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- Update for KR Tech Extension patch 1.2.0.
"""
cv_fighter = {
sprite = light_plane
priority = 1
active = yes
type = fighter
need = { cv_small_plane_airframe = 1 }
categories = { category_fighter }
carrier_air_wing_size = 10
land_air_wing_size = 24 # 100
}
"""
Which only affects which equipment is used for each unit type, and how much are being used per deployment.
The only air module availability could be affected would probably be some other mods which edits "common\units\equipment\plane_airframe.txt" , "common\units\equipment\00_plane_modules.txt" or "common\technologies\bba_air_tech.txt" - if you are sure that all of your mods are supposed to work together, try putting KR Tech Extension and its officially supported mods at the bottom of your mod list and try loading up the game again
This compatibility patch merely edits 1 (one) file that is "common/units/air.txt" so no, this would not affects KR Tech Extension that way - can I get your whole mod playset list? There's probably some other mod that edits the tech tree here in your mod playset.