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  1. So i build my minmus base which can produce rocket parts and i thought that to build rockets i just need rocket parts but when i open up UI it shows that it needs material kits and specialized parts. Do i have to remove some mod for it to be just rocket parts? In other tutorials on youtube there are just rocket parts. I also haven't found any material kits or specialized parts in VAB. Image: https://ctrlv.cz/VhHH Image from tutorial youtube video: https://ctrlv.cz/e4tV
  2. So I've come across a problem that I suspected, but haven't encountered until now. I opened some Tantares files in Blender for some reference for a mod I'm working on and, when examining the mesh, I discovered that it somehow looked smooth without modifiers. The only difference I see in it vs. my own is that mine uses Subdivision Surface and Tantares has no modifiers. This makes sense as these modifiers probably dont work in KSP, right? Here's the comparison, sorry I don't know how to include images in the body of the post. https://imgur.com/a/GYBlXhK So here's my main question: how do I model like this? I don't understand how they get it to look so smooth and yet it doesn't use any special shading or subdivision surface. Also, as a bonus question, how would I add these cutouts without using the Boolean modifier? https://imgur.com/a/2lR1QZz
  3. hello, im new to the forum so sorry if this topic already exists or if it is in the wrong place i have recently downloaded a lot of mods and now all the parts are missing, including the ones from vanilla game. i have uninstalled the game, all the mods, all save files and reinstalled all again. problem persists. the mods im using: -all of near future (and far future) -USI life support -community tech tree -Dmagic orbital science -Kerbal attachment system -Kerbal Inventory system -Kerbal planetary base system -stockalike station parts expansion redux can someone please point out wich mod is causing all parts do disappear? i downloaded them from curseforge.
  4. I got many mods from curse forge, and I put them all in GameData, but I got some errors, can someone help? And here are the screenshots, actually Idk how to put in screenshots
  5. Please see new thread here: I am very new to modding, this is my first ever KSP "mod" of sorts. All it is supposed to do is change four lines of code, but I went further and made the LF/Air-powered robotic rotors available earlier in the stock tech tree. I even have an MIT license bundled with it, even though it's copied from another tiny modlet. Basically, I made a biplane using the small Breaking Ground turboshaft, and it ran out of gas before it could fly a km away from the space center, and then I realized that it used fuel 6.25 times AFP (At Full Power) faster than the small jet engine AFP, implying turbojets are better than turboprops at low speed, which is just wrong from an engineering standpoint. Turboprops typically average about half of the specific fuel consumption as turbojets, according to a chart from MIT (and my Aerospace Engineering degree). It's not because of how fast it spins or anything either because this engine is kinda meh even for turboprop standards AFP (though for early career purposes is still quite useful). [source: https://web.mit.edu/16.unified/www/FALL/thermodynamics/notes/fig3BPRTrends_web.jpg] [source: https://medium.com/war-is-boring/stop-disrespecting-the-turboprop-c00acd3fff3a] So then I set out on my quest to make my very first MM patch. https://spacedock.info/mod/2725/Breaking Ground Propeller Rebalance source: https://github.com/Autolyzed-Yeast-Extract/KSPStockPropRebal
  6. Opened KSP today and can't click anywhere. If I click on smth it just canges color to a darker tone and nothing happens. if I clear on the Debug menu nothing happens. Restarting and Reinstalling doesn't work either.
  7. How do you make a planet mod. I do not know where to begin and I need some help. Where do I start? How do I make a planet? How to I make it orbit? How do I texture a plant? A complete beginner here who needs help. And to note, I do not know how to understand d C++. How do you make a cfg file?
  8. Recently I have downloaded RSS, or Real Solar System. However no matter what I've tried I cant get it to work. I have downloaded via CKAN and was using KSP version 1.8.1, as told by my peers. I get the RSS loading screens and everything, but once the game loads up, its stock KSP. I do not know if I'm missing anything, but I was told all I had to do was Download the RSS mod and switch to 1.8.1, and it would be ready to go. So if anyone could let me know if I am missing something that would be much Appreciated, Thanks.
  9. I found parts icons in game files, and there are only few of them but I need all of them. I saw something like that on official wiki but they are looking not really like in-game icons
  10. (With RSS/RO/RP1/RSSVE ) When I go to tracking station and click on saturn there are no rings but if i pan down so that i'm on the same plane as the rings there is this strange shading bug which shows just a little bit of the rings and they keep flashing in and out of existence this is the same if i'm in a rocket. https://imgur.com/JCkLJiH
  11. here is my mod list https://ibb.co/6mgBrXG https://ibb.co/kMVSkCM
  12. Im using Shuttle Orbiter Construction Kit and other mods but it always shows an error. Player.log: https://www.mediafire.com/file/6vtpsir4uz72ns0/Player.log/file Reproduction Steps: There are none, it has only happened when i boot KSP up. Here is the image of it:
  13. It always gives me an error when i play it, i even deleted the kopernicus that was there and replaced it with a new download, the image is the error im getting; https://imgur.com/OazaaMG
  14. I’ve lately been building massive rockets to go to Jool, and then when I press, “launch” it says my craft is too big. I’m using the Island airfeild now, but the glitch is really annoying. Any fixes? Edit: It’s spread to the VAB too. I wanted to make sure my Mun machine Mobile base worked on the Mun before launching it, and, well, can’t launch vessels over 30 parts.
  15. I've been following the UI Creation Tutorial here on the forum and I'm stuck on the "Exporting the Asset Bundle" section. I really do not understand what they are talking about. Are there any video tutorials for this? I'm a very visual learner and this section literally makes no sense to me. I do not know where the Asset Compiler Window is, I do not know what they mean by prefabs, and I don't have any clue what they mean by the second bullet point. Any help is appreciated, please help!
  16. Hi, I'm making an addon, (not for KSP,) that will be a recreation of the Kerbol system. However, I am having a very hard time finding high resolution maps for all planets in the Kerbol system. Any help for where to find maps would be greatly appreciated. The higher resolution, the better.
  17. My KSP 1.11.1 is crashing. I did a new installation of ksp for mods, installed all the mods I wanted via CKAN and the game started to crash, here is the KSP LOG: https://www.mediafire.com/file/rqsi91o3y5jd8s4/KSP.log/file
  18. I am assembling some fins with "Gozne G-11", how do I make each fin fold to the same side? Since they fold in reverse to the other, they have told me not to use symmetry but I have seen how some people they do it with symmetry
  19. So, I was testing a new crew vehicle and I decided to go visit my refueling station. Nothing seemed out of the ordinary until we got close. Around the station there was a cloud of various debris, and a quicksave + reload wouldn't fix the issue: I decided to go and dock with it anyway, and nothing else seemed wrong. I wasn't getting any errors or anything. However, the station is supposed to look like this: The station is missing 2 of the fuel modules, one tank is weird, the other tank is missing the lower half, and one of the tugs docked to the bottom had completely lost it's engine module. I have no idea what happened, as it was usually fine and all of the parts were auto-strutted to heaviest part. I don't exactly know how to reproduce this either, as it was like this when I arrived. A previous occurrence of something like this has happened in this save before, with one of my EV-class interplanetary vehicles losing the entire NERV engine module (very similar to the tug), but not as serious as this, as it only lost the adapter containing the engines and 2 antennas near the front. I'm playing on 1.9.1, and my mods are below: KSP.log: https://drive.google.com/file/d/1CyMGoCR-iP_kRLr-r5Ql7JwIJFYUp0Ef/view?usp=sharing I can provide a version of the affected save file if necessary. Thanks in advance for helping.
  20. Everytime i try to install it mod doesn't work. Why?
  21. Hello. I was wonder what kind of craft I should make on kerbalx. I use tons of mods so you can give me a suggestion even if it is mod. Thanks
  22. KSP: version 1.11.0.3045 - All DLC - 64Bit Problem: KSP always crashes after loading. (As in, when the initial loading bar fills and then it begins to transition to the main menu with the circular loading indicator in the bottom-right, it freezes momentarily and then crashes.) Mods: Flight Manager for Reusable Stages (FMRS) Continued (FMRSContinued 1.2.9.1) Advanced Textures (AdvancedTextures 1.8.1) AlphaMensae's Modular Launch Pads (ModularLaunchPads 2.1.2) Animated Decouplers (AnimatedDecouplers v1.4.2.2) Astronomer's Visual Pack (AstronomersVisualPack 2:v4.05) Astronomer's Visual Pack-2k Textures (AVP-2kTextures v1.11) B9 Part Switch (B9PartSwitch v2.17.0) Basic DeltaV (BasicDeltaV 6.0) BreakingGround-DLC (BreakingGround-DLC (unmanaged)) ClickThrough Blocker (ClickThroughBlocker 1:0.1.10.15) Commonwealth Rockets - Stockalike British Rocketry (CRE v2.1) Community Category Kit (CommunityCategoryKit v5.2.0.0) Community Resource Pack (CommunityResourcePack 1.4.2) Community Tech Tree (CommunityTechTree 1:3.4.3) Cryo Tanks (CryoTanks 1.5.6) Cryo Tanks Core (CryoTanks-Core 1.5.6) Cryogenic Engines (CryoEngines 1:1.2.1) Custom Pre Lauch Checks (CustomPreLaunchChecks 1.8.1) Deployable Engines Plugin (DeployableEngines 1.2.3) Distant Object Enhancement Continued (DistantObject v2.0.2.0) Distant Object Enhancement Continued default config (DistantObject-default v2.0.2.0) Dodo Labs - Stockalike Electron (DodoLabsStockalikeElectron 1.3.1.1) Dynamic Battery Storage (DynamicBatteryStorage 2:2.2.1.0) Easy Vessel Switch (EVS) (EasyVesselSwitch 2.2) Engine Lighting (EngineLighting 1.5.1) Environmental Visual Enhancements (EnvironmentalVisualEnhancements 3:1.10.1-3) Kerbal Actuators (KerbalActuators v1.8.3) Kerbal Attachment System (KAS 1.7) Kerbal Engineer Redux (KerbalEngineerRedux 1.1.8.3) Kerbal Inventory System (KIS 1.28) Kerbal Reusability Expansion (SpaceXLegs 2.9.1) Kerbal-Konstructs (KerbalKonstructs 1.8.1.15) Kerbin Side Remastered (KerbinSideRemastered 1.0.1) Kramax Autopilot Continued (KramaxAutopilotContinued 0.4.0) KSC Extended (KSCExtended 2.2) Making History (MakingHistory-DLC 1.11.0) MechJeb 2 (MechJeb2 2.12.0.0) MechJeb and Engineer for all! (MechJebForAll 1.3.0.6) Module Manager (ModuleManager 4.1.4) Near Future IVA Props (NearFutureProps 1:0.6.4) Near Future Launch Vehicles (NearFutureLaunchVehicles 2.1.2) Near Future Solar (NearFutureSolar 1.3.1) Near Future Solar Core (NearFutureSolar-Core 1.3.1) Omega's Stockalike Structures: No Textures Required (StockalikeStructures 0.0.12) RecoveryController (RecoveryController 0.0.4) Retractable Lifting Surface Module (RetractableLiftingSurface 0.2.1.1) SCANsat (SCANsat v20.4) scatterer (Scatterer 3:v0.0723) Scatterer Default Config (Scatterer-config 3:v0.0723) Scatterer Sunflare (Scatterer-sunflare 3:v0.0723) SmokeScreen - Extended FX Plugin (SmokeScreen 2.8.14.0) SpaceX Launch Vehicles - Real Size (SpaceXLaunchVehicles 6.5) Stockalike Station Parts Expansion (StationPartsExpansion 0.5.3) TextureReplacer (TextureReplacer v4.3.1) Textures Unlimited (TexturesUnlimited 1.5.10.25) Toolbar Controller (ToolbarController 1:0.1.9.4) Trajectories (Trajectories v2.3.4) Tundra Exploration - Stockalike Dragon V2 and Falcon 9 (TundraExploration 3.3.0) Tundra Technologies (TundraTechnologies 3.3.0) Tundra's Space Center (TundraSpaceCenter 2.0.1) TweakScale - Rescale Everything! (TweakScale v2.4.4.5) Zero MiniAVC (ZeroMiniAVC 1:1.1.0.1)
  23. Short Story: I need to make a (preferably reusable) vehicle that can haul 4.5 Rockomax Jumbo-64 tanks worth of liquid fuel up to a 100 KM orbit, plus have margin to spare for rendezvous and docking. Long Story: I'm creating a system based around space tugs called ANTS (Advanced Nuclear Tug/Transfer Stage). In theory, a fleet of ANTS would service the Kerbin system by making back and forth transit between Kerbin and its moons relatively easy. The ANTS (solely powered by liquid fuel) would dock to a station in LKO, refuel, send it's payload off, then head back to LKO and then repeat the process over and over again. In practice, however, that requires a tanker vehicle capable of refueling an orbital station. The KOFD (Kerbin Orbiting Fuel Depot) can store 4.5 orange tanks worth of fuel, give or take. Attached to the bottom truss is one of the ANTS vehicles. The ANTS's sole fuel source is a Jumbo-64 tank, and in theory there would be 4 in active service at a time. Since the nose cones can hold fuel, that means that it has enough to refuel 4 empty ANTS vehicles at once, with about half a tank worth to spare. Since I'm using a handy patch provided by Kerbal atomics, each tank is modified solely for liquid fuel, therefore storing about 6400 units worth in each tank. The ideal tanker would be reusable, easily recoverable, and easily launchable. Any help and suggestions would help me greatly, as I really look forward to using the ANTS system soon!
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