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jfull

.23 and Mods

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So, .23 is out, and it might have some implications for those who use mods.

First, has anyone found any mods that definitively aren't compatible with .23?

Second, with .23's claims of optimization, exactly how many more mods can one install now, while keeping ksp stable?

Broken Mods:

RemoteTech2

Kerbal Engineer Redux

H.O.M.E.

MechJeb

Subassembly Loader

Lazor systems

Mission Controller

ScanSat

Buggy Mods:

FASA- graphical glitch in VAB

Kethane- ".23 compatible", but may not display overlay if used with out of date mods

Near Future Propulsion- Reactors not working, VASIMR thrust/ISP cannot be adjusted

Edited by jfull

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RemoteTech2 is broken

Kerbal Engineer Redux is broken as well

The Kerbal alarm clock is working fine :)

Enchanted nav-ball is working fine

Edited by oggylt

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I have found that the H.O.M.E. mod isn't working. i tried running the game three times but it never loaded and froze on HOME. Sad Face. I liked that mod.

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I'm going through my mods one by one and seeing what happens, ill post the outcomes and fixes as they are required.

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MechJeb's dead :( Hope at least joint reinforcement works.

Awwwwwww. :(

Engineer redux and Mechjeb are essentials for me. Hopefully it won't be long.

I'm still gonna try out those new engines and tweakables. :D

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MechJeb, as someone else already noted.

And if anyone else out there was still using Subassembly Loader, .23 finally broke it. (Time to finish migrating all of my old subassemblies over to the new stock system.)

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Procedural wing is bust - it affect only CoM, CoL not affected by wing shape((((

Update: seems mod was updated, need to test new one.

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My mods are all not working...

For the 30,000 dollar question.....

What mods ARE you running that are broke?

Seriously, answers like that are like going to a restaurant and saying "I want food".

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I´m not sure which mod it is, as I have Kerbal Engineer Redux, FAR, DRE, TAC, City Lighs and the procedural fairings installed,

but fact is that with these mods installed, a regular EVA is no more possible ... Mech is just flying/bouncing around, fulfilling a really crazy dance upon leaving the capsule :D

Only ddleting all (except Kerbal Engineer and City lights) mods solved it

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Awwwwwww. :(

Engineer redux and Mechjeb are essentials for me. Hopefully it won't be long.

I'm still gonna try out those new engines and tweakables. :D

Same here. I'm too lazy to calculate stuff myself (without even knowing exact weight of craft) :)

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FASA works but there is a strange bug in the VAB where the selected part icon in the preview grows when you hover over it and does not stop. Only does this on certain parts.

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Enchanted nav-ball is working fine

Oh wow, I didn't know they added enchanting to KSP. How much delta-V do I need to get to the Nether and back? ;)

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RemoteTech2 is broken

Kerbal Engineer Redux is broken as well

The Kerbal alarm clock is working fine :)

Enchanted nav-ball is working fine

Does the enchanted nav ball grant wishes? Tell fortunes? Fly the ship for you? :D

Not busting you for a typo. It was just an amusing typo.

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Oh wow, I didn't know they added enchanting to KSP. How much delta-V do I need to get to the Nether and back? ;)

Ask a Goblin Engineer, and be sure to specify the "and back" part; they may look at you funny.

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Broke: Mech Jeb, Kerbal Engineer, SCAN sat

Works: Kerbal Alarm Clock, Protractor, KW Rocketry, Nova Punch 2, LazTech Dragon, Hooligan Labs Airships

Not Sure: Boulder Co Texture Compressor (I seem to be using more RAM than before .23, but I'm not sure if it's .23 or the mod)

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Just tested FASA, USA Pack, and ESA pack. All worked. In fact, the tweakables make them work a little better because they tended to be over-powered. Now you can set the SRB's to burn longer at a lower power, so you waste less power in the boost phase.

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