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Found 80 results

  1. Hi guys, Ive been using 1.2 for a long time, never had any crashes etc.... I had and I have around 2 gigs of mods,but I wanted to have B9 procedural wings installed, because I saw great ww2 plane models made in that mod, tho i had something procedural stuff already installed.. Nevermind,.. Since I installed the B9 one for 1.3 I cant play the game. Tried running it with openGL , with DX11 , no difference. Allways crashing... Please help!
  2. Forgotten Space Program Latest Post: 2017-06-19 - Science Supplies / Lucidity / Downwards / Through Fire -- It's happened again. Those well meaning kerbals ran off and completely forgot about their space program. Maybe there was a global crisis. Maybe they ran out of funds. Maybe the Kraken ate the ship Jeb and the Bs were in. Or maybe it was just snack time and the cheese dip was really, really good. Unfortunately nobody remembers what went wrong because nobody remembers being there. Space? Whazzat? And so years pass. Eventually an eccentric millionaire stumbles on the ruins of the long-forgotten program. Trailers. Sheds. Run-down labs. A dirt runway. Factories scattered here and there in the nearby countryside. Exploding barrels of fleas. Sharp metal bits. Gumball machines. Nuclear waste. The usual rust of a long forgotten industry. A few quick phone calls and some thousand signatures later and The Boss became the owner of their very own space program. And that's when the fun started. -- Table of Contents Volume 1: Forgotten Volume 1 Sequence 1 2015-12-03 - Forgotten Space Program, The Hydrogen Flights (this post) 2015-12-04 - Hydrogen's Last Blast, Noble Helium, Orbital Helium 2015-12-06 - Sweet Lithium, Beryllium Spheres, Boron to be Wild 2015-12-10 - The Age of the Universe, Boron Into The Mün, Beryllium Relic 2015-12-11 - Carbon Testing, The Carbon 6, Carbon 1 2015-12-16 - Carbon Scoring, High Carbon 2015-12-17 - The Dangers of C-4, Carbon For Who?, Beryllium-Coated Lies 2015-12-20 - More Boron Contract Missions..., :C=C: 2015-12-22 - 95 Years, 139 Days, 27 Minutes Volume 1 Sequence 2 2015-12-24 - A Nitrogen One, Thing C 2015-12-26 - A Little More Nitrogen, And A Dash Of Oxygen 2015-12-29 - Fluorine 1 2016-01-01 - The Six Moons of Kerbin, Nitrogen T-4, Thing A 2016-01-02 - Fixing Kelgee, Walking on Thin Nitrogen, Nitrogen Take 6, More Fluorine For Better Teeth, Oxygen Perfected 2016-01-05 - Nitrogen T-7 Volume 1 Sequence 3 2016-01-11 - The Bright Bright Neon Lights, Neon Sizzle, Neon Clones, Under The Heavy Neon Glow 2016-01-12 - Delayed Return 2016-01-16 - Salty Minmus 2016-01-18 - Taking Pictures For Fun and Profit 2016-01-20 - Release!, Return to Flight 2016-01-23 - Asylum Run, ... By Lunatics, ... Running An Asylum 2016-01-25 - Ferry Ride 2016-01-28 - The Aluminium Gang, Aluminium X-0 1, Aluminium X-0A 2, Aluminium X-1 3 2016-01-31 - Strange Request 2016-02-02 - Sonic Sensei, The Mother Of All Space Telescopes, Nitrogen X 2016-02-04 - Aluminium Cans of Boom, Housekeeping 2016-02-06 - More Housekeeping Volume 1 Sequence 4 2016-02-13 - Mission Improbable, Reduce Reuse Recycle, Nitrogen TC-12, Silly Silicon 2016-02-14 - Balanced Imbalance, Some Assembly Required 2016-02-16 - More Silicon More Recycling, Some More Assembly Required 2016-02-21 - Queen of the Airwaves, Tour of the Junkyard, Trafficking Hot Goods 2016-02-23 - A Phosphorescent Return to the Mün 2016-02-26 - Second Verse Same As The First, A Little Bit Louder And A Little More Rehearsed 2016-02-27 - Twenty Thousand Leagues Under The Mün 2016-03-05 - Slow Moves, Nitrogen Transfers 2016-03-08 - Memories of Tomorrow Volume 1 Sequence 5 2016-03-11 - The Mystic Mün 2016-03-19 - Operation Ice Castle 2016-03-20 - Contracting Smallprobes 2016-03-23 - Reentrant Aluminium 2016-03-28 - The Mün of Our Youth 2016-04-11 - The Crater of the First Kerbals Volume 1 Sequence 6 2016-04-15 - Ghosts and Things 2016-04-18 - Memories of the Storm 2016-04-24 - Two Star Detour 2016-05-01 - Familiar Voices, Building Anticipation 2016-05-05 - Anticipation Building 2016-05-10 - Titanium Flight Test, Titanium Boxes, The Münquake is in Another Castle, Kerbal Kerbals 2016-05-14 - Stellar[is] Launches 2016-05-20 - Silicon Sulphur Snack Strategy 2016-05-28 - Finishing Touches 2016-05-30 - Little House on the Minty Prairie, And Another Thing... 2016-06-01 - Departures Volume 1 Sequence 7 2016-06-05 - GLORY TO KERBIN! 2016-06-27 - Bugs 2016-07-10 - 99 Years, 343 Days, 2 Hours 2016-07-13 - Your Robots Are Ignoring You 2016-07-20 - Captain Kerman and... The Robot Invasion of Jool 2016-07-26 - Setting Up The Fireworks 2016-07-28 - One Hundred Years At The Edge Of Infinity, Thomlock's New Year's Rocket Eve, Infinity's Edge Volume 1 Sequence 8 2016-08-07 - Answers In Time..., More Pieces For The Jumble 2016-08-14 - ... Time In Riddles 2016-08-14 - No Kerbal's Sky 2016-08-22 - Wings of Fire 2016-08-25 - Sulphur Descending Volume 2: Continuum Volume 2 Sequence 1 2016-10-03 - Somewhere In The Dark..., Kerbin: North Mountain 2017-10-07 - Continuing From Where We Started, Continuum Volume 2 Sequence 2 2016-10-16 - Continuing From Where We Left Off 2016-10-20 - I Could Fly Here Forever 2016-10-30 - Fire In The Sky 2016-11-08 - The Jebediah Kerman, Remotely Controlled Kerbal 2016-11-26 - One Final Sunset, Leaving Laythe Volume 2 Sequence 3 2016-12-04 - The Bosses, Ghost Attack, Data Recovery Services 2016-12-11 - Chrome Plated, Missing Minmus Mishap 2017-01-22 - Adaptation, Burning Manganese, Cobalt Testing, Iron Birdie 2017-01-31 - Iron Supplements, Manganese Mün 2017-02-10 - Cobalt Blue, The Award, Into The Unknown Volume 2 Sequence 4 2017-02-25 - Infinite Departures 2017-04-16 - Finite Arrivals 2017-04-25 - As Is Only Fitting And Proper 2017-05-08 - Whispers Volume 2 Sequence 5 2017-05-14 - Mission Report, Wooden Nickel 2017-05-23 - Crazy Talk, Manganese Station 2017-06-19 - Science Supplies / Lucidity / Downwards / Through Fire -- In something of a departure from my usual routine, this will be a mod-"heavy" playthrough focusing largely on the wonderful Engineering Tech Tree. Expect frequent and smaller posts, usually the same day of the mission or a very short time later. I will attempt to keep this save going for the indefinite future, but can make no promises that I won't forget what I've done and start over again. Again. And, seeing as none of the kerbals know what's out there, we may see some relics and wrecks from my previously forgotten space programs. Difficulty is my usual fare, a Career Mode game with the normal difficulty settings, no crew respawn, etc: Mods in Use (as/of KSP v1.2.2) Note: Many parts from mods not listed (or listed under previous versions) are still present on spacecraft, in flight, but are "retired" and have been edited (by me) so they no longer appear in the VAB. Aviation Lights Distant Object Enhancement DMagic Orbital Science Docking Port Alignment Indicator Engineering Tech Tree Engine Lighting EVE (Waz's Build) Flag Decals Hullcam VDS KAC KAS KER KIS kOS Mark One Laboratory Extensions Module Manager Persistent Rotation Planet Shine Raster Prop Monitor Real Plume (Stock) Reentry Particle Effect SCANsat Scatterer SpaceY Heavy Lifters SpaceY Expanded Surface Lights Trajectories Texture Replacer (RangeMachine's Build) Older Mods in Use (for previous KSP v1.1.3) Older Mods in Use (for previous KSP v1.0.5) Let's get this show on the road now, ok? -- The Hydrogen Flights The "exploding barrels of fleas" were apparently not made of fleas, but were instead created to dispose of them. (Which might explain the fire and smoke.) As far as the geniuses in the engineering department could determine, the intent was to aim the open end of the barrel at the fleas and "watch them burn." The Boss thought of a different use after three interns and one such barrel flew violently through the wall of the lab and into the waters of Booster Bay. The little green geeks quickly dug around to find the parts they needed: gizmos to measure air pressure, a gumball machine painted a dark grey with a "computer" stuffed inside, a flea barrel to strap it all atop, and a large silk blanket to carry the gizmos safely back to the ground. The "computer" was little more than a couple of vacuum tubes and an alarm clock, all held together with loosely assembled wires. The clock was to ignite the flea barrel, trigger the gizmos and detach the gumball machine; the vacuum tubes were there to make it look awesome. Lacking a clever naming scheme, The Boss painted "Hydrogen 1" on the side and the three formerly flying interns rolled it to a nearby mound of dirt. Only they must've messed up the clock while moving the H-1, as the flea barrel ignited late, flew off in a weird direction, and the gumball machine detached early. Regardless, the gizmos took proper readings and proved The Boss right: These barrels weren't built for killing fleas, but for helping them fly. Science points galore! Somewhat unexpectedly, a representative from the Kerbal First Record Keeping Society showed up to give The Boss a few shiny plaques: First Launch, new Speed Records of 25m/s and 80m/s, and First Landing. The prize money was spent on some bags of corn chips and the interns were sent back to work. There was still time enough in the day for another launch. Same gumball machine with a big barrel of science (which had been previously tested on the mound), all atop yet another flea barrel. The Boss named it the "Hydrogen 2" and everybody lined up to watch it fly. The H-2 flew higher and slightly faster than anything yet recorded (that one catapult accident doesn't count), resulting in yet more plaques from the record keepers: Altitude records of 500m and 2km. The money was just enough to buy some queso dip to go with the corn chips, and The Boss kicked in a few extra kerbucks for soda. And so on the first day they partied, and The Boss was happy, for The Boss saw it was good. Navigation: Next Post
  3. I designed an SSTO that uses an Orion engine which can easily land on any planet or moon in the game. It has a docking port and RCS thrusters which enable it to dock with space stations. I edited the .cfg file for the inflatable heat shield to make it able to deflate, so that the what SSTO can even land on & return from EVE. It has an ore tank and an ISRU that has been modified to also create fuel for the Orion engine. I use Ubio Welding to prevent my FPS from dropping (Great mod fyi), so make sure to copy that file if you want the craft to work. By the way, I know that using the Orion engine kind of defeats the purpose of an SSTO, but it's still fun. Below is a link to my KSP Google Drive that has the SSTO file, screenshots, and my entire game data file. If you like it, check out my youtube channel because I am getting into making KSP videos. I will post a video from my channel at the bottom of the page. Google Drive link: https://drive.google.com/drive/folders/0Bw3KHaJbImtPOEpreHNQdkVkVE0?usp=sharing Pictures: As I mentioned earlier, here is one of my youtube videos:
  4. I'm wondering what your GameData folder looks like. For those without mods, all there will be is a "squad" folder. I'm curious about how many mods you guys use. Here's mine: EDIT: does this go in the modded discussion, or is it good here?
  5. I wanted to make a constitution class replica, specifically the USS enterprise at a smaller scale (my replica I estimate to be slightly bigger than the NX class). Tweak scale wasn't working properly, so I had to use HX parts. This ship has a lot of deltaV (45,000 m/s), mostly thanks to it engines its using (Karborundum Fusion Drive engines.) It clocks in at over 300 parts, this shouldn't be enough turn your game into a slideshow. Yes this can carry shuttles (although they look nothing like the ones seen on star trek.) This ship does feature laser weaponry, and torpedo launchers. As well as a fair amount of science equipment. Main issue is that alot of the DeltaV is useless considering that when I use the fusion drive engines, the ship flips (not much I can do.) Not to mention, its pretty much impossible to take off from the surface. Hell even modifying this with anti gravity pads don't seem to help(see the spoiler below.) Not to mention this is incredibly expensive (good luck getting the funds for this in career mode.) This replica is a still work in progress, the last thing needed is an actual warp drive, right now there is no FTL/warp drive mod that can move or support a ship this damn large. I also have no idea how to modify any existing mod (eg the alcubierre drive mod) to support a ship this large (like increasing the bubble size to fit this ship.) Yes this thing can survive re-entry (at stock default) The engines below the saucer section are their to keep the ship stable, and look aesthetically more appealing (in my opinion.)
  6. KASA is Proud to present... The World War K Showcase The World War K Hangar!!! World War K Combat Craft (KASA)
  7. So I have some mods installed but not many. I think I've narrowed the crash on startup to the Module Manager mod but I can't seem to find a work around for it. The game loads for a while until it tries to load the Module Manager and then crashes, giving me a line in the error report saying that the error was caused by mono.dll. Here is a list of installed mods. - BDArmory -Firespitter -KAX -Module Manager -Tweak Scale Here is a link to the crash report. https://www.dropbox.com/sh/dngxpn6blyrxc9l/AADXALXtU2pBfbzH4diHmtVna?dl=0 Any help will be greatly appreciated.
  8. 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]
  9. First off, while I do normally mod my KSP manually (I have CKAN but rarely use it), I am a complete moron when it comes to reading OUTPUT.LOG. I am in the process of deleting KSP and making a fresh install to attempt to figure out which mod is causing my headache but I figured I'd come here and ask those who are smarter than I to help me out. Here's my latest log 1.2.2 Revert and the last 1.3 Version I attempted. Note that I have tried to revert to 1.2.2 to no avail and I'm assuming it's one of the mods that I "updated" which didn't update, possibly? Any help would be appreciated.
  10. Hello Kerbal Community, Recently I've been trying to create a space plane on a heavily modded install of KSP version 1.2.2. However, it does not work. Any of the jet engines that I use (ie: whiplash or RAPIER) do not generate a high enough TWR and cause the plane to run out of fuel before ever making it to an orbit. I know that this is not a design flaw, becauseI I've tested a very similar SSTO Spaceplane in a stock version of KSP (also running 1.2.2) and it got to an orbit just fine, with plenty of fuel remaining. This leads me to believe that one of the mods that I have installed is causing the jet engines to work less efficiently, and/or causing a tremendous amount of atmospheric drag. I do not have FAR installed. Below is a link to a picture that shows my game data folder: https://drive.google.com/open?id=0B6FVkmwt4jGnSmNVaG1kdWlGN28 Can someone please explain to me why this is happening and how I can fix it? Thank you very much, R_Aerospace!
  11. KSP Version: 1.3, 32 bit, Windows 10 What Happens: The game won't even start. It just tells me that the game crashed. Mods / Add-Ons: JSI, BDArmory, KAX, OPT, PlanetaryBaseInc, TweakScale Steps to Replicate: 1. Download Windows 10 2. Download mods stated above 3. Start KSP Result: The game seems to work fine until it's loaded about 10 to 15% (edit: ~53%. The loading stops on rv/rvholder or something like that), then it crashes miserably Fixes/Workarounds: It doesn't exist Other Notes/Pictures/Log Files: Error Log: https://www.dropbox.com/pri/get/error.log?_subject_uid=598983279&w=AAD_zzug_vDqDr6U3taYGCuaHAHNTl21OVjP1SBj9byt1w Output Log: https://www.dropbox.com/pri/get/output_log.txt?_subject_uid=598983279&w=AADQHpFk0hmWzxbPQ5fISO4Nzk96qlQYkXhjA8tK4Bu0EQ Crash.dmp: https://www.dropbox.com/pri/get/crash.dmp?_subject_uid=598983279&w=AADYJy8O3GkBwApmod6v3SuXeMh09bOdw1EyrJQjVUAAlg
  12. 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 Chapter 10: The Atomic Age Begins 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!
  13. I got really attached to Effusus and it's characters. In fact, I've grown so attached to Enfurt, he might make an appearance! Unfortunately, the kraken, on the other hand, wasn't to keen on the idea. Hopefully, this story gets to be told without upset. This will be a "Career Lite" game with little care or consideration for realistic progression, and I hope y'all enjoy!
  14. Saw this in KSP today (I don't know how to add imgur slideshows): imgur.com/gallery/CIMnb Am modded, however I do not think mods caused this. Potential easter egg?
  15. I attempted to use CKAN to install RO with other mods that i like such as RP-0 and Lack's Stock Extention, 89-95 Mods total. My issue is that whenever try and make a plane/use wings is that they dont function, I cant adjust pitch yaw and roll, i don't get a center of lift, all i get is a blue circle hovering below my plane. I really wanted to make a plane so i could complete the X-Plane mission, But there may be a few mods clashing with one-another, Please help! List of mods: { "name": "AIESAerospace-Unofficial" }, { "name": "ALCOR" }, { "name": "AtomicAge" }, { "name": "HazardTanksTextures" }, { "name": "ConnectedLivingSpace" }, { "name": "CryoEngines" }, { "name": "CryoEngines-LFO" }, { "name": "CryoEngines-SurfaceAttach" }, { "name": "DeadlyReentry" }, { "name": "DMagicOrbitalScience" }, { "name": "FASA" }, { "name": "FilterExtensions" }, { "name": "Firespitter" }, { "name": "ForgottenRealEngines" }, { "name": "FShangarExtender" }, { "name": "KAS" }, { "name": "KIS" }, { "name": "KSP-AVC" }, { "name": "KWRocketry" }, { "name": "MechJeb2" }, { "name": "NearFutureConstruction" }, { "name": "NearFutureProps" }, { "name": "NearFuturePropulsion" }, { "name": "NearFuturePropulsion-LowThrustEP" }, { "name": "NearFutureSolar" }, { "name": "NearFutureSolar-Core" }, { "name": "NearFutureSpacecraft" }, { "name": "PersistentRotation" }, { "name": "ProceduralFairings" }, { "name": "ProceduralFairings-ForEverything" }, { "name": "ProceduralParts" }, { "name": "RasterPropMonitor" }, { "name": "RasterPropMonitor-Core" }, { "name": "RCSBuildAid" }, { "name": "RealismOverhaul" }, { "name": "RP-0" }, { "name": "RemoteTech" }, { "name": "RLA-Stockalike" }, { "name": "RN-Skylab" }, { "name": "RocketdyneF-1" }, { "name": "RealSolarSystem" }, { "name": "SCANsat" }, { "name": "ScienceAlert" }, { "name": "SemiSaturatableRW" }, { "name": "SXT" }, { "name": "TACLS" }, { "name": "Taerobee" }, { "name": "Tantares" }, { "name": "TantaresLV" }, { "name": "TestFlight" }, { "name": "TextureReplacer" }, { "name": "UniversalStorage" }, { "name": "VenStockRevamp" }, { "name": "NearFutureElectrical" }, { "name": "RSSDateTimeFormatter" }, { "name": "ASETAgency" }, { "name": "ModuleManager" }, { "name": "CommunityTechTree" }, { "name": "CrossFeedEnabler" }, { "name": "B9PartSwitch" }, { "name": "CommunityResourcePack" }, { "name": "CryoTanks" }, { "name": "DeployableEngines" }, { "name": "FirespitterCore" }, { "name": "FirespitterResourcesConfig" }, { "name": "KWRocketry-CommunityFixes" }, { "name": "AdvancedJetEngine" }, { "name": "FerramAerospaceResearch" }, { "name": "ModularFlightIntegrator" }, { "name": "SolverEngines" }, { "name": "KerbalJointReinforcement" }, { "name": "RealChute" }, { "name": "RealFuels" }, { "name": "RealHeat" }, { "name": "RealPlume" }, { "name": "SmokeScreen" }, { "name": "Kopernicus" }, { "name": "BDAnimationModules" }, { "name": "NearFutureElectrical-Core" }, { "name": "RSSTextures2048" }, { "name": "KerbalConstructionTime" }, { "name": "ProceduralDynamics" }, { "name": "KerbalRenamer" }, { "name": "KSCSwitcher" }, { "name": "ContractConfigurator" }, { "name": "CustomBarnKit" }, { "name": "MagiCore" }, { "name": "KerbalConstructionTime-RP-0-Config" }, { "name": "ReCoupler" }, { "name": "VensStylePPTextures" } Sorry for the exessive { } and "name" Stuff, I just took my modlist from CKAN and Copy pasted it for convenience. Please help!
  16. As you may guess from the post title, i have a problem with timewarp causing me to los performance. Whenever i engage timewarp, FPS drops down to 1ps, in the highest gear. I have about 5FPS on 1k timewarp. This coincidentally met with deepfreeze telling me i dont have enough electricity on my craft ot keep one kerbal frozen, despite having 20k EC and a reactor from USI. Does anyone have any idea, if that is the issue? Before i do anything drastic and purge my KSP directory. Modlist in file and screenshots below http://imgur.com/K95mJPn https://pastebin.com/usecMkWb
  17. Hello there, and thank you for showing interest in this new design. I would like to introduce to you the sixth generation DualHull Sea and Land (SeaL) Amphibious aircraft. A very easy to fly push-pull propeller aircraft with short takeoff and landing requirements, multiple payload options, respectable range, and the ability to be refueled without having to be returned to the hangar between flights. Flight statistics include: * Short TakeOff and Landing capabilities on both land and water, with a takeoff speed of around 45 to 50 meters per second. * A tested maximum Cruising Altitude of ~9000 meters. * A maximum cruising speed of ~100 meters per second with flaps up and 80% throttle Standard safety features include: * Nose-mounted camera for increased visibility. * Emergency Ballistic Reserve Aircraft Recovery Parachute, activated with Abort function, also shutting down the engines. The aircraft also has ladder access to the top of the engine nacelle to aid in repairs, and to be able to repack the Parachutes. General characteristics (Passenger Variant): Part count: 80 Crew: Pilot and Co-Pilot Capacity: 4 Passengers Length: 20.1m Wingspan: 25.2m Height: 6.9m Empty Weight: 10,907kg Gross Weight: 26,457kg Powerplant: 2x Scale 0.800m FS1EN Nose Mounted Engine in push-pull Performance: Maximum speed: 223 mph (100 m/s) Range: 2112 miles (3400 km) Service ceiling: 29,527 ft (9000 m) Maximum Rate of climb: 2,952.756 ft/min (15 m/s) Cruising Rate of climb: 590.55 ft/min (3 m/s) The SeaL currently comes in two variants: The original passenger model, which set the initial statistics for the plane and is also the heavier of the two, can comfortably seat up to four passengers in addition to the standard two-person flight crew. And the Science-Equipped model featuring a cargo bay directly behind the cockpit. A standardized scientific instrumentation suite is included in the design featuring: * Mystery Goo Containment Unit. * SC-9001 Science Jr. * Tetragon Projects Sensor package supplying Temperature, Gravity, Seismic and Pressure data. * Tetragon Projects Atmospheric Science Package. In addition to the standard science loadout, there is a variant that also includes the SCAN RADAR Altimetry Sensor, for taking planetary scans at cruising altitude. Required mods for Passenger and base Science Variant: * B9 Aerospace - Legacy Parts Pack * B9 Aerospace Parts Pack * Firespitter * Kerbal Attachment System * Tweekscale - Rescale Everything! Passenger Variant: https://kerbalx.com/Elanachan/MI-DualHull-SeaL-6-P Science Variant: https://kerbalx.com/Elanachan/MI-DualHull-SeaL-6-S-Base Scansat Science variant: https://kerbalx.com/Elanachan/MI-DualHull-SeaL-6-S-Scansat
  18. OK, so here is the breakdown: A new (heavily) modded Career Save with the goal of accomplishing a few of the Challenges that I am interested in. The primary Challenges at the moment are the Doing It Apollo Style - Redux, The Ultimate Jool 5 Challenge, and the Interstellar Rendez-vous idea. I am sure there will be some more that I come across as I play through this save, but those are the ones for now. This Career will use the SETI Unmanned Before Manned Contracts and Tech Tree. Other major mods include all of Near Future Technologies, KSPI-E, Kerbin Shuttle Orbiter System, TAC Life Support - because why not make an already difficult challenge even harder?, SCANsat, DMagic Orbital Science, Kerbal Construction Time (Dev Version), and a whole host of others - the number may change based upon how many times I break my computer For the Jool 5 challenge: -No barred mods will be used for the challenge ship's construction, orbital assembly/refuelling, or the vessel itself. I'll post as many screenshots/videos (if I can figure that out - tech neophyte here) as I can. That Challenge may even involve 2 missions, one for the Jebediah's Level (stock science experiments) and one for non-stock experiments - we'll see how ambitious I get. For the Insterstellar Rendez-vous Idea: -The following changes have been made to the Extrasolar solar system mod pack (Valentine red dwarf star): (changes courtesy of @AndrewDrawsPrettyPictures) This will move Valentine 4 lightyears or so away from Kerbol. For a general "thing": -Kerbin Environmental Institute will not be used until after I have done at least 1 or 2 launches.... (I find it kind of cheaty right at the start) Without further ado here are the important bits: KSP 1.2.2 build (not sure - will add later) Gamedata folder: Mod list: We'll have to see how this goes, I haven't run this many mods before! Updates and reports to come!
  19. My Kopernicus Planet is not wanting to load: I found some trouble points in log: [LOG 18:48:04.280] Load(Texture): Galaxy/Planets/Sarna/Color [ERR 18:48:04.283] DDS: File is not a DDS format file! [WRN 18:48:04.283] Texture load error in 'C:\Kerbal Space Program\GameData\Galaxy\Planets\Sarna\Color.dds' NOTE: My color map is in .dds format [LOG 18:48:32.773] [Kopernicus] Bad DDS header. [LOG 18:48:32.774] [Kopernicus] failed to load C:/Kerbal Space Program/KSP_x64_Data/../GameData//Galaxy/Planets/Sarna/Color.dds These are all the errors kopernicus wentrough in startup log. Here is planetary Config @Kopernicus:AFTER[Kopernicus] { Body { name = Sarna Orbit { referenceBody = Sun inclination = 5.6 eccentricity = 3 semiMajorAxis = 113549713200 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 color = 0.5,0.1,1,1 } Properties { description = Sarna is the second gas giant of the kerbol system. It has host of about 10 moons and is ''alot better than Jool'', according to Jeb. radius = 7560000 geeASL = 1.4 rotationPeriod = 36000 rotates = true tidallyLocked = false initialRotation = 0 isHomeWorld = false timewarpAltitudeLimits = 0 30000 30000 60000 100000 300000 600000 800000 ScienceValues { landedDataValue = 8 splashedDataValue = 1 flyingLowDataValue = 5 flyingHighDataValue = 5 inSpaceLowDataValue = 7 inSpaceHighDataValue = 5 recoveryValue = 5 flyingAltitudeThreshold = 12000 spaceAltitudeThreshold = 140000 } } ScaledVersion { type = Atmospheric fadeStart = 0 fadeEnd = 0 Material { // Common scaled space settings texture = /Galaxy/Planets/Sarna/Color.dds shininess = 0.1 specColor = 0.0,0.0,0.0,1.0 // Atmosphere settings rimPower = 2.06 rimBlend = 0.3 // Atmosphere color ramp texture Gradient { 0.0 = 0.094,0.220,0.643,1 0.6 = 0.0549,0.0784,0.141,1 1.0 = 0.0196,0.0196,0.0596,1 } } } Atmosphere { // effectively the ambient lighting color for all objects on the ground of this body (provides a slight tint) ambientColor = 0.006,0.187,0.8,1 // // shader.invWaveLength = Color( 1 / r^4, 1 / g^4, 1 / b^4, 0.5); // lightColor = 0.709,0.788,0.543,0 // General atmosphere settings enabled = true oxygen = false altitude = 25000.0 // Atmosphere Pressure // pressure (in atm) = multipler * e ^ -(altitude / (scaleHeight * 1000)) pressureCurve { key = 0 1722.525 -3.68761403636364E-02 -3.68761403636364E-02 key = 13750 1215.4779 -2.89618181818182E-02 -2.89618181818182E-02 key = 27500 926.0747733 -1.70812909090909E-02 -1.70812909090909E-02 key = 41250 745.7422867 -1.22066367272727E-02 -1.22066367272727E-02 key = 55000 590.39232 -1.03885874909091E-02 -1.03885874909091E-02 key = 68750 460.0561533 -8.63595672727273E-03 -8.63595672727273E-03 key = 82500 352.9034533 -7.05044647272727E-03 -7.05044647272727E-03 key = 96250 266.1688867 -5.6660456E-03 -5.6660456E-03 key = 110000 197.0872333 -4.48274916363636E-03 -4.48274916363636E-03 key = 123750 142.8932733 -3.50056581818182E-03 -3.50056581818182E-03 key = 137500 100.8216733 -2.71949803636364E-03 -2.71949803636364E-03 key = 151250 68.1071 -2.13953963636364E-03 -2.13953963636364E-03 key = 165000 41.98433333 -1.65774109090909E-03 -1.65774109090909E-03 key = 178750 22.51922 -1.00126501090909E-03 -1.00126501090909E-03 key = 192500 14.44954667 -4.06759432727273E-04 -4.06759432727273E-04 key = 206250 11.33333333 -2.27824727272727E-04 -2.27824727272727E-04 key = 220000 8.184366667 -2.25669374545455E-04 -2.25669374545455E-04 key = 233750 5.127426667 -2.06283192727273E-04 -2.06283192727273E-04 key = 247500 2.51158 -1.61502101818182E-04 -1.61502101818182E-04 key = 261250 0.68612 -9.13301818181818E-05 -9.13301818181818E-05 key = 275000 0 -4.98996363636364E-05 -4.98996363636364E-05 } // temperature Curve temperatureCurve { key = 0 141.67 -0.002333333455 -0.002333333455 key = 33000 104.4583677 -0.0003304941091 -0.0003294753455 key = 57750 104.4583677 0.0003294753455 0.0003294753455 key = 85250 131.0381051 0.0001800779636 0.0001800779636 key = 154000 131.0381051 -0.0002483375636 -0.0002483375636 key = 220000 90.44359713 -0.0003304941091 -0.0003304941091 key = 247500 90.44359713 0.0001722816364 0.0001722816364 key = 275000 111.2241191 0.0002525833091 0.0002525833091 key = 343750 0 -0.0001634942182 -0.0001634942182 } } } } Does anyone know how to fix this.....
  20. I'm running a fairly modded version of KSP 1.1. All mods are the respective latest KSP 1.1 compatible versions. What works ok: - VAB/SPH (I can load, modify, create new ships, see all modded components that were added, all mod functionality is nominal...) - Tracking Station (I can see all ships ok, new planets from ESO are good, I can go to and fly all ships, new KSP functionality is nominal...) - I can access all buildings at the KSC without any issues - I can load any saved files ok This is the problem I am encountering. Once I load a ship to go to the launch pad, the initial loading screen is as its always been. But once the ship gets loaded onto the launch pad at KSC, the screen goes dark and I only have very limited functionality. The game then proceeds to hard crash to desktop if I try to do anything from returning to launch, to VAB or to KSC. Screenshot of the issue: http://imgur.com/Z0usdh2 http://imgur.com/vW7ygH1 Here is the complete list of mods I was running (minus TAC Life Support for 1.1, Axial Aerospace and FASA. Those were NOT there when the issue occurred): http://imgur.com/b6RC884 http://imgur.com/w558a3S The game is launching from its 64 bit version, so I know that is not the issue. I'm using Windows 10 64bit OS. The really weird thing that I did notice when trying to debunk this is that the ship seems to get instawarped into a solar orbit into deep space or something weird like that. I was able to (somehow) recover one ship and I got science for having retrieved a ship from solar orbit, or something like that... Here's the screenshot for it (this happens when I reload the game and try to launch another ship, at which point I have to clear the launch pad, and it gives me this): http://imgur.com/CyWSTe3 Really unsure what is causing this but, as you can imagine, this is a pretty bad issue. I cant launch anything at the moment. I can only play with what has already been launched. Thanks for any help! I really need it! CM
  21. When I try to launch my game, it crashes as soon as it finishes loading. I suspect that it is because of lack of memory, but I would like some more input. Mods: KSP: 1.2.2 (Win64) - Unity: 5.4.0p4 - OS: Windows 10 (10.0.0) 64bit Filter Extensions - 2.8.1.2 Toolbar - 1.7.13 B9 Part Switch - 1.7.1 Basic Orbit - 1.0.5 Community Resource Pack - 0.6.6 CommunityTechTree - 3.0.3 CryoEngines - 0.4.6 DistantObjectEnhancement - 1.8.1 Extraplanetary Launchpads - 5.7.1 Interstellar Fuel Switch - 2.4.6 Kerbal Attachment System - 0.6.2 KerbalAtomics - 0.3.5 Kerbal Joint Reinforcement - 3.3.1 Kerbol StarSystem - 0.4.1 Kerbal Inventory System - 1.4.3 KSP-AVC Plugin - 1.1.6.2 ModularFlightIntegrator - 1.2.4 NearFutureConstruction - 0.7.6 NearFutureElectrical - 0.8.7 NearFuturePropulsion - 0.8.7 NearFutureSolar - 0.7.2 NearFutureSpacecraft - 0.6.3 TweakScale - 2.3.4 Universal Storage - 1.2.2 KSP Interstellar Extended - 1.12.19 Error Log: https://db.tt/ueqmyfBeAp Output Log: https://db.tt/080KMTMJff
  22. Installed Extraplanetary Launchpads yesterday, along with KIS and KAS. I landed my first base yesterday with the new parts designed to build a self-expanding base. I was somewhat unfortunate with the landing location, as the ground isn't flat. The entire area around the base is a gigantic hill near one of the largest craters on the Mun. I designed the initial parts of the base to only use survey stakes for flexible construction sites. However, whenever I create a new site and a new ship, it bounces up and flies away. Any distance from 1m to 20m. How can I stabilize the ship when it is constructed and avoid it flying away?
  23. i did a thing and it's a cool thing. http://imgur.com/a/j6JEg Side note, how do i embed albums? If the demand is large enough i'll throw up a download, but it requires mods and i'm not %100 sure what all ones i used so i'd just be putting my gamedata folder out there for ya'll to use.
  24. Chapter 1: Up the Rabbit Hole The VAB’s Cargo Bay 3 is a secluded concrete box behind a massive sliding door, but on that day, it nevertheless resonated with the ruckus as Jeb flipped over one of the empty fuel valve crates bearing his name, and perched on it. Bill shook his head, and joined him; Bob kept mulling about, while Val simply plopped onto the cold concrete floor, protected by the aramid fabric of her orange suit, gutted and stripped of badges. Around them stood the crowning achievement of KASA; but KASA itself was no more. The Kerbal Space Center was being stripped of anything that could be carried away by a swarm of workers that had descended upon it a week ago. The VAB, the Mission Control, the comms array, the administration and R&D facilities… like a swarm of locusts, they consumed everything. “So, I guess this is it,” said Bob, just to break the silence. “He… won the bet,” sighed Valentina, “and now we’re getting downsized.” “And Kerminsky didn’t hold his word either”, muttered Jeb, drawing surprised looks from everyone involved, “Yeah, I ‘have sources’”. Outside the door, amidst the extensive scaffolding, towered a half-assembled Sarnus V. They probably weren’t going to drag the five Mainsails and their fuel tanks anywhere, and would just leave them standing. A month back, another one of those monsters carried a tiny can containing Jeb and, unfortunately, Bob, all the way to Munar orbit, and the small ship on top landed onto its desolate surface. They planted a flag, they took measurements, they took samples, and then they blasted off and returned relatively safely. President Fitz Kerman was absolutely delighted – for about a week. Then, all this happened… “Hey, guys!” barked out Gus Kerman, in his usual safety helmet – which was coming in handy, because they could hear bolts and tools getting dropped left and right. “I’ve got a spare Rabbit out back, care to ‘accidentally’ launch it?” “Well…” drawled Val, “it’s not like we have anything better to do." ---------- The primary launch pad had been fully reconditioned. The modular gantry had been dismantled and the blast trench was covered by heavy grates that easily supported their truck. Gus casually drove straight over the crawlerway connecting the pad and the VAB, a big no-no back in the day. The Rabbit was a slender sounding rocket, three times as tall as Jeb, but only as wide as a helmet. A small slanted launch stand, the truck’s crane and a briefcase with remote firing controls; all of it about ten minutes’ work. However, Bob had to be sedated with Val’s elbow to the stomach. “Fire in the hole!” Jeb barked, appropriately. There was a brief hiss, then a burp, and the rocket blasted off. The screams of horror coming from the VAB were quite satisfying. The Rabbit spared itself the trouble of having any stabilization. The thick trail of its solid-fuel motor began to form a distinct spiral as the angled fins sent it into a wild spin, which actually helped keep it from veering off-course too much. They didn’t need any particular accuracy: after the motor burnt out, the empty casing tumbled into the bay to the north of KSC, with a parachute trailing behind it to reduce the impact speed to a reasonable 6 m/s. “Who do you think is going to buy all this stuff?” Val idly wondered. “I did,” Jeb answered nonchalantly, “All of it. And I also own Rockomax, so all that money the Pres has 'wasted' is now lining my pockets. And I have big plans.” Modlist (current as of June 2): This is going to be a poorly-roleplayed Sandbox game suffering from delusions of grandeur and realism.
  25. I took a break from ksp for a while and just now getting back I tried to open the game but it crashes before startup so I don't know what is happenning. I have the logs but don't know what they mean. Please help. (updated with logs)