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Found 10 results

  1. I have this one problem where all stock RCS tanks are gone. Now I have super thin modded ones. And stock landing legs have 100000000 stress tolerance. I don't know which mod causes this and if its intentional... PLS NO. I am so liquided cuz my entire Mun base is gone because it "contains inexistent or locked parts" I want to have mods that don't exploit the game like the weird durability on landing legs. Here are the mods I use: Airplane plus, Atmosphere autopilot, BDArmory, Cryo engines, DMagic science, Docking port alignment, Feline utility rovers, Flag decals, Fuel tanks plus, Glass things, KAS, KIS, Kerbal planetary base systems, Kerbal atomics, Kerbonov, Structure pack, MK4 spaceplane system, Modular rocket system, Near future construction, Near future electrical, Near future propulsion, Near future solar, Near future spacecraft, OPT, Orion, PlanetShine, SpaceY lifters, SpaceY expanded, SSTU, Station parts expansion, Tweakscale. Anyone know what causes the above?
  2. 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 on your Flagpole/Kerbals/Ships. License: CC BY-NC-SA 4.0 Download: Github
  3. 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
  4. Ok, so you have built your 37th space station and keep needing larger stations. You have built monstrous craft to try and find a way to lift most of the station in one go. By the time the craft is done, it contains hundreds of parts. You launch it, and your system starts laughing uncontrollably, and finally manages to say “You want to go where?” That is without any payload yet. If that describes you, then this is for you. You have proved you can do what it takes, you now just want to move on and colonize the universe. This is a single part SSTO cargo hauler. It started out as a Delta Wing, I swear. Don't even ask how it ended up this shape. Any way. It attempts to be all things to all men at all times. It contains most of what you need to get to orbit. I was tired of long thin transport vehicles, so it has a large squarish cargo bay. Still on the flat side, the craft does have to be at least wingish in shape. The top opens up either as 2 gull wings, or as a whole. Some form of mod, like FS hangar Extender, which allows you to build outside the VAB or SPH is highly recommended. It has a large number of attachment nodes on the back to try and satisfy almost any engine configuration you please. Yes I know near the middle, there are 4 pairs of nodes very close together, the reason is so you can either have a circle round the center engine, or the first row in line vertically like the rest. Inside the bay I provided quite a few nodes as well on the front, back, sides and floor. If you have trouble using the nodes inside, I have found, that bringing the camera very close to the node, helps. This can especially be necessary when trying to detach parts once placed. The camera has to be at least inside the bay. Kerbals can enter the bay through the airlock in the bay. There are a set of nodes on the side, but they will most probably not see much use, it is merely as a reference for the one flat area on the center rim, but use it as you please. On the front the nose folds down to reveal more nodes for things like sensors and folded up dish antennas. The center is large enough to fit a standard clamp-o-tron. The front space is cabin and control space, and can hold 20 Kerbals. The sides are for fuel. The built in tanks can be configured with Interstellar Fuel Switch (in fact it is required.) Mono Propellant is always available. Battery’s are built in, as are Solar panels. Reaction Wheel built in, full SAS, and some transmission capability. The plane Body is obviously also a lifting surface. At the moment there are two versions, one that has no control surfaces, the area around the engines provides lots of space to attach such. The second model has the back protrusions removed, and are provided as as control surfaces that can be re-attached. There is only pitch control enabled. Enabling Roll control as well tends to cause problems. Yaw control is envisioned as being attached on the side. (reference .craft file included). Bearing in mind this is a cargo hauler and not a fighter jet, the flywheel does a reasonable job of handling roll control. I decided not to build the RCS into the craft, large payloads, could seriously change the center of mass, and it was better to provide separate RCS blisters. Also I provided rather large Air brakes. I Included wheels, designed for the craft, that can carry the weight. With wheels wells, that smoothly merge with the body, and have a low profile. Two types are provided, the back ones attach to the flat surface at the back. The front ones have their angle and height designed to optimally attachment on the angled surface just a little forward from the flat section which should give you a reasonably level craft. Depending on the weight of you payload, you may have to increase the strength of the brakes in the right click menu, and even maybe play with the friction control. The top and bottom have air scoops that open and close, it is just cosmetic, the air intake is available whether they are open or closed. (have not looked at programing) The Windows have covers to close them for re-entry or retract them, once again just cosmetic. Being one part only, has the draw back that you are very much at the mercy of the system to configure dry and wet Center of Mass and Center of Lift despite config settings. This is where the 3 strange blue blocks come in. They are purely for moving the CoM to a more appropriate point if your payload does not. For that reason I have made the craft lighter than it should be, so don't be shy add some weight if needed. What else? So the craft has pretty decent temperature resistance, because of the nice black coating on the underside and around the leading edge. In fact most of the values in the config files have been boosted quite a bit above the standard. This is a monster after all. That said, this is a Beta. I need feed back, Most chosen values are an attempt at best guess for what would be needed or is appropriate. Please be kind, this is my first attempt at any thing like this. In case it is not monster enough, all the config files have tweak scale statements included, so if you have tweak scale installed, you can scale it up to 400%. It wont fit on the runway, but have at it any way. No ITS yet, I have made the cabin, but that is it. Top View Back View Side View More Images on Imgur Download from Spacedock Download from CurseForge Also available on CKAN now. *********************************** I have recently added support for TAC life support. Unfortunately this ends up filling your resource list with unused clutter if you are not using TAC, so the default config files does not contain the resource statements. To enable it, go to your KSP installation/GamesData/FlyingWing/Parts in there rename the FlyingWingNC.cfg and FlyingWingC.cfg to something like FlyingWingNC.cfg.noTAC and FlyingWingC.cfg.noTAC. Then rename the FlyingWingNC.cfg.TAC and FlyingWingC.cfg.TAC to FlyingWingNC.cfg and FlyingWingC.cfg. Restart the game. **********************************
  5. Hi, i am interested in making a planet mod, i have watched white owl's video but it did not show you how to import the texture and height map. Also i have no idea were the folder for the stock planets is. So please could you help me?
  6. I was wondering if someone could help me with altering a set of planet packs for personal use. I want to use Antares Solar System, Kerbol Star System, and Kerbol Origins, but they conflict with each other. Can someone tell me or link me to a video that shows me how to alter the planet packs to work with each other, move planets around, delete planets, etc. Also, can someone link me to a video/txt. Document that has a notepad file for a planet/body to use as a template for my own planets I want to create, like binary planets that are VERY close together in a horseshoe configuration that share an atmosphere.
  7. Hey I have some experience doing things like coding, 3d modeling, etc.. and I have been wondering how can I make a Kerbal Space Program Addon 1. What coding language do I use 2. What do I use to make 3d Models 3. How can I make textures for it 4. How can I put it all together and make it work on Kerbal Space Program
  8. I have noticed in the past, a massive lack of mod lists, and lists that have all the mods being compatible. So, I have decided to go where no kerbal has gone before, to embrace the motto of the Kerpollo program, "Failure is always an option" and have created my own list, these mods are all for 1.1.2, and can be found on spacedock, these mods will all work together on the average computer as well. Here is the official Kerpollo program mod list: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------- B9 Aerospace - I love this mod for all the parts it adds in, as well as how perfectly it blends with the stock parts. As well as this mod's cockpits have actually functioning buttons for sas, rcs, staging, and abort. I cannot imagine where I would be without this mod! BD Armory - This mod adds in something I have wanted for a long time, weapons! Say good by to the airfield on the Island because with this mod, you can bomb, shoot, shoot, bomb, missile the heck out of everything! DMagicOrbitalScience - Have you ever wanted to put a spy satellite into space and spy on your fellow kerbals? Well no you can, this mod adds in all the things a big brother needs to "protect" his kerbals HLAirships - IT HOVERS!!!!! Finally, A way to hold a Mid- atmospheric refueling station for all your small SSTO's that need a top off. Endurance - Like many of you, I loved the movie interstellar, and have always thought the ships in it were awesome, well this is your lucky day, because now you have the parts to build all the ships! Plus, they are also fun to mess around with. OPT - Do you like cool ships? Do you like SSTOs? Do you like Hyperediting large ships into space to have awesome space stations? Well, this mod helps with 2 of the 3 things! It adds a whole load of new parts, if you use SSTOs even occasionally, this mod is for you! Hyperedit - pfff, who needs engines to go to space, when Hyperedit will do it for you! PlanetaryBaseINC - This adds parts so you can build a nice base, anywhere! T.G.O.L. group - I love, love, love, love, this mod. It adds 3 engines, designed for the back, or bottom of ships, the work so well for V.T.O.L. craft, as well as, they are highly efficient for In space craft! KAS - Kerbal Attachment System - Have you ever wanted to lower or raise things, how about lowering a rover from a ship, that you don't want to land, or tethering you HLA Blimp to the ground, you can do all of this and more with KAS KIS - Kerbal Inventory system - This allows you do more with KAS, as well as eat a taco in an eva around the moon, completely worth it Jeb. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------- This is the list so far, I will release new ones as updates come out, as well as this list will get bigger, as I find more of the best mods for Kerbal, so until the next update "Failure is always an option!"
  9. This might not be the right place to post this but....Oh well. I was wondering if i could get any advice on a mod i was trying to develop. the mod basically is a beautification mod. You know the steam you see before a rocket launches from fuel boil off, I was trying to replicate that in KSP. I think that it might be a fairly simple project to start of modding. I was looking for advice such as: What software is used, How long it might take, or were to post my mod once done. any help would be much appreciated. Happy game play. Cheers.
  10. Does anybody have any idea as to about how many mods you should have before it makes the game too slow and potentially makes it crash? Once I overloaded my game with mods and it ran so slow I couldn't play until I uninstalled almost 3/4 of the mods I had installed!!! I'm wondering about how many mods I should put in my game!