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  1. Hi Kerbonauts, challenger here, having some problems! I play KSP 1.2.2 Because IT SUPPORTS A VERY CUTE MOD, THE SPACE SHUTTLE SYSTEM MOD. The problem is that 2 parts (the shuttle cargo bay and the shuttle crew cabin) are completelly black with no texture when loaded. I have the same problem with the 1.7.x version of the mod I just have the SpaceShuttleSystem mod and its dependencies wich, according to the original spacedock link of the mod (https://spacedock.info/mod/1178/Space Shuttle System?noedit=True) , are: SSTU; KSPWheel; JSI; CommunityResourcePack; ASET This are the names of the mods folders, I DONT HAVE ANY OTHER MODS EXCEPT FOR THE SQUAD STOCK FOLDER. Hope you can help, thank you and go at throttle up!
  2. Greetings everyone, I have a 1.2.2 version of the game and moded with RSS/RO and I have encountered this problem during my virgin flight with a 3 satellite mission. Hope to have some help, otherwise it would be impossible for me to move on to further exploration. After I got my first satellite undocked from the main ship, it was clearly moving downward, instead of moving a bit away from the docking direction. Then I switched to the separated satellite, it seems like under an invisible acceleration to the direction of nadir. Going all the way back into the atmosphere. but the satellite is on zero thrust, after all, there's no engine nor fuel tanks. And come to think about it, when the separation of 2nd/3rd stage was made, the 2nd stage debri seems moving strangely downward too, instead of backward, should be the same problem. Here are the mods I have: Does anyone know where the problem is and how to solve it? Thanks to all helps in advance -------------- yea I should be a bit more specific about it. The injected orbit for the entire craft is 450 km both at Ap/Pe, and the Karman line of the earth in the game is 140 km. The orbit of the satellite after undocking was NOT stable. The Ap kept rising and Pe kept to dropping all by themselves, resulting in the undocked satellite reentry to the atmosphere at last. Like I have said in the main post, it was like an invisible and constant thrust toward nadir is applying to the satellite. And it was undocking from the port, not separating by staging so it should not be adding to much force.
  3. I just found an awesome mod for 1.2 and tried it out. Game crashed. Only 3 mods, KER, Kerbal Kommander, and Module Manager. All crash report files are here. Also, the crash happened twice. Please help. Oh, also, I'd love it if someone would take it upon themselves to take command (rimshot) of the Kerbal Kommander development. The mod seems pretty dead, but is really cool.
  4. I've installed RO and RSS following Scott Manley's tutorial. It's great fun except for one annoying issue; all RCS thrusters/blocks add at least 100kg to the spacecraft's mass when added in the VAB. I've already gone into the .cfg file for the RCS thrusters and made the mass 100x smaller, but this made no difference. Any idea what I need to do to get the correct part mass in-game? Thanks in advance!
  5. KSP: 1.2.2 Windows 64bit Problem: Mars entry glitchy. My ship start spining and become uncontrollable after pass 124 000 Km. Mods installed: https://ibb.co/eCHKuR https://ibb.co/jpJg8m https://ibb.co/gZMvZR Reproduction step : Start Mars entry , in any angle it start spining , and become uncontrollable. I've try dozen of ship , with wings , high rcs power. Pod with heatshield are less glitchy. Log : Can't find it sorry Thank you for your time. Ps: Sorry for my bad inglish , i'm French.
  6. Hello guys, I'm a new user to the fourm. I've been playing KSP for quite awhile on Windows, and it works great, but when I try to run on Ubuntu with limited Mods, the game crashes half-way through loading. I will post my KSP.log below. [snip]
  7. Game crashes as soon as try to EVA crash.dmp https://www.dropbox.com/s/sm72csvu23l6r8i/crash.dmp?dl=0 error.log https://www.dropbox.com/s/n2d7o0i47wbdbu1/error.log?dl=0 ksp.log https://www.dropbox.com/s/tziwwj6wvxcso7d/KSP.log?dl=0 output log https://www.dropbox.com/s/vzk3y4qmhb5nhlo/output_log.txt?dl=0
  8. ATTENTION: The Curseforge link has been removed since I no longer have the time to maintain it. Anyone who would like to maintain the Curseforge page, please PM me. This is mainly a repackaging and expansion of DeltaDizzy's Flag Pack. It consists of 11 flags by me and 14 by @cratercracker. Now compatible with Decal Stickers by @blackheart612. blackheart612 had no role in this mod's development. If you encounter a bug, report it with the Github Issue Tracker. If you don't, it will be ignored! You can use it in 1.3, but it has not been tested. cratercracker's flags are marked with the prefix "CC". Mine are Marked with the prefix "DD". It is compatible with all versions of KSP that support PNG flags. It only contains flags and the config files for the Decal Stickers. My flags were made in paint.net, and cratercracker's were made in MS Paint. Examples: All code is licensed under GPLv3. If you have contributions or suggestions, comment here: https://github.com/DeltaDizzy/Lambda-Station-Decals/issues/2 DOWNLOAD: Github These mods can improve your experience: You will need this if you want to take advantage of the compatibility. -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  9. Hello people of ksp! I have been having a problem with loading up ksp. its in both 1.2.2 and 1.3, and here are the mods I have: BDArmory, Cameratools, Hullcam VDS and scatterer. How do I post the crash log? thanks.
  10. Seeing as Principia is getting to the point where it is quite useable, it seems to be a good time to do this. The challenge is fairly straight forward. A space station has been placed in a magical square orbit around Mun. The objective is to pilot the cargo vessel, which is in low Kerbin orbit, and rendezvous with the station, using as little delta V as possible. You will need a 1.2.2 installation of KSP with a stock planetary setup, and Principia Catalan, then load this save file. https://www.dropbox.com/s/d9vbdw0wba0jkxv/rendezvous.zip Rules: No use of cheats or performance altering mods. Telemetry and visual enhancement mods are allowed. Since this is not a docking challenge, you only have to park within a 100 meter distance from the station, with a relative velocity less than 0.3 m/s. Submissions are scored based on how much delta V remains after rendezvous is complete. The Kerbals must not exit the station. Also crashing into the station to slow down is not allowed The time limit is 5 Kerbin years. This is just a technicality since I can't be certain the orbit of the station will be stable 1000 years from now. This is not a super serious challenge so extensive documentation is not really required. Just post an screenshot showing your overall approach, and one after you've completed the challenge showing how much delta V you have left. However, feel free to show your approach in greater detail if you complete the challenge with a small amount of delta V.
  11. 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.)
  12. Hello, I'm running the steam version of KSP and while I am able to run the 32bit version any attempt to start 64bit has resulted in an instant crash before even entering the loading screen. I have attempted to start in clean versions of both 1.3 and 1.2.2 to no avail. I am running 64 bit windows 10 version 1703 build 15063.296 with 16GB of RAM, Intel i7-4790 and a Geforce GTX 1060 SSC with MSI afterburner v. 4.3.0 and Rivatuner at v.6.5.0. 1.3 Crash logs https://www.dropbox.com/sh/aolcfj8fbd9qvy1/AABDny17Kkn5LMP8dYe1SU-ba?dl=0 1.2.2 Crash logs https://www.dropbox.com/sh/pjo20itxn51rlde/AAAxTrAEE9lmh-1CGqyJGOLwa?dl=0 If any other information is needed please ask. *UPDATE* Updated Rivatuner to 7.0.0 Beta 19 and Nvidia driver to 382.33. Issue has subsided, remove at earliest opportunity or leave open for future reference.
  13. OK. I'm a semi-new player, and i started with ckan because once i found the "advanced tweakables" option in settings, the game got pretty simple... on ALL difficulties. but, I'm still new and with the volume of mods... basically, I'm looking for a "must-have" list of mods that are realism based, add a bit more challenge, and DON'T add too many buttons. the 70 some mods i have are mostly parts (science mostly, but also bases and colonization-type), and seti/umbm/tac... but they seem to rely on other mods that create buttons on the toolbar that get overwhelming at this point. so,.. I NEED YOUR HAAALP! lol
  14. Hi, I'm playing KSP for 2 months and have Some Experience, But to Some cause, I needed to re-start my Game and Now I'm in Early-Mid Carrer. As in this Phase Many, Build subassemblies for Fast and Effective Missions. Most subassemblies are Launcher. I want to Request our Modders to Create a Mod that creates a Report for a Launcher about its Specification. I.E. Weight, Thrust, Delta-V, Thrust Vectoring, Speed and most Important for Choosing a Perfect Launcher, A Launch Capability Report, about, Weight to Low Kerbin Orbit, Kerbin Stationary Transfer, Stationary Orbit and Trans-Munar and Trans-Minmas Injection Orbit. Plz Recommended An Mod or Create one, Its an Idea for Modders not a Planned Project. Plz ,Thanks
  15. I have built my own engines for KSP by the usual methods; Blender, Unity, and then modifying a .cfg file to fit my specific engine. The engines work just great in KSP 1.1.3. However, when I install them in KSP 1.2.2, they have no thrust. They use fuel, produce smoke, and make noise; they just do not have any thrust on the pad and no thrust is computed on the stats in the VAB. I am using a completely stock install of 1.2.2, except for the engines, which are in their folder under GameData. Here are two photos of the same part in action in both versions. Here is my .cfg file: PART { name = hybridFirstStage module = Part author = Peter Balholm, after Kartoffelkuchen mesh = model.mu rescaleFactor = 0.7 node_stack_top = 0.0, 33.42, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -4.4, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = start entryCost = 0 cost = 2000 category = Engine subcategory = 0 title = Hybrid First Stage Engine manufacturer = Sarawak Tank Company description = A hybrid rocket engine which can be clustered to build the first stage of the Cassandra rocket. The oxidizer tank is bamboo plywood and holds nitrous oxide pressurized with gaseous oxygen. The fuel is paraffin wax and powdered aluminum. The sea-level nozzle made of Baekelite reinforced with asbestos fiber. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 // --- standard part parameters --- mass = 3.33 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 breakingForce = 200 breakingTorque = 200 maxTemp = 3600 RESOURCE { name = LiquidFuel amount = 6012 maxAmount = 6012 } RESOURCE { name = Oxidizer amount = 24048 maxAmount = 24048 } EFFECTS { running_closed { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_veryLarge transformName = smokePoint emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } MODEL_MULTI_PARTICLE { modelName = Squad/FX/ksX_Exhaust transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = smokePoint oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform engineID = AJ-26-62 runningEffectName = running_closed exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 924 useEngineResponseTime = False engineAccelerationSpeed = 20 heatProduction = 400 fxOffset = 0, 0, 1.5 PROPELLANT { name = LiquidFuel ratio = 0.4 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.6 } atmosphereCurve { key = 0 345 key = 1 268 } } MODULE { name = ModuleGimbal gimbalTransformName = AJ-62_Engine_Nozzle gimbalRange = 4 } MODULE { name = ModuleAnimateHeat ThermalAnim = --None-- } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 8.0 } } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 isTweakable = false hideFlow = true } }
  16. I trying to use realism overhaul and rp-0 and make a mod pack that works. I been trying to make one but I keep getting where u can't select parts in vab or sphere I need help
  17. Hi from the depths of Lag, i have a request for procedural parts to be revived and updated to ksp 1.2.2
  18. THIS MOD WILL ADD THE TAU CETI SYSTEM INTO YOUR GAME. IT IS CURRENTLY A WIP AND IS NOT YET RELEASED, BUT I HOPE TO RELEASE IT IN THE VERY NEAR FUTURE. -------------------------------------------------------------------------------------------------------------------------------------------------------------- Anyways, this mod adds in Tau Ceti, it's 5 planets, and 2 fictional moons at 11.9 (Kerbal) light years away, so it will take some real effort to get there! -------------------------------------------------------------------------------------------------------------------------------------------------------------- SCREENSHOTS: None ATM DOWNLOAD: None ATM THE SYSTEM:
  19. Hi, I'm new to Forums, asking. I have launched lots of Exploration Mission, in Early Carrer, Mostly were Science-Return and a small Parachute helped a lot. Now, I have started Crewed Exploration, and I'm facing Reentry problems, it's good at de-orbit, but I have plans to Direct Re-Entry like Appolo-Style, Controlled Ballistic Reentry. I have Tried It from Kerbin Stationary Orbit, Wirh 3 Drag and 3 Mains, Drags get it slow, but very high altitude, I'm planning such Entry from Minimus, with 1 Drag and 3 mains and after a long atmospheric flight at low angle. Can someone help me calculating the Speed Before Re-entry, AP is 50,000,000 M. Plz. I have Launched such first mission and is enrouted to Minimus, Plz.
  20. 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).
  21. Dear Kerbals, I have been searching for a mod to change the color of parts (stock/vanilla); For example when wanting to make a SR-71. Can you help me find this mod? If that is not the case I would like to request it now, but that's not all! I am a first year programmer or 'software developer' (c#). I would like to team up with people to make this mod, else { just chatting about programming also is cool. } Greetings
  22. I love this game so much but I found one thing missing. I was wondering if there was a mod for 1.2.2 that has a structural plate that you can shift and morph like procedural wings. If not, if anyone would be kind enough to provice a step-by-step to modifying or adding the part myself. If not, pointing to something to help me do that, would be very nice. Thank you all in advance.
  23. Not ready to be reviewed on YouTube, still under heavy development Benjamin Kerman's Welding Supply Co. Is proud to present Ludicrous Propulsion Systems v.0.2.5.2 "Adding new throttleable hybrid engines and taller fuel tanks in all stock sizes since 4/11/17" DOWNLOAD REMOVED (This alpha release includes just the hybrid engines and an interstage plate) Description: Have you ever felt tired of having to stack two Rockomax Jumbo-64's on top of each other? Have you ever felt like you could use a set of longer 0.625m Liquid Fuel Tanks? Have you ever wanted THROTTLEABLE SOLID FUEL BOOSTERS??? Well, you are in luck! Ludicrous Propulsion Systems adds all of these things to your game, as well as radial-size adapting LFO engines! Hybrid SRBs, longer and even longer fuel tanks, and more, LPS is the only solution to high part count. Pics!!! This mod is licensed under a MIT license. I have spent many hours working on the code, so I would appreciate it if you don't pass it off as your own work without at least mentioning me. Copyright (c) 2017, @Benjamin Kerman Source Code: The code is functional, but uses stock textures. We are still working on the final models and textures. I would be grateful for anyone to go through the code I have so far and make a bug report if you find anything wrong about it. Planned Features: Changelog: Known Problems: Compatibility: Ludicrous Propulsion Systems is currently compatible with: Engine Igniter: Download Engine Igniter Not compatible with KSP 1.3 RealPlume support coming soonTM Contributions: @hedgey579: Doing all the modeling and being my "partner in crime". @linuxgurugamer: Thanks for answering all my questions about .dll files. @Streetwind: Thanks for answering my questions about the differences between all the kinds of mods. @Nertea: Thank you for getting me into modding, as your mods were the first I downloaded. @Supercheese: Help with balancing part prices. Want to help? Feel free to make a pull request on my GitHub page for any of your mods. This mod includes ModuleManager (MM) and miniAVC, all credit for those goes to the authors @sarbian and @cybutek respectivly.
  24. Hello, I have TestFlight installed and screen shot of my very first rocket with the Aerobee engine. My Issue is the the Aerobee never burns for 50sec. It fails at about 10secs or 3.6km altitude every single time. I have doubled checked the fuel mixture and doesn't seem like an issue(see screenshot). I had the EngineGUI open and the Thrust/Drag ratio keeps dropping and the engine fails with the message "No more ignitions left". Is this is bug or a feature? I tried flying the same rocket multiple times hoping the failure rate reduces but it consistently fails at same point. So confused!! KSP: 1.2.2 RO: v11.4.1(Pre-release v2) TestFlight-Core: v1.8.0.0 Thanks
  25. I will introduce the Black Hole Tanks Mod. (As soon as i have a picture of its modal i will upload it) The Black hole tanks mod allows one to use the Two tanks (One LFO and the other Ore) to hold large volumes of material (such as Ore and LFO) in a Smaller package than would normally be required. Make by Daquan Kerman the two tanks Dry mass is 20 tons (in order to discourage intrepid SSTO Users from adding 15 Mamoths to it) but holds an amazing 12000 LF and 14666.67 Oxidizer. the Ore tanks wet mass has yet to be determined. The tanks do retain their full wet mass, as in order to also discourage its use as a main stage fuel tank for it is meant for Satellites and ground stations Im trying to build some support and would happily accept anyone willing to help me test the tanks. I am also accepting anyones help in modeling, New ideas, or even just Balancing. All suggestions for parts would be happily accepted. https://github.com/Darknesshas1/DK-BHTanks Benjamin Kermen (My cocreator), Linuxgurugamer (Helping us with the .dll) and I are working together on this mod. It is my first so i have no clue what i'm doing, and am happy for all of the help they're providing
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