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Steven Mading

Mod makers and KerbalEDU

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Hypothetically, is there anything a maker of a mod might need to know about in order for their mod to be nicely compatible with KerbalEDU? Given that I already bought base KSP, having to essentially buy it a second time in order to test how the mod behaves under the KerbalEDU extensions to base KSP is a bit offputting. I'd love for a classroom to be able to write kOS scripts for their KerbalEDU, but I have no clue what, if anything, kOS might need to support for that to work.

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All the mods that work with the version of regular KSP that KerbalEdu is based on (currently 0.90) should work as is with KerbalEdu. We didn't of course test all (or even that many) mods with it, but we tried not to do anything that would break mod compatibility. For example the force arrows work correctly even with FAR installed (though I didn't do the math to check the values are correct, just looked that they seem right).

ps. Using kOS for teaching programming sounds awesome!

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