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List of working mods working/not working for 0.21.1


sidfu

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Just thought would start a thread for the list of mods that still work with the current update/do not work. Post the status and ill update the list. beat with me on the site being overloaded makes it a pain to update lol

Note: any nonstock command moduel will not use new SaS feature

1. Kethane -updated and working

2. Mechjeb-updated

3. Ironcross support- working as far as can tell

4. Remotech- working(adding a remote control/command control part disables new sas function)

5. Deadly Reentry- working far as can tell so far

6. Kerbal Alarm Clock-updated

8. Kerbal Crew Manifest (but you don't need it in 0.21 anyway)-updated

9. RCS Build Aid- not working

10. B9 Aerospace- working

11. KW Rocketry- working

12. Kerbal Attachment System-working

13. Firespitter EXCEPT for the "spawn in water" part, which puts you upside down on the bottom of the ocean.- partly working

14. Kerbal Engineer Redux-working

15. Unofficial 0.20 update for ISA MapSat (although Mun's new craters don't show up)-partly working

16. Quantum Struts-working

17. Procedural farings-working

18. Part Catalog-updated working

19. Modulemanager.dll-seems to be working(not 100% sure)

20. lazor mods-partly working

21. KerbTown-seems to work

22. Infernal Robotics-works

23. Editor Extensions- updated working

24. Mission Controller-not working

25. TAC fuel balancer-updated

26. FASA mercury and Gemini-working

27. Kerbal LiveFeed: Passive Multiplayer Plugin/Client/Server v0.6.7- updated working

28. chatter-working

29. Maneuver Node Improvement-Updated

30. Hyper Edit-updated

31. novapunch- updated

32. Aviation Lights-works

33. Graphotron-works

35. SimplePartOrganize-works

36. DEMV Rovers MK1,2,4 and 5: works

37. H.O.M.E: works

38. Space tech landing program and first exploration: works

39. CrewManifest: works

40. DSL Pandora: works (some minor issues in VAB)

41. LH Prometheus: works

42. Romefarer HSTW Sunbeam plugin: working

43. SubassemblyManager: working

44. Fustek Station parts EXPANSION: working

45. TTModularWheels-v0.61: not working(.dll will disable all parts)

46. KerbCam-updated

47. Protractor-updated

48. Nova's Wet Workshops-not working

49. AmpYear - Working, but it appears that it's interfering with the new ASAS systems.

50. Caterpillar Tracks - working

51. lazor system-updated

52. Hooligan Labs Airships-working

53. Figaro GPS- working

54. Maneuver Node Improvement v1.2-updated

Edited by sidfu
people crying about cant read so went bold
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So far, Mechjeb does not work...

Or works in parts. I can use the manouver node editor, but almost everything else is done for.

Autopilots seem to be broken, delta-V-calculation does not work, manouver planner does not work... and I can't attach the module in the VAB.

My most precious function does not work either... "Execute next node"... *cry*

(I usually plan the nodes myself, then execute them...)

Oh well... it seems the conclusion of my "Mission to Jool" will have to wait till it works again. Or I do it by hand.... possible. Well, I will see....

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A short list of things I've tested as of release day so far....

The following things seem to work just fine in 0.21:

  • B9 Aerospace
  • KW Rocketry
  • Kerbal Attachment System
  • TT's Modular Multiwheels
  • Firespitter EXCEPT for the "spawn in water" part, which puts you upside down on the bottom of the ocean.
  • Kerbal Engineer Redux
  • Unofficial 0.20 update for ISA MapSat (although Mun's new craters don't show up)
  • Quantum Struts

The following things DO NOT work:

  • Kerbal Alarm Clock
  • Kerbal Crew Manifest (but you don't need it in 0.21 anyway)
  • MechJeb 2
  • Ferram Aerospace
  • RCS Build Aid

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If you don't need crew manifest anymore, how do you transfer crew between parts in .21?

There is a new launch screen, part of it is crew placement/management...start the game and take a look=P

ALSO KerbTown seems to be working, the UI shows up, can place items, though I dont have anything with animation to test that atm. My guess is its all working good.

Edited by KhaosCorp
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B9

Neither SABRE engine works.

When added to a ship in the VAB they appear to have the engines running, at launch there is no way to activate, switch modes, or throttle.

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B9

Neither SABRE engine works.

When added to a ship in the VAB they appear to have the engines running, at launch there is no way to activate, switch modes, or throttle.

is it with just engines or such

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is it with just engines or such

I'm a bit stupid and forgot B9 includes several GameData directories. It was only those engines but since fixing the directories all is looking good :)

@ ecat:

Sabres work just fine. You realize you DO need to set up action groups to switch modes, close intakes, etc., right?

<chuckle> I've been trying to post this reply for 20 minutes <sigh>

But the really bad news: EditorExtensions appears not to work, I'm still investigating. Life without 'Vertical Snap' and 'Disable Surface Nodes' (whatever it's called) is not worth living :(

Edited by ecat
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There is a new launch screen, part of it is crew placement/management...start the game and take a look=P

ALSO KerbTown seems to be working, the UI shows up, can place items, though I dont have anything with animation to test that atm. My guess is its all working good.

I don't think that's the feature he was talking about, I think it was the internal crew transfer for those crew modules that don't exactly have EVA hatches [cough[FusTek[/cough]

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I'm pretty sure Mapsat should be able to detect the Mun's new craters. Do a clean install of Mapsat, then go to the settings in Mapsat's Kerbalpedia and activate "Auto-update hilo.dat". It may take a few minutes, but this should allow Mapsat to automatically adjust to the new terrain and make new maps show up properly.

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this is the new part of the stock command parts to add the new sas and such. maybe can help get the cockpits that dont work with it to work. did a little math and seems this how they calculate the stuff

they use these 2 formluas seems like its mass times 3=torque and to gget power usage its torque divde by 10.

well hopely this helps gonna test it soome and ill tell u more later.

MODULE

{

name = ModuleCommand

minimumCrew = 1

}

RESOURCE

{

name = ElectricCharge

amount = 150

maxAmount = 150

}

MODULE

{

name = ModuleSAS

}

MODULE

{

name = ModuleReactionWheel

PitchTorque = 10.5

YawTorque = 10.5

RollTorque = 10.5

RESOURCE

{

name = ElectricCharge

rate = 1.05

}

}

}

Edited by sidfu
new info
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