FTT will get you going with room to spare. [WORKING+]

Sounding Rockets!: 0.1.1: Add low-tech sounding rockets to the beginning of the tech tree. [WORKING+]

Survivability Pack: 0.2.2: Escape pods, air bags, and other fun toys. [WORKING+]* Remove the RealChutes.cfg from the folder, as there are some weird glitches associated with RC and the editor UI. Stock chutes should work fine.

USI Tools: 0.3.1: Framework library for the Umbra mods. [WORKING+]



Graphical overhauls

Distant Object Enhancement: 1.5.2: This is a wonderful mod for immersion. When in orbit, you now actually see the shine from other objects and planets in other orbits at a distance, and it is particularly visible when in time warp mode. Also applies other visual tweaks. Be sure to check it out. [WORKING]

Environmental Visual Enhancements: 0.7.4: A framework for improving the game’s appearance. [WORKING, not updated for 0.9 officially.]

Astronomer’s EVE pack: Interstellar: An extensive graphic rework based on EVE’s framework. [WORKING, not updated for 0.9 officially]

PlanetShine: 0.2.2.1: New plugin that adds bounced lighting from planetary surfaces to your craft for a more realistic appearance. Be sure to check out the screenshots of this one. [WORKING+]

Texture Replacer: 2.1.1: Replace stock textures and customize Kerbals. [WORKING]

My personal mission flag: (I just make a folder in GameData called 0000-Flags\Flags and drop this PNG in there.) [WORKING]





Dev tools

CrossFeedEnabler: 3.2: From NathanKell: “A partmodule: adds a fuel crossfeed between the part it’s added to, and the part this part is surface-attached to. Use it for radial tanks.” [WORKING]

Memory Usage: 1.11: Monitor CPU and memory utilization by hitting Alt-F11. (Run the EXE in your KSP folder) [WORKING]

ModuleRCSFX: 3.5: Enhanced functionality for RCS systems. Required by some mods. [WORKING]

SmokeScreen: 2.5.3: Enhanced particle effects system [WORKING]