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Found 41 results

  1. 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
  2. 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
  3. 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.
  4. 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 = 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 } }
  5. 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. 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
  6. Benjamin Kerman's Welding Supply Co. Is proud to present Ludicrous Propulsion Systems v. "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: 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.
  7. Hi from the depths of Lag, i have a request for procedural parts to be revived and updated to ksp 1.2.2
  8. 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
  9. 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).
  10. 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
  11. 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:
  12. 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.
  13. 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!
  14. Dear Kerbals, I have been searching for a mod to change the color of parts (stock/vanilla); For example when wanting to make a SR-71. Can you help me find this mod? If that is not the case I would like to request it now, but that's not all! I am a first year programmer or 'software developer' (c#). I would like to team up with people to make this mod, else { just chatting about programming also is cool. } Greetings
  15. Big thanks to @Cunjo Carl for bringing this challenge up to date! Amelia Earhart was an American pilot who tried to fly around the world in her Lockheed Model 10 Electra-plane. Unfortunately, she crashed her plane, and was never found. The Earhart Challenge is following in her footsteps (without the crashing hopefully though). The challenge primarily takes place on Laythe, one of the five moons of Jool, and the only other planet than Kerbin with an atmosphere containing oxygen. This brings the opportunity to use jet engines. The challenge is an opportunity to get a look around on Laythe. You have 10 islands, one of them harder to get to plant a flag on than the other. When you visit an island you must plant a flag to points. The challenge has two modes, "Realistic mode" where you must launch from Kerbin get too Laythe and get back to orbit to finish your challenge. My recommended crafts here are: a big tug to bring you out there, a plane to fly around and plant the flags and a lander that you use to get back into orbit after finishing And "Casual mode" where you can use Hyperedit to get to a specific position on Laythe and then fly from there if you don't feel like doing the whole interplanetary travel. My recommended craft for casual mode is a plane so you can get around on Laythe and plant all the flags. How to use Hyperedit in the spoiler and download link below: Get it here Rules: You should plant a flag at every island you want points for. But if you want points for island number 7, you must visit and plant a flag on 6, 5, 4... It doesn't matter in what order you visit them, as long as you visit everything up till the number you finish on. You can use two (realistic) or one (casual) launches to make the ship. Eg. one launch for a rocket to push you out there, and one launch for a plane. The mods allowed are: Mechjeb KER Mk IV Spaceplane Systems (only the fuselage parts and the docking ports, so no engines, intakes, structural parts or RCS) You can also use mods that don't bring an advantage like Remote Tech or TAC... Hyperedit (Casual mode only of course) Partclipping is not allowed and no debug menu. (you can clip engines, liquid fuel tanks, and intakes into wings tho') You are allowed to use ISRU to refuel your craft. Your craft must carry at least four kerbals. You can not lose anyone on the way, and if you choose to land back at kerbin you should also land them all. Point system: Island points: The islands are in the hidden "box" further below with pictures. This here is only the names of the islands and the number of points they each assure you by planting a flag on them. The easy one: 100p The where to land?: 200p The slightly harder one: 300p The Australia: 400p The Chinese dragon-ish one: 500p The bumpy runway: 600p The New Zealand: 700p The high(run)way: 800p The tiny one: 900p The you can't see it without zooming one: 1000p +425p for an actual landing at the island Bonus points: 500p for using a boat to reach all the islands. (no flying, no driving, only sailing) 300p for only using two Juno engines and two small intakes to power yourself on Laythe. 100p for using a seaplane. This means that your plane can't have any landing gear, except if it is an SSTO. If you plan to leave Kerbin on landing gear, you must decouple your landing gear before entering Laythe's atmosphere. This also means that you will either have to swim to land with a kerbal or bring a small boat. 700p for using one SSTO for everything. (Realistic mode only) 600p for returning all kerbals back to Kerbin. (Realistic mode only) Multipliers and dividers: This is to get more difference and better competition between the people trying. p=price fs=final score s=score (all your points added together) P=parts Realistic mode: Your score minus the square root of the price of your craft(s) combined: s-√p=fs Let's say I' got a score of 3500 and one of my ships cost 200,000, while the other one costs 500,000 my equation would be: 3500-√700,000=2663.34 Casual mode: You shall minus your score with the number of parts times 2.5: s-P*2.5=fs Lets say I have a score of 600 after visiting the first three islands and my craft uses 58 parts this means my equation would look like this: 600-58*2.5=455 Images: The images are helping me to see if you have done what you needed to do. And a classic rule on the forum is "No pics, no clicks", so if you want just a little applause, you will help yourself by inserting pictures. Realistic mode: You must have a picture of your craft(s) at the launchpad or runway before launching them. You must have a picture of your craft(s) going up through the atmosphere. You must have a picture of your craft trajectory out to Jool. You must have a picture of your craft on the island or next to it before you plant a flag. You must have a picture of a kerbal standing next to the flag. A picture of you in orbit around Laythe after you've planted all the flags you want. You must have a picture of your kerbals standing back at kerbin (if you chose to go back) Casual mode: You must have a picture of your craft at the launchpad or runway before Hypereditting them. You must have an image of the place you land after Hypereditting. You must have a picture of your craft on the island or next to it before you plant a flag. You must have a picture of a kerbal standing next to the flag. The islands you can land on to get points: Somewhere at every island, there is a "flag" like this to help you with guidance while flying. (except for "The tiny one". Here the flag is on a northern island, so it won't disturb your landings) Savefile here Just create a folder and place the "persistent. sfs " file inside. Place the folder in your saves folder, start the game and fly! ______________________________________________________________________________________________________________________________________________________________________ Leaderboards: There will be two leaderboards, one for all the people who are used to doing interplanetary travels and know how everything works. And one for all the people who might just have reached Minmus, or maybe even Duna. If you are one of the people who can do this with your hands tied on your back (or not), you can get on the "Realistic mode" leaderboard. If you just wanna try and see how everything will work out, you can get on the "Casual mode" leaderboard. Realistic mode: The King: 2. 3. 4. 5. Casual mode: The Lord: 2. 3. 4. 5.
  16. The Dwarf Star is a mod that adds a tiny red dwarf carbon star1 that, as of now, adds 2 planets, which orbit the star (Which is named 'Phoenix'). I'm also going for a user-based approach, where users here can suggest planets/moons2 to be added around Phoenix. -------------------------------------------------------------------------------------------------------------------------------------------------------------- Current Objects: PHOENIX: Phoenix is a tiny, tiny L-type main sequence carbon star with a soot-grey3 atmosphere and 1 planet orbiting it. REKIESSE: With its great bulk, deadly features and great proximity to the star, this planet proves the most daunting of all the Phoenix worlds and it eludes all reasoning. The only supporting knowledge for its presence is that it formed at or beyond the outer border of the habitable zone and migrated in. SEPTIS: A planet just a tad larger than Kerbin, but with a bit less gravity. It's close enough to Phoenix to feel quite a lot of tidal friction, but isn't close enough to be a molten wasteland. The surface is dotted with volcanoes, as well as patches of blue-black bacteria. No water is on the surface, but there are pockets underground that the bacteria feast on. NEEBRILLE: Neebrille is a large planet almost entirely made of water, except for the iron core, and some small archipelagos floating ontop of the liquid water. Most of the water is frozen because of low temperatures or high pressures, but there is a wide equatorial 'river' that is liquid. ABRAXA: Abraxa is a cold, dark world with a hot side covered in liquid ammonia. The planet is smack in the middle of the ammonia based habitable zone, so it's feasible for hosting alien life, and Abraxa will likely be the last refuge for kerbalkind once the Sun dies. -------------------------------------------------------------------------------------------------------------------------------------------------------------- Thanks to: Me, for making the mod @ProtoJeb21, who helps with the planets. @JadeOfMaar, who makes the resource configs so you can mine the $%&# out of the planets! -------------------------------------------------------------------------------------------------------------------------------------------------------------- DOWNLOAD: Dwarf Star PICS: DEPENDENCIES: Kopernicus (Packaged with the mod) RECOMMENDATIONS: KSP Interstellar Revived RoverDude's Standalone Warp Drive -------------------------------------------------------------------------------------------------------------------------------------------------------------- 1: I specifically stated that it's a red dwarf, as most carbon stars are red giants. 2: They have to be plausible. So no moons or magnificent, Saturn-like rings around a planet that orbits Phoenix every 1 day. Also, try and make them unique, not something everyone and their mother has done before. Even better, if your planet is supposed to have life, research the solvent liquid for this life to confirm it can make life of some sort occur naturally. 3: Yes, I spell grey like that. Deal with it. -------------------------------------------------------------------------------------------------------------------------------------------------------------- Also, please note that Phoenix doesn't just have an ammonia-based habitable zone. It also has methane-based, water-based, chlorine-based, sulfur-based, etc habitable zones, just like every other star (Including the Sun).
  17. I love this game so much but I found one thing missing. I was wondering if there was a mod for 1.2.2 that has a structural plate that you can shift and morph like procedural wings. If not, if anyone would be kind enough to provice a step-by-step to modifying or adding the part myself. If not, pointing to something to help me do that, would be very nice. Thank you all in advance.
  18. Hello, I have TestFlight installed and screen shot of my very first rocket with the Aerobee engine. My Issue is the the Aerobee never burns for 50sec. It fails at about 10secs or 3.6km altitude every single time. I have doubled checked the fuel mixture and doesn't seem like an issue(see screenshot). I had the EngineGUI open and the Thrust/Drag ratio keeps dropping and the engine fails with the message "No more ignitions left". Is this is bug or a feature? I tried flying the same rocket multiple times hoping the failure rate reduces but it consistently fails at same point. So confused!! KSP: 1.2.2 RO: v11.4.1(Pre-release v2) TestFlight-Core: v1.8.0.0 Thanks
  19. 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)
  20. Hello everyone! This is an upcoming addon that I plan to release ~April 2017! You lucky lads and lasses might get it earlier if I can work hard enough. Right now, we only have space engine alpha screenshots. I'm looking for Devs to help me (For free, it's voluntarily, as all coding is) as I am stuck. I can do stars at the current moment. Gas Giant Hedsa. Orbits star Kernius. Largest moon of Hedsa, named Flairion. Smallest moon of Hedsa, dubbed Encharged, as it contains a huge amount of Thorium. It was formed from a Mars / Duna sized rock that hit the planet that was primarily made from Thorium, Plutonium and Urainium, so as it decayed over thousands of years, it heated the planet so it was warm, resulting in a mini star. This is the remains of this. A mini gas planet, which was knocked off from Hedsa and clumped together, resulting this gas ball that looks like it is moving. Unnamed moon 1 That all so far! Hope you enjoy!
  21. This mod adds keyboard lighting functionality to Kerbal Space Program. Talking about it really doesn't do it much good. Take a look at this awesome video from GameInstructor, who tested the mod and explains it very comprehensively: Features Function keys 1 to 0 are only lit, if the underlying action group actually does anything. The keys are displayed in two different colors, depending on whether the action group is toggled or not. The keys for SAS, RCS, Gears, Lights and the Brakes are lit up in different colors, indicating if the respective system was activated or not. The amount of resources in the current stage is displayed on your keypad and the keys to the left of it (PrtScr, ScrLk, ..., PageDown) The color of W, A, S, D, E and Q varies slightly depending on whether you're in precision or normal steering mode The keys for timewarp control are lit either red for physics timewarp or green for normal timewarp Full list of game effects Stylized Kerbal Space Program logo that fades in on every scene that does not contain any noteworthy keyboard interaction (pressing Escape to go to the menu not being noteworthy enough to light up the key) In the vessel editor, different kinds of keysets are lit up according to the current editor mode. Control keys and toggleable function keys are lit up in different colors, showing whether the function is switched on or off during flight. Reduced keyset lit for EVA mode Resource gauges displayed on the keypad and the keys above the UpDownLeftRight keys. Power failure animation on vessels that need power to be controllable Crash animation that triggers when crashing a vessel's root part Splashdown animation that triggers, when landing on water. Vessel electricity status displayed on any Razer mouse and mousepad connected Vessel heat displayed in three colors (blue = cool, red = warm/hot, yellow = you're in trouble), uses the scrollwheel and logo on mice and the bottom LEDs on the mousepad. "Dear GF, please don't disturb me now" feature on the headset. The device is colored red, when you can't quicksave right now. Turns green once quicksave is allowed again. Vessel height above ground displayed on F1 to F4 keys (F1 = 10m, F2 = 50m, F3 = 100m, F4 = 1000m). The intensity changes, e.g. if F1 is fully lit and F2 is half lit, you are 30 meters above ground. Installation Unzip the release archive and place the KSPChromaControl folder in your KSP GameData directory. Start KSP and witness the awesomeness of highlighted function keys while kerbaling through space (optional) Move the file ChromaAppInfo.xml from the mod folder into the KSP folder, to allow Synapse to recognize the game properly. Download: License: GPLv3 Enjoy!
  22. 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: Downloads:!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.
  23. DeltaDizzy's Flag Pack So, here I am! It's just some flags I made in, so I hope they aren't too bad. They are NOT DIRECT COPIES of anything. If they are, it's just a coincidence and please to point it out so I can fix it. More are coming, so don't freak out. I am also free to suggestions, although I make this in my free time, so it could be a while. Feel free to send Screenshots of your Flagpole/Kerbals/Ships if you want an ABSTRACT flag INSPIRED by it. No, it isn't on CKAN, but if anyone wants to put it on there, just ask me first. Now with 77.8% more content from @cratercracker! If you want a specific logo, tell me which one by PMing me the name, and if it's modded, a picture. If you want to find out more about the geometric ones, go HERE. Licence: CC BY-NC-SA Download: Github (Recommended) CurseForge
  24. I'm on Linux: $ uname -a Linux metric 4.8.0-41-generic #44-Ubuntu SMP Fri Mar 3 15:27:17 UTC 2017 x86_64 x86_64 x86_64 GNU/Linux This behaviour occurs from both the 32- and 64-bit launchers. The game is stock, from Steam, with no modifications at all. The game starts, some logs are generated, but the output is a black screen. Not even the loading screen appears. The program hangs like this until either terminated, or after a minute or two at which point it silently dies on its own. Unity Log $ cat ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log ../common/pipes.cpp (769) : Assertion Failed: fatal stalled cross-thread pipe ../common/pipes.cpp (769) : Fatal assert failed: ../common/pipes.cpp, line 769. Application exiting. Assert( Assertion Failed: fatal stalled cross-thread pipe ):../common/pipes.cpp:769 _ExitOnFatalAssert crash_20170319164726_2.dmp[6854]: Uploading dump (out-of-process) /tmp/dumps/crash_20170319164726_2.dmp crash_20170319164726_2.dmp[6854]: Finished uploading minidump (out-of-process): success = no crash_20170319164726_2.dmp[6854]: error: cannot open shared object file: No such file or directory crash_20170319164726_2.dmp[6854]: file ''/tmp/dumps/crash_20170319164726_2.dmp'', upload no: '' cannot open shared object file: No such file or directory'' _polygon_offset GL_EXT_subtexture GL_EXT_texture_object GL_EXT_vertex_array GL_EXT_compiled_vertex_array GL_EXT_texture GL_EXT_texture3D GL_IBM_rasterpos_clip GL_ARB_point_parameters GL_EXT_draw_range_elements GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_separate_specular_color GL_EXT_texture_edge_clamp GL_SGIS_generate_mipmap GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod 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GLX_INTEL_swap_event Setting maxVSyncInterval to 4 GL: Detected 1024 MB VRAM AudioManager: Using PulseAudio: Default Output Device Begin MonoManager ReloadAssembly Platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/UnityEngine.dll (this message is harmless) Loading /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/UnityEngine.dll into Unity Child Domain Platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/Assembly-CSharp-firstpass.dll (this message is harmless) Loading /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/Assembly-CSharp-firstpass.dll into Unity Child Domain Platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/Assembly-CSharp.dll (this message is harmless) Loading /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/Assembly-CSharp.dll into Unity Child Domain Platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/Assembly-UnityScript-firstpass.dll (this message is harmless) Loading /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/Assembly-UnityScript-firstpass.dll into Unity Child Domain Platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/Assembly-UnityScript.dll (this message is harmless) Loading /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/Assembly-UnityScript.dll into Unity Child Domain Platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/UnityEngine.UI.dll (this message is harmless) Loading /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/UnityEngine.UI.dll into Unity Child Domain Platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/UnityEngine.Networking.dll (this message is harmless) Loading /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/UnityEngine.Networking.dll into Unity Child Domain Platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/Mono.Cecil.dll (this message is harmless) Loading /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/Mono.Cecil.dll into Unity Child Domain Platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/KSPAssets.dll (this message is harmless) Loading /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/KSPAssets.dll into Unity Child Domain Platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/TrackIRUnity.dll (this message is harmless) Loading /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/TrackIRUnity.dll into Unity Child Domain Platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/xmldiffpatch.dll (this message is harmless) Loading /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/xmldiffpatch.dll into Unity Child Domain Platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/XmlDiffPatch.View.dll (this message is harmless) Loading /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/XmlDiffPatch.View.dll into Unity Child Domain - Completed reload, in 0.074 seconds Platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/System.Core.dll (this message is harmless) Platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/System.dll (this message is harmless) Platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/Boo.Lang.dll (this message is harmless) Platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/System.Xml.dll (this message is harmless) Default vsync count 0 requesting resize 1680 x 1050 Selecting FBConfig GLX_FBCONFIG_ID=159 GLX_BUFFER_SIZE=32 GLX_DOUBLEBUFFER=1 GLX_RED_SIZE=8 GLX_GREEN_SIZE=8 GLX_BLUE_SIZE=8 GLX_ALPHA_SIZE=8 GLX_DEPTH_SIZE=24 GLX_STENCIL_SIZE=8 GLX_SAMPLES_ARB=2 GLX_SAMPLE_BUFFERS_ARB=1 GLX_STEREO=0 GLX_CONFIG_CAVEAT=NONE requesting fullscreen 1680 x 1050 at 0 Hz Desktop is 3280 x 1200 @ 60 Hz Using libudev for joystick management Importing game controller configs UnloadTime: 3.440000 ms Release Build (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [KSP Version]: (LinuxPlayer) ==================================== (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [Input Devices]: (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [Input Devices]: (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Launcher Settings File exists (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Launcher disabled? False (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Launcher after checking file: False (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) ******* Log Initiated for Kerbal Space Program - (LinuxPlayer) ******* (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Changing real window size to 1680 x 1050 Ignoring window size change to 1680x1050 : waiting for fullscreen at 1680x1050 Changing real window size to 1680 x 1050 Changing real window size to 1680 x 1050 Changing real window size to 1680 x 1050 Changing real window size to 1680 x 1050 Changing real window size to 1680 x 1050 Changing real window size to 1680 x 1050 PhysicsGlobals: Loading database (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) ActionCanvas MASK: 3458764513820540928 (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) AppCanvas MASK: 3458764513820540928 (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) MainCanvas MASK: 3458764513820540928 (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Load(Assembly): Squad/Plugins/KSPSteamCtrlr (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) AssemblyLoader: Loading assembly at /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/GameData/Squad/Plugins/KSPSteamCtrlr.dll (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Load(Assembly): Squad/Plugins/Steamworks.NET (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) AssemblyLoader: Loading assembly at /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/GameData/Squad/Plugins/Steamworks.NET.dll (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) AssemblyLoader: Loading assemblies (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Non platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/GameData/Squad/Plugins/KSPSteamCtrlr.dll (this message is harmless) Non platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/GameData/Squad/Plugins/Steamworks.NET.dll (this message is harmless) VesselModules: Found VesselModule of type CommNetVessel with order 999 (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) VesselModules: Found VesselModule of type FlightIntegrator with order 0 (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) VesselModules: Found 2 VesselModule types (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) ************************************************************************ Environment Info Unix 7FFFFFFFFFFFFFFF Args: KSP.x86_64 Mod DLLs found: Stock assembly: Assembly-CSharp v1.0.0.0 Stock assembly: KSPSteamCtrlr v0.0.1.35 Stock assembly: Steamworks.NET v9.0.0.0 / v9.0.0 Folders and files in GameData: Stock folder: Squad .DS_Store ************************************************************************ (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [AddonLoader]: Instantiating addon 'KSPSteamController' from assembly 'KSPSteamCtrlr' (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) KSP Log $ cat ~/.local/share/Steam/steamapps/common/Kerbal\ Space\ Program/KSP.log [LOG 16:44:25.580] ******* Log Initiated for Kerbal Space Program - (LinuxPlayer) ******* Kerbal Space Program - (LinuxPlayer) OS: Linux 4.8 Ubuntu 16.10 64bit CPU: Intel(R) Xeon(R) CPU X5450 @ 3.00GHz (8) RAM: 30914 GPU: Gallium 0.4 on AMD CAPE VERDE (DRM 2.46.0 / 4.8.0-41-generic, LLVM 3.8.1) (1024MB) SM: 30 (OpenGL 3.0 [3.0 Mesa 12.0.6]) RT Formats: ARGB32, Depth, ARGBHalf, Shadowmap, RGB565, ARGB4444, ARGB1555, Default, ARGB2101010, DefaultHDR, ARGBFloat, RGFloat, RGHalf, RFloat, RHalf, R8 Log started: Sun, Mar 19, 2017 16:44:25 Launcher Output $ ~/.local/share/Steam/steamapps/common/Kerbal\ Space\ Program/KSP.x86_64 Found path: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP.x86_64 Mono path[0] = '/home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed' Mono path[1] = '/home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Mono' Mono config path = '/home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Mono/etc' displaymanager : xrandr version warning. 1.5 client has 6 screens displaymanager screen (0)(DisplayPort-0): 1680 x 1050 displaymanager screen (1)(DVI-0): 1600 x 1200 Using libudev for joystick management Importing game controller configs Terminated
  25. Hello, Is there a mod for ksp 1.2.2 that adds some kind of proximity sensor? That it beeps or something when another ship or object is nearby? Thank you