

If using an NVIDIA GPU, or one with good OpenGL drivers, try adding “-force-opengl” to the launch command line. If ATM isn’t working for you, try the workarounds listed below: I’ve been using the OpenGL mode instead, and it has been working great for me. Update 2: I’ve written a post on the topic, including the new DDS loader plugin.Īctive Texture Management has been updated, however some people are still reporting issues. Update: Comprehensive breakdown on OpenGL vs DirectX, combined with Active Texture Management. The Firespitter plugin can be updated from the official page, the KSP forum thread hasn’t been updated with the new version info. (Mods which have AVC version checking support are marked with a +) General notes (Due to the recent release of 0.25, this list is in progress!) Here’s the state of my preferred mods, and a bit about each of them: This also means that a lot of mods break on the new version and have to be updated… some require only a version compatibility change update, while others require significant code work to get back to functionality. Because of this, I tend to start a new campaign over from the beginning when a new patch comes out. The game is technically still in pre-release, which means that updates can be significant and game-changing. One of the reasons for its success is its massive mod community, which has taken the stock game and added a tremendous amount of depth in the way of new ship components, graphical overhauls, sounds, functionality (life support, flight model re-write, mining/resource gathering, etc), and other content.


(I wrote a preview/review of it a while back) If you’re new to KSP, or completely unfamiliar, it is a simulation game, where you take the role of director for the little green men version of NASA. I’m hoping this mod compatibility list helps others out. Version 0.25 of KSP has been released, and it’s time for the reinstallation of ALL THE MODS. UPDATE: Version 0.9 BETA is now released.
