
Its just a matter how mods are getting handled ingame. As an example fallout 4 has a great ingame Mainframe for mods from the community. I know it Has been asked before but its not like there arent games on xbox one that have mod support already. If there was enough demand and support to bring mods to Farming Simulator on console, I really don't see why KSP shouldn't have mods on console. I am aware that not every KSP mod would work well on console, but that doesn't mean that console shouldn't see any mods.

Hell, the mod makers could/should even be compensated.

Mods for KSP on console would just require approval from Squad, Microsoft and/or Sony, and the mod maker. Malicious mods are nothing new, and they would never be allowed to get anywhere near a console. That doesn't mean that they don't allow mods. Microsoft and Sony would never allow unregulated mods on their console, for obvious reasons like the one you mentioned. (Exaggerating a little for hyperbole, but you get the idea) Sony/MS are not going to let you install those sort of mods. KSP plugins are basically computer programs in their own right (there is a technical term for it, I'm forgetting what it is though, something like "unmanaged code").īasically, if I really wanted to (and you were stupid enough to give KSP root/admin access), I could write a plugin that would delete your OS drive, or at least significant parts of it. The Farming Simulator mods are 99% models, and a couple of scripts. 1.2 seems to have seperated the 32bit and 64bit versions into seperate packages.Different kind of mods. Of course, this seems to work for every version up thru 1.1.3.

Or if you play 32bit, delete the Launcher and all the 64bit stuff.

ie, if you only play 64bit, then delete the Launcher stuff, and the 32bit stuff. You can also delete the Launcher.exe, Launcher_Data folder, as well as either KSP.exe and corresponding KSP_Data folder, and both the KSP player. That way it shrinks that install, and if I ever want to come back and play it, I just unzip a fresh KSP package for that version of KSP, then unzip my "saved install" package into it, and Voila. (I DO delete the Squad folder in GameData, tho.The idea is to keep everything that is NOT from a fresh KSP install). and gameplay.Ones solely for large stations and interplanetary craft gameplay, and ones with minimum parts packs for all around-usage and gameplay.Īnd once HDD space DOES become an issue, I delete EVERYTHING from specific KSP folders, EXCEPT the saves, Ships, and GameData folders. So I have installs geared solely towards Kerbin ground and atmospheric type parts packs. I am on a mediocre laptop, so I cant run too many large parts packs at once. I also have about a dozen active installs, of various KSP versions, and different combinations of mods.
