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Found 191 results

  1. So I myself have a heavily modded install, with about 45 folders in gamedata not counting the squad folder. So I want to know why do you use certain mods.
  2. I really dont know, came back to ksp, auto updated all my mods, went in game but some of the textures are really buggy and my game crashes alot. Can someone tell me which of the following mods to delete because i have no idea how to check which one is causing the problems I basically had all the mods from here https://www.reddit.com/r/KerbalSpaceProgram/comments/37nedh/installing_mods_to_make_ksp_look_nicer_step_by/?st=j4atev6i&sh=8cacf8ac Which one should i delete from this list?
  3. Currently Steam Auto-Updated my game to 1.3 and I reinstalled all the mods. But it frequently crashed with mods,but runs smoothly without mods. I had tried throwing out some but it keeps on crashing! I don't know why that happened. Please help! (P.S. Unfortunately this happened too at 1.2.2) Mods Installed: JSI,ASET,KAS,KIS,Mark IV Spaceplane,Prakasa Aerospace, Malemute Rover,Feline Rover,Texture Replacer,Plantary Base, Cryo Engine/Tanks and Hyperedit
  4. Hi everyone, I am having an issue where I crash to the desktop upon clicking the green launch button in the VAB/SPH. It seems like it tries to load but doesn't quite make it. I'm playing the 64 bit version and have tried OpenGL and forcing DX11. I'm running 25+ mods but didn't have trouble running this many around 6 months ago before I took a break. Please let me know if you have any input. Thanks in advance. Here's the details from the latest of my many crashes. Error: https://www.dropbox.com/pri/get/error.log?_subject_uid=496818895&w=AABnuL1IPibza1W1M_M9S17i_AGl4zeUX37acZFJiTybbw Output Log: https://www.dropbox.com/pri/get/output_log.txt?_subject_uid=496818895&w=AAA-tbO06tm6nJOI_3DPJg3oFSQK2LTmk7YxGINe_vpBRw
  5. pyKAN PyKAN is a pure python alternative client for the CKAN utility to manage modules for Kerbal Space Program. It uses the original upstream CKAN data and repos directly and does not fragment the module repositories, it merely provides an alternate client to consume this data to manage, install and update modules. All the logic is kept in libraries - so that writing a new interface is easy. Version 0.1.0 First public stable release Available on github: Source Version 0.1.0 Installation: Clone or Download the repository. Change to the directory where you downloaded Make sure you have python-requests and python-appdirs installed. The program will tell you if it cannot find these modules. ./pyKAN --help python pyKAN --help #On windows Current features: Global settings holding list of known KSP installation directories Per KSPDir settings on top of that Fetch repository data from CKAN Ability to install incompatible mods. Settings contain minKSPversion and maxKSPversion per install. By default these are set to the KSP version. User can override to, for example, allow mods that are maxed at 1.0.0 to install in 1.1.0. List available modules. Module listing comes with numerous optional filters which can be combined in arbitrary combinations. Includes text-search, module version and KSP version compatibility. The same filters will be available for selecting mods to install. Detect manually installed mods Import list of modules installed by CKAN List installed modules, indicating how they were installed. Install modules (optional override support for manual mods) with optional download-retries Uninstall modules Upgrade modules Python3 - in master branch only. Changes 0.1.2 Multiple small bugfixes New commandline syntax with cleaner format and support for multiple modules in a single command. 0.1.0 The installed modules listing is now also sorted alphabetically. Fixed a bug where calling upgrade would reinstall the same version as was there before Disabled strict mode JSON to deal with the bad json in .version files. Handling of 'file' mode install sections now work correctly. Fixed install destination for mods like firespittercore Use appdirs module to place main configuration file in a platform neutral manner 0.0.1-beta2 Python3 support Lots of small bugfixes Improved mod installer, mod upgrades and mod uninstalls List_module now sorts alphabetically 0.0.1-beta1 Initial public release Todo: PyQT GUI for graphical usage Manual install by link. User can copy a download link and have the app download and install from within. User could add/edit mod information. Optimize the O(N) and O(n*x) algorithms. Improve the argument code for the commandline version. Some of it is a bit cumbersome. Import of CKAN installed list should also import filelist. Done Consider using a Linter for your source (I'd recommend flake8) Consider using the logging module rather than a DEBUG flag Consider documenting at all levels (package, module, class, function) using a known doc style (Plain, Epytext, restructuredText, Numpy, Google, etc.) [very optional] Consider using type hints (a.k.a PEP 484) or even the typing module (see also PEP 526) if you switch to python3. Written By A.J. Venter (metalpoetza on reddit). SYZYGY - Python3 support
  6. Hi All I have been playing KSP for 3 years now, I love this game and I never really got involved with the community so this is my first time :$ - but this time, I wanted to share with you all a mission Ive done to the mum using my version of the Saturn V Awesome experience, not 100% replicated but i'm surprised that worked really well.. although I had to waste half of the fuel in the 3rd stage, i got back with plenty left! my mods include KW rocketry, Tweak scale, kraken science, Apollo lander, scatterer, in between others... all in the new version 1.3 !! waiting for more mods though LOL here is the link to the images in case the below doesnt work, http://imgur.com/a/OOOJW I would love to answer your questions!
  7. I'm not sure if I just suck at googling as of late..but if I'm the first so be it. I've been trying to figure out how to give suggestions to the mod community. I don't have many and I started this thread only thinking about one in particular. But if there isn't any other place, id like this to be a place where players can give their ideas, some may be extravagant, some small and practical. but I've always wondered how all these mods get created without some central brainstorming type area. I could plead to ksp devs themselves, but this seems more promising. If I'm in the wrong place, please kindly point me in the right direction and ill repost there, or a mod can just move this..to there, thanks. Anyways lets get it started. Suggestion: (Asparagus style?) [3/4/6/8]Multipoint Struts Reason: structural integrity/rigidity Practicality: (-)part count, stockalike? Balancing: scale weight based on number of connection points (3 point= 1.5x weight, 4 point= 2x weight, etc, etc) Idea Summary: a few extra stock alike strut parts. placing large amounts of aerodynamic wings or engines in symmetry, requires many struts sometimes. this will help ease the part count, and prevent your wings from doing the "dragonfly wing effect" as id like to call it when trying to fly without ship rigidity. googling dragon fly slo mo videos will help you understand my analogy if you dont already. . Cheers!
  8. So as far as I learned it turns out that take-two the tool to create mods for GTA 5 has been taken down, however is this going to affect in a way to the future development for mods of Kerbal space program?
  9. The forum thread for the kOS modwas first begun by user @erendrake, but he hasn't been active in the mod or in the forums for quite a long time now. For the last several versions he's not been available, and the mod has been updated and maintained by myself (@Steven Mading) and @hvacengi. Now we're running into the problem that we can't change the first post in the thread. So it claims incorrectly that the mod hasn't been updated in a while. What is the protocol for trying to do something about this? Do we just have to start a new thread and hope people eventually stop using the old one?
  10. I just installed the planetary base system mod (correctly I hope) and reloaded the game and I got to the start screen, and I clicked on start and now it is frozen on the page with start game option, settings option, etc. the graphics in the background are still working but when I go to click on start game (or anything else) it does nothing. I have no idea what is wrong. I (think) I installed the mod correctly. What may I have done wrong? thank you, in advance.
  11. The Xepher Labs Modified Stock Parts Pack, contains 2 modified stock parts, The God Battery (Mk.0 Liquid Fuel Tank), and the Electric God Booster (Separton I) The God Booster The God Battery: One Good Benefit Of These Small Godlike Parts Is That They Aren't Big, So They Take Up Virtually No Space At All! Download The Xepher Labs Modified Stock Parts Here!
  12. Hi, I am running a modded install of 1.3 and for some reason I have lost the ability of extending solar panels. I have no idea if this is a bug in 1.3 or a mod I am using. Can someone help? Thanks mod list B9, BD armory, Dmagic, extra planetary launch pads, KAS, kerbal engineer, hyper edit, Procedural wings, SXT, tweak scale., and Andromeda Visuals: Daydream
  13. I have a bit of a dilemma here I could either go with remote tech and have the following mods with it and reasons why I like it. 1) Time Delay, 2) 10km EVA kerbal antenna, 3)Remote Tech Contracts, 4) KOS would work fine for the time delay. For Commnet I would use 1) Science Relay so I can send science to a science lab on a space station orbiting above 2) Commnet Constellations for better organization of signals 3) Works with my mods kerbal health so I get the perk of being connected to home Con is there is no time delay so there is no challenge or real use for KOS being used. I would like a second opinion on these thank you.
  14. So I'm running a fairly heavily-modded installation of KSP. Upon the most recent update to 1.3, I can't get past the initial loading screen. Everything seems to be going fine, then *poof*!.. crash to desktop. Can someone with more technical skill than I take a look at my log and tell me what's causing the trouble? I figure it's a mod that hasn't been updated for compatibility yet, but I don't know how to tell which mod... Thanks in advance! Log is located here.
  15. Hey guys, I started modding this game with very little understanding of how everything works. I've corrupted several GBs of data that I literally can't delete. I'm wanting to uninstall everything and start over. But at this point, I'm wondering if I should just reformat... Corrupted data is never good. Any advice from someone in the know would be greatly appreciated.
  16. Hello there, I am the guy that (almost) never posts, but I wanted to help the community at least a bit, so here's a list of which mods have been updated to work with KSP 1.3 Disclaimer : Not all of the listed mods have been tested. Most have just been updated and I included them here. Reply with the name of any "compatible" mod crashing the game and I'l remove it, or with a mod not included here and I'll add it List of mods in the spoiler, sorted by alphabet in sub-spoilers. WARNING: It's really long By the way, I'll be updating this list as often as I can Last Update : June 26th, 2017
  17. 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 ...
  18. Hey, I recently installed KSPI-E. It is a great mod, but ever since the newest update, it has asked to update three times every time I launch the game. Here is the mod's link, I don't know if this is just me or a glitch. I would appreciate any help!
  19. I'm manually installing some mods after doing a fresh install of KSP and deleting every mod I had. My game was crashing a lot and I want this to be cleaner and I want to get more efficient with modding. So, right now, I am manually installing a mod and I am seeing that some files from that mod's GameData file already exist in my KSP GameData folder. For example, I was manually installing Ven's texture revamp and saw that it included Module Manager 2.7.2 while I already previously had MM 2.8 installed. I was told to not add the 2.7 because Ven's will work with 2.8 but KSP 1.3 won't like 2.7. Good advice. Now, I am installing USI MKS and am seeing that a lot files in the Mod GameData folder that I either already have or in some cases have a more complete set of. For example, USI MKS comes with the Firespitter plugins, but I already have the Firespitter file and it has a lot more than plugins, in it. Question is, is there a streamlined way of doing this or is that exactly the work that CKAN was made to alleviate? Is this a part of manually modding; going through these files individually? Because I'm not sure blindly moving over GameData folders and duplicating files are a stable way to play a game, not to mention, it leads to clutter which leads to the urge to clean install, sometimes. A more serious question would be, if i'm dealing with these duplicate files, how do you decide which to keep? My logic would say that if it's already been installed through CKAN, it's probably the newest version.... maybe.
  20. It's been a very long time since I have played KSP, and I had a bit off a macey dean phase. Coming back, that sorta has not left, though I'm dropping the pretenses and wish to use actual mods! But what would you recommend? I know about BD armory, but are there any others that are 1.3 compatible?
  21. it crashes non stop. here's the report:
  22. 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).
  23. Currently in my sandbox playthrough I'm colonising Laythe. I use extra-planetary launchpads and a plethora of other mods. At what point do you think I should allow myself to spawn in a kerbal konstructs launch site? I was origionally thinking after I surpass 200 on-world residents. But I figure I need more requirements as that seems a little too easy. I need more input. Like, maybe how many drilling facilities should be required? Or how many trucks/transport vehicles should I have?
  24. 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?!