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Found 49 results

  1. June 19, 2017 Released 0.1.4.1 to correct the mini AVC version file. No other changes. June 18, 2017 Released 0.1.4.0. Some minor changes/updates, please see the change log below for details. As always, please post any issues you find, or questions/suggestions you have. I hate to see really great mods languish, so I'm going to try to bring NovaPunch up to date. The original mod thread can be found here. I know, "No pics, No clicks". So here's a start, with some of the sample rockets: ![]() Imgur Gallery with other images: http://imgur.com/a/xiRRn (Nov 20, '16 Updated to include a sampling of the engines) Change Log Next Major Step: Start working on getting the legs functional (Gotta learn Blender and Gimp, so this won't be quick. Still to do overall: (In no particular order) RealPlume support Other stuff as I think of it Listen to your comments and suggestions Look at other requested mods once I get this one fully up to date. Tiberion's shuttle parts has been requested. I'm up for that, but I need to get a handle on Blender & Gimp. Interested? It's on Spacedock only, for now. Known Issues: Credits: License: CCA-SA4 The contents of this mod are copyrighted by their respective original authors and released under the Creative Commons Attribution-ShareAlike 4.0 International License. You can read the full terms of the license on the Creative Commons webpage by visiting Creative Commons Attribution-ShareAlike 4.0 International License.
  2. Right after Christmas 2016, I made one Steam backup and one Windows 10 backup (that one by just copying the KSP folder and moving it into another folder on my desktop), then used the built-in Steam functionality to downgrade my game to 1.1.3 in order to install Real Solar System, Realism Overhaul, Realistic Progression Zero and all of the recommended mods using CKAN. What do I do now that KSP RSS RO RP-0 can be played on 1.1.3? How do I update the game? (I'm new here, so I'm being conservative on the formatting before I can develop a pattern.)
  3. Originally designed by @Xaiier as an advanced successor to the popular Dynamic Warp mod, this mod gives you complete control of time in KSP by allowing you to slow down time to get those cool explosions on video(or find out why your rocket is blowing up on the pad), boost the rate of time to ridiculous levels without loss of precision to ease those long burns, set custom warp rates and per-planet custom altitude limits, utilize automatic warping, and monitor the physics engine and game performance. @westamastaflash has updated the code for several iteration of KSP, and now to celebrate a lot of rewriting code, a new thread, as promised! Download current release on GitHub. Compatible with KSP 1.2.2. Curseforge Project Site December 28, 2016 - New release, version 2.5. Compile for KSP 1.2.2 MiniAVC added back in. @linuxgurugamer fixed minimize button to be a 'close' button instead to eliminate confusion. Please add issues or enhancement requests to the issue tracker! Source Code also on Github. MIT License. Images (Removed IMGUR because I can't see it??) This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin. Usage: The three letters at the top of the window allow you to switch operation modes between slow-mo, hyper warp, and the rails warp editor. In the Space Center and Tracking Station, only "R" is available. Slow-motion: Hyper warp: Rails editor: ? Settings and Information Changelog Time Modding Notes (by Xaiier)
  4. Hello guys, I'm a new user to the fourm. I've been playing KSP for quite awhile on Windows, and it works great, but when I try to run on Ubuntu with limited Mods, the game crashes half-way through loading. I will post my KSP.log below. [snip]
  5. Game crashes as soon as try to EVA crash.dmp https://www.dropbox.com/s/sm72csvu23l6r8i/crash.dmp?dl=0 error.log https://www.dropbox.com/s/n2d7o0i47wbdbu1/error.log?dl=0 ksp.log https://www.dropbox.com/s/tziwwj6wvxcso7d/KSP.log?dl=0 output log https://www.dropbox.com/s/vzk3y4qmhb5nhlo/output_log.txt?dl=0
  6. Important note! Do not use on KSP 1.1.0! Weird things will happen, and it won't work! It requires at least KSP 1.1.1! About: This is an update of Vendan's mod of the same name. Like the original, Kerbals will now use Monopropellant for EVA fuel, instead of getting unlimited free fuel. The Kerbals take 5 units with them when they leave the ship, and return any leftover fuel back to the ship when they re-enter. New to this updated version: Rescue contract ships will give Kerbals 1 unit of fuel to reach safety, instead of leaving them totally stranded. Kerbal Inventory System's EVA tanks will also use Monopropellant to refill. (Props to IgorZ for the help.) The fuel type and fuel conversion ratio is configurable. (Much thanks to Shinsaka.) License & source code: The license is still MIT, like Vendan's original. The code is now at: https://github.com/AliceTheGorgon/EvaFuel. Downloads: https://github.com/AliceTheGorgon/EvaFuel/releases http://spacedock.info/mod/623/EvaFuel https://drive.google.com/folderview?id=0B4ps98pMWaZnSTZXSzNKUzJrMW8#list https://mega.nz/#F!3BZDxLJZ!RLnUBPlFUSV5Mn0LoJ08lg CKAN: The version for KSP 1.2.2 is live on CKAN. Changelog: Known issues: Entering a ship that has no monoprop storage causes the EVA fuel to vanish into the ether. Incompatibilities: Kerbalism Kerbalism and this mod both do similar "Kerbals use monoprop for EVA" things, and Kerbalism also changes the Kerbals to actually use straight monoprop instead of EVA Propellant. (This last part is especially confusing to EvaFuel.) Uninstallation: If your KIS EVA tanks don't work after removing this mod, open the saved game in a text editor, and replace all instances of ModuleKISItemEvaPropellantProxy with ModuleKISItemEvaPropellant. This should only be a problem if you used exactly version 1.1 of EvaFuel.
  7. Seeing as Principia is getting to the point where it is quite useable, it seems to be a good time to do this. The challenge is fairly straight forward. A space station has been placed in a magical square orbit around Mun. The objective is to pilot the cargo vessel, which is in low Kerbin orbit, and rendezvous with the station, using as little delta V as possible. You will need a 1.2.2 installation of KSP with a stock planetary setup, and Principia Catalan, then load this save file. https://www.dropbox.com/s/d9vbdw0wba0jkxv/rendezvous.zip Rules: No use of cheats or performance altering mods. Telemetry and visual enhancement mods are allowed. Since this is not a docking challenge, you only have to park within a 100 meter distance from the station, with a relative velocity less than 0.3 m/s. Submissions are scored based on how much delta V remains after rendezvous is complete. The Kerbals must not exit the station. Also crashing into the station to slow down is not allowed The time limit is 5 Kerbin years. This is just a technicality since I can't be certain the orbit of the station will be stable 1000 years from now. This is not a super serious challenge so extensive documentation is not really required. Just post an screenshot showing your overall approach, and one after you've completed the challenge showing how much delta V you have left. However, feel free to show your approach in greater detail if you complete the challenge with a small amount of delta V.
  8. Lambda Station Decals This is mainly a repackaging and expansion of DeltaDizzy's Flag Pack. It consists of 11 flags by me and 14 by @cratercracker. Now compatible with Decal Stickers by @blackheart612. blackheart612 had no role in this mod's development. If you encounter a bug, report it with the Github Issue Tracker. If you don't, it will be ignored! You can use it in 1.3, but it has not been tested. cratercracker's flags are marked with the prefix "CC". Mine are Marked with the prefix "DD". It is compatible with all versions of KSP that support PNG flags. It only contains flags and the config files for the Decal Stickers. My flags were made in paint.net, and cratercracker's were made in MS Paint. Examples: All code is licensed under GPLv3. If you have contributions or suggestions, comment here: https://github.com/DeltaDizzy/Lambda-Station-Decals/issues/2 DOWNLOAD: Github The Curseforge link has been removed since I no longer have the time to maintain it. Anyone who would like to maintain the Curseforge page, please PM me. These mods can improve your experience: You will need this if you want to take advantage of the brand new compatibility. -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  9. DeltaDizzy's Flag Pack This thread has been moved and renamed at @cratercracker's request. The new thread can be found below.
  10. Hello everyone! Kerbal Space Program 1.2.2 is live! Here's the changelog for this patch: =================================== v1.2.2 ============================================================ +++ Bug Fixes * Fix crash to desktop when using Aero Overlay display and Part highlighting in Flight. * Fix one final GUI flickering issue regarding the Parts List Scrollbar. * Fix CommNet occlusion multiplier GUI setting. * Fix to prevent kerbals with existing name being created. * Fix MPL(Science lab) ladder sliding. * Fix Grass textures around Research and Development Facility. * Fix for corrupt save files breaking the resume menu. * Fix where some science experiments only trigger once on action groups. * Fix part action menus remaining on screen when switching to the Astronaut complex. * Fix Building Picker Lines in Space Center not being cleared when application loses focus. * Fix null reference exception when overwriting SubAssemblies in VAB/SPH. * Fix resource converters load percentage display not updating after start/stop. * Fix for several issues with the KSC flagpole outside the Administration Centre. * Fix for vessel on the Launch pad at Baikerbanur (KSC 2) blocking ability to launch vessels from the KSC. * Model fixes to the large drill part. * Fix some more Text overflows in GUI. * Fix where Fairings Disappears After using settings in flight. * Fix for strut connectors attaching below surface on SRB-KD25k. * Fix edge smoothing on Mk1 Inline. * Fix particle effects on drills. * Fix asteroid drill mass calculations. * Fix for selecting/focusing craft that are very late for maneuver nodes. * Fix for contracts app showing the wrong number of contracts. +++Modding Stuff * Add a common base class to all gameevents to allow mods to register and fire their own gameevents. * Add method for searching for gameevents and mods can register to other mods gameevents. * Add title to ResourceInfo so we can have a displayname that's not the key. +++LoadGameDialog When a game is saved it now creates an associated metadata file - called .loadmeta alongside the .sfs. This file contains a hash of the sfs save. When the loadgame dialog opens it will compare the hash in the .loadmeta file with the hash of the savegame, and if so it will use the data in the .loadmeta file for the load dialog details instead of parsing the whole save file. +++Miscellaneous Stuff * Biome refresh for Ike, Moho and Dres. * Add Right-Shift as a default secondary binding for editor scroll when not OSX. * Stop inactive aero/thermal data being shown in the editor scenes. * Add display format to difficulty options values. * Vessels now remember active navigation (Waypoints) when loading save games. * Apply Engineer bonuses to drills and ISRU correctly. * Update more details in DOxygen api docs. Cheers!
  11. Not ready to be reviewed on YouTube, still under heavy development Benjamin Kerman's Welding Supply Co. Is proud to present Ludicrous Propulsion Systems v.0.2.5.2 "Adding new throttleable hybrid engines and taller fuel tanks in all stock sizes since 4/11/17" Download here! (This alpha release includes just the hybrid engines and an interstage plate) Description: Have you ever felt tired of having to stack two Rockomax Jumbo-64's on top of each other? Have you ever felt like you could use a set of longer 0.625m Liquid Fuel Tanks? Have you ever wanted THROTTLEABLE SOLID FUEL BOOSTERS??? Well, you are in luck! Ludicrous Propulsion Systems adds all of these things to your game, as well as radial-size adapting LFO engines! Hybrid SRBs, longer and even longer fuel tanks, and more, LPS is the only solution to high part count. Pics!!! This mod is licensed under a MIT license. I have spent many hours working on the code, so I would appreciate it if you don't pass it off as your own work without at least mentioning me. Copyright (c) 2017, @Benjamin Kerman and @hedgey579 Source Code: The code is functional, but uses stock textures. We are still working on the final models and textures. I would be grateful for anyone to go through the code I have so far and make a bug report if you find anything wrong about it. Planned Features: Changelog: Known Problems: Compatibility: Ludicrous Propulsion Systems is currently compatible with: Engine Igniter: Download Engine Igniter Not compatible with KSP 1.3 RealPlume support coming soonTM Contributions: @hedgey579: Doing all the modeling and being my "partner in crime". @linuxgurugamer: Thanks for answering all my questions about .dll files. @Streetwind: Thanks for answering my questions about the differences between all the kinds of mods. @Nertea: Thank you for getting me into modding, as your mods were the first I downloaded. @Supercheese: Help with balancing part prices. Want to help? Feel free to make a pull request on my GitHub page for any of your mods. This mod includes ModuleManager (MM) and miniAVC, all credit for those goes to the authors @sarbian and @cybutek respectivly.
  12. Hello people of ksp! I have been having a problem with loading up ksp. its in both 1.2.2 and 1.3, and here are the mods I have: BDArmory, Cameratools, Hullcam VDS and scatterer. How do I post the crash log? thanks.
  13. Hello, I'm running the steam version of KSP and while I am able to run the 32bit version any attempt to start 64bit has resulted in an instant crash before even entering the loading screen. I have attempted to start in clean versions of both 1.3 and 1.2.2 to no avail. I am running 64 bit windows 10 version 1703 build 15063.296 with 16GB of RAM, Intel i7-4790 and a Geforce GTX 1060 SSC with MSI afterburner v. 4.3.0 and Rivatuner at v.6.5.0. 1.3 Crash logs https://www.dropbox.com/sh/aolcfj8fbd9qvy1/AABDny17Kkn5LMP8dYe1SU-ba?dl=0 1.2.2 Crash logs https://www.dropbox.com/sh/pjo20itxn51rlde/AAAxTrAEE9lmh-1CGqyJGOLwa?dl=0 If any other information is needed please ask. *UPDATE* Updated Rivatuner to 7.0.0 Beta 19 and Nvidia driver to 382.33. Issue has subsided, remove at earliest opportunity or leave open for future reference.
  14. So, I finally came back to playing KSP, gradually and carefully built my mod list... only to realize that the game is unplayable with my mod setup (nothing excessive, mind you - all fits under 2Gb). I have not "the latest and greatest" but still a pretty decent CPU, GTX780, 16G ram. EDIT: Removed "observations from prior versions" comment because I did proper testing with 1.1.3 and found that it was just false memory on my part - tendencies are the same in terms of slowness (except that 1.1.3 is ~25-30% slower overall). Now in 1.2.2 (identical behavior in 1.2.9, at least for those mods that work with it) I see huge performance hits. Example: a 300-part airplane on the runway: 1. Full stock: 50fps, down to 35 over ocean (btw, why such a drastic drop in fps, when there is little to render and nothing has changed in physics/parts?) 2. Scatterer: 48-35 fps 3. Scatterer + Kopernicus + SVT: 41-29 fps 4a. SVE + SVT (+EVE, Kopernicus, Scatterer)): 21-12 fps 4b. Same mods, but flying Aeris 3a: 60-44 fps (!!!) 5. KJR only: 31-12 fps (!!) So, these are heavy visual mods and one physics mod, so one would expect a performance hit (even though it was not nearly as noticeable in 1.1.3). BTW, at no point do I get 100% CPU core usage - at most it goes up to ~75%, with a couple more cores at ~25-30%. Graphics is definitely not the bottleneck either (see 1 and 4a/b above). So, what if we install a few essential and light-weight mods that should, in theory, have minimal impact on in-flight performance? 6a. MM, Toolbar, Better burn time, Better time warp, KAC, CCK, CRP, CTT, AGX, EasyVesselSwitch, EditorExtensions, KAS, KIS, MechJeb2, Docking alignment, Vanguard Parachutes, no KJR, same 300-parts airplane: 31-25fps (just a reminder - 50-35fps in pure stock). 6b. Same mods, but flying Aeris 3A: 60 fps (limit!!!). At some point I tended to blame the total memory footprint as being the culprit, but it does not seem to be the case - although total RAM consumption and part count (existing in game, not on vessel on in the scene) does have some effect, it is nothing compared to number of mod DLLs installed. Conclusion: what (tf) is going on here? Why mods that should not work on per-part basis (visual enhancements, utility non-physics mods) slow the game down proportionally to the size of the craft? And even if, for some bizarre reason, they are called on each part, why the execution is so slow for what is essentially just a few lines of code (from my long-past days of hands-on programming, this feels like every call to third-party procedures is wrapped in several layers or extreme debug exception handling - btw, no exceptions reported in the log)? Do you experience something similar, or perhaps you have 200 mods and more than 5GB in GameData folder and yet everything runs just as smoothly as in stock? Either way, please report your experiences here (keep it civil, avoid excessive quoting, and include your rig configuration and specific test results if available).
  15. This is the official thread for the Kerbal Galactic Expansion mod. This mod adds new star systems to Kerbal Space Program Prerequisites: Most recent version of Kopernicus. Images: http://imgur.com/a/uEfmo Releases: Release v0.3 is now available on both sites. Changelog: v0.3 - Version: "How the heck does finalizeOrbit work?" Added the Kel system Added the Kernol system Added the Kiris binary system Added a new planet to the Kerbol system Added rings and a corona to Xurbol Moved Kerbol System closer to the Xurbol to minimize floating point errors and orbits shifting Cleaned up the file system Known Issues Xurbol's rings appear extremely dim in the tracking station Xurbol's rings can be seen through it when zoomed out Some planets are have low quality textures Planned Features More star sytems(like 1 or 2, 3 at most) Black hole gamma ray bursts More detailed rings on Xurbol Wormholes(most likely wont happen) SigmaBinary support Expand the Kel system(more planets and maybe binary) Biome maps -Brightness curves on the stars v0.2 - Version: "I guess this is an actual project I'm doing now" Added small asteroid like planet in the asteroid belt named Kre Re-did the Trappist-1 star to have a corona Smoothed out terrain Re-aligned some of the planets to be tidally locked Switched Trappist-1b and c SpaceDock: https://spacedock.info/mod/1232/Kerbal Galactic Expansion GitHub: https://github.com/RyderReed15/KerbalGalacticExpansion/releases If you have any comments or bugs please leave a reply on this thread or on the GitHub repository. License: MIT
  16. Hi, I'm playing KSP for 2 months and have Some Experience, But to Some cause, I needed to re-start my Game and Now I'm in Early-Mid Carrer. As in this Phase Many, Build subassemblies for Fast and Effective Missions. Most subassemblies are Launcher. I want to Request our Modders to Create a Mod that creates a Report for a Launcher about its Specification. I.E. Weight, Thrust, Delta-V, Thrust Vectoring, Speed and most Important for Choosing a Perfect Launcher, A Launch Capability Report, about, Weight to Low Kerbin Orbit, Kerbin Stationary Transfer, Stationary Orbit and Trans-Munar and Trans-Minmas Injection Orbit. Plz Recommended An Mod or Create one, Its an Idea for Modders not a Planned Project. Plz ,Thanks
  17. OK. I'm a semi-new player, and i started with ckan because once i found the "advanced tweakables" option in settings, the game got pretty simple... on ALL difficulties. but, I'm still new and with the volume of mods... basically, I'm looking for a "must-have" list of mods that are realism based, add a bit more challenge, and DON'T add too many buttons. the 70 some mods i have are mostly parts (science mostly, but also bases and colonization-type), and seti/umbm/tac... but they seem to rely on other mods that create buttons on the toolbar that get overwhelming at this point. so,.. I NEED YOUR HAAALP! lol
  18. In KSP 1.2.2 there is an extension for GameEvents that allows mods to register their own GameEvents and for any Mod to find and register a callback for said GameEvents. How to use (example): Define your GameEvent as a static in Mod A: public static EventData<Part, ProtoCrewMember> onKerbalFrozen; and Initialize it somewhere early before ModB tries to find and register it. onKerbalFrozen = new EventData<Part, ProtoCrewMember>("onKerbalFrozen"); Find the GameEvent and register a callback in ModB: private EventData<Part, ProtoCrewMember> onKerbalFrozenEvent; ... //in say Awake or Start: onKerbalFrozenEvent = GameEvents.FindEvent<EventData<Part, ProtoCrewMember>>("onKerbalFrozen"); if (onKerbalFrozenEvent != null) onKerbalFrozenEvent.Add(onKerbalFrozen); //don't forget to remove them in OnDestroy: if (onKerbalFrozenEvent != null) onKerbalFrozenEvent.Remove(onKerbalFrozen); Fire your event at the appropriate time from Mod A: DFGameEvents.onKerbalFrozen.Fire(this.part, CrewMember); ModB callback will be called.
  19. I have built my own engines for KSP by the usual methods; Blender, Unity, and then modifying a .cfg file to fit my specific engine. The engines work just great in KSP 1.1.3. However, when I install them in KSP 1.2.2, they have no thrust. They use fuel, produce smoke, and make noise; they just do not have any thrust on the pad and no thrust is computed on the stats in the VAB. I am using a completely stock install of 1.2.2, except for the engines, which are in their folder under GameData. Here are two photos of the same part in action in both versions. Here is my .cfg file: PART { name = hybridFirstStage module = Part author = Peter Balholm, after Kartoffelkuchen mesh = model.mu rescaleFactor = 0.7 node_stack_top = 0.0, 33.42, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -4.4, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = start entryCost = 0 cost = 2000 category = Engine subcategory = 0 title = Hybrid First Stage Engine manufacturer = Sarawak Tank Company description = A hybrid rocket engine which can be clustered to build the first stage of the Cassandra rocket. The oxidizer tank is bamboo plywood and holds nitrous oxide pressurized with gaseous oxygen. The fuel is paraffin wax and powdered aluminum. The sea-level nozzle made of Baekelite reinforced with asbestos fiber. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 // --- standard part parameters --- mass = 3.33 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 breakingForce = 200 breakingTorque = 200 maxTemp = 3600 RESOURCE { name = LiquidFuel amount = 6012 maxAmount = 6012 } RESOURCE { name = Oxidizer amount = 24048 maxAmount = 24048 } EFFECTS { running_closed { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_veryLarge transformName = smokePoint emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } MODEL_MULTI_PARTICLE { modelName = Squad/FX/ksX_Exhaust transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = smokePoint oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform engineID = AJ-26-62 runningEffectName = running_closed exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 924 useEngineResponseTime = False engineAccelerationSpeed = 20 heatProduction = 400 fxOffset = 0, 0, 1.5 PROPELLANT { name = LiquidFuel ratio = 0.4 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.6 } atmosphereCurve { key = 0 345 key = 1 268 } } MODULE { name = ModuleGimbal gimbalTransformName = AJ-62_Engine_Nozzle gimbalRange = 4 } MODULE { name = ModuleAnimateHeat ThermalAnim = --None-- } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 8.0 } } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 isTweakable = false hideFlow = true } }
  20. I will introduce the Black Hole Tanks Mod. (As soon as i have a picture of its modal i will upload it) The Black hole tanks mod allows one to use the Two tanks (One LFO and the other Ore) to hold large volumes of material (such as Ore and LFO) in a Smaller package than would normally be required. Make by Daquan Kerman the two tanks Dry mass is 20 tons (in order to discourage intrepid SSTO Users from adding 15 Mamoths to it) but holds an amazing 12000 LF and 14666.67 Oxidizer. the Ore tanks wet mass has yet to be determined. The tanks do retain their full wet mass, as in order to also discourage its use as a main stage fuel tank for it is meant for Satellites and ground stations Im trying to build some support and would happily accept anyone willing to help me test the tanks. I am also accepting anyones help in modeling, New ideas, or even just Balancing. All suggestions for parts would be happily accepted. https://github.com/Darknesshas1/DK-BHTanks Benjamin Kermen (My cocreator), Linuxgurugamer (Helping us with the .dll) and I are working together on this mod. It is my first so i have no clue what i'm doing, and am happy for all of the help they're providing
  21. Hi from the depths of Lag, i have a request for procedural parts to be revived and updated to ksp 1.2.2
  22. I trying to use realism overhaul and rp-0 and make a mod pack that works. I been trying to make one but I keep getting where u can't select parts in vab or sphere I need help
  23. Chatterer+ This add-on adds additional chatter for your game! Current version: 0.4 Requres Chatterer to work! So currently it adds: Apollo 15 chatter(still in work) Apollo 8 chatter (in work too) Mercury 6 chatter (in work...) Installation: Paste GameData in your game folder(overwrite if new version); In chatter menu(settings tab) enable show additional stettings; In chatter menu press ChatterSets and type apollo15, apollo8 and mercury6; Press Load; Check it. Picture: To do list: Known issues: Mercury 6 chatter is a litle bit loud. I`l fix it. Changelog: 0.4 Added Mercury 6 chatter Licensed under: CC-BY Attribution 4.0 International Download: Spacedock Dropbox
  24. THIS MOD WILL ADD THE TAU CETI SYSTEM INTO YOUR GAME. IT IS CURRENTLY A WIP AND IS NOT YET RELEASED, BUT I HOPE TO RELEASE IT IN THE VERY NEAR FUTURE. -------------------------------------------------------------------------------------------------------------------------------------------------------------- Anyways, this mod adds in Tau Ceti, it's 5 planets, and 2 fictional moons at 11.9 (Kerbal) light years away, so it will take some real effort to get there! -------------------------------------------------------------------------------------------------------------------------------------------------------------- SCREENSHOTS: None ATM DOWNLOAD: None ATM THE SYSTEM:
  25. Hi, I'm new to Forums, asking. I have launched lots of Exploration Mission, in Early Carrer, Mostly were Science-Return and a small Parachute helped a lot. Now, I have started Crewed Exploration, and I'm facing Reentry problems, it's good at de-orbit, but I have plans to Direct Re-Entry like Appolo-Style, Controlled Ballistic Reentry. I have Tried It from Kerbin Stationary Orbit, Wirh 3 Drag and 3 Mains, Drags get it slow, but very high altitude, I'm planning such Entry from Minimus, with 1 Drag and 3 mains and after a long atmospheric flight at low angle. Can someone help me calculating the Speed Before Re-entry, AP is 50,000,000 M. Plz. I have Launched such first mission and is enrouted to Minimus, Plz.