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  1. This is a stupid question, but can you use mods on ksp Xbox. Most forums say no, but the Xbox version still has a app launcher tab. I mean they completely reworked to game to make it xbox-compatible and wouldn't they remove it if it had no use?
  2. Has anyone tried to do a mod for KSP featuring a rocket from one of the saddest episodes in Courage the Cowardly Dog, "Remembrance of Courage Past"?
  3. So I installed KSC Extended, and it worked. Mostly. I've noticed things disappearing from the different launch sites. From the launchsites TCS05 to TCS19 there is meant to be a runway. Yet there isn't. I need help, it just is gone. Is it something related to my terrain settings? I've tried restarting the game. Any help appreciated!
  4. So I copied the rear_hover and hover cfg from the Lynx parts that are part of a rover mod into a new folder as new titled parts. Near the middle is "max thrust" and "thrust speed" and when I attempt to change the value to be higher; it will not reflect in game. I can change the scale to 0.25 as I wanted, can change the electric charge used, even the description; but the thrust will not change. There is no min thrust anywhere. Also in the cfg files the thrust says 80, but in game it is 100? And on the second engine it says 130\\80. Where can I actually change the value of thrust and have it reflected in game for the custom part? I want to combine the power usage and thrust of several of these electric engines so I can make an electric lifter/super sonic jet engine with a reduced part count as I put 40 of these in a fuselage and got it to mach 4.19; now i want to add the power of 20-40 into one. Can't I "weld" them together or something? Can I create a brand new part, use an already used mesh, and just add that it is electric and has that thrust? So I am trying to make a series of power sucking electric engines that need an MPS nuclear power system and cooling to operate, and in Lynx I found the perfect candidate. So I copied the rear_hover and hover cfg from the Lynx parts that are part of a rover mod into a new folder as new titled parts. Near the middle is "max thrust" and "thrust speed" and when I attempt to change the value to be higher; it will not reflect in game. I can change the scale to 0.25 as I wanted, can change the electric charge used, heat generated, (which is much higher so it requires cooling for balance) even the description; but the thrust will not change. There is no min thrust anywhere. Also in the cfg files the thrust says 80, but in game it is 100? And on the second engine it says 130\\80. Is a patch overriding these values somewhere?? Where can I actually change the value of thrust and have it reflected in game for the custom part? I want to combine the power usage and thrust of several of these electric engines so I can make an electric lifter/super sonic jet engine with a reduced part count as I put 40 of these in a fuselage and got it to mach 4.19; now i want to add the power of 20-40 into one. Can't I "weld" them together or something? I'd prefer it to be a new part based on the hover engine mesh, allows tilt or rotor deployment (rotor deployment is muuuuch lower and seems to work well for angling the engine.) that allows for a different challenge like power consumption, power storage, and high speed supersonic heat reduction using multiple forms of cooling and secondary power systems. I want this to require nuclear power to run from the power draw for balance. I figure I can do this by just increasing the power requirements enough to need nuclear power. If anyone can point me just in the right direction with the right place to look it would allow me to start building the mod for 1.3.1 KSP and up as I want a unique challenge here. Below is the code for the Lynx Hover Engine and then the new part copied and edited as Sonic Engine 1: This is the Original Hover Engine File for the Lynx: "PART { //The hover engine for the Lynx Rover of the Feline Utility Rover series //---Metadata--- name = Lynx_Hoverengine module = Part author = Nils277 //---Visual--- MODEL { model = KerbetrotterLtd/FelineUtilityRover/Assets/Parts/HoverEngine } rescaleFactor = 1 //---Nodes and Attachment--- attachRules = 1,1,0,0,1 node_stack_front = 0, 0, 0, 1, 0, 0, 0 node_attach = 0, 0, 0, 1, 0, 0, 0 CoMOffset = -0.8, 0, 0 //---Costs & Tech--- TechRequired = landing entryCost = 15000 cost = 8000 //---Descriptions--- category = Engine title = #LOC_FUR.hoverengine.title manufacturer = #LOC_FUR.manufacturer description = #LOC_FUR.hoverengine.description vesselType = Rover subcategory = 0 //---Physical--- mass = 0.01 crashTolerance = 20 maxTemp = 1200 breakingForce = 200 breakingTorque = 200 bulkheadProfiles = srf //---Drag--- dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 //---General--- tags = #LOC_FUR.hoverengine.tags //---Effects--- EFFECTS { running { AUDIO { channel = Ship clip = KerbetrotterLtd/FelineUtilityRover/Sounds/sound_hoverengine volume = 0 0.07 0 0 volume = 0.05 0.6 0.7 0.7 volume = 1 1 0.4 0 pitch = 0.0 1.0 pitch = 1.0 1.2 loop = true } MODEL_MULTI_PARTICLE { modelName = KerbetrotterLtd/FelineUtilityRover/FX/fx_impeller transformName = EffectTransform emission = 0.0 0.0 emission = 0.25 0.5 emission = 1.0 1.0 speed = 0 0 0 18.65 speed = 0.05 0.4 0.75 0.75 speed = 0.5 0.7 0.52 0.52 speed = 1 1 0.52 0 } } engage { AUDIO { channel = Ship clip = sound_vent_medium loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft loop = false } } } //---Control Modules--- MODULE { name = ModuleKerbetrotterEngine thrustVectorTransformName = ThrustTransform heightTransformName = RotorCase maxThrust = 80 thrustSpeed = 1 engineType = Turbine maxHoverHeight = 4 minHoverHeight = 0.4 allowHover = true PID-PROFILE { planet = Kerbin values = 1.5, 2.0, 1.0 isDefault = true } PID-PROFILE { planet = Duna values = 3.0, 1.0, 1.0 } PID-PROFILE { planet = Laythe values = 1.5, 2.0, 1.0 } PID-PROFILE { planet = Eve values = 0.5, 1.5, 1.0 } MODE { name = Electrical engineType = Electric needsAtmosphere = true flameoutThreshold = 0.1 PROPELLANT { name = ElectricCharge ratio = 7 } consumptionCurve { key = 0 0 0 0 key = 0.5 0.35 1.2 1.2 key = 1 1 1.7 } velocityCurve { key = 0 1 0 0 key = 90 0.75 -0.009 -0.009 key = 180 0.1 0 0 } atmosphereThrustCurve { key = 0 0 0 8.5 key = 0.01 0.1 5 5 key = 0.04 0.2 2.5 2.5 key = 0.16 0.4 1.25 1.25 key = 0.36 0.6 0.83333 0.83333 key = 0.64 0.8 0.625 0.625 key = 1 1 0.5 0.5 key = 4 2 0.25 0.25 key = 9 3 0.125 0.125 } } MODE { name = Air Breathing engineType = Turbine needsAtmosphere = true needsOxygen = true flameoutThreshold = 0.01 PROPELLANT { name = LiquidFuel ratio = 0.135 //Equal to an ISP of ~12000 } consumptionCurve { key = 0 0 0 0 key = 0.5 0.35 1.2 1.2 key = 1 1 1.7 } velocityCurve { key = 0 1 0 0 key = 90 0.75 -0.009 -0.009 key = 180 0.1 0 0 } atmosphereThrustCurve { key = 0 0 0 8.5 key = 0.01 0.1 5 5 key = 0.04 0.2 2.5 2.5 key = 0.16 0.4 1.25 1.25 key = 0.36 0.6 0.83333 0.83333 key = 0.64 0.8 0.625 0.625 key = 1 1 0.5 0.5 key = 4 2 0.25 0.25 key = 9 3 0.125 0.125 } } } MODULE { name = ModuleKerbetrotterEngineControl thrustTransformName = ThrustTransform referenceTransformName = ReferenceTransform engineName = Hover Engine animationID = RotorAnimation maxAngleRate = 90 controlAngleRate = 5 } MODULE { name = ModuleAnimateGeneric animationName = RotorFold moduleID = RotorAnimation startEventGUIName = #LOC_KERBETROTTER.engine.anim.unfold endEventGUIName = #LOC_KERBETROTTER.engine.anim.fold actionGUIName = #LOC_KERBETROTTER.engine.anim.toggle } //---Visual Modules--- MODULE { name = ModuleKerbetrotterEngineAnimation engineName = Hover Engine transformName = Rotor maxRotationSpeed = 100 minRotationSpeed = 3 speedChangeRate = 1 speedCurve { key = 0 0 0 50 key = 0.05 0.8 0.63 0.63 key = 1 1 0 0 } } MODULE { name = ModuleKerbetrotterConstrainedLookAt sourceTransformName = ThrustTransform destinationTransformName = RotorArm referenceTransformName = ReferenceTransform constrainedAxis = X } MODULE { name = ModuleKerbetrotterConstrainedLookAt sourceTransformName = ThrustTransform destinationTransformName = RotorCase referenceTransformName = RotorArm constrainedAxis = Y } MODULE { name = ModuleKerbetrotterEditorMesh transformNames = Pointer availableInFlight = false } }" This is the one i built that does not reflect the thrust change in game: "PART { //The Improved hover engine made for sub-sonic and super sonic jats that run of nulcear power. //---Metadata--- name = Sonic Electric Engine 1 module = Part author = Nils277 //---Visual--- MODEL { model = KerbetrotterLtd/FelineUtilityRover/Assets/Parts/HoverEngine } rescaleFactor = 0.25 //---Nodes and Attachment--- attachRules = 1,1,0,0,1 node_stack_front = 0, 0, 0, 1, 0, 0, 0 node_attach = 0, 0, 0, 1, 0, 0, 0 CoMOffset = -0.8, 0, 0 //---Costs & Tech--- TechRequired = landing entryCost = 15000 cost = 8000 //---Descriptions--- category = Engine title = Sonic Electric Engine 1 manufacturer = FSEJE description = The Improved hover engine made for sub-sonic and super sonic jats that run of nulcear power. vesselType = Rover subcategory = 0 //---Physical--- mass = 0.001 crashTolerance = 20 maxTemp = 1200 breakingForce = 200 breakingTorque = 200 bulkheadProfiles = srf //---Drag--- dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 //---General--- tags = Sonic //---Effects--- EFFECTS { running { AUDIO { channel = Ship clip = KerbetrotterLtd/FelineUtilityRover/Sounds/sound_hoverengine volume = 0 0.07 0 0 volume = 0.05 0.6 0.7 0.7 volume = 1 1 0.4 0 pitch = 0.0 1.0 pitch = 1.0 1.2 loop = true } MODEL_MULTI_PARTICLE { modelName = KerbetrotterLtd/FelineUtilityRover/FX/fx_impeller transformName = EffectTransform emission = 0.0 0.0 emission = 0.25 0.5 emission = 1.0 1.0 speed = 0 0 0 18.65 speed = 0.05 0.4 0.75 0.75 speed = 0.5 0.7 0.52 0.52 speed = 1 1 0.52 0 } } engage { AUDIO { channel = Ship clip = sound_vent_medium loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft loop = false } } } //---Control Modules--- MODULE { name = ModuleKerbetrotterEngine thrustVectorTransformName = ThrustTransform heightTransformName = RotorCase minThrust = 80 maxThrust = 1200 thrustSpeed = 10 engineType = Turbine maxHoverHeight = 4 minHoverHeight = 0.4 allowHover = true PID-PROFILE { planet = Kerbin values = 1.5, 2.0, 1.0 isDefault = true } PID-PROFILE { planet = Duna values = 3.0, 1.0, 1.0 } PID-PROFILE { planet = Laythe values = 1.5, 2.0, 1.0 } PID-PROFILE { planet = Eve values = 0.5, 1.5, 1.0 } MODE { name = Electrical engineType = Electric needsAtmosphere = true flameoutThreshold = 0.1 PROPELLANT { name = ElectricCharge ratio = 500 } consumptionCurve { key = 0 0 0 0 key = 0.5 0.35 1.2 1.2 key = 1 1 1.7 } velocityCurve { key = 0 1 0 0 key = 90 0.75 -0.009 -0.009 key = 180 0.1 0 0 } atmosphereThrustCurve { key = 0 0 0 8.5 key = 0.01 0.1 5 5 key = 0.04 0.2 2.5 2.5 key = 0.16 0.4 1.25 1.25 key = 0.36 0.6 0.83333 0.83333 key = 0.64 0.8 0.625 0.625 key = 1 1 0.5 0.5 key = 4 2 0.25 0.25 key = 9 3 0.125 0.125 } } MODE { name = Air Breathing engineType = Turbine needsAtmosphere = true needsOxygen = true flameoutThreshold = 0.01 PROPELLANT { name = LiquidFuel ratio = 0.135 //Equal to an ISP of ~12000 } consumptionCurve { key = 0 0 0 0 key = 0.5 0.35 1.2 1.2 key = 1 1 1.7 } velocityCurve { key = 0 1 0 0 key = 90 0.75 -0.009 -0.009 key = 180 0.1 0 0 } atmosphereThrustCurve { key = 0 0 0 8.5 key = 0.01 0.1 5 5 key = 0.04 0.2 2.5 2.5 key = 0.16 0.4 1.25 1.25 key = 0.36 0.6 0.83333 0.83333 key = 0.64 0.8 0.625 0.625 key = 1 1 0.5 0.5 key = 4 2 0.25 0.25 key = 9 3 0.125 0.125 } } } MODULE { name = ModuleKerbetrotterEngineControl thrustTransformName = ThrustTransform referenceTransformName = ReferenceTransform engineName = Hover Engine animationID = RotorAnimation maxAngleRate = 90 controlAngleRate = 5 } MODULE { name = ModuleAnimateGeneric animationName = RotorFold moduleID = RotorAnimation startEventGUIName = #LOC_KERBETROTTER.engine.anim.unfold endEventGUIName = #LOC_KERBETROTTER.engine.anim.fold actionGUIName = #LOC_KERBETROTTER.engine.anim.toggle } //---Visual Modules--- MODULE { name = ModuleKerbetrotterEngineAnimation engineName = Hover Engine transformName = Rotor maxRotationSpeed = 100 minRotationSpeed = 3 speedChangeRate = 1 speedCurve { key = 0 0 0 50 key = 0.05 0.8 0.63 0.63 key = 1 1 0 0 } } MODULE { name = ModuleKerbetrotterConstrainedLookAt sourceTransformName = ThrustTransform destinationTransformName = RotorArm referenceTransformName = ReferenceTransform constrainedAxis = X } MODULE { name = ModuleKerbetrotterConstrainedLookAt sourceTransformName = ThrustTransform destinationTransformName = RotorCase referenceTransformName = RotorArm constrainedAxis = Y } MODULE { name = ModuleKerbetrotterEditorMesh transformNames = Pointer availableInFlight = false } }"
  5. My graphic mode is scatter , EVE , parallex, RSS What's wrong with the graphics like this? This article was written with Google Translator.
  6. I'm using a legacy build (1.8.1) and I have no idea how to get Hide Empty Tech Tree Nodes working. I'm using CKAN and I figured it was as simple as installing it but apparently you have to configure it? Any and all help is greatly appreciated. I have no idea how to make patches with Module Manager and could seriously use some help. Thanks in advance!
  7. Picture When I load in a craft file it shows the parts for 0.1 seconds then disappear.... when you get them out of the part list you can see them. Why? The person making the mod does not even know. The mod:
  8. I remember a mod some time ago that allowed you to recruit a larger verity of crew but can not remember what it was. Any help PLS?
  9. There's this mod of some kind that I've only seen a couple times now, it's of an Apollo command module except colored white and is red along most of the backside. I just thought it looked stylish and was wondering what the mod was. Here's an image from another thread:
  10. Our researchers were digging in the Kerbal History of Space Flight and they tumbled over some long forgotten parts. Thanks to the work of our researchers and engineers here are the old parts from KSP. Download: SpaceDock Curseforge (3.7 available) Github Kerbal Historical Institute 3.7 is here!!! NEWS: - Updated the mod site after a long pause from KSP. It is still mostly working in 1.4 - Kerbal Historical Institute 3.7 is released. - Kerbal Historical Institute 3.6 is released. - Kerbal Historical Institute 3.5 is released. - Kerbal Historical Institute 3.4 is released. - Kerbal Historical Institute 3.3 is released. - Kerbal Historical Institute 3.2 is released. - Kerbal Historical Institute 3.1 is released. - Kerbal Historical Institute 3.0 is released - play with old KSP parts in 1.0. - Kerbal Historical Institute is teaming up with SparkyFox of [THREAD=97074]In With the New and the Old[/THREAD] to incorporate all the old spaceplane parts and aircraft. (That's right, we're incorporating a mod. Where do you think we got that idea from?) - Also new in this update is the Inline Reaction Wheel (from before it was miniaturised), the original Tri-Coupler, the old Rockomax Fuel Tanks, and a three-Kerbal version of the old Mk1 Pod. - Thanks to TheMoonRover we got permission from SQUAD to officially distribute the old Spaceplane parts. - Thanks SQUAD!!! - I hereby announce that the [THREAD=74507]Kerbal Minds Corperation (KMC)[/THREAD] is now sponsoring the mod and that they will help contribute/assist the Kerbal Historical Institute where ever possible. Changelog: 3.7 seanth got the animations working on the landing leg. So it is working now again finally!!! Updated the PartCategories.cfg to include the "newest" parts Added interior views to inline cockpits Made sure Quest mk1-crew3 uses the generic interior 3 space Adjusted attachment nodes on Quest mk1 parts so they don't hover Big thank you to seanth who helped very much. 3.5 Parts added which were lost with KSP 1.4. * TR-2V Stack Decoupler * TR-18A Stack Decoupler * Rockomax brand decoupler * TR-38-D * TR-2C Stack Separator * TR-18D Stack Separator * TR-XL Stack Separator * ROUND-8 Toroidal Fuel Tank * Rockomax X200-8 Fuel Tank (grey) * Rockomax X200-16 Fuel Tank (grey) * Rockomax X200-32 Fuel Tank (grey) * Rockomax Jumbo-64 Fuel Tank (grey) * Mk 1-2 Pod Old Landing Leg still not working properly. Need help for that!!! 3.3 Changes in file structure for CKAN. 3.2 - A couple of engines had their thrust curves changed. - Mk1 Fuselage fuel capacity increased. - A couple of other minor tweaks and fixes. - Added the Mk1 Inline Cockpit from v1.0.0 to v1.0.2 - A secret feature in career mode. 3.1 - Converted .png and .mbm format textures into the .dds format. (Better load times) - Worked for all the part textures bar the oldest tri-coupler. - Fixed a couple of errors in part configs which were flagged up in the debug log. - Put both avionics nose cones in the same folder to avoid duplicated models and textures. 3.0 Added a IWNO and KHI Readme. Updatet parts and ships to work in 1.0. Parts added in Kerbal Historical Institute 3.0: - Mk1 Inline Cockpit, corresponds to Mk1 Inline Cockpit, v0.15.0 to v0.90.0 - Sensor Array Computing Nose Cone, corresponds to CH-J3 Fly-By-Wire Avionics Hub, v0.15.0 to v0.90.0 - 1x6SolarPanels, corresponds to 1x6 Photovoltaic Panels Retractable, v0.24.2 to v0.90.0 - 2x3SolarPanels, corresponds to 2x3 Photovoltaic Panels Retractable, v0.24.2 to v0.90.0 - Advanced Canard, corresponds to Advanced Canard, v0.15.0 to v0.90.0 - Circular Intake, corresponds to Circular Intake, v0.15.0 to v0.90.0 - Engine Nacelle, corresponds to Engine Nacelle, v0.15.0 to v0.90.0 - Radial Engine Body, corresponds to Engine Pre-Cooler, v0.15.0 to v0.90.0 - Ram Air Intake, corresponds to Ram Air Intake, v0.15.0 to v0.90.0 - Standard Canard, corresponds to Standard Canard, v0.15.0 to v0.90.0 - Standard NC, corresponds to Small Nose Cone, v0.15.0 to v0.90.0 - Swept Wings, corresponds to Swept Wings, v0.15.0 to v0.90.0 - Tail Connector, corresponds to Tail Connector A, v0.15.0 to v0.90.0 - Tail Fin, corresponds to Tail Fin, v0.15.0 to v0.90.0 - NCS Adapter, corresponds to NCS Adapter, v0.16.0 to v0.90.0 and maybe some more I frogot. Parts added in Kerbal Historical Institute 0.21: - the Inline Reaction Wheel (from before it was miniaturised) - the original Tri-Coupler - the old Rockomax Fuel Tanks - the three-Kerbal version of the old Mk1 Pod - All old spaceplane parts from the [THREAD=97074]IWNO[/THREAD] Mod Partlist: Here is a list of all included parts, together with the versions in which they were present in the stock game, and the name of the equivalent part in the current version of the game: KSP v. 1.0 The custom part filter organises the parts into the following categories. They have the same names and icons the stock game used from v0.7.3 to v0.17.1 Propulsion > CF-A110 Fuel Tank, corresponds to the FL-T200 Fuel Tank, v0.14.0 to v0.17.1 > CF-A130 Fuel Tank, corresponds to the FL-T400 Fuel Tank, v0.13.0 to v0.17.1 > CF-A132 Fuel Tank, corresponds to the FL-T400 Fuel Tank, v0.7.3 to v0.12.0 > CF-A216 Fuel Tank, corresponds to the Rockomax X200-16 Fuel Tank, v0.16.0 to v0.17.1 > CF-A232 Fuel Tank, corresponds to the Rockomax X200-32 Fuel Tank, v0.16.0 to v0.17.1 > CF-R250 RCS Fuel Tank, corresponds to the FL-R25 RCS Fuel Tank v0.11.0 to v0.17.1 > LT-200 Liquid Fuel Engine, corresponds to the LV-T45 Liquid Fuel Engine, v0.12.0 to v0.17.1 > LT-215 Liquid Fuel Engine, corresponds to the LV-T30 Liquid Fuel Engine, v0.7.3 to v0.17.1 > LT-909 Liquid Fuel Engine, corresponds to the LV-909 Liquid Fuel Engine, v0.14.0 to v0.17.1 > SB-1 Solid Fuel Booster, corresponds to the RT-10 Solid Fuel Booster, v0.8.0 to v0.17.1 > SB-B&W Solid Fuel Booster, corresponds to the RT-10 Solid Fuel Booster, v0.7.3 only > Mk1 Fuselage - Jet Fuel, corresponds to the Mk1 Liquid Fuel Fuselage, v0.15.0 to v0.24.2 > Mk2 to Size 1 adapter, corresponds to the Mk2 to 1.25m Adapter, v0.15.0 to v0.24.2 > Mk2 Fuselage - Jet Fuel, corresponds to Mk2 Liquid Fuel Fuselage, v0.15.0 to v0.24.2 > Mk3 to Mk2 Adapter, from v0.15.0 to v0.25.0 > Mk3 Fuselage - Jet Fuel, from v0.15.0 to v0.25.0 Command & Control > Anti-Spin Module, corresponds to the Small Inline Reaction Wheel, v0.7.3 to v0.17.1 > F.F.M. Module, corresponds to the Advanced Inline Stabilizer, v0.11.0 to v0.17.1 > RV-25 RCS Thruster Block, corresponds to the RV-105 RCS Thruster Block, v0.11.0 to v0.17.1 > Quest Mk1 Probe Core/Command Pod/Original Three, corresponds to the Command Pod Mk1, v0.7.3 to v0.15.2 > Mk1 Cockpit, corresponds to Mk1 Cockpit, v0.15.0 to v0.24.2 > Mk3 Cockpit, from v0.15.0 to v0.25.0 > Mk1 Inline Cockpit, corresponds to Mk1 Inline Cockpit, v0.15.0 to v0.90.0 > Sensor Array Computing Nose Cone, corresponds to CH-J3 Fly-By-Wire Avionics Hub, v0.15.0 to v0.90.0 > Inline Reaction Wheel, corresponds to the Small Inline Reaction Wheel, v0.18.0 to v0.24.2 Electrical > 1x6SolarPanels, corresponds to 1x6 Photovoltaic Panels Retractable, v0.24.2 to v0.90.0 > 2x3SolarPanels, corresponds to 2x3 Photovoltaic Panels Retractable, v0.24.2 to v0.90.0 Structural & Aerodynamic > ALT-F4 Winglet, corresponds to the AV-T1 Winglet, v0.7.3 to v0.20.2 > Sepratron 16B Stack Decoupler, corresponds to the TR-18A Stack Decoupler, v0.7.3 to v0.17.1 > Sepratron 800 Radial Decoupler, corresponds to the TT-38K Radial Decoupler, v0.7.3 to v0.17.1 > Standard Control Surface, corresponds to the Elevon 1, v0.15.0 to v0.24.2 > Small Control Surface, corresponds to the Elevon 4, v0.15.0 to v0.24.2 > Delta Wing, corresponds to Delta Wing, v0.15.0 to v0.24.2 > Structural Wing, corresponds to the Structural Wing Type A, v0.15.0 to v0.24.2 > Structural Fuselage, corresponds to the Mk1 Structural Fuselage, v0.15.0 to v0.24.2 > Wing Connector, corresponds to Wing Connector Type A, v0.15.0 to v0.24.2 > Advanced Canard, corresponds to Advanced Canard, v0.15.0 to v0.90.0 > Circular Intake, corresponds to Circular Intake, v0.15.0 to v0.90.0 > Engine Nacelle, corresponds to Engine Nacelle, v0.15.0 to v0.90.0 > Radial Engine Body, corresponds to Engine Pre-Cooler, v0.15.0 to v0.90.0 > Ram Air Intake, corresponds to Ram Air Intake, v0.15.0 to v0.90.0 > Standard Canard, corresponds to Standard Canard, v0.15.0 to v0.90.0 > Standard NC, corresponds to Small Nose Cone, v0.15.0 to v0.90.0 > Swept Wings, corresponds to Swept Wings, v0.15.0 to v0.90.0 > Tail Connector, corresponds to Tail Connector A, v0.15.0 to v0.90.0 > Tail Fin, corresponds to Tail Fin, v0.15.0 to v0.90.0 > NCS Adapter, corresponds to NCS Adapter, v0.16.0 to v0.90.0 Utility & Scientific > TC-470 Stack Tri-Coupler, corresponds to the TVR-1180C Mk1 Stack Tri-Coupler, v0.7.3 to v0.8.4 > TC-740 Stack Tri-Coupler, corresponds to the TVR-1180C Mk1 Stack Tri-Coupler, v0.8.5 to v0.17.1 > CF-L1 Landing Struts, corresponds to the LT-1 Landing Struts, v0.16.0 to v0.21.1 > Satellite Dish 88, corresponds to the Communotron 88-88, v0.18.0 to v0.21.1 Shiplist: Here is a list of all included ships, along with the game version they were last present in. In terms of structure, they are exact replicas of the originals. Ships listed as reconstrctions were never in the stock game. SPH - Spaceplane Hangar > Aeris 3A (Original), last in v0.24.2 (First Contract) > Aeris 4A (Original), last in v0.24.2 (First Contract) > Albatross 3 (Original), last in v0.24.2 (First Contract) > Ravenspear Mk1 (Original), last in v0.24.2 (First Contract) > Ravenspear Mk3 (Original), last in v0.24.2 (First Contract) > Ravenspear Mk4 (Original), last in v0.24.2 (First Contract) VAB - Vehicle Assembly Building > Kerbal 1A (Demo), only in v0.18.3 (Demo) > Kerbal 1A (Original), a reconstruction of the Kerbal 1A with old parts. > Kerbal 5 (Demo), only in v0.18.3 (Demo) > Kerbal 5 (Original), a reconstruction of the Kerbal 5 with old parts. > Kerbal X (Original), last in v0.17.1 Known issues: 1: The command pod has been made unmanned as there were never any internals made. The parts are edited slightly (name, description, and modules). I did this not only to make them work in the new game, but also so they don't overwrite the newer parts and are a bit different. (You can change all that in the part file). A message from Fiddlestyx: Another thank you goes to the newest member of the Kerbal Historical Institute TheMoonRover who principally contributed in the last update. All credit goes to Squad for the original parts. Part fix by Fiddlestyx, TechTree inclusion & Nodefix by Blspblackdeath, Fuel tank fixed by Nli2work, part fix &TechTree inclusion TheMoonRover, part fix &TechTree inclusion SparkyFox, Landing Leg fix & several fixes senath. Almost every very part of the new update in this rocket: If you like show us your creations with the "new" old KSP parts down below. License: This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
  11. Greetings to all of this forum. During my ksp adventures i find myself wanting certain parts that no mod had created as of yet. I want to be able to create more creative rocket designs, which aren't in the wholy kerbal style of strapping on moar boosters. Such part ideas include, radial, surface attached heat shields. Kinda like the curved solar panels from Near Future Solar. And maybe an upgraded version of the mk1-3 command pod, I would like to see one with more kerbals crammed in as the current internals allude to lots of space available. I had the idea for the upgraded mk1-3 from reading Eyes Turned Skyward. So if any mod developer is up to do this i would we happy. Thanks, I wait for a respose.
  12. Hi, i want to make a ksp mod to simulate the proverse yaw effect caused by the bell-shaped lift distribution formulated by Prandlt. As a layman, i have no idea how to program and create a mod to do that, so, maybe i can get some help. The mod would be very simple, it would create trust at instead of drag when aileron is applied, and it could also have UI that allow you to switch on and off this effect and control its intensity. The bell lift distribution create this effect, as you aply aileron to generate more lift on the wingtip you also generates more trust, thus yawing in the same direction of the turn. For understanding more of this you can search for the prandlt-D project that is made by NASA. I want to reproduce this effect on KSP to make better flying wings projects, i hope you can help me with this project! Here is a link for the NASA's Prandlt-d project: https://www.nasa.gov/centers/armstrong/news/FactSheets/FS-106-AFRC.html If you know how to make this mod but dont have the time or just is not in the mood, could just tell me how i could make it myself?
  13. Hi, i want to make a ksp mod to simulate the proverse yaw effect caused by the bell-shaped lift distribution formulated by Prandlt. As a layman, i have no idea how to program and create a mod to do that, so, maybe i can get some help. The mod would be very simple, it would create trust at instead of drag when aileron is applied, and it could also have UI that allow you to switch on and off this effect and control its intensity. The bell lift distribution create this effect, as you aply aileron to generate more lift on the wingtip you also generates more trust, thus yawing in the same direction of the turn. For understanding more of this you can search for the prandlt-D project that is made by NASA. I want to reproduce this effect on KSP to make better flying wings projects, i hope you can help me with this project! Here is a link for the NASA's Prandlt-d project: https://www.nasa.gov/centers/armstrong/news/FactSheets/FS-106-AFRC.html
  14. So I've seen some mods with Spaceplanes such as the X-15, DreamChaser, IXV, GOGI, ISRO,Hermes, and X-24. But these are not modular like most ksp parts which kinda is not right since this game is a building game and most parts are modular so I decided to draw a concept for a modular spaceplane parts mod which fits in with the stock cross sections. The mod would also need custom landing gear as the stock ones don't really fit in as much.
  15. IMPORTANT This mod is now officially unsupported, I will keep the download up though. For an up to date version go to this thread: Vulcan rocket Vulcan This is the next generation rocket from ULA Includes: Tanks for Centaur and ACES Main tank BE-4 first stage engine RL-10 second stage engine Inflatable heatshield Parafoil Fairings Interstages Pictures: http://imgur.com/a/WeJvT Recommended: If you want to launch the B330 orbital Moon base install this awesome mod from @bcink: Issues: Do not make the lower engine fairing the first part of the craft, I don't know why but the BE-4 won't be able to gimbal. If only smokescreen is installed so no realplume the engines will give particles even when they are off. Download: Note: This mod uses B9PartSwitch by @blowfish and is included in the download If you have a black tank it's probably a mod conflict with TR(R) or uninstall TR(R) or delete the texture switch part in the config of the tank. SpaceDock Curse License: Vulcan: All Rights Reserved B9PartSwitch: GNU Lesser General Public License Version 3.0 feedback is welcome and do not forget to report bugs.
  16. I have created a modpack via CKAN, and when ksp is loading it gets about halfway and sticks on a part. KSP Output log CKAN Mod pack It seems to consistently become stuck on "Loading Drag Cubes" Is this a memory issue?
  17. does any body have any idea where I could find mods for ULA rockets for v1.10.1 ,if yes, plz share the link
  18. I saw a mod to store entire ships inside a single container. This would be really useful with some interplanetary colonies What is this mod? I cant seem to find it
  19. I released my first mod for ksp "ULTIMATE BOMBS" I'm so happy, but there's a problem like attaching on the armament rail, the textures of bombs are not amazing , but I'm proud of my creation, I think creates a second mod on the wings! my mod: https://spacedock.info/mod/2510/ULTIMATE%20BOMBS NEED BDArmory:https://github.com/PapaJoesSoup/BDArmory/releases/tag/v1.3.2 only 3 bombs for the moment (Lincence:MIT) from spacedock NOW THE V1.2 ,is here for add 3 bombs in the mod!!!!!!!!!!
  20. I've had an idea of a fuel tank, which simultaneously has extra service bays for fuel, craft etc. The question is, how do I do it? The model is done, just the programming is what I'm missing.
  21. Does anybody have this mod in their folders? anywhere the mod's downloads were deleted sadly.
  22. Race into Space 2020 is a new series of Race into Space (original thread here). Using the Race into Space mod by @soundnfury, Race into Space is an Asynchronous multiplayer mod for Realism Overhaul/Realistic Progression 1. Each player chooses their launch site, and must compete to set milestones as quickly possible, and then sync their games through the Race into Space mod. Submissions are closed, but further details on RiS and RO/RP-1 can be found in the RO Discord server here.
  23. Hey all, How do you set up engines such as the ELF Plasma Thruster in KSP InterstellarFuelSwitch in 1.8.1? I've tried attaching it directly to the Molten Salt Reactor and then also the Open Cycle Gas Core Fission Reactor, but it can never go above 0.00001 kN of thrust. I'm obviously doing something wrong, but all the tutorials are so out of date. What makes it even more confusing is that when I deploy the Gigantor XL Solar Panels, the engine can suddenly produce up to 0.00800 kN out of nowhere. Basically, could someone please explain to me how to set up plasma, fusion, and thermal engines in this mod? I can't get anywhere with it. Thanks
  24. Dear Mod Makers, if you want to find a translator for your mod quickly - please just leave a message in English in >this< thread with instructions and feedback. Thanks! KSP unterstützt ab der Version 1.4.0 nun auch offiziell Deutsch.Viele Modder versuchen jetzt auch, ihre Mods in die vier neuen Sprachen und damit auch Deutsch zu übersetzen, um die Mods einem möglichst breitem Publikum zugänglich zu machen. Dafür brauchen sie Eure Hilfe! Dieser Thread soll dazu dienen, die Übersetzung zu koordinieren und den Moddern bei ihrem Unterfangen zu helfen. Internationaler Thread mit Hilfreichen Informationen, Programmen und einer Zusammenfassung: Wie Du helfen kannst: Über die Mods informieren, die eine Übersetzung brauchen Entweder in diesem Thread unter "Mods ohne Übersetzung" Oder im oben verlinkten Thread im Abschnitt: Localization supported; translations needed, wenn dort German auftaucht Hinweis: Es kann sein, dass eine Mod bereits ins Deutsche übersetzt wurde, es aber noch nicht hier oder im internationalen Thread bekannt ist, daher solltest Du am Besten auch die offizielle Seite der Mod überprüfen. Den Entwickler der Mod finden und kontaktieren. Entweder über den Link auf dieser Seite,... über den "offiziellen" Thread der Mod, oder... über die Suche des Forums Den Entwicker entweder im Thread der Mod oder, falls dieser nicht vorhanden ist, per PM darüber informieren, dass Du die Mod übersetzen willst. Das vermeidet, dass Arbeit umsonst gemacht wird weil zwei Leute an der selben Übersetzung arbeiten und nichts voneinander wissen. In diesem Thread darüber informieren, dass die Übersetzung in Arbeit ist Übersetzen! Im internationalen Thread posten, dass die Mod übersetzt wurde. Wenn Du hier als Übersetzer erwähnt werden willst, auch in diesem Thread über die fertiggestellte Übersetzung berichten, Profit! Mods ohne Übersetzung: Astrogator Auto Actions - 17 Zeilen; ~26 Wörter Connected Living Space Contracts Window + (Plus zwei dazugehörige Mods Eins; Zwei) - 66 Zeilen; 190 Wörter Critical Temperature Gauge - 20 Zeilen; ~54 Wörter Easy Vessel Switch Explodium Breathing Engines Filter Extensions - 24 Zeilen Galileo's Planet Pack - 613 Zeilen JSI Advanced Transparent Pods Kerbal Inventory System Kerbal Sports KSP Interstellar Extended Near Future Solar - ~1400 Wörter, 120 Zeilen PicoPort Precise Maneuver Editor Real Agencies Collection Science Relay - 13 Zeilen; 71 Wörter Ship Manifest Stage Color Plugin Stockalike Station Parts Expansion - ~1000 Wörter, 84 Zeilen Suit Refill - 12 Zeilen Surface Experiment Pack - 1398 Zeilen; 17549 Wörter Surface Mounted Stock-Alike Lights For Self-Illumination Tarsier Space Tech Tantares Launch Vehicles Tantares Spacecraft Mods in Bearbeitung ... Bereits übersetze Mods: Action Group Manager Continued @Three_Pounds Airlock Plus @Nils277 Antenna Helper @woeller Cryo Engines @Three_Pounds (falscher Tag: de statt de-de) - Pull Request erstellt Cryo Tanks @Three_Pounds(Pull-Request noch nicht übernommen) CommNet Visualization (falscher Tag, Texte noch auf Englisch) - Pull Request erstellt Community Resource Pack @Three_Pounds Community Tech Tree @Three_Pounds (Pull-Request noch nicht übernommen) DeepFreeze @Nils277 Dr Jet's Chop Shop @Nils277 Feline Utility Rovers @Nils277 Heat Control @Three_Pounds(Pull-Request noch nicht übernommen) Kerbal Atomics @Three_Pounds(Pull-Request noch nicht übernommen) Kerbal Planetary Base System @Nils277 Near Future Construction @Three_Pounds(Pull-Request noch nicht übernommen) Near Future Electrical @Three_Pounds (Pull-Request noch nicht übernommen) Near Future Launch Vehicles @Three_Pounds(Pull-Request noch nicht übernommen) Near Future Propulsion @Three_Pounds(Pull-Request noch nicht übernommen) Near Future Spacecraft @Three_Pounds(Pull-Request noch nicht übernommen) Near Future Solar @Three_Pounds(Pull-Request noch nicht übernommen) Patch Manager @Three_Pounds Rover Science Continued @Three_Pounds SCANsat @h0yer (falscher Tag: de statt de-de) - Pull Request erstellt Speed Unit Annex Toolbar Ps. ich versuche mindestens einmal in der Woche, diesen Thread mit dem internationalen Thread abzugleichen und aktuell zu halten. Pps. wenn Du eine der oben genannten Mods übersetzt hast, aber noch nicht als Übersetzter genannt wirst, einfach hier melden.
  25. I am trying to download TAC Life Support through the Twitch desktop app. Downloads fine, but whenever I launch the game 2 tabs come up saying "TAC was installed to the wrong directory", and "Missing Modular Manager". Any help here?
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