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Stable mod list for 1.11


Krazy1

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Hi all,

I've been testing mods with KSP 1.11 and I have a stable set to share. Most of these do not have official mod dev OK for 1.11 but I've been playing with this set and checking the logs enough that I believe they're solid. CKAN list export:

Spoiler

[x] Science! Continued (xScienceContinued 5.26)
Better Load Save Game Renewed (BetterLoadSaveGame 2.5.2)
BreakingGround-DLC (BreakingGround-DLC (unmanaged))
ClickThrough Blocker (ClickThroughBlocker 1:0.1.10.15)
Distant Object Enhancement Continued (DistantObject v2.0.2.0)
Distant Object Enhancement Continued default config (DistantObject-default v2.0.2.0)
EasyBoard (EasyBoard 1.10)
Editor Extensions Redux (EditorExtensionsRedux 3.4.1.1)
Fill It Up (FillitUp 0.2.0.1)
Hangar Extender (HangerExtenderExtended 3.6.0)
Kerbal Alarm Clock (KerbalAlarmClock v3.13.0.0)
Kerbal Engineer Redux (KerbalEngineerRedux 1.1.8.3)
Making History (MakingHistory-DLC 1.11.0)
Module Manager (ModuleManager 4.1.4)
QuickBrake (QuickBrake 1:1.4.0.7)
QuickGoTo (QuickGoTo 1:1.4.0.8)
SpaceTux Library (SpaceTuxLibrary 0.0.5)
TAC Fuel Balancer (TacFuelBalancer v2.21.5.1)
Toolbar Controller (ToolbarController 1:0.1.9.4)
TriggerAu Flags (TriggerAu-Flags v2.10.0.0)
TweakScale - Rescale Everything! (TweakScale v2.4.4.5)
Waypoint Manager (WaypointManager 2.8.2.6)
Zero MiniAVC (ZeroMiniAVC 1:1.1.0.1)
 

Known issues:

Tweakscale displays an error mid-way through loading KSP before the main menu. Lisias confirmed it can be ignored. Core game limitation.

Editor Extensions Redux has a log error when entering the VAB/SPH. LGG confirmed it's Microsoft induced garbage - ignore.

[x] Science: the "science now" window does not always update the biome from the prior ship until the biome changes but the biome at the bottom of the full science menu is always correct. I believe this happens after using KAC "jump to ship". 

QuickGoto: music doesn't always change when jumping between KAC buildings. Trivial.

Core KSP: You can check all the official bug reports - there are many. What I've seen, they fixed Kerbals drifting off ladders in orbit... good... but now Kerbals on ladders cause forces that alter orbits ... very not good. It's worst with low mass craft. When the kerbal first exits, they are hovering 1/2m away from the ladder. The orbit is constantly changing at this point, so I do not stay like this. I quickly "wiggle" up, down, up, down... to bring the kerbal back to a normal position on the ladder. Now the orbit AP/PE oscillates a bit but doesn't have any obvious continuous net change. 

Noob tip:  It's always safer to create a complete copy of your KSP install for mods. Don't mod your Steam install. CKAN makes this very easy but it does take about 5 GB of drive space. 

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