Jump to content

Search the Community

Showing results for tags '1.11'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • The Daily Kerbal
  • Kerbal Space Program 2
    • KSP 2 Discussion
    • KSP 2 Dev Diaries
    • KSP 2 Suggestions & Development Discussion
    • Show and Tell
  • Kerbal Space Program
    • KSP Discussion
    • KSP Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Community
    • Welcome Aboard
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (PlayStation 4, XBox One)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Making History Expansion
    • Making History Missions
    • Making History Discussion
    • Making History Support
  • Breaking Ground Expansion
    • Breaking Ground Discussion
    • Breaking Ground Support
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

Found 25 results

  1. 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
  2. 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 trying to generate a crash report), so I'm not convinced that it's something in the mods I'm using. I've put the Player-prev.log (from C:\Users\<name>\AppData\LocalLow\Squad\Kerbal Space Program) above in a spoiler that shows everything after the crash occurs. This is outside of my technical comfort zone, can anyone offer any assistance please?
  3. Image by Omega482 & Saybur Stuff Version 1.3.7 - Released 2020-12-27 Compatible with KSP 1.11.x - 1.12.x (v1.3.5 is compatible with older versions of KSP) [ ] 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 else picks up the same language! Done: [Deutsch] [Español] Remaining: [Русский] [中文] [日本語] [Português] [Italiano] [Français] GitHub: Please see the feature/localisation Branch for current localisation work. Effort: ~23 lines / 400 words ABOUT Corvus is a small parts pack based around a 1.25m two-seat capsule. It has been made to be a "Kerbalized" interpretation of Gemini and features a unique IVA. Included in the pack is an appropriately themed parachute/ docking port combo, a service module which features a monoprop generator, a heatshield, a slimline decoupler, and a small in-line monopropellant engine. It also contains an adapter featuring storage space and integrated decoupler to the non-standard but popular 1.875m size. PICTURES AND VIDEOS Imgur album link: http://imgur.com/a/nLqSL Fantastic review by @Kottabos on YouTube here. DOWNLOADS via CKAN - automatic updates and dependencies (recommended) GitHub - always the latest release. Also access to the source code, pre-releases, the bug-tracker, and the Wiki. Spacedock Curseforge Installation Instructions Download the archive and extract the contents of the "GameData" folder into your KSP's "GameData" directory. The Corvus Mod contains the following 2 folders for "GameData": Corvus - the mod itself HGR - a sub-set of the Home-Grown Rockets mod (also by OrionKermin) required for the IVA. Mod Recommendations Home Grown Rockets adds a complementary set of 1.875m parts, originally by @Orionkermin and currently maintained by @Kerbas_ad_astra. Animated Decouplers to have the Corvus Adapter shield its contents when using the Stock Aero. SUPPORT No logs, no support. Unless it's a feature-request, of course.. If you find a problem, try to reproduce it first with NO OTHER MODS installed. If the problem goes away, please try to identify which mod is causing the problem. If possible, please raise the issue on GitHub. CHANGELOG The full changelog is here. v1.3.7 Marked compatible with KSP1.12. Tweaked capsule slightly increased price decreased crash tolerance increased science storage range CONTRIBUTORS @Orionkermin - original author @Deimos Rast - many tweaks and fixes @fitiales - spanish translation LICENSE Corvus by @Orionkermin with Community Fixes by many is licensed under the Attribution-ShareAlike 4.0 license.
  4. Hello, im running 1.11 & when i pitch up/down with w/s the game banks left/right a/d. What to do?
  5. 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 missions and modify your crafts or even assemble a new vehicle on the spot with the help of your engineers, or bring an EVA Science Experiment Kit and have your Kerbals undertake fun animated experiments. In addition to some new parts, visual enhancements, and some bug-fixing, Some Reassembly Required continues to enrich the KSP experience. Let’s go through some of the update’s highlights below: EVA Construction Mode This mode gives your engineers tools similar to what you find in the VAB/SPH to manipulate parts in their inventory or within their range while on EVA in any location. Need to make some adjustments to your Vallerian SSTO, or build an improvised Munar rover in situ? Now you can! Inventory System Changes This update expands upon the inventory system and gives it deeper meaning and functionality! These changes include the option to carry and stack various parts in your craft’s inventory and adds to the ability of Kerbals to carry an inventory of their own. All while making it easier to get access to and manage all of the inventories on a craft. Just remember to think wisely on what you want to bring with you on a mission… New Lights and RCSs Some Reassembly Required adds new lights parts to the game, including some smaller, physics-less lights as well as a couple of deployable lights that work without the need for an attached craft or EC power source. And not only that, two new smaller Reaction Control Systems are being added to the part repertoire! These smaller RCS are perfect to make your probes, drones or smaller crafts more mobile and versatile. Joolian Moons’ Visual Improvements With this update, we will continue with the overhauling of the rest of the Joolian satellite system with Bop, Vall and Tylo. These moons have been popular destinations for intrepid space explorers and now they will look better than ever before, with high-quality texture and graphic shaders. And more! To learn more you can read the full Changelog here: =================================== v1.11.0 ============================================================ +++ Improvements * Improve version checking for save files to prevent incorrect compatability messages. * Added game setting to enable Ghosted Navigation Markers. These let you see targets behind you by presenting a faded marker on the navball as if you are looking through the navball. * Text in action group labels now moves if truncated so the text can be fully read. * A notification is displayed on the Fairings PAW when it has a flag attached and the sides and edit Fairing options are blocked. * Robotic Controllers like KAL can now be accessed by EVA Kerbals to Play and Stop the Sequence. * Revamped Vall! It now has a low, medium and high quality shaders as well as a new scaled space textures. * Revamped Tylo! It now has a low, medium and high quality shaders as well as a new scaled space textures. * Revamped Bop! It now has a low, medium and high quality shaders as well as a new scaled space textures. * Launchclamps will now default to the earliest stage on a craft. * Added a speed slider to the Axis Groups Binding so players can control how fast a binding will move. The value shown is in % of full axis range per second. * Expanded on the Warp to Sunrise button functionality. It's now available in flight and Tracking Station whenever it makes sense. * Added onscreen tab to Map Filters panel to make it more obvious and changed the behaviour to be click to toggle like the navball tab. * Implemented Menu Navigation on the Action Groups in Flight. * Added new Color Picker for the Kerbal Light Color during Flight. * Parts of the same type and variant can now be stacked in a single inventory slot. Each part has a maximum allowed stack amount. * Change PPD-10 Hitchhiker and Mk3 Passenger Module mass to align with passenger/mass ratio of Mk1 Crew cabin. * Change PPD-12 Cupola Cost and Mass to align with cost/mass ratio of Mk1 Capsule. * Change Mk2 Crew Cabin mass to incorporate wing mass. * Don't put parachutes in the first (launchpad) stage by default. * Crewable part masses revised to account for crew mass and their cargo. * Crew now have mass when on IVA (inside parts) along with their cargo. * The Flag browser now categorizes flags into groups. * Added RocketLabs and Electron flags. * Added EVA Construction Mode. * Amended dV and orbit calcs to use Double precision. * Some large parts cannot be put into cargo containers but can be manipulated in EVA construction mode. * Players can no longer assign the Undock node Action. This has been removed as it was causing confusion with the Decouple node Action in some parts. Crafts with the action assigned can still fire it. * Construction Mode provides CoM CoT CoL overlays. * Kerbals stop climbing on reaching the end of a ladder. A new toggleable game setting Check ladders end enables/disables the behavior. * SEQ-3 and SEQ-9 Cargo Containers are now Stock parts. * All Cargo Parts can now be searched by the tag cargo in editor and mission builder. * Flight Info debug window now shows the angle of the surface the vessel is currently on. * Asteroids have new textures and shader. * New rover construction contract for career games. * New vessel repair contract for career games. * New satellite upgrade contract for career games. * Improvements over the Kerbal jittery movement. * Comet visual FX performance improvements. * Added a repair kit part. Now repairing broken parts uses up repair kits, be sure to have some in your Engineer's inventory. * Added new EVA science experiments and animations. * Kerbal Jetpack and Parachute are now cargo items that kerbals must carry in their inventory to use them. * Kerbals in EVA use EVA propellant from EVA cylinder parts and Jetpacks that they are carrying. * EVA cylinder parts and Jetpacks are refilled when they are transferred back into a vessel from a kerbal. * Amended dV and orbit calcs to use Double precision. * Make render probes fade in better when a new render probe is added. +++ Localization * Removed line breaks in the Orbit's Ejection field tooltip. * Fix missing localized text in the Robotic controller name input field. * Multiple bug fixes for all languages. * Navigation console had missing space for the field IZQUIERDA which affected only Spanish. * Fix fairing variants having wrong language on textures in English and French. * Multiple string additions and corrections for some languages. * Fix spelling of BepiColombo and Rosetta. * Multiple KSPedia fixes all languages. +++ Parts * The LFB KR-1x2 Twin-Boar Liquid Fuel Engine now has the correct diameter. * Added colliders to all flag part variants. * Removed the gaps of the FL-R25 RCS Fuel Tank when attached to other tanks. * New SEQ-24 Cargo Storage Unit and new SEQ-1C Conformal Storage Unit. * New Place Anywhere 1 Linear RCS Port. * New RV-1X Variable Thruster Block. * New Repair kit part. * Added new EVA science experiment kit. * EVA Fuel Cylinder cargo part. * Fix gap in the Mk2 Cockpit IVA. * HG-5 High Gain Antenna is now placed correctly in mirror symmetry. * Fix LFB KR 1x2 'Twin Boar' off placed surface attach underneath. +++ Bugfixes * Revised the instructions on several tutorials regarding the recent changes to the flight UI mode toggling. * Fix issues with fairing shaders when width/height ratio is extreme. * Craft file name is now independent of command pod vessel naming, preventing accidental overwrites when re-naming command pods. * Fix flickering orbit lines in mapview. * Fix an overlap in some languages between the Header and vessel stats field in the craft browser dialog. * Fix part joint failure including autostruts when target RigidBody is same as host RigidBody which can occur in some edge cases. * Fix tourists from being EVA'd from a command seat. * Fix steep textures shaking on lower quality shaders after reentry. * Fix payload inside fairing not being released when decoupled and fairings are still intact. * Fix resource transfer failing when opening and closing a parts action windows several times. * Fix inventory part tooltips lingering on the screen when changing Camera Mode. * Fix EVA Kerbal walking animation sync, timing and bounding issues. * Fix EVA Kerbal sliding issues. * Fix menu navigation issues when navigating between columns in the Action Groups menu. * Fix craft thumbnails not showing fairings. * Fix Female Kerbals not walking correctly on some low g bodies. * Fix Incremental speed sliders now update on symmetric parts on the Action Groups Menu. * Fix Comet Sample contracts not completing if comet is renamed by the player after the science sample is taken. * Fix AOOREs and flow on effects that occur on vessel markers for vessels that use ( as the first character in their name. * Fix issue with flags on parts that are set flipped that also have variants set not flipping the flag textures. * Fix AOORE on temperature gauges when parts explode. * Fix NRE on adding any action to action groups. * The crew inventory initialization doesn't break the kerbal roster initialization on the astronaut complex. * Fix alignment in action group text in the action group editor window. * Fix localization of tech tree node names in UI. Including Part Upgrades. * Fix Camera controls are now enabled when the Action Groups panel is open during Flight. * Fix Staging is now Locked when Action Groups panel is open during Flight. This could cause firing unintentional staging while having the panel opened. * Fix issue with SEQ-3 search tags. * Fix inconsistency in the detection of hatch obstruction. * Fix click-through issue occuring with the main menu expansion dialogs. * Fix Action groups UI becoming non-functional on pressing the KAL's Action Groups button more than once. * Fix Kerbals rotating when walking on hills. * Fix System set to Time Zone that KSP can't handle from crashing the game. eg: Hong Kong. * Fix the Comet and Asteroid showing up in the Size3 Bulkhead filter. * Fix issue that prevented fairing panels from exploding when colliding. * Fix mistake in the 1.10 section of the changelog. * Fix the white rectangle showing in both Advanced Grabbing Units when rotating in the part picker. * Fix multiple comet comas blotting out the sky when a comet breaks up on reentry. * Fix lighting issues in Terrain System. * Fix issue with forward axis not updating properly. * Fix Fuel tanks could get stuck with no references to transfer resources when opening and closing PAWs while a transfer was being done. * Fix Kerbals neck showing when swimming. * Fix Grand Tour contracts need a new vessel to be built requirement. * Fix default helmet and neck ring settings not applying on first EVA. * Fix KSPedia continues to work as expected even after closing it abruptly while a slide was loading. * Fix Color values update correctly now in the color picker for HSV values and sliders. * Fix undo in editor with fairings changing materials on cargo bays. * Fix comet science contracts failing when sample has been collected but not yet transmitted or returned. * Fix the kerbal ladder sliding. * Fix Color values update correctly now in the color picker for HSV values and sliders. * Fix camera being too far from vessel when exiting map view in some situations. * Fix the Kerbals hands on fire idle arms shrinking at the end. * Fix Paws are automatically opened when hovering a cargo part over an inventory in the Editor. +++ Modding * Inventory system is now persisted as a list of protoparts instead of a comma-separated string of names. The old system is still there for compatibility, but the new one is preferred. * LightOn/Off events have been replaced with a toggle event on the PAW to reduce PAW redraw. The events still exist and can be triggered, but are hidden from the PAW. * Tech Tree now correctly reads all TechTree nodes from gamedata folder. * QuaternionD now supports LookRotation. * Implemented FlightVesselOverlays class to implement the Center overlays to be displayed in flight. * New pre-generated craft and locations capability for contracts in career games. * ModuleInventoryPart.allowedKerbalEvaDistance obselete in preference to GameSetting.EVA_INVENTORY_RANGE. * Parts now have a minimum Rigidbody mass minimumRBMass which affects how small the rigidbodies mass can be. Does not affect part.mass - which is whats used to calculate force, etc - but does affect rigidbody collisions. =================================== Making History 1.11.0 =================================== +++ Improvements * Added the option "All SAS Modes on all probes" to the Mission Builder Start node Difficulty options. The same option found in Sandbox games. +++ Localization * Fix mission validation report dialog not displaying validation options text in Chinese and Japanese. +++ Parts * Added colliders to all flag part variants. * Fix the LV-TX87 Bobcat Liquid Fuel Engine's attach rules, no more surface attach. +++ Bugfixes * Engine plates now shroud parts attached to nodes inside shroud from airstream. * Fix user is was unable to switch the GAP Vessel Token from Aircraft to Rocket after saving a mission with the Aircraft selection. * Change the error message when you try to launch a vessel in the SPH with the same name in the VAB or vice-versa. * Fix issue with Mission Builder when animating parts are toggled when the flight scene loads. * Fix the seam on the Making History suit helmet. * Fix active vessel not switching when explode part node fires in missions. * Fix undo in editor with fairings changing materials on cargo bays. =================================== Breaking Ground 1.6.0 =================================== +++ Improvements * Added toggle to enable or disable a KAL controller. +++ Bugfixes * Fix InventoryModules adding mass to a part even if there was no cargo in it. * Fix floating Mun ROCs by adjusting the meshes. * Fix NRE in deployed science when retrieving experiment parts. Kerbal Space Program 1.11: Some Reassembly Required is now available on Steam and will soon be available on GOG and other third-party resellers. You will also be able to download it from the KSP Store if you already own the game. As with every release this thread will be used to bundle all general discussion about the new version so that the forums can continue to actively host threads on other topics as well. CLICK HERE for the official release announcement for Kerbal Space Program 1.11: Some Reassembly Required. Happy launchings!
  6. 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 mainline Kopernicus are born, tested, and trialed by fire here. These features do get tested, briefly, and they generally work, but still, bugs can be slip by and be real, so it is important to BACK UP YOUR SAVEGAMES! It should be noted I am a member of the current Kopernicus Maintainence effort and this is an official Kopernicus-Continued subproject. Features: Presently, over the base Prestja Kopernicus-Continued branch, this branch also features. 1.) A common source code base for both 1.8.1-1.11, enabling easy retrocompatability when we fully move to 1.10.x. Yes, this means we can support old releases well into the future if this works. 2.) Cool stuff you have no idea... (do I even?) 3.) bugs??? FAQ: 1.) When will this leave development? A.) It won't. The whole idea is this is the eternal testing ground. It stays here forever and ever and ever... 2.) What does this mod do? A.) On it's own, nothing. It's generally a dependency or modders tool. 3.) Can I has a CKAN version? A.) Sure, just opt in to our private beta CKAN repo. This will grant you auto updates from the beta tree and get you all this stuff straight from CKAN! Do the following technique to start this: From your main CKAN window, go to "Settings." "CKAN Settings." Click "New" under "Metadata Repositories" Add our CKAN repo in the resulting text box. It's the one called "Kopernicus_BE" No more FAQ for now, ask me something frequently and I may add it to stop you... Downloads Kopernicus "Bleeding Edge" Unified Downloads (the base mod) KittopiaTech "Bleeding Edge" Unified Downloads (this is basically a GUI for Kopernicus pack developers, hit CTRL-P in mapview, most don't need it) Please ensure you grab the right version for your KSP version! 1.9.1 needs a zip with _1.91_ in the filename, 1.10.1 needs _1.10.1_, 1.11.0 is _1.110_, etc. Credit. Credit must be given to other current Kopernicus Maintainers @prestja, as well as previous authors @Thomas P. , @Sigma88 and many others for their incredible work in building an elegant solution for bringing new worlds to KSP. Source Code Source code can be found on the GitHub repository. License Kopernicus is licensed under the GNU Lesser General Public License
  7. Hi guys this is my next youtube video, its a very clumsy starship sn 15, its mostly light and is a joke (more or less) https://youtu.be/Q-Dz6NUVORQ
  8. KIFA - Kerbal Inventory for All Simple Mod that adds Kerbal 1.12 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 Stock inventory support from Kerbal 1.11. this mod will automatically skip the newly updated mods and only add Inventory to mods that do not natively support them. The same for allowing mod parts to go into stock inventory. As mod authors update their mods, this will skip over them. Download: https://spacedock.info/mod/2592/Kerbal Inventory for All Latest version always on CKAN REQUIRES: Module Manager (version 4.1.4 or above works fine with 1.11 even if CKAN doesn't say so) Example of both stock and mod content in stock inventory of modded items. Image of use below: License: MIT Changelog: ---------------------------------------- v1.2.1 - 2021/02/10 * Minor fixes * For KSP 1.11.1 ---------------------------------------- v1.2 - 2021/01/10 * Bugfix for external seat ---------------------------------------- v1.1 - 2020/12/31 * Bugfix for Probe Cores ---------------------------------------- v1.0 - 2020/12/23 * Bugfix for USI and Kerbal Planetary Base Systems compatibility ---------------------------------------- v0.99 - 2020/12/23 * Updated Weight to Volume calculation for .2 average density * Added stock inventory to Bases and Stations based on crew size ---------------------------------------- v0.95 - 2020/12/22 * Added functionality for any mod parts to be able to be put into stock inventory ---------------------------------------- v0.9 - 2020/12/20 * For KSP 1.11.x * Initial Release ----------------------------------------
  9. 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.
  10. 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"
  11. 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
  12. 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:
  13. 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
  14. 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 dumpling and baguette tanks, and robotic parts with various physicsless parts attached. Grip pads, small robotic parts, and empty dumpling tanks are affected whereas empty baguette tanks are not. I think this is because they're below some mass threshold and are not physicsless parts. Small physicsless parts are not affected on their own but do become affected if attached to robotic parts. Below are some screenshots of the tests I've performed. Rocket delta-V test: Scale test: Edit: I did more testing and it seems like the game treats any physics-enabled part under 0.03t to weigh minimum of 0.03t. The effect is pretty consistent. Parts like empty oscar-B tanks, empty dumpling tanks, small grip pads, and small robotic parts all weigh exactly 0.03t according to the scale. I plugged these new mass numbers into a delta-v calculator for my test rocket. The delta-v numbers I got were incredibly accurate taking the 0.03t per part into consideration. More screenshots below: 1.11.1 Update: As of this update partRBMassMin has been reduced from 0.03 to 0.002, which apparently gives parts a new minimum mass of 0.002t. This seems to have corrected the mass values for every physics-enabled part listed at or over 0.002t. So from what I can tell most of the part mass issues introduced in version 1.11 have been resolved. However, any physics-enabled part that weighs less than 0.002t is still affected, and will have an effective mass of 0.002t. The only stock part I know of that fits this description is the Tiny Nosecone, which should weigh 0.001t yet measures as 0.002t on the scale and in delta-v tests. Tiny Nosecone (0.001t) balances two Cubic Octagonal Struts (0.001t each) While testing for physics-less parts I found that attaching one directly to a robotic part gives it a minimum mass of 0.0065t. Interestingly this mass isn't shown in the editor but is accounted for in-flight through delta-v readouts. I also found this effect to be present in version 1.10.1, so I don't know whether it's intentional or not. A Communotron 16, Cubic Octagonal Strut, and an RFP-0 Flag (0.0065t total) balances against a single Cubic Octagonal Strut when it's attached directly to a robotic part. Bug report: https://bugs.kerbalspaceprogram.com/issues/26898
  15. 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 quickly get to the second node, then let MJ2 execute the remaining 2 nodes. When I return to ship B, I find that all four of ship B's RCS thrusters on the command pod appear to be firing. None of the other RCS thrusters appear to be active, just the command pod's thrusters. I say 'appear' because the RCS is turned off (according to the navball), and no monopropellant is being used, as evidenced by the resources pop-out (upper right corner), or the command pods info screen when I right-click. And the ship isn't changing position (as evidenced by the navball). But both the visual and audio indicators show that the pod's RCS is active. If I start with ship B, the same thing happens for ship A. I was in the process of trying to narrow it down , by restoring and checking back with the ship that was left behind after each node, and the problem seems to occur after warping up to 1000x. Unfortunately, I can't seem to verify that categorically because as I was repeating the scenarios, MJ2 began to fail to execute the nodes. I'd set up all the nodes as described above, MJ2 would warp to the first node, but then not fire the engine. I verified that there's plenty of fuel and the engine was active, but the candle won't light. I've used these ships and this sequence several times under 1.10. I've restarted both KSP and my computer several times. And I've verified the files from the Steam Library. I've not seen an update for MJ2 for KSP 1.11, but I wouldn't be surprised if I'm not looking in the right place; if one exists, I'd appreciate a link to it. I should probably try removing MJ2 altogether and setting the nodes manually to confirm whether or not MJ2 is really where the failure is happening, but I find that MJ2 makes the game eminently more playable by automating some of the more tedious tasks, now that I know how to do them, so I'm loathe to play without it. I'm a bit of a KSP newbie, so any suggestions, while they will be appreciated, may require some explanation.
  16. 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 Steam folder. Jeb lives. Copy game over from Steam folder to my "1.11 folder". Jeb dies. Validate Steam download. Copy folder over again. For the sake of faster testing, just double-click ksp_x64.exe. Jeb lives Run the game through the start menu (with a batchfile for the -popupwindow command line argument). Jeb dies. The plot thickens. Run the game with a command file from the 1.11 folder with -popupwindow and Jeb lives. So, what did I learn? In 1.10 you can start the game from any directory and things will work fine. In 1.11 you can do the same, and almost all things will work fine - except your parachutes. They'll open, but not slow down your craft I got the same results with or without mods. I filed a bug report in the tracker but doubt it'll be fixed -- it's easy to fix on my end by inserting cd 1.11 game folder in the command file that starts the game -- but it is by far the weirdest thing I've encountered in KSP (and I've been playing since 0.18)
  17. When will 1.11 come to consoles. I’m just curious.
  18. 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?
  19. 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 environment: weight carrying capacity = mass * environment_gravity / 9.81 m/s. The only catch is that the more mass a kerbal carries, the more energy (eva rcs) the kerbal expends regardless of environment. I want my kerbals to carry two jet packs in orbit and on the Mun, but not on Eve, Kerbin, Tylo, etc. Please fix.
  20. 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 that a single player may not take 2 turns in a row. Each Turn: Choose 1 part that does not already exist on the parcel (the parcel may not have the same part added twice). Transport the parcel to the other team's home turf using your creativity and ingenuity Team KSC: Home turf is anywhere within the grounds of the KSC. Team Airfield: Home turf is anywhere on the island that contains the Island Airfield. Using the EVA construction mode, add that part to the parcel permanently. You can add the part to the parcel before, during or after the journey. The journey does not necessarily need to take the shortest path between the KSC and the Airfield. The parcel must survive the journey intact. You may not use any resources from the parcel. Other rules: Team Airfield can use the Airfield launch option from the VAB or debug menu to place their craft on the island initially as a convenience. Stock parts only. No modded parts or DLC parts - this is to ensure maximum compatibility for all players. If you use a mod such as MechJeb or KER make sure that no modded parts corrupt the save. As a courtesy to the other team, don't intentionally block the runway or launchpad. No Kraken drives or similar exploits. Keep it clean, have fun and don't go looking for loopholes. Victory: If a team succeeds in making the parcel too large or awkward to transport any further, then that team is victorious. If every possible part has been added to the parcel and there are no unique parts left to add, then both teams share a joint victory against the Kraken. Logistics: Add a post to the thread requesting a turn (or DM me) and I'll add you to the turn queue. When notified that it's your turn, download the latest save file from Github. Take your turn then save the game as a new save file named in the format "<turn number> - part name". For example, the current save file is named "001 - hubmax,okto2". If you add a mystery goo, then name your save file "002 - mysterygoo". The next player would then name their file something like "003 - z100" and so on. Open a PR in Github or upload the file somewhere publicly accessible. Create a post in the thread with photos or video documenting your journey and include the link. Try to keep turns reasonably quick (within 24 hours) to keep things flowing. No problems if you have real life obligations, just let me know and we can either work out a small extension or bump you one or two places down the queue. Turn Queue: ??? ??? ??? The parcel is currently on the apron in front of the SPH awaiting transport to the Island Airfield...
  21. 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:
  22. 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:
  23. 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 missions and modify your crafts or even assemble a new vehicle on the spot with the help of your engineers, or bring an EVA Science Experiment Kit and have your Kerbals undertake fun animated experiments. In addition to some new parts, visual enhancements, and some bug-fixing, Some Reassembly Required continues to enrich the KSP experience. Let’s go through some of the update’s highlights below: EVA Construction Mode This mode gives your engineers tools similar to what you find in the VAB/SPH to manipulate parts in their inventory or within their range while on EVA in any location. Need to make some adjustments to your Vallerian SSTO, or build an improvised Munar rover in situ? Now you can! Inventory System Changes This update expands upon the inventory system and gives it deeper meaning and functionality! These changes include the option to carry and stack various parts in your craft’s inventory and adds to the ability of Kerbals to carry an inventory of their own. All while making it easier to get access to and manage all of the inventories on a craft. Just remember to think wisely on what you want to bring with you on a mission… New Lights and RCSs Some Reassembly Required adds new lights parts to the game, including some smaller, physics-less lights as well as a couple of deployable lights that work without the need for an attached craft or EC power source. And not only that, two new smaller Reaction Control Systems are being added to the part repertoire! These smaller RCS are perfect to make your probes, drones or smaller crafts more mobile and versatile. Joolian Moons’ Visual Improvements With this update, we will continue with the overhauling of the rest of the Joolian satellite system with Bop, Vall and Tylo. These moons have been popular destinations for intrepid space explorers and now they will look better than ever before, with high-quality texture and graphic shaders. And more! To learn more you can read the full Changelog here: =================================== v1.11.0 ============================================================ +++ Improvements * Improve version checking for save files to prevent incorrect compatability messages. * Added game setting to enable Ghosted Navigation Markers. These let you see targets behind you by presenting a faded marker on the navball as if you are looking through the navball. * Text in action group labels now moves if truncated so the text can be fully read. * A notification is displayed on the Fairings PAW when it has a flag attached and the sides and edit Fairing options are blocked. * Robotic Controllers like KAL can now be accessed by EVA Kerbals to Play and Stop the Sequence. * Revamped Vall! It now has a low, medium and high quality shaders as well as a new scaled space textures. * Revamped Tylo! It now has a low, medium and high quality shaders as well as a new scaled space textures. * Revamped Bop! It now has a low, medium and high quality shaders as well as a new scaled space textures. * Launchclamps will now default to the earliest stage on a craft. * Added a speed slider to the Axis Groups Binding so players can control how fast a binding will move. The value shown is in % of full axis range per second. * Expanded on the Warp to Sunrise button functionality. It's now available in flight and Tracking Station whenever it makes sense. * Added onscreen tab to Map Filters panel to make it more obvious and changed the behaviour to be click to toggle like the navball tab. * Implemented Menu Navigation on the Action Groups in Flight. * Added new Color Picker for the Kerbal Light Color during Flight. * Parts of the same type and variant can now be stacked in a single inventory slot. Each part has a maximum allowed stack amount. * Change PPD-10 Hitchhiker and Mk3 Passenger Module mass to align with passenger/mass ratio of Mk1 Crew cabin. * Change PPD-12 Cupola Cost and Mass to align with cost/mass ratio of Mk1 Capsule. * Change Mk2 Crew Cabin mass to incorporate wing mass. * Don't put parachutes in the first (launchpad) stage by default. * Crewable part masses revised to account for crew mass and their cargo. * Crew now have mass when on IVA (inside parts) along with their cargo. * The Flag browser now categorizes flags into groups. * Added RocketLabs and Electron flags. * Added EVA Construction Mode. * Amended dV and orbit calcs to use Double precision. * Some large parts cannot be put into cargo containers but can be manipulated in EVA construction mode. * Players can no longer assign the Undock node Action. This has been removed as it was causing confusion with the Decouple node Action in some parts. Crafts with the action assigned can still fire it. * Construction Mode provides CoM CoT CoL overlays. * Kerbals stop climbing on reaching the end of a ladder. A new toggleable game setting Check ladders end enables/disables the behavior. * SEQ-3 and SEQ-9 Cargo Containers are now Stock parts. * All Cargo Parts can now be searched by the tag cargo in editor and mission builder. * Flight Info debug window now shows the angle of the surface the vessel is currently on. * Asteroids have new textures and shader. * New rover construction contract for career games. * New vessel repair contract for career games. * New satellite upgrade contract for career games. * Improvements over the Kerbal jittery movement. * Comet visual FX performance improvements. * Added a repair kit part. Now repairing broken parts uses up repair kits, be sure to have some in your Engineer's inventory. * Added new EVA science experiments and animations. * Kerbal Jetpack and Parachute are now cargo items that kerbals must carry in their inventory to use them. * Kerbals in EVA use EVA propellant from EVA cylinder parts and Jetpacks that they are carrying. * EVA cylinder parts and Jetpacks are refilled when they are transferred back into a vessel from a kerbal. * Amended dV and orbit calcs to use Double precision. * Make render probes fade in better when a new render probe is added. +++ Localization * Removed line breaks in the Orbit's Ejection field tooltip. * Fix missing localized text in the Robotic controller name input field. * Multiple bug fixes for all languages. * Navigation console had missing space for the field IZQUIERDA which affected only Spanish. * Fix fairing variants having wrong language on textures in English and French. * Multiple string additions and corrections for some languages. * Fix spelling of BepiColombo and Rosetta. * Multiple KSPedia fixes all languages. +++ Parts * The LFB KR-1x2 Twin-Boar Liquid Fuel Engine now has the correct diameter. * Added colliders to all flag part variants. * Removed the gaps of the FL-R25 RCS Fuel Tank when attached to other tanks. * New SEQ-24 Cargo Storage Unit and new SEQ-1C Conformal Storage Unit. * New Place Anywhere 1 Linear RCS Port. * New RV-1X Variable Thruster Block. * New Repair kit part. * Added new EVA science experiment kit. * EVA Fuel Cylinder cargo part. * Fix gap in the Mk2 Cockpit IVA. * HG-5 High Gain Antenna is now placed correctly in mirror symmetry. * Fix LFB KR 1x2 'Twin Boar' off placed surface attach underneath. +++ Bugfixes * Revised the instructions on several tutorials regarding the recent changes to the flight UI mode toggling. * Fix issues with fairing shaders when width/height ratio is extreme. * Craft file name is now independent of command pod vessel naming, preventing accidental overwrites when re-naming command pods. * Fix flickering orbit lines in mapview. * Fix an overlap in some languages between the Header and vessel stats field in the craft browser dialog. * Fix part joint failure including autostruts when target RigidBody is same as host RigidBody which can occur in some edge cases. * Fix tourists from being EVA'd from a command seat. * Fix steep textures shaking on lower quality shaders after reentry. * Fix payload inside fairing not being released when decoupled and fairings are still intact. * Fix resource transfer failing when opening and closing a parts action windows several times. * Fix inventory part tooltips lingering on the screen when changing Camera Mode. * Fix EVA Kerbal walking animation sync, timing and bounding issues. * Fix EVA Kerbal sliding issues. * Fix menu navigation issues when navigating between columns in the Action Groups menu. * Fix craft thumbnails not showing fairings. * Fix Female Kerbals not walking correctly on some low g bodies. * Fix Incremental speed sliders now update on symmetric parts on the Action Groups Menu. * Fix Comet Sample contracts not completing if comet is renamed by the player after the science sample is taken. * Fix AOOREs and flow on effects that occur on vessel markers for vessels that use ( as the first character in their name. * Fix issue with flags on parts that are set flipped that also have variants set not flipping the flag textures. * Fix AOORE on temperature gauges when parts explode. * Fix NRE on adding any action to action groups. * The crew inventory initialization doesn't break the kerbal roster initialization on the astronaut complex. * Fix alignment in action group text in the action group editor window. * Fix localization of tech tree node names in UI. Including Part Upgrades. * Fix Camera controls are now enabled when the Action Groups panel is open during Flight. * Fix Staging is now Locked when Action Groups panel is open during Flight. This could cause firing unintentional staging while having the panel opened. * Fix issue with SEQ-3 search tags. * Fix inconsistency in the detection of hatch obstruction. * Fix click-through issue occuring with the main menu expansion dialogs. * Fix Action groups UI becoming non-functional on pressing the KAL's Action Groups button more than once. * Fix Kerbals rotating when walking on hills. * Fix System set to Time Zone that KSP can't handle from crashing the game. eg: Hong Kong. * Fix the Comet and Asteroid showing up in the Size3 Bulkhead filter. * Fix issue that prevented fairing panels from exploding when colliding. * Fix mistake in the 1.10 section of the changelog. * Fix the white rectangle showing in both Advanced Grabbing Units when rotating in the part picker. * Fix multiple comet comas blotting out the sky when a comet breaks up on reentry. * Fix lighting issues in Terrain System. * Fix issue with forward axis not updating properly. * Fix Fuel tanks could get stuck with no references to transfer resources when opening and closing PAWs while a transfer was being done. * Fix Kerbals neck showing when swimming. * Fix Grand Tour contracts need a new vessel to be built requirement. * Fix default helmet and neck ring settings not applying on first EVA. * Fix KSPedia continues to work as expected even after closing it abruptly while a slide was loading. * Fix Color values update correctly now in the color picker for HSV values and sliders. * Fix undo in editor with fairings changing materials on cargo bays. * Fix comet science contracts failing when sample has been collected but not yet transmitted or returned. * Fix the kerbal ladder sliding. * Fix Color values update correctly now in the color picker for HSV values and sliders. * Fix camera being too far from vessel when exiting map view in some situations. * Fix the Kerbals hands on fire idle arms shrinking at the end. * Fix Paws are automatically opened when hovering a cargo part over an inventory in the Editor. +++ Modding * Inventory system is now persisted as a list of protoparts instead of a comma-separated string of names. The old system is still there for compatibility, but the new one is preferred. * LightOn/Off events have been replaced with a toggle event on the PAW to reduce PAW redraw. The events still exist and can be triggered, but are hidden from the PAW. * Tech Tree now correctly reads all TechTree nodes from gamedata folder. * QuaternionD now supports LookRotation. * Implemented FlightVesselOverlays class to implement the Center overlays to be displayed in flight. * New pre-generated craft and locations capability for contracts in career games. * ModuleInventoryPart.allowedKerbalEvaDistance obselete in preference to GameSetting.EVA_INVENTORY_RANGE. * Parts now have a minimum Rigidbody mass minimumRBMass which affects how small the rigidbodies mass can be. Does not affect part.mass - which is whats used to calculate force, etc - but does affect rigidbody collisions. =================================== Making History 1.11.0 =================================== +++ Improvements * Added the option "All SAS Modes on all probes" to the Mission Builder Start node Difficulty options. The same option found in Sandbox games. +++ Localization * Fix mission validation report dialog not displaying validation options text in Chinese and Japanese. +++ Parts * Added colliders to all flag part variants. * Fix the LV-TX87 Bobcat Liquid Fuel Engine's attach rules, no more surface attach. +++ Bugfixes * Engine plates now shroud parts attached to nodes inside shroud from airstream. * Fix user is was unable to switch the GAP Vessel Token from Aircraft to Rocket after saving a mission with the Aircraft selection. * Change the error message when you try to launch a vessel in the SPH with the same name in the VAB or vice-versa. * Fix issue with Mission Builder when animating parts are toggled when the flight scene loads. * Fix the seam on the Making History suit helmet. * Fix active vessel not switching when explode part node fires in missions. * Fix undo in editor with fairings changing materials on cargo bays. =================================== Breaking Ground 1.6.0 =================================== +++ Improvements * Added toggle to enable or disable a KAL controller. +++ Bugfixes * Fix InventoryModules adding mass to a part even if there was no cargo in it. * Fix floating Mun ROCs by adjusting the meshes. * Fix NRE in deployed science when retrieving experiment parts. Kerbal Space Program 1.11: Some Reassembly Required is now available on Steam and will soon be available on GOG and other third-party resellers. You will also be able to download it from the KSP Store if you already own the game. Click here to enter the Grand Discussion Thread for this release. Happy launchings!
  24. 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 on to, pods could have built in lines but aren't that long while you could add radial mounted lines that come in short, medium, and long lines. How it would work is the kerbals go EVA and right click or X on Xbox and what ever is on PS, when you do this the option of attach or dettach teathers.
  25. 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?
×
×
  • Create New...