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Found 231 results

  1. When does KSP release on Wii U? I hope its soon since my computer is too slow to run KSP but I have a Wii U.
  2. I first started playing KSP back in 2012 and still don't understand why I keep coming back every few weeks or so and then play it for several weeks before taking a break again... then back again for more... and that's 5 years I've played and I still love it as much (if not more) than the day I started. I think KSP is my favourite game of all time. That said I think I really need a better PC because I can't install some of the lovely graphics improvement without a big hit to FPS. And I was just looking for a new PC when I sat back and thought "Why do I keep playing this game"? Generally I like building ships and programming things like Smart Parts, Mechjeb and KOS (but I haven't used that since 1.1.3 tbh). It's building a ship that can handle itself with little to no input from mission control. A bit like how real life probes behave. And that got me thinking. I wonder how many different ways people play KSP and what their favourite way is. There are the builders like me who spend a lot of time in the hanger or VAB. There are the ones who do everything manually (who I call the masochists heh). There are the ones who do just spaceplanes and or just mess about in Kerbin orbit. There are the realistic solar system buffs and the super graphics nerds. There just isn't one way to play this game. Yeah, if you love space, KSP is going to be a big program for many years to come... at least in my home that is.
  3. Chapter II: Probes To Iota Chapter III: More Money = New Rockets Chapter IV: Jeb Wrote The Textbook Chapter V: New Prospects Chapter VI: The Search For More Money Chapter VII: A Home, But In Space! Chapter IIX: Project Iron Sands Chapter 8.5: The Big Reveal Chapter 9: Making The Public Interested Hey everyone! Following my old Galileo System career save accidentally being replaced by another KSP folder (downloaded another ksp, stuff happened), I decided to this time go bigger. 3.2x was small enough so that I didn't need huge parts, but big enough that I could get some spacecraft parts with a more practical use. This will probably seem a lot similar to the KABOOM! Kronicle. I got a lot of mods from him, and so there's that. I will try to spice it up the best I can however, I just loved the mods he was using for the 3.2x Galileo System. Here's that series if you want to check it out. This guy is amazing. Ground Rules: No alt f4ing. Everything that goes is final. No testing in a sandbox mode. Everything will be tested on the grounds of the ksc, or on an actual spacecraft. I will try to hire more Kerbals when I get the money, as to not focus on Bill, Bob, Jeb, and Val for most of my missions. Realistic progression. No crazy missions off the bat. The more crucial, interesting the mission is, the more images of it there are. Have as much fun as I can making this! Anyways, here's all of the preliminary data for the career: And My Mod Folder: Let's get into it! Our first flight was the Auklet I, a very small spacecraft. If got up to 10km before flipping the other way. A good start. The Auklet II managed to snap the first pictures of the upper atmosphere, almost meeting the 98km mark to reach space. We were getting a decent bit of money from each mission, but the next step was to get into Orbit. I typically go a poor job of the gravity turn, etc, so I packed this thing with 6000 m/s of dV, 600 more than what is needed to Orbit. And finally, the Auklet IV is the first spacecraft to reach orbit of Gael! In fact, I had enough dV left that I managed to get this spacecraft on an escape trajectory out of Gael. Not too shabby for the 4th flight if you ask me Using Strategia, the Iota Probes looked incredibly promising, so I accepted it, and made the Canary II. With upgraded technology, it was prepared to be the first spacecraft to fly by another world. The flyby was so close, you could even see some ground scatter! After using the last few units of fuel, it was recognized that the Canary II was going to do an accidental flyby of Ceti. More science, but since the Iota Probes contract is on, I will get less money from world firsts. Bummer While we are almost done with Chapter I, we haven't touched manned space travel yet. With new technology, the Sheppard I was created. Immediately, Jebediah was the first to actually want to be a testdummy pilot of the spacecraft, so he was assigned the mission. Following the long 4 minute burn with the tiny spark engine, we are in orbit! To celebrate, Jeb goes on a little spacewalk, being the first of many to touch the stars in a 2 ton metal flying machine spacecraft. After 3 hours in space, he heads home, and marks the first successful mission with a person to space and back! That is all for Chapter I. I would appreciate feedback or questions. I will probably end up bring in the Impact! Mod for the next chapter, but I'm not sure. I might stick with the mods I have. Thanks!
  4. Really basic question here, I just forgot. How do you zoom out in the VAB?
  5. I have download KAS. I have placed all the contents in the correct locations. All of the parts work. However, the entire inventory system doesn't work. I can't right click a Kerbal to open their inventory. I can't use a container's inventory. What should I do?!
  6. After flying a mission, I am unable to save my game. When I click the button to confirm a quicksave, the UI gets stuck in a wierd state where I can't do anything, until I hit ESC again. If I click Exit to Desktop, nothing happens. (I also tried returning to space center or tracking station - nothing happens when I click those, either.) When I click save, I see a NullReferenceException. The output log was also getting spammed continuously with that "root part drag cube" error message: OS, game version and other details listed at the bottom, after the stack trace. [FlightIntegrator]: Root part's drag cube is still zeroed! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) The Miner Thing Mk I Relay Debris Unloaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException: Object reference not set to an instance of an object at CompoundPart.GetReferenceTransform () [0x00000] in <filename unknown>:0 at ProtoPartSnapshot..ctor (.Part PartRef, .ProtoVessel protoVessel) [0x00000] in <filename unknown>:0 at ProtoVessel..ctor (.Vessel VesselRef) [0x00000] in <filename unknown>:0 at Vessel.Unload () [0x00000] in <filename unknown>:0 at Vessel.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at CompoundPart.GetReferenceTransform () [0x00000] in <filename unknown>:0 at ProtoPartSnapshot..ctor (.Part PartRef, .ProtoVessel protoVessel) [0x00000] in <filename unknown>:0 at ProtoVessel..ctor (.Vessel VesselRef) [0x00000] in <filename unknown>:0 at Vessel.BackupVessel () [0x00000] in <filename unknown>:0 at FlightState..ctor () [0x00000] in <filename unknown>:0 at Game.Updated () [0x00000] in <filename unknown>:0 at QuickSaveLoad.doSave (System.String filename) [0x00000] in <filename unknown>:0 at QuickSaveLoad.OnSaveAsClose (System.String saveName, Boolean pauseGame, .FinishedSaveLoadDialogCallback onSaveAsCloseReturn) [0x00000] in <filename unknown>:0 at QuickSaveLoad.ConfirmDialog (Boolean pauseGame, .FinishedSaveLoadDialogCallback onSaveAsCloseReturn) [0x00000] in <filename unknown>:0 at QuickSaveLoad+<SpawnSaveAsDialog>c__AnonStorey15F.<>m__1FC () [0x00000] in <filename unknown>:0 at DialogGUIButton.OptionSelected () [0x00000] in <filename unknown>:0 at DialogGUIButton.<Create>m__6FD () [0x00000] in <filename unknown>:0 at UnityEngine.Events.InvokableCall.Invoke (System.Object[] args) [0x00000] in <filename unknown>:0 at UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0 at UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <filename unknown>:0 at UnityEngine.UI.Button.Press () [0x00000] in <filename unknown>:0 at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <filename unknown>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <filename unknown>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent() UnityEngine.EventSystems.StandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() ------------------------------- System/game specs: Windows 10 x64 (launched with 64-bit version option) on Steam. Updated 05/27/2017. No game mods installed. [config] build id = 01804 2017.05.25 at 19:56:39 CEST Branch: master language = en-us Related files: https://www.dropbox.com/sh/kw9bhc2idmlfmtb/AADPOFJcDKU4dyEn7vGsEihga?dl=0 Since I am prevented from saving the game, I don't have a save that demonstrates the issue. I will include the latest save game file that I have. Details of the game session: 1) Chatted on Steam in-game overlay 2) Went to tracking station 3) Launched using auto-saved ship 4) Grabbed the asteroid that is already in orbit around Kerbin (and has another ship attached to it) 5) Mined with both drills until storage tank is full 6) Separated and returned to Kerbin 7) Ran atmospheric experiments in upper atmosphere over polar ice cap 7) Successful landing on polar ice cap Note: In some ship stages, manual activation of the engine is required, due to weird behavior during stage separation. Sometimes I have to cycle through debris using square bracket keys to get control of the next stage. I was not able to quickly reproduce the issue with a fresh launch. Save game files are from an older version (maybe a originally started maybe 6 months ago; last save is maybe a month or two old - not sure how to check which version). After force-closing and restarting the game, I was able to start a mission with the auto-saved ship and exit the game normally.
  7. so ive been playing modded ksp for months then out of no where today when i went to launch ksp it crashed on startup. i tried to restart but it did the same thing. i even deleted mods one at a time to see if it was a certain mod. after a while i ended up resetting my computer to factory settings to see if that worked, to no avail .i guess what im asking is how do i keep this from happening. here are my comp specs: processor:intel(r) celron(r) cpu 1007U @ 1.50GHz 1.50GHz installed memory(RAM): 4.00GB(3.89 usable) system type:64 bit opperating system, x64-based processor
  8. Title says it. Whats your biggest KSP acheviement? I'll start. An operational base on Duna.
  9. It was time to upgrade my PC, so I went for a Ryzen 5 1600 + Sapphire rx580 Nitro+ Limited Edidtion, and kept my Samsung 850 EVO I was and am playing 1.1.2, Modded with RSS+RO + essential mods + a few more. KSP on the new PC is just a folder copy from the old PC (same install). Game loading improved greatly, with about 9 minutes on the old PC vs 2:30 to 3 minutes on the new, but everything else feels almost the same... Same launchpad loading times, same frame drop on flying bigish rockets, etc. VAB is a bit more responsive, but everything else feels kind of same. I didn't try a stock install, only modded. My RX580 doesn't start the fans until it is pushed and start heating, and it never ever started the fans while playing KSP, and CPU was at 48C max temp. As if both CPU and GPU were not utilized at all... I also play ME Andromeda, which runs perfect with most settings on ultra high (as opposed to before, were it was straggling and glitching with the lowest settings) To the question. Is there something that I can do to have some improvement on performance on KSP? Some setting etc to utilize my new system better? Maybe newer KSP versions like 1.2 will run better? I keep 1.1.2 for MOD compatibility, as I will have to rebuild most of my rockets if I change KSP version, and I try to avoid it. I spent hours and hours on building and fine-tunning my rockets and editing cfgs, have loads of orbiting satellites, and i am terrified to the idea of starting over, due to some not updated mods that I currently use) ****IMPORTANT NOTICE: DO NOT COMPARE INTEL & AMD HERE PLEASE. If you want to, then start a new thread for that on The Lounge section.****
  10. So the title speaks for itself. Want new parts? Want more facilities? Want..... Something that I can't think of because it's a Monday? Put it here! I'd like to see more rover parts. As well as maybe a better way to test rovers. (Maybe a track?)
  11. Começando de novo, só que dessa vez vocês postam as fotos primeiro. Não estou jogando KSP faz tempo. Tópico De Imagens
  12. Welcome!!! Here I will be posting a mission report that will be about my latest Dres mission. (btw second trip to Dres) This will be done over several weeks or so. This mission will have a special twist and I hope it is shown up on the Dres appreciation thread!!! Stay Tuned!!! I have done the dumbest thing ever using ksp 1.2.9. Now I can't even change back to 1.2.2!!!!
  13. Hello everyone, There was news today that former KSP developers have joined Valve. We want to clarify that Squad is not joining Valve, and we continue to be an independent studio with the core KSP team remaining at Squad, hard at work on the improved KSP for consoles port, Update 1.3 and the Making History Expansion. The KSP community shouldn't be concerned about this news having any impact on the game. Regarding the developers joining Valve, it is important to note that we have had several people working on our team over the years, and it is common among development studios for team members to come and go. If some of them joined Valve, it is on their own behalf and we wish them good luck and success in their current and future endeavors. So do not worry, everything continues normally with KSP Happy launchings, The KSP Dev Team
  14. I live in Australia and I LOVE Ksp. I have played it for a few years on PC and I really want it on Xbox. Unfortunately I can only install it in the US. are you able to fix this and if yes. PLEASE do it. I was so excited to see Ksp in the Microsoft store but then I realised it was US only. Please help me
  15. hi,im looking for help using ksp coordinates. i need to know how to find the coordinates of a place i am not at so i can use the teleporting feature of hyperedit. any help is greatly appreciated
  16. Does anyone on these forums know how to upload a craft file? Answers greatly appreciated!!!
  17. so the general idea requires 2 mods we all know and love 1 is bd armory the other is the unwieldy red headed step child extra-planetary launch pads- thank god for the stock parts addon for this . iv seen sw denes add bd armory guns onto a single part model before so if and this is a big if you could take the craft file of the player made ship drone rover etc whatever your going to use to attack with and it takes the parts and aero data from it but turns it into a single part model for low parts count and adds in a bd ai then you should be on the right track for haveing a battle without murdering your frame rate the downside it's one part so it would have a hp bar so to speak rather than dynamic battle like watching a plane go down when it loses a wing. the other piece is bases and iv been thinking kerbin side can add in structures anywhere so why not make a centerpiece like a town hall piece that can be placed off world a part that can be constructed using EPL or transported to another planet it clamps into the ground and the model is replaced with a world part a persistent model like the VAB/SPH then you have a pop-up menu that let's you select the next persistent base model you would like to build and the base starts sucking up resources to build it once the tank stats are full for the building it saves ads the new part and either place's it in a predetermined spot or gives you a base module to place like you did the center piece so that every base can be individualized it would be posable to add in RTS elements other than battle like resource management by using something like the usi mods to manage the populace and usi has a nice warehouse system going for it that would work so that you don't have to directly link all your bases together to share resources i don't pretend to know how to even remotely start coding for this i can't even mod a texture with a tutorial thermal damage for the rts units would be a combined total of all the parts thermal resistance divided by the number of parts it has. example 2 parts thermal rateing is 1500 on one and 2400 on the other 3900 divided by 2 becomes 1950 total so i have no dought that getting this to work and getting the mods involved to work with kerbal multiplayer would be a nightmare but haveing this would bring so much more to the game it would make our dreams of carrier baced space battles real it would make building off-world more important to protect yourself from the rebel army's in the campaign as you head from planet to planet securing your bases against the attacking fleets the easy way to add in space battles with bots is to add scripted events into the game where they add ships in on a collision course when you pass altitude markers between planets they are advanced attackers so they can just warp in/spawn and encounters as for ground/air-based battles spawn in random script events a certain distance away from a planetary base that the player placed some random base's around other planets that the player can attack it adds substance into the sandbox and it makes advancing more rewarding when you actually land on a planet even if you take out the bd weapons pack it would make a nice base/resource management mod if not the best one. think of it like adding a mmo rts to ksp so advancing brings new benefits like money resources science maybe some kind of resource that the attackers drop to create your bases or units with it's just a thought but i think its a good one anyone is free to take my idea, in fact, i encourage it because I want to see this. ps upgrading to a newer cooler looking model would be just like creating a new base module so that we can go from like a first base made out of a shack and cardboard boxes to a thriving futuristic city it's almost a game in itself but maybe someone can run it by the devs and see if wee can't have it as some kind of DLC or something there's a pole as well for people who wish to vote and see what other people think is the best idea in all this I will most likely never look at this so don't expect updates its just an idea hopefully someone takes it and runs with it. so look for more on it if some one decides to pick it up
  18. Hey everyone! Browsing twitch and found this gem: https://www.twitch.tv/nonprofitgibi This KSP streamer is using a neutral net to try to teach a computer to play KSP! Check it out, and share a thought!
  19. Hello, I'm planning on downloading this craft from Kerbalx:https://kerbalx.com/callsignblaze/BAE-hawk/ and I was looking through the modlist and found ''MIAD'' I dont know what this mod is,and when i did a quick search nothing came up... any clarifications would be appreciated,along with a download link for it! cheers, Dmav522
  20. Welcome to Screenshots Re-imagined! "Hey guys! Just thought I'd share something which I'm really happy with! I always like to imagine that my ships actually have colors and paint jobs on them, so I thought: Maybe I can draw a screenshot and put those imagined things into it! " This was the first attempt at some kind of kerbal artwork, of a plane I made: I really thought it looked rather cool (no bias), so I found another screenshot and put some more effort in, and made this: This was the original picture: I showed a friend of mine the drawings, and offered to draw one for him, and so he sent a picture and I drew it for him: And that was when it happened. I decided to take up requests from from the community, initially for me to practice my drawing, and it evolved into something so much more. And now, it is open to any user, artist or not, to participate in! So, how does one get to participate? To participate, all you have to do is express your interest in joining by saying so in this thread or by a PM! Once I see that you want to participate, I'll add you the the list of contributors, and you get your spot in the Finished Requests Showcase! Finished Requests Showcase! Sorted by contributors, in no particular order Pine legoclone09 TedwinKnockman66 TheEpicSquared Galileo Andem LaytheDragon cy4n We have an official waiting list of requests as well! Those that get on it are guaranteed a drawing, and are put on the list by me. I personally will do every single one, but contributors can pick and choose any one of the requests if they want to do them! It might take a bit of looking around to find the requests though. Waiting List: FTWG4M3RS Stongduke GregoxMun MDZhB CAKE99 0111narwhalz TheUnamusedFox Dfthu Blueshinobi RocketSquid richfiles legoclone09 NotAgain Probe 1 TheEpicSquared Dogenutt Andem Omegagoldfish cubinator AlamoVampire Talos Mordecai_Ender Ultimate Steve V7 Aerospace SamTardif44 Espresso luizopiloto The Raging Sandwich Mjp1050 JTpopcorn Avera9eJoe Findthepin ottothesilent Overland
  21. Hey guys, I'm pretty new the forums as well as KSP. I have about 13 mods installed and have an aching suspicion that one of them is either out of date, or installed incorrectly: massive memory leak, when I go above the first layer of atmosphere, shadows and lighting get really buggy. What would be a suggestion from an experienced modder? Any advise would be appreciated. P.S. My apologies if this is not the correct place to post a topic such as this, as I said, I'm pretty new around here ...
  22. So this is it: I can't open my inventory while in EVA, neither the container. I don't have any other mods installed, only KIS and KAS. I'm running KSP 1.2. What I'm doing wrong? Thank you very much
  23. Have to go and rescue 2 orange suits from the surface of Eeloo, after a Kraken attack mid decent. Wanna see if I can do it? http://twitch.tv/tosclive Two Orange suits stuck here.
  24. First off, if there is discussion on this please point me to the topic. I've never really gotten into forums and I'm trying my best. Now to it. Do you think KSP on PS4 or Xbox One worth investing in? If so is there any significant differences between the two systems game play? If there is a YouTuber who does an excellent play through on each system, I'd be interested in watching. Thanks, and may your launches be successful and your sandwiches delicious.
  25. 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!