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  1. I am using KSP 1.1 64bit on Windows 64bit. At the bottom of the post I'll provide a link to my output log and a spoiler of the mods I am using. I wish I was able to fix this or figure out the issue myself, but I haven't found any similar problems online with solutions, nor am I smart enough to figure out what is wrong. It doesn't help that I have a hard time understanding the output log and don't know most of what it says. I don't know what else I can do to assist the people willing to assist me other than describe the problem Title says it all; While in the VAB, I periodically have the inabi
  2. For example, here are the tags for the LV-909 Terrier: tags = lander orbit propuls rocket (terrier vacuum What is the opening parenthesis before "terrier" supposed to mean? I've seen it in other parts for other tags, too. I *think* I understand how the tagging system works otherwise (matching words or start of word). Are there any other features I may have missed? @Arsonide
  3. The title says it all. It's a jet capable of taking off and landing vertically or conventionally. It has a Narrow-band scanner in the nose cone! It's decently maneuverable, but you can always boost it by turning on the VTOL engines. It also has two drogue chutes and flaps to slow it down during landing. DOWNLOAD Basic information Name: KAI/KD CF-1 Total mass: 10.0t Height: 4,2m Width: 8,9m Length: 11,0m Part count: 73 No. of engines: 7 (1x Whiplash + 6x Juno) Resources: Liquid Fuel: 360 Electric Charge:
  4. Shader model 2 is no longer selectable in the graphics options in KSP 1.1 This is a problem for me because now whenever I look at Kerbin (ocean etc) my game LAAAAAGGGGGGS a lot. When I was using SM2, the game lag wasn't as bad however as of right now it is UNPLAYABLE due to severe lag. Is there any other way to use Shader model 2 in KSP 1.1? Or can Squad look into optimizing the graphics of this game so that looking at planets with oceans doesn't turn the game into a picture book due to poor framerate?
  5. THIS THREAD HAS MOVED! CLICK HERE: Kerbiting System This planet pack, which is in very early alpha phase, is a planet pack that rearranges all the planets in the stock Kerbol System. In later versions more planets and moon will be added, the star will change, and a lot more will come! This is what I let you guys decide. I like to make a planet pack which makes people as happy as possible. For that to happen I need your advice on what to do/add/edit. For now this is all you will get. I'm working hard on it and next version will come out soon! Very import
  6. Navball docking alignment indicator (Community Edition) To begin with, it is just fair to say that @mic_e is the original Author of this mod. His thread can be found here. As stated in this thread as I personally like this mod alot and he wasn't online for 3 Months I decided to pick it up and continue it's development in his absence. License and all will be kept exactly the same, the only difference will be the name (added Community Edition for clarity) and the sourcecode obviously. Now a little bit about this mod, what it does and what you use it for. Ever had the
  7. Completly fresh install, no mods. When I run the command "./KSP.x86_64" the following prints; ====== Set current directory to /home/dirk/KSP/KSP_linux Found path: /home/dirk/KSP/KSP_linux/KSP.x86_64 Mono path[0] = '/home/dirk/KSP/KSP_linux/KSP_Data/Managed' Mono path[1] = '/home/dirk/KSP/KSP_linux/KSP_Data/Mono' Mono config path = '/home/dirk/KSP/KSP_linux/KSP_Data/Mono/etc' displaymanager : xrandr version warning. 1.4 displaymanager : trying .X11-unix client :0 has 1 screens displaymanager screen (0): 1920 x 1200 Using libudev for joystick management Impo
  8. I am trying to update my 1.0.4 to 1.1.3, on a Mac, and it is not going well. When I unzip the 1.1.3 archive into my applications folder, it creates a KSP osx_2 folder inserted of updating the KSP osx folder with it's Saves and mods history. If I unzip it into the KSP osx folder, it creates another KSP osx folder nested within it. I'm afraid that if I start individually replacing folders and files, I'll mess it up badly. I guess what I am looking for is a patcher, not a new install, but I didn't see a patcher available, except for Windows. What is the upgrade procedure?
  9. Allrighty. It's been a while, now, hasn't it? I'm thinking of doing a new project. I hear 1.1 has dropped, and that there's optimizations in there that'll let me up my part count some. Maybe I can finally breach the 100k part barrier. Who knows. I'm probably going to put together a new Arkingthaad tower lander. The biggest one yet. So my question to you all, is, what should I do with it? What should I put on it? Is there any thing anyone wants to see, specifically? I've been out of the loop for quite a while, now, so some blundering is to be expected. Give m
  10. Hello, I've got an annoying problem: I built a big ship in ksp 1.1.3, but bizzarre wheels and wings and incompatibilities of mods made me return to 1.1. Problem: I don't know how to convert my craft to ksp 1.1 because I've installed same mods, they work, and when I put the 1.1.3 .craft file into 1.1 ships/sph folder, it says me that the craft is incompatible with this version of ksp. halp plz I tried all day to fix that, but didn't succeeded
  11. In 64-bit KSP 1.1, with only one mod (the docking alignment indicator) - launching a fairly large rocket (174 tons in 6 stages): If I save and then attempt to load the vehicle, it shows up on the vehicle list as "116 parts in 13 stages", but there are only six stages on the sidebar. I click "launch". I go to the pad. If I don't do anything for a few seconds, the spacecraft settles in. It appears to be intact, but the first three stages disappear from the stage sequence on the left. If I activate the staging sequence, I get the fourth stage. If I hit the "stage" button before
  12. Pretty much what the title says. It's broadcasting its findings via @MuffinWatcher to #KSPModUpdated. The bot checks for updates every 15 minutes. It uses CKAN internally so it'll only see updates for CKAN-enabled mods.
  13. Hello, my Track IR 5 is not detected in x64. The driver is up to date. This issue is exactly the same as reported here: http://bugs.kerbalspaceprogram.com/issues/7768 Thanks and regards...
  14. On 1.0.5 I had no issues, it is only with a fresh install of 1.1 did the graphic glitches show up. I tried turning up/down anti aliasing, both fantastic and beautiful render quality, fixing directory permissions, removing the saved application state in Library, etc... Here are some screenshots of the glitching floors, walls, and flag of the SPH (happens in the VAB as well). http://imgur.com/a/aQV29 To test to see if was just on my machine, I copied the KSP_osx directory from my MacBook onto an SD card and had my coworker run it on his MacBook and the glitch is not
  15. I've been experiencing some problem with the landing legs, not landing gear sorry. The problem is, when i turn the landing leg it goes inward and turns slightly and i just can't seem to get it to go outward into the landing position i guess. Although i have installed mods which include... TAC Life Support, Tweakscale (just installed today) and... actually that's pretty much it.
  16. 1.1 build 1230, Windows 8, 32-bit version, non-steam, clean install. Landing struts LT-1 and LT-2 are sinking into terrain and meshes, while LT-05 performs normally. While raising or lowering LT-2 the pads initially get the grip on surface, but immediately after full extension pads fall through the surface.
  17. Hola que tal, soy nuevo en KSP y aun estoy aprendiendo muchas cosas pero tengo un problema al crear un avión básico. El problema que tengo es que las ruedas explotan por si solas despues de avanzar unos metros e intentar despegar el avion. El avión lo construí un día antes de la actualización de la versión 1.1 y me funcionaba perfecto, al dia siguiente actualizo y ya no pude volver a despegar. Cree una nueva carrera por si era algun bug o algo pero el problema persiste. He intentado ver por donde esta el problema, uno de mis intentos fue construir un vessel sencillo (el de la foto) p
  18. Hi, I downloaded KSP 1.1, and updates of all mods installed. When I launch my save I have a error message that say : A vessel cannot be charged , or something like that. When i try to charge this vessel in the VAB, I had the following message : Craft RK-3 was not loaded because it had the following parts missing: KKAOSS.KIS.Tank. I reinstalled KIS and KAS mods but i have the same issue, nothing about KKAOSS.KIS.Tank in my game folder. Someone know how I can fix this problem, without a starting a new game ? debug console when i try to charge the vessel : [ERROR
  19. For the past month or so, I've been doing crazy thermal extremis testing in 1.1! I built a little testbed of a z200, two little solar panels, an OKTO core, a nuclear engine, and an NCS adapter with only 8 units LF in it, then attached various cooling structures to it, saved those as new craft, and launched them to orbit on a modified aero-equis to test how well they can radiate the heat produced. Methodology was to turn on infinite fuel, burn to an internal temp 1100 in the probe core, record burn time by comparing MET to MET at start of burn, then cut throttle to see if it can coast coo
  20. The first video in my KSP 1.1 Career Series. In this part, we launch our first rocket and get to orbit.
  21. I've placed my first space station in orbit on my new 1.1 career. I have a science lab crunching away at some data and I noticed that apparently in 1.1 once you put an experiment in the lab you don't get it back to be recovered or transmitted. My question is, once the lab finishes processing the data from these experiments, should I transmit it or recover the lab? What made me doubtful about this is the following note in the changelog: "Labs with science can now be recovered for science." So will i get the typical penalty if I transmit the generated science instead of recovering it, or does th
  22. The challange is: Go to Duna,The mun,Minmus,Eve,and Moho and go back to kerbin and land safely Mods Allowed: KW Rocketry AIES Aerospace and, mechjeb(only to make maneuver nodes).
  23. Hi, the last few weeks have been a rough time for all modders. There were, or still are a lot of things to update and fix for the big 1.1 update of KSP (and the subsequent patches). Naturally, also the number of bug reports for the mods increased. This is totally okay, there are always new bugs introduces by such a big update. But lately, an increasing number of reported bugs are only caused by the fact, that there are still mods installed, that do not support 1.1. or are not cleanly installed/updated (as in remove the whole mod folder before installing the new one). These bug re
  24. I have an older Mac that is restricted by Apple from installing Mac OSX more recent than 10.6.8 Snow Leopard. When I attempt to launch KSP 1.1 using either the launcher or KSP app, the Kerbal icon bounces once or twice in the dock and then disappears, and nothing further happens. This is probably an issue with Unity 5, and thus there is nothing that can be done. The minimum system requirements listed on the website call for Mac OSX 10.6 or greater. If this issue is unsolvable, that line will have to be revised. When I attempt to run the launcher, this turns up in the Console app: 4/20
  25. So I've been running the hack basically as soon as I installed my first mod. It ran beautifully, and It never crashed on me. Now, trying the official 64bit version of KSP, the game crashes every few hours or so. So what do you think? Oh, and I IMPLORE YOU to not merge this into the 1.1 discussion thread, because it's an undecipherable mess after all the threads were merged.
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