Codey737 35 Posted April 1, 2014 Share Posted April 1, 2014 Does anyone know if FAR is working currently? Link to post Share on other sites
PDCWolf 253 Posted April 1, 2014 Share Posted April 1, 2014 I can confirm both the perfectrons and the L.E.S. pack are working correctly. Link to post Share on other sites
Mach_XXII 84 Posted April 2, 2014 Share Posted April 2, 2014 I can confirm the M22 parts are working. I've been testing them Link to post Share on other sites
CaptainKipard 994 Posted April 2, 2014 Share Posted April 2, 2014 (edited) Enhanced Navball looks ok.Edit:Tac Fuel BalancerTac Part ListerChaterrerAll seem ok. Edited April 2, 2014 by Cpt. Kipard Link to post Share on other sites
AlexinTokyo 208 Posted April 2, 2014 Share Posted April 2, 2014 Has anyone tested Kerbal Alarm Clock with 0.23.5 yet?If not, will do so when I get home from work. Link to post Share on other sites
jfull 166 Posted April 2, 2014 Share Posted April 2, 2014 I can confirm that TextureReplacer is working just fine. Link to post Share on other sites
razark 5,870 Posted April 2, 2014 Share Posted April 2, 2014 Which of those docking mods is this one?I don't know, but a quick test seems to show the one in your link working. Link to post Share on other sites
jfull 166 Posted April 2, 2014 Share Posted April 2, 2014 I don't know, but a quick test seems to show the one in your link working.Wonderful, its my favorite docking assistant Link to post Share on other sites
CaptainKipard 994 Posted April 2, 2014 Share Posted April 2, 2014 Notes, Alarm Clock and Alternate Resource Panel seem to be working. Link to post Share on other sites
TaranisElsu 429 Posted April 2, 2014 Share Posted April 2, 2014 I've only had a little time to test, but all of my mods seem to be working fine: TAC Life Support, TAC Fuel Balancer, TAC Part Lister, TAC Atomic Clock, TAC Self Destruct. Links are in my sig. (Not the Smaller SAS Parts. That was abandoned.)There is one caveat for TAC Life Support: be careful using time warp in the Space Center and Tracking Station scenes. There is no Monitoring Window to alert you that a ship is running low on supplies and it will not stop time warp when supplies become low or run out. Link to post Share on other sites
razark 5,870 Posted April 2, 2014 Share Posted April 2, 2014 (edited) Chatterer is mostly working, but there are some issues.RCS Sounds seems ok. Edited April 2, 2014 by razark Link to post Share on other sites
sidfu 68 Posted April 2, 2014 Share Posted April 2, 2014 seems like most of the mods thats not working right have some intergration into tracking center or when at space center screen Link to post Share on other sites
theSpeare 123 Posted April 2, 2014 Share Posted April 2, 2014 How is FAR doing @ferram4? Link to post Share on other sites
almagnus1 60 Posted April 2, 2014 Share Posted April 2, 2014 Anyone tested with B9 + fixes from .23? Link to post Share on other sites
Tiberion 1,085 Posted April 2, 2014 Share Posted April 2, 2014 (edited) Novapunch is fine; the 3.75m parts all play nicely together, and the NP engines are actually a little more "hardcore" than the new stock ones, tuning wise, while the tanks should be completely interchangeable.Tiberdyne Shuttle System should be working as well as it was in 0.23.0 - and the joint tweaks should benefit both mods rather nicely, so more stability ftw.Except small updates for both to fix any nagging issues at some point in the short term (hopefully)(edit: links in my signature below) Edited April 2, 2014 by Tiberion Link to post Share on other sites
NJC2 19 Posted April 2, 2014 Share Posted April 2, 2014 I made a backup of my career mode save and played around in it for about an hour and didn't notice any issues with the mods I have installed (I'm only listing the ones not already mentioned as working on the first post):Deadly Reentry ContinuedFerram Aerospace ResearchTAC Fuel BalancerEditor ExtensionsVessel Orbital Information Display (VOID)Remote Tech 2 is listed as not working, but I didn't have any problems with it. Link to post Share on other sites
private_caspar 0 Posted April 2, 2014 Share Posted April 2, 2014 Final Frontier works for me. Link to post Share on other sites
BGog42 15 Posted April 2, 2014 Share Posted April 2, 2014 I did some testing of the "GHud" mod and verified it working throughout launch and around 4 planets. You can put it in the likely working column. Link to post Share on other sites
private_caspar 0 Posted April 2, 2014 Share Posted April 2, 2014 I've tested these in a new career mode save for about an hour with no problems:PreciseNodeFinal FrontierYou can put them in the likely working column. Link to post Share on other sites
bonesbro 1 Posted April 2, 2014 Share Posted April 2, 2014 Extraplanetary Launchpads just updated to 4.1 with 23.5 compatibility: http://forum.kerbalspaceprogram.com/threads/59545-0-23-5-Extraplanetary-Launchpads-v4-1?p=1058302&viewfull=1#post1058302 Link to post Share on other sites
Bobnova 48 Posted April 2, 2014 Share Posted April 2, 2014 Kerbal Attachment System seems to work. I've only done limited testing though. Link to post Share on other sites
Shyster 0 Posted April 2, 2014 Share Posted April 2, 2014 I think Infernal Robotics has more than just GUI problems. It's not working at all for me. You can see the interface in the VAB, but not in flight, and nothing moves even if I set hotkeys. Link to post Share on other sites
NathanKell 5,827 Posted April 2, 2014 Share Posted April 2, 2014 RSS, RF, RO, and DREC all seem fine. RF doesn't support the new parts yet. Link to post Share on other sites
sumghai 1,796 Posted April 2, 2014 Share Posted April 2, 2014 SDHI Service Module System confirmed compatible with 0.23.5 ARM update.However, using the SMS with the stock/NASA Kerbodyne LES during pad aborts will result in very rough landings, as the Kerbodyne LES can't lift the pod high enough (first stage aborts are okay). Link to post Share on other sites
blizzy78 917 Posted April 2, 2014 Share Posted April 2, 2014 I've tested these in a new career mode save for about an hour with no problems:PreciseNodePreciseNode has a problem when opening the maneuver node gizmo (default key: O). Link to post Share on other sites
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