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Found 24 results

  1. This is a mod based on OSE Workshop Reworked by @linuxgurugamer, itself a continuation of OSE Workshop Continued by @Aelfhe1m and ultimately a continuation of OSE Workshop by @ObiVanDamme. These mods allow parts to be manufactured directly on a craft using a Kerbal Inventory System (KIS) container to store them. They also allow spare parts in a KIS inventory to be recycled back into their raw materials (at a loss), and provide some limited support for those resources (an ore processor part, resource containers etc). This mod aims to overhaul many of the features of the previous incarnatio
  2. Kopernicus Continued Planetary System Modifier is a mod that provides for the graceful introduction of new celestial bodies to Kerbal Space Program. This is where we test new things and learn how break the universe with gusto. Disclaimer This is R-T-B's "Bleeding Edge" branch of Kopernicus, intended to support the latest features, KSP editions, and also the latest bugs. Please keep in mind this branch may be more buggy than Prestja's stable Kopernicus branch, but it also supports more KSP versions and has more features implemented for testing reasons. Many features that make it into
  3. I can't be the only one who has a problem with the KJR Mods in 1.11 Most of my Crafts, especially with Mod parts wobble around like stupid, no matter which KJR version I take. I also tried Autostrut but it has almost no effect at all, worse than the KJR mods. It also seems like nobody continues the KJR mods anymore and I couldnt do it myself. So is there anyone out there working on a new version? I just want to play KSP peacefully again without being annoyed by constant Kraken effect.
  4. Distant Object Enhancement Continued v2.0.2.0 Distant Object Enhancement Continued is a visual enhancement mod that makes objects realistically visible over large distances. It is an update of MOARdv's Distant Object Enhancement bis v1.9.1.1, which is a update of Rubber Ducky's Distant Object Enhancement. I have adopted the mod with permission of MOARdv Downloads CKAN SpaceDock GitHub This version keeps Ducktopia's CC Attribution 4.0 International license. Source code here: Github source
  5. KIFA - Kerbal Inventory for All Simple Mod that adds Kerbal 1.11 Inventories to all Command Pods including 3rd party mod Command Pods, Station Hubs, and Bases Adds inventories to any parts which already have a KIS Inventory - both from KIS mod and other mods which add KIS inventories (like USI mods Also allows other MOD parts to be put into stock inventory. This can be disabled by deleting the AllowModPartsInStock.cfg file. This will only add the function if the mod author has not added stock inventory themselves. As other Mod authors update their mods to include St
  6. Hello everyone! Gear up Kerbonauts, engineers are required for some in situ reassembling! Stack up your inventory with parts and tools in order to prepare for any contingencies. With a reimagining of the game’s inventory system and the introduction of a new EVA construction mode, KSP is here with new content for everyone! Kerbal Space Program 1.11: Some Reassembly Required is the game’s latest major free update and with it, we’re adding some significant and game changing elements that give players added flexibility and a more immersive KSP experience. Pack an inventory for your miss
  7. I place a probe core, antenna, and solar panel on an upper stage with fuel in orbit to deorbit it but i can't control it. I don't know if any of my mods would affect this im wondering if anyone has the same issue, the probe reads "no telemetry"
  8. My KSP 1.11.1 is crashing. I did a new installation of ksp for mods, installed all the mods I wanted via CKAN and the game started to crash, here is the KSP LOG: https://www.mediafire.com/file/rqsi91o3y5jd8s4/KSP.log/file
  9. I've been playing this save on this version of ksp for several hours with no issues, but now it's suddenly starting crashing to desktop a few minutes after the save is loaded. I've double-checked that I have no mods installed. I tried adding --force-opengl to the argument list just as a shot in the dark, but it didn't seem to help. As far as I can tell the log doesn't contain any errors, it just sort of ends Specs: OS: Windows 10 64-bit CPU: Ryzen 7 1700 GPU: GTX 1080ti RAM: 16GB Log:
  10. seriously, ksp has added loads of features to make my space stations look cool but there is one thing missing, we could have spherical fuel tanks added into the next major update to make daedelus or Ares IV replicas, im surprised take two hasn't considered this yet but ill probably be the first to voice my opinion on this, what do you think you would do if take two would add spherical fuel tanks into the stock game
  11. Windows, Stock + Breaking Ground, fresh install. I suspect this also affects non-DLC games. I've been observing some strange behavior related to low-mass parts in version 1.11. Certain (low-mass, physics enabled) parts seem much heavier than usual, despite no changes in mass or CoM being shown in the VAB. Crafts that include these parts suffer from a significant increase in weight and a loss of delta-V. Robotic parts sag as if burdened with extra weight. Some of my crafts from 1.10 have become unplayable as of this release. So far I've tested the effect using grip pads, empty dum
  12. Hi, I've been encountering an annoying unity crash when playing. It's not easily reproduced (unfortunately), seems to happen more often in the VAB than anywhere else, but it also occurs in flight - so far never in the tracking station or any other scenes. With high part / large craft it occurs more often, but it also occurs if I play KSP for more than a couple of hours at a time without restarting it. Unfortunately the KSP log file is not helpful when this occurs - it simply outputs the last "in game" event and then nothing. It's a Unity crash (the Unity window pops up and it's try
  13. I've been playing 1.11 w/ MechJeb2 installed for a few days. I've seen the warning at startup (of course) that MJ2 isn't compatible, so I've been proceeding w/ caution, but until today it seemed to function normally for executing maneuver nodes, landings, and ascent guidance. That ended this morning. I have two ships (A and B) docked in Mun orbit; I have a station waiting for them to return to it. I separate them, and use MJ2 to set up nodes for ship A to a) match planes; b) rendezvous with the station; and c) match velocity. I execute the first node, then manually warp up to 1000x to
  14. A new version always brings anxiety: will everything work? So, I make a new folder for 1.11, copy over the game, copy over the mods I use in 1.10 (yes, I enjoy living dangerously). Of course there's the usual warning about mods. Yeah yeah yeah... New career, build simple first craft: mk I pod, mk 16 parachute, flea SRB. Off we go. Chute opens at 1,000m. Craft continues to plummet down at more than 100m/s. RIP Jeb. Wait, whut? It must be mods, right? Remove all mods, and then add them back one by one to see what breaks the game. No mods: RIP Jeb WAIT, WHUT? Run game from
  15. When will 1.11 come to consoles. I’m just curious.
  16. Image by Omega482 & Saybur Stuff Version 1.3.6 - Released 2020-12-27 Compatible with KSP 1.3.x - 1.11.x [ ] NOTICE TO CORVUS USERS This is the community continuation of @Orionkermin's fantastic 2-Kerbal Corvus Command Pod for a Size-1 (1.25m) launch stack (with adapter for the optional Size-1.5 (1.875m) launch stack). Translations: Corvus CF is actively looking for more translations! If you can help, that would be great There is some good information to help in this thread. If you're looking to translate, please post in this thread so that nobody e
  17. After they added new categories for flags, I've wanted to add my own. I see the files titled "Flags", "FlagsOrganizations", and "FlagsAgency" and I can add/remove flags from there. But how do I add, remove, or rename the categories?
  18. Weight is a force: f = ma & gravity is an acceleration, so weight = mass * acceleration but this should be a ratio: weight = mass * environment_gravity / 9.81 m/s. For convenience, orbit should be weightless. A 200kg mass weighs 200kg on Earth/Kerbin but 33.2 kg on the Mun. In a low g vacuum, the mass is mostly weightless. So you can more easily displace the mass in orbit and on the Mun, than on Kerbin, because your kerbals are able to do more work (displacement of mass) with the same effort (energy). Hence, the mass carrying capacity should change relative to the kerbal's environmen
  19. The goal of this challenge is to play a community game of "reverse" pass the parcel. Players will take turns transporting a parcel back and forth between the KSC and the Island Airfield, using the EVA Construction Mode to add a part to the parcel each time it's shuttled between the KSC and Airfield. The last team to transport the parcel successfully is the victor. Rules: There are 2 notional teams: "Team KSC" and "Team Airfield" Players take turns sequentially. Players can submit entries for one or both teams. Players can enter more than once, the only restriction is t
  20. After short break, I wanted to test new KSP update and I am getting now message that the design below has blocked hatch (nobody can go EVA. On other hand if I use transfer option I can put kerbals on EVA and then they are able to enter the craft normally. See the image of the mentioned hatch below:
  21. Small problem related to kerbal weight (I think) in the latest release. (1.11.0) When a Kerbal jumps on Kerbin with just a parachute or nothing at all, they appear to jump a lot higher than normal, e.g: 2 to 2.5, maybe 3 meters in height, vs the regular just under a meter. NOTE: I play with JNSQ which impacts results slightly. My (quite extensive) mod list here: Images:
  22. Hello everyone! Gear up Kerbonauts, engineers are required for some in situ reassembling! Stack up your inventory with parts and tools in order to prepare for any contingencies. With a reimagining of the game’s inventory system and the introduction of a new EVA construction mode, KSP is here with new content for everyone! Kerbal Space Program 1.11: Some Reassembly Required is the game’s latest major free update and with it, we’re adding some significant and game changing elements that give players added flexibility and a more immersive KSP experience. Pack an inventory for your miss
  23. I was loading ksp and the image of Jeb and Val on EVA next to a Voskhod pod (IDK if spelling right). The two are on EVA teathers, so I was thinking in 1.11 EVA repair and construction are being added and that they should add a way to customize EVA packs. For example, you could have a long haul thruster pack which is an EVA pack that has more propellant, or have a "backpack" were the pack has extra inventory spots. You would likely find it on the EVA suit selection page were you can mix different EVA pack add ons. Ok back to the teathers, the kerbals could have a hook that teathers hook o
  24. im gonna make a prediction here and say that 1.11 will have better optimisation, new science equiptment, and hopefully space station parts because oh my god if we do have space station parts then this update will be HUGE what do you think will be for ksp 1.11?
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