Kerbal Space Program Mods (1.0.x edition)

Updated 2015-06-22 20:46 GMT -4 (DST)

1.0.3 has been released today (2015-06-22). This has some notable changes for physics, not the least of which is heat management. This will probably require some tweaks by the mod authors, so I’ll start updating the page once those start trickling out.

Kerbal Space Program version 1.0 is finally released to the public. I will be updating this page with mod descriptions and compatibility as I work my way through the list.

Please note, Squad overhauled many systems in 1.0, so expect many mods to require significant updates, or changes in functionality. Some mods may be discontinued.

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 man version of NASA. (I wrote a preview/review of it a while back)

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.

KSP was in pre-release for a long time, which meant that updates could be significant and game-changing. Because of this, I would start a new campaign over from the beginning when a new patch came out. In the future, I plan to stay with the save file I start for 1.0, unless there is a significant game-breaking save change that requires me to start over.

My assumption at this point is a clean slate for 1.0 for mods, so I will not comment on backwards compatibility for saves started prior to 1.0.

Here’s the state of my recommended mods, and a bit about each of them:


Table of Contents

  1. General Notes
  2. Memory Fixes
  3. Bug Fixes
  4. Core Modules
  5. Editor Tools
  6. Resource Systems
  7. Science Systems
  8. Spacecraft Parts & Systems
  9. Graphical Overhauls
  10. Dev Tools

(Mods which have AVC version checking support are marked with a +)

General notes

The Firespitter plugin can be updated from the official page, the KSP forum thread hasn’t been updated with the new version info. (Currently 7.1.2)

Memory fixes

I’ve written a post on the topic, including the DDS loader plugin. (1.0 now includes DDS loading natively, so a plugin is no longer necessary.)

I’m currently using the OpenGL mode, and it has been working great for me. (NVIDIA GPU).

Sarbian’s Comprehensive breakdown on OpenGL vs DirectX, combined with Active Texture Management.

If ATM isn’t working for you, try the workarounds listed below:

If using an NVIDIA GPU, or one with good OpenGL drivers, try adding “-force-opengl” to the launch command line.
If using a modern DX11-capable GPU, try “-force-d3d11-no-singlethreaded” (no quotes for either option).

Check out this post to get OpenGL up and working.


Using OpenGL with the following mods shown as working, memory utilization at the VAB was 2.6 GB (otherwise it was 3+/crashing) on 0.9. Interestingly, I am trying DX11 on 1.0, and using over 3GB of RAM without crashing. Update: Eventually ended up crashing on DX11, but 1.0.x seems much better at handling memory than .90 for one reason or another. I’m back on OpenGL now, and all is golden.

Bug Fixes

Some enterprising souls take it upon themselves to fix bugs until Squad’s next official release. Here are some particularly handy ones I’m trying out currently.

Phoenix Industries Stock Bug Fix Modules: 1.0.2d.2: Fixes for a variety of major and minor issues for 1.0. [WORKING] 

Core Modules

Active Texture Management: 3.8: This mod is crucial to using some of the more resource-intensive mods (meaning large textures, in this case). This plugin works behind the scenes to compress the high quality textures created by the mod devs into something more suitable for real-time game engine use. (Compression and scale options are configurable. Note: The first run of ATM will take a LONG time to load. After that, it will be much faster! [NOT TESTED]  See note above about OpenGL

Alternate Resource Panel: Excellent replacement for the built-in resource panel, highly configurable. Can be set to activate when using the stock resource button. [WORKING+]

AVC: 1.1.5: Automatic Version Checking for KSP. For the mods that support it, this is a great plugin for keeping up to date on the latest versions of your favorite mods. [WORKING+]

Blizzy’s Toolbar: 1.7.9: Toolbar required for additional functionality with some mods. [WORKING]

Chatterer: 0.9.1: Actual functionality added to the game: zero. Amount of ambiance? Significant. This mod inserts Kerbalized dialogue and communication sound effects to the game. It even ties in with RemoteTech. [WORKING+]

Community Tech Tree: 2.1: Community-edited tech tree re-work to incorporate modders’ work in a unified system. [WORKING]

Contracts Window+: 5.0: The existing mod window is a bit of a nightmare. CW+ allows you to get a much better view of what you’re working on and filter out the unnecessary data. [WORKING+]

Deadly Reentry: 6.4.0: Just what it sounds like. Reentry becomes far more perilous. Ablative heat shields included. [UPDATE COMING SOON]

Ferram Aerospace Research: 0.14.6: Enhanced flight model and aerodynamics tools. Makes atmospheric flight much more realistic and enjoyable.  [UPDATE COMING SOON+]

Kerbal Alarm Clock: Alarm clock GUI with lots of trigger options. Essential for running parallel missions. [WORKING+]

Kerbal Engineer Redux: Really handy mod for surfacing all the hidden details that you need for planning and executing your launches. Especially useful in the VAB/Hangar. (Be sure to middle-click on things) [WORKING+]

Kerbal Joint Reinforcement: 3.1.3: Performs a number of adjustments to make joints stronger, as well as stabilize physics on load or when leaving warp.  [WORKING+]

MechJeb: 2.5: Enhanced flight information, plus maneuver planning and autopilot functionality. [WORKING]
MechJeb FAR extension: Modifications to MJ to work with FAR’s flight model. [Currently incompatible]

Module Manager: 2.6.3: This is a single DLL that goes in the GameData folder root that is required for many other mods to function. It allows modders to non-destructively add attributes to stock or other developers’ spacecraft part files. [WORKING]

MonkeyWrench: 0.1.5: Disclaimer: This is the mod I’m working on. 🙂 Contains a number of tweaks using KAS and TweakScale, and modifies the utility of a number of other systems. Hit the releases link on the project home page to see the OmniRCS. [UPDATE COMING SOON+] (Waiting to see how a few other mods shake out before I update)

Raster Prop Monitor: 0.20.0:  [WORKING+]: In-cockpit glass displays.
Docking Port Alignment Indicator: 6.2: Now with RPM support![WORKING]

RemoteTech: 1.6.5: A nice difficulty/realism addition. Communication with the ground requires a well-planned satellite network.  [WORKING+]
RemoteTech XF: 1.6.3: A few tweaks to make RemoteTech a little more forgiving. [NOT TESTED]

ScienceAlert: 1.8.7: Get notifications when an experiment is available for testing. [WORKING]

Science Funding: 1.1.1: Get financial rewards for returning science to Kerbin. (A good stopgap until reputation is tied into a monthly budget from the space agency) [WORKING+]

Ship Manifest: Allows you to transfer resources around your ships. Can be set to respect adjacent living spaces and other realism options. [WORKING+]
Connected Living Space API [NOT TESTED]

StageRecovery: 1.5.6: Get back funds and resources from dropped stages. [WORKING+]

TAC Fuel Balancer: Super-handy mod for shifting fuel around your craft, allowing you to purge sections or rebalance intelligently. [UPDATE COMING SOON+]

Toolbar: Core plugin needed for many mods. [WORKING]

Editor Tools

EditorExtensions: 2.8: A simple plugin that allows increased control over symmetry options in the editor, vertical snap, and more. This is a mod that I’ve realized I can’t do without for any sort of complicated build. The latest version adds a few new tools for alignment that are wonderful. [WORKING+]

Filter Extensions: 2.2.2: Allows better filtering of mod parts in the editor. [WORKING+]

FS Hangar Extender: 3.3: Stretches the aircraft hangar and VAB to allow building larger craft. [WORKING]

FuseBox: 1.3.1: Preview your power utilization, thus preventing unfortunate incidents. [WORKING]

Part Angle Display: Highly useful. This should be stock. Control the angles of rotation. [WORKING+]

QuickScroll: 1.22: Mouse wheel scrolling in the editor. [WORKING]

RCS Build Aid: 0.7.1: Very handy utility for balancing RCS, and assessing how your craft’s behavior will change as fuel load changes as well. [WORKING]

TweakScale: 2.1 Adjust the sizes of many parts. Resources and weights are scaled accordingly. [WORKING+]

Resource systems

Squad implemented a resource system for version 1.0, so it remains to be seen how that will affect some mods.

Karbonite: 0.6.2: Updated to use the new stock resource system. Contains custom parts for resource gathering and utilization. [WORKING+]

Karbonite+: 0.4.1: Further enhancements to the Karbonite system. [WORKING+]

Regolith: 0.1.7: A more extensible resource system framework for other systems to build upon. Karbonite and K+ now use this as the base for their resource systems. Now in initial release. [DEPRECATED?+]

TAC Life support: I will first test USI-LS before testing TAC. [UPDATE COMING SOON+]

USI Life Support: 0.1.2: Umbra Space Industries life support modules. [WORKING+]

Science systems:

DMagic Orbital Science: 1.0.4: More science experiments and other science improvements.  [WORKING+]

Orbital Material Science: 0.5.7: More science based on real-world experiments. [NOT TESTED]

SCANsat: 13.1 (pre-release):Map the planets you orbit, plus gathering resource data. [WORKING]

Station Science: 1.4: More science experiments centered around space stations. [UPDATE COMING SOON]


Spacecraft parts and systems

B9 Aerospace: 5.2.8: A large collection of parts ranging from aircraft to space opera-style giant ship components. [TO BE DETERMINED+]* I’m still looking into this one. Not all the plugins that the mod depends on have been updated recently. It is possible to get it somewhat working, but I can’t say that conclusively. 

Extraplanetary Launch Pads (EPL): 5.1.2: Build rockets in space and on other celestial bodies. [UPDATE COMING SOON]
EPL Regolith conversion: 0.21: RoverDude has now included parts for EPL in his packs, I’ve not yet tested this to see what it adds over his work, but it has been updated for 0.90 [NOT TESTED]

Infernal Robotics: 0.21.1: A collection of mechanical parts that can be used to build out highly customized moving elements of your craft. [WORKING+]

KW Rocketry: 2.7: Part pack including a large number of fuel systems, engines, and structural parts. [WORKING, see note] There were a few issues detected past-release. One of the team is offline, but the community put together a placeholder patch, downloadable here: 🙂

Kerbal Inventory System: 1.1.4: From the creator of KAS, a new inventory system overhaul of KAS features. [WORKING]
Kerbal Attachment System: 0.5.1: Pick up things. Attach things to other things. Towing. Lots of goodness. Update: Now an extension on top of the KIS functionality. [WORKING]

Kerbal Foundries wheels: 1.8G: Tracks, repulsors and other fun wheel-like objects. [WORKING]

Modular Fuel Tanks: 5.5.2: Change the payload of your LFO tanks to other resources. [WORKING]

Near Future Construction: 0.5.3: Utilitarian construction components for stations. [WORKING]

Near Future Electrical: 0.5.0: Utilitarian construction components for stations. [WORKING]

Near Future Propulsion: 0.5.0: Utilitarian construction components for stations. [WORKING]

Near Future Solar: 0.5.21: Advanced solar systems based on real-world designs. [WORKING]

Near Future Spacecraft: 0.4.2: Higher-tech pod and service module designs. 3.75 pod includes RPM IVA view. [WORKING]

Procedural Fairings: 3.14: Procedurally-built fairings to shield your fragile craft, available in nose and mid-body varieties, as well as stationary and detachable configurations. [WORKING]

Procedural Dynamics: 0.9.3: Procedural-built wings [NOT TESTED]

B9 Procedural Parts (wings): 1.2.1: Fork of B9’s procedural wings project, after B9 declared that updates weren’t coming soon. [Reported to be somewhat working]

Radial Engine Mounts: 0.40: A basic part mod for attaching any engine radially. [WORKING]

RealChute: Adjustable, more-realistic parachutes for your craft in a variety of configurations. [WORKING+]

Universal Storage: (US-CORE) A variety of useful modular storage systems. [WORKING+]

Umbra Space Industries mods

USI is a system of mods by BobPalmer/RoverDude which tie together nicely. He worked on the 1.0 release resource system using his previous work on ORS and Regolith as a basis for design and implementation.

Modular Kolonization System/Orbital Kolonization System: 0.30.2: A colony building system with TAC/LS support. [WORKING+] (30.2 update note: HERE)

Alcubierre Warp Drive: 0.2.1: Standalone warp drive, “works through translation not acceleration”. [WORKING+]

Asteroid Recycling Technologies: 0.6.1: Turn those pesky asteroids into TO BE DETERMINED centers of production. [Not currently working+]

Exploration Pack: 0.4.1: Fun-sized parts. [WORKING+]

Freight Transport Technologies: 0.4.1: Need to move really large cargo around the star system? FTT will get you going with room to spare.  [WORKING+]

Sounding Rockets!: 0.2.1: Add low-tech sounding rockets to the beginning of the tech tree. [WORKING+]

Survivability Pack: 0.3.1: Escape pods, air bags, and other fun toys. [WORKING+]

USI Tools: 0.4.1: Framework library for the Umbra mods.  [WORKING+]

Graphical improvements

Distant Object Enhancement: 1.5.5: This is a wonderful mod for immersion. When in orbit, you now actually see the shine from other objects and planets in other orbits at a distance, and it is particularly visible when in time warp mode. Also applies other visual tweaks. Be sure to check it out. [WORKING]

Engine Lighting: 1.2: Something that has bothered me since the beginning of playing KSP was that night launches were dark. I stumbled upon this great mod, and it has made me happy. [WORKING]

Environmental Visual Enhancements: Overhaul-WIP: A framework for improving the game’s appearance. [Currently WIP, YMMV]
Astronomer’s EVE pack: Interstellar: An extensive graphic rework based on EVE’s framework. [Unknown status]

PlanetShine: New plugin that adds bounced lighting from planetary surfaces to your craft for a more realistic appearance. Be sure to check out the screenshots of this one. [WORKING+]

Scatterer: 0.014 Experimental: Adds atmospheric scattering effects, and makes for some gorgeous views. Be sure to check it out. [NOT TESTED]

Texture Replacer: 2.1.1: Replace stock textures and customize Kerbals. [NOT TESTED, updated for 1.0] (I am not currently using this mod, but a lot of people use it, so I will continue to track it for the time being.)



Dev tools

CrossFeedEnabler: 3.3: From NathanKell: “A partmodule: adds a fuel crossfeed between the part it’s added to, and the part this part is surface-attached to. Use it for radial tanks.” [WORKING] Thread not yet updated, get the latest release from github.

Memory Usage: 1.11: Monitor CPU and memory utilization by hitting Alt-F11. (Run the EXE in your KSP folder) [NOT TESTED]

ModuleRCSFX: 4.0: Enhanced functionality for RCS systems. Required by some mods. [WORKING]

SmokeScreen: 2.5.3: Enhanced particle effects system [NOT TESTED]


4 thoughts on “Kerbal Space Program Mods (1.0.x edition)”

  1. Thank you for the page, I just grabbed 1.0 and am new to KSP modding, so this list is extremely helpful.

  2. You are a wonderful gentleman, Warren. With this on my career save, using ATM Aggressive, I was getting 2.9GB on my career save at first load, and with OpenGL, it’s down to 1.6GB. Who knew that a change in the renderer would be such a huge help.

    I believe you may have saved my current modding frenzy from going to a screeching halt. I’ve also noticed that you’re a fan of the USI mod series.

    Fun fact about the creator of the USI series, whose name is Roverdude. He was contracted by Squad to make the current stock resource and heating systems. (Not 100% sure on the heating, but the resource systems for sure.

    1. Yup, OpenGL helps tremendously 🙂

      Roverdude did indeed work on the resource system, I support his work on Patreon because he makes my favorite mods. 🙂

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