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  1. i used ckan to install my rss/rp-0 install, but when i opened ksp the loading froze at at the Terobee_Decoupler file, so i deleted it. when i launched again the kerbin was still kerbin. no earth. i installed all suggested mods for a ckan rp-0 install. help
  2. After adding Realism Overhaul and RP-0 the game crashes a few seconds after it starts going through the mod list. Dropbox
  3. Hey guys! I'm trying to find old mod versions for 1.1.3. Everything on github like raster prop monitor or mechjeb isn't a problem. But I can't find ASET Avionics ASET Props Is there a mod archive website I haven't found yet? Or can anyone upload the ASET versions compatible with 1.1.3? In case you're wondering why, the Kerbal VR mod only works for 1.1.3 and I got it working with my Rift Thanks!
  4. Right after Christmas 2016, I made one Steam backup and one Windows 10 backup (that one by just copying the KSP folder and moving it into another folder on my desktop), then used the built-in Steam functionality to downgrade my game to 1.1.3 in order to install Real Solar System, Realism Overhaul, Realistic Progression Zero and all of the recommended mods using CKAN. What do I do now that KSP RSS RO RP-0 can be played on 1.1.3? How do I update the game? (I'm new here, so I'm being conservative on the formatting before I can develop a pattern.)
  5. Essential Mods ModPack For KSP 1.1.3 Hello, my name is Gustavo but you can call me HardZiin, today i brought to you a modpack with all my favorite mods. In this modpack you will find spacecraft mods, visual mods and another kinds of mods. This modpack use the 1.1.3 version of Kerbal Space Program (Still not tested in another version). Lets start with the list: SpaceCraft (General) Mods Kerbal Attachment System Kerbal Inventory System Kerbal Engineer Redux Kerbal Planetary Base System Near Future Propulsion Near Future Solar N
  6. Essential Mods ModPack
  7. Help! I cannot undock my vessels anymore. A while ago I docked a unshielded 1.25M docking port to a shielded docking port. Did a couple of EVA's and wanted to return the crew home. But I could not undock. I pressed the undock option on one of the docking ports. The option disappeared but the vessel remains docked. I tried editing the save file but I still can't undock the vessels. I do not want to delete the vessel since I've spend quite a while on the orbiting station. Here I got the save file excerpts from the 2 docking ports : Shielded port on crew transport vessel :
  8. So i have recently upgraded ksp to 1.2. I want to use my existing quicksave that i use since 1.0.5. its sandbox but i have massive progress done in it. i have rovers and probes on most of celestial bodies in the kerbol system and few ongoing missions. transfer from 1.0.5 to 1.1.3 worked, but when i open it in 1.2, things like communication networks (things that ar new to 1.2) dont work. Communication thing in upper left corner isnt showing up with old quicksave, but when i crate new save, it works. Also, i cant aim my camera. KerbNet doesnt work because there is no connection to ground station
  9. Hi, being playing since... well i dont remember, probably 4 years or so. I've done many many of the things in KSP that can be done, but SSTO spaceplanes are ALWAYS a headache for me. For each time i try to build a new one (each new version of KSP, each time i retake the game since a long time) i need too many time to build a very crude SSTO (just LKO), and i find it very difficult to do it. And SSTO to Minmus for me is still undone, thats what i was aiming for this time, but can barely get a SSTO, So i would really appreciate ALL the advices no matter if they are not very important
  10. After taking a break from KSP around this time last year, I'm back enjoying all the KSP goodness. But has the way the science lab handles experiments changed whilst I way away? I used to be able to copy across the data gathered from my landing missions across to the science lab and still return that same data to Kerbin for the Science Points. I've just built myself a new Mun orbital lab, then landed in a new Munar biome and conducted a set of experiments. When I returned to the lab and clicked on the "flask" icon, so the scientists could get on with some research, the data seems to hav
  11. Forgive me sires if i still play in 1.1.3 but i want to reach Sarnus, Neidon and its friends (OPM) and 1.2 has not many mods updated, so im asking for 1.1.3. I have this "SSTO wannabe: But i got surprised when i noticed the Jets are taking part of it fuel from the center tanks. How can that be? How can i solve that without struts. Anyway, any advices of how to improve the craft?
  12. i have a strange bug in my carrer save since yesterday... i though it will work with a restart but it wont. when i go EVA i can control the kerbal without problems. but when i go back into the ship, the kerbal is still seen outside the hatch and i dont have any gui for the ship. i cant see the staging on the leftside and the kerbals on the rightside... when i check the hatch with mouseover i can see that all 3 kerbals are inside it. so the kerbal which remains on the outside is a copy. i cant switch to this kerbal and cant control him... i also dont have really control about the vessel an
  13. Hello, I've recently started learning to mine! I've made some good strides, but have run into a pair of troubles that have me stuck in the mud. First is, while on Minmus, my stock drills seem to harvest at a constant rate regardless of temp/efficiency. Is this normal behavior or a bug? My Kerbin-based drills became more efficient near their optimal operating temperature, but these don't. I have hyperedit installed for another project, but didn't use it for this. Second is, my survey scanner says there's ~80% ore in this area, my narrow-band scanner says the whole area is unifor
  14. Hi there! since a few days ago, i frequently (10min to 2h) had hard crashes (KSP_x64.exe not working, no crashlog). My install is medium-modded: I thought i'd uninstall the most recent and consuming ones ( SVE, Stock Terrain and SVE:Sunflare ) and got my first crash with a log (yay!) https://drive.google.com/open?id=0B9E1ELqaaxtIa053VWZ6VXFIbE0 <<< DUMP https://drive.google.com/open?id=0B9E1ELqaaxtIVDVxREtwNE9MN0E <<< error.log https://drive.google.com/open?id=0B9E1ELqaaxtIZkhDamFIdzNoN2c <<< output_log.txt Thanks in advance,
  15. Whenever I try to launch rocket in career mode of RP-0, rocket starts to shakes very fast and after few moments explode. But when I launch from sandbox mode all is fine. Does anyone know solution to this?
  16. So I'm playing career mode (moderate difficulty, loads of mods, 1.1.3). I made enough money to upgrade the VAB because the mass and size restrictions were holding me back. The model of the building changed, and the right click box tells me the upgrades should have applied (max parts now 255 etc) but i can't launch anything bigger than the basic VAB allows. I also changed the save file to upgrade the building fully, in case it was just the middle stage that had this problem. But even at the highest level I can't build anything bigger than the basic VAB. I'm using kerbal construction
  17. KSP: 1.1.3 (Win64) - Unity: 5.2.4f1 - OS: Windows 10 (10.0.0) 64bit Kerbal Inventory System - 1.2.12 KSP-AVC Plugin - Infernal Robots - 2.0.2 SCANsat - TarsierSpaceTechnology - 6.4 Anyone having issues with Kerbals not staying put on ladders? I am find it very frustrating that the Kerbals do not stay fixed to ladders when performing EVA's. The Kerbal either slides up or down the ladder or, just eventually lets go for no reason. I am using the KIS (Kerbal Inventory System - 1.2.12) to build stations. It is extremely frustrating d
  18. Hello everyone, I have a problem with bdarmory. The problem is whenever i launch a craft on either to launchpad or runway the screen is all black. In addition to the screen being black, the altitude gauge is blank, the speed reads: "0.000000m/s", and the time reads the maximum time (999 years or something like that). My other mods are the B9 parts pack, adjustable landing gear, aviation lights, BD parts pack, better burn time, chatterer, firespitter, KER, KSP AVC, KW rocektry, spaceY heavy lifters and parts pack. Does anyone know how to fix this? Im on ubuntu 16.04 with 8gb ram, and ksp 1.1.3.
  19. I need some help getting mods with planets, for 1.1.3, doesn't need a mod to download that mod, easy to install
  20. When I play KSP on version 1.1.3, the shadows are flickering and sometimes even the screen. I have reinstalled the game multiple times, removed the mods and checked my DirectX version and It's still a problem.
  21. Jebediah found himself wandering around the design department recently, so thought he would have a go at putting together something for fun rather than the serious business of space exploration. The flying sub is what he came up with, and surprisingly managed to get it on to the production line as well. Pros: Is quite versatile, fun for a while, is a bit different Cons: Has no real practical use, has a short range, doesn't fly particularly well which makes it a cow to land, isn't a particularly good submarine due to the positive buoyancy, tho
  22. Before I go into my issue, here are the specs of my machine and KSP install: And as far as the issue goes: I go into the "Input" settings and set all my joystick controls appropriately, however when I go into a game and try to fly my craft, the throttle (when the throttle is centered out) the game is showing that the ships throttle is maxed out. Then when I push my throttle to max, the ships throttle goes to slightly below 50%, and when I pull the throttle back the ship goes to 100% throttling. Even when I inverse the controls, I am not able to go from 0% - 100% throttle. Does a
  23. I recently updated from KSP 1.0.2 to 1.1.3 and notice a significant difference as to how the game handles aerodynamics. Are there settings changes which would return the game to stock aerodynamics ala 1.0.2? Thank you for any assistance!
  24. to keep it short... Why can't I climb a relatively shallow hill on Eve with a rover with ruggedized wheels? The rover weights around 19t (more like a truck) and the engine seems not to have the power to climb a miserably small slope... any ideas to go around this or rovers are simply dead from 1.1.x? Note: in a game version prior to 1.0.2 this rover truck climbs it without a problem
  25. At first I thought the engine was acting like it was blocked, using fuel but providing no thrust (although mechjeb says there's thrust, just no g-forces), however even the RCS thrusters don't make any change. The orbit is 400x160km, and when I reverted to launch and tried again I reached the exact same orbit. I know the poodle engine does work for a time because I released the lower stage so it'd fall back to kerbin and used the poodle to raise the periapsis. I was trying to get a circular 400km orbit (as I'm trying to meet up with another craft), but once the periapsis reaches 160km all
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