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  1. There has clearly been an update. Now that there is a sidebar, everything has changed. Parts are no longer green ghosts in front of Kerbals that you can orient around. They have controls similar to VAB ones. My Kerbal engineers can now place things on the ground if I click on the large menu that opens by clicking the gear icon on the right side of the screen. Click on the part in the inventory, orient with WASD, click on the ground to place them. But once they place it, that's it. Nobody (engineer, scientist) can pick them up or interact with them or start experiments. Nothing. Right clicking on experiments shows no useful buttons. All needed parts are on the ground. Station, RTG, communication, experiments. Literally nothing works. I tried looking online but this DLC has been pretty much ignored. I don't understand why this has to be so complicated.
  2. I'm designing an electric amphibious vehicle to send to Laythe whose design is based on my years-old Amphibian. The jet engines were replaced with Breaking Ground props, the passenger capacity was reduced to make room for scientific instruments and reaction wheels, the fuel tanks were (95%) emptied, and the pontoons were replaced with a lot of batteries. Image of the (second-to-latest) prototype. I named it "Saltrider" since the only way Laythe's waters can remain a liquid at below-freezing is if it has a high-enough salt concentration to make it have a significantly lower freezing point. The latest one had wing connectors (and control surfaces) in the back holding up the engines, although it did not make a difference in the outcome of the water test. I'm going electric so I don't get stranded in the middle of the ocean forever when I run out of power. It has retractable landing gear on the side as an anti-crash measure in case it tips over. Solar panels not included, as I need to conduct a successful water test before deciding the placement. Though the land tests looked promising - and I was probably going too fast (85 m/s at a 17-degree propeller blade angle) - the water test was not so much. It was nose-heavy when I got in, and when I tried turning right to I literally went belly-up. I brought back the engines to try and balance things out, but it didn't make a difference - structural pylons or wing connectors. Could you please tell me what's causing the boat to get all nose-heavy and how I can fix this? Here's the craft file if you want to mess with it - https://mega.nz/file/zaAGyIpD#62WNRZzcqXpyO-ipP2ISX5W25pZinpWrzQUbe17sUyI Thank you very much.
  3. As the title implies, show us what electric aircraft you got. Whether they be pure stock, stock + DLC, or modded. I'm very interested to see what you all have. The only rule is that the end-stage (as in the plane itself) must run on pure electricity - no using Lf, Ox, Lf+Ox, or monopropellant for propulsion. If your plane is designed specifically for Duna/Eve/Laythe use, then your delivery rockets can use whatever is necessary to get it to its target (like on my E-38 Earhart and E-39 Earhart Junior). As long as the plane itself doesn't use up any chemicals to move, you should be good. Having those (or ore or xenon) on board the plane is okay if it's for balancing purposes. Just don't use up any to move the plane. Besides, fuel cells aren't exactly a reliable power source when it comes to battery-powered plane propulsion. And xenon is too weak to move anything outside of a vacuum. Being able to carry passengers and cargo are awesome bonuses, but not required. I'll start this thread with my own entry. The E-40 Impulse on display in the SPH It has "PLANE ONLY" in the name since I have plans to take it to Laythe later. In the meantime, I would have to test its capabilities here on Kerbin Its cargo bay is loaded with science station equipment, EVA kits, and repair kits Although I personally don't really know how to operate the science stations. I just placed them close together and hit "Interact." Here's a funny little blooper: Jeb hitting the "Reverse Thrust" button by mistake. At least he remembered to turn the nav lights on (this time). As soon as Jeb was airborne, he turned west in order to maximize the plane's exposure to sunlight If he flew east, he would inevitably enter a dark zone and lose electric charge Nice shot of the E-40 flying over the desert. This was taken before I installed nav lights and rear robot arms in the current prototype. Jeb looking at Engine One from the cockpit, as well as the mountains to the south. Engines are numbered starting with the furthest left (looking forward from the cockpit). 100 km away from the KSC, and the mountains to the west of it are in sight. Under Engine 1, you can barely see the abandoned island airfield. 1 km ASL and ~8 km away from the runway. 5 HOURS, 11 MINUTES, 30 SECONDS Since I was flying faster than the planet's rotation about its axis, I launched mid-late afternoon so I wouldn't outrun the sunny spot and therefore lose a constant power source. E-40 Test Run Performance Stats Crew Capacity 1 pilot + 2 passengers Power Plant (2 x EM-64S) x (4 x R-25) Total Empty Cargo Capacity 12 (all loaded) Cruising Altitude 7 km Cruising Surface Velocity 200 m/s Minimum Throttle Required 2/3 Blade Angle 38 degrees (45 is optimal) Optimum Takeoff Time Westward Flight Mid-late afternoon Eastward Flight Early in the morning (NOT recommended for long flights) But I did not stop there: Craft file: https://kerbalx.com/Mars-Bound_Hokie/E-40-Impulse-PLANE-ONLY What do you think? Show us what you've got.
  4. This assembly here is controlled by a KAL-1000 controller. It doesn't clip when it is moving. The pistons, except for the ones with servos attached, do not move. Also, the hinge on the top left doesn't move. Is there any way to move the pistons without adding servos to them?
  5. Thanks to a bunch of hippies from Green Springs and their goons at the so-called Environmental Security Agency (or, as we like to call it, the Economical Screw-up Agency), we now have to limit our Kerbin circumnavigation challenges to have ZERO overall emissions. In other words, whenever we circumnavigate the planet, we have to do it in an electric vehicle. Fortunately, thanks to our folks at Kerbal Motion LLC, we now have the means to do so. It may be slow, but it is possible. In other words, the challenge is to go one full equator's length of Kerbin WITHOUT any gas-powered engines - which means ABSOLUTELY NO: Jet engines Rockets Gas-powered turboshaft engines (like the R121 or the R7000) Electric motors are okay. Here are some other rules for this challenge. Leaderboard placement will be awarded based on TOTAL MISSION TIME ELAPSED (As you may have already guessed) vehicle must be all-electric. Which means are solar panels and/or RTGs are highly recommended. Having liquid fuel and/or oxidizer is okay ONLY for weight and balancing purposes. This can come in real handy if you need to move your CoM forward or backward. Fuel cells are not permitted, since we're trying to conserve gas thanks to those pot-smoking bureaucrats at the ESA. Even if I did allow fuel cells, they won't be enough to push your vehicle through the whole length of the trip. Stock and/or DLC parts only. Autopilot/navigation/gauge mods okay. Generally, no mods outside of DLCs that come with additional parts EXCEPTION: mods that come with balloon or dirigible-related parts are permitted, but those craft go in a separate division. If you want to allow a specific mod that conforms to the other rules, let me know and I'll take a look at it before deciding if it shall be allowed. Your vehicle must come back IN ONE PIECE. Not that you should need an extra fuel tank for an all-electric vehicle. Surface vehicles are okay, but they'll get placed in a separate division. Mostly because you'll take longer to go around the planet. On the bright side, if you have to stop to recharge, you can pause and take a break IRL. Just keep in mind that any and all recharge breaks in which the MET clock is running count for your finishing time. Crew capacity is optional. Divisions are as follows: Trekker Division - vehicles that can't fly, but travels on land and/or water to complete the journey. Earhart Division - aircraft like planes, helicopters, and gyroplanes. You'll get an Earhart Division: First Class medal if you successfully fly Kerbin's equator WITHOUT STOPPING. Heisenberg Division - balloons, blimps, zeppelins, et cetera. I don't know much about the balloon/airship mods, but the reason they're a separate division is because they can stay airborne without needing to land or stop. This may provide an unfair advantage over the aircraft, since they'll have to come down and recharge for God-knows-how-long before taking off again. Sun Soaker Division - any craft that can successfully cruise at 175 m/s. More details later. Multiple entries per person allowed, but only the best-performing one for each division will be accepted. Pictures and/or video required for entry to be valid. Be sure to include: Your craft in action. Start/finish times. (Optional) the craft in the hangar. If you're having trouble getting your rotors to work, please consult this thread below. @Echo__3 and @18Watt really helped me out when I started to use the Breaking Ground DLC. Sure, I originally asked about a motor that's prohibited on this challenge. Nevertheless, the same principles still apply - and I got the electric-rotor plane to work successfully. As promised, here's an explanation as to why the Sun Soaker Division has a speed requirement: And last but not least, here's my entry. Can't wait to see what you all come up with. LEADERBOARD - (ONGOING) MARCH 7, 2023 TREKKER DIVISION (empty) EARHART DIVISION @18Watt - 3 hours, 14 minutes (FIRST CLASS) @Mars-Bound Hokie (ME) - 5 hours, 11 minutes, 30 seconds (FIRST CLASS) This was a last-minute entry. Better time than my last entry, but not fast enough to overtake the current leader @OJT - 17 hours, 13 minutes HEISENBERG DIVISION @Snigel - 5 hours, 3 minutes I know that he damaged the Thunderbolt's lower battery pod during the landing, but the "Come back in one piece" rule was mainly intended to prevent jettisoning and mid-air explosions. Had he kept the landing a little softer - or if landing gear wasn't too much of a problem for the craft's performance - he could have landed the craft intact. SUN SOAKER DIVISION (Could be me, but I don't really care since I was doing a speed test before sending the E-40 to Laythe) (Please let me know if I missed anything)
  6. The title's self-explanatory, but here are the details. I recently acquired Breaking Ground and want to try the new R121 Turboshaft Engine. However, none of the tutorials I find seem to work out for me. Even my most successful attempts turned out to be failures. First attempt as it accelerates on the runway. After taking off at ~60 m/s, it rose for a bit then took a nosedive. Eventually, I crashed into the ocean. When I installed the KAL-1000 controller and tried to follow the instructions from the tutorial videos, it seems like it made things WORSE - and, apparently, wrecked all subsequent attempts to correct this error. My second prototype for testing a propeller didn't help out either. Below are the craft files of both of my failed attempts. https://mega.nz/file/TeAhwJwD#VQhNdFvCKejmi4nUusIjLx38ZOdLN_9mbQCVBWsGxzY https://mega.nz/file/yD40HTSa#sE2O_GRCPjaeAGSaIgDsw5YjQo_ET1Fcu8A014L21gw Any ideas where I went wrong? Was it due to poor aerodynamic design or improperly setting up the propeller? How can I get the propeller to work? And do I really need the KAL-1000 controller? Sure, the second prototype failed, but initial performance without it seemed promising for the first thirty seconds. WITH the controller, the plane was barely moving at all. Is there a written set of instructions I can reference - one that actually works? And does these rules apply to electric propellers too? I'll test whatever answers are given and let you all know how they work out. Thank you very much. If I can get this to work, then I can build USAF aircraft replicas and luxury vehicles for Laythe tourism.
  7. I am am making class-specific suits with the class icons on them, is there a way to change the glow texture. I have done everything to make a normal suit including the config and regular texture, but in is there a way to specify a csutom glow texture in the config. I have also extracted the default glow texture from the files.
  8. I am am making class-specific suits with the class icons on them, is there a way to change the glow texture. I have done everything to make a normal suit including the config and regular texture, but in is there a way to specify a csutom glow texture in the config. I have also extracted the default glow texture from the files.
  9. Shuttle Payload Delivery Systems This mod adds: IUS Airborne Support Equipment Centaur (G/G-Prime, II, III) Integrated Support System SpaceLab Pallet with two types of "shelfs" Dependencies: Breaking Ground DLC B9PartSwitch ModuleManager Bluedog Design Bureau Shuttle Orbiter Construction Kit What version of KSP is this mod for? I tested this mod on version 1.12.3, but I think it will work with any version that BG works with. What's next? In future I want to add other shuttle payload things like SpaceHab, Integrated Cargo Carrier and more. Recommended mods: SOCK Repainted by @Arthurism SOCK Recolored by @Invaderchaos reCOLOR by @MATVEICH_YT and @AstroMods Screenshots: DOWNLOADS SPACEDOCK GITHUB Available on CKAN Special Thanks to: @CobaltWolf and @benjee10 for making BDB and SOCK @Zorg and @CobaltWolf for helping me making this mod And everyone who supports me during developing Licence: CC BY 4.0
  10. Hello, this is my first part release so please bare with me. I dont know how to make a fancy page yet. JxFab Utility Systems JxFab Utility Systems is the start of a parts pack that will add on to the robotics category of the Breaking Ground DLC. Currently there is one part type, the straight rail. There are four lengths of 5, 10, 15, and 30 meters, The straight rail comes in three variants. I plan on adding additional robotics parts to this pack, such as curved rails and rotational station hubs. DOWNLOAD LINKS Current Download: https://github.com/JackATac98/JxFab_Utility_Systems/releases/tag/v0 Dependencies This mod requires the Breaking Ground DLC to work! (I am working on a version that uses Infernal Robotics) KSP version 1.12.2 License This work is shared under CC BY-NC-SA 3.0 license.
  11. Hi everyone, I've ran into an issue with the breaking ground DLC, none of the parts included display in the SPH/VAB, the category 'robotic parts' is present, as is all the stock craft that come with Breaking Ground, but the category is completely blank and none of the Breaking Ground stock craft can be loaded due to containing 'locked or invalid parts' and can't be loaded. Clean (and new) install of KSP 1.12.2.3167, Breaking Ground 1.7.1, Making History 1.12.1 (both appear in the bottom-right corner of the main menu), attempted to completely remove KSP and then redownload to no avail. Windows 10 Home 64 bit. EDIT: Just to note, I've never had this issue before on previous versions of KSP/Breaking Ground. A link to the imgur album showing screenshots of what I'm seeing can be found here. Any help would be appreciated.
  12. PS4 user here. Just about got used to all there is to know on KSP basics and been building out my career nicely, last night I added another module to my munstation, about 5 modules in total. Spent a good hour getting it docked and saved game fine back to the KSC. I had a fleet of boosters in sub assembly and have been really enjoying the game. Last night I quickly loaded back into my munstation to check a few things again before closing for the night and it blue screen errored. It's done that a few times since I've been playing and usually it just loads up the last persistent save file fine. But for unknown reason on loading just now it says corrupt file keep or remove. I selected to keep but now when trying to load my career save has been removed. Noticed on here a few old threads but not for a while, as we recently had updates to breaking ground on PS4 I wondered if old bugs have crept back in or if this is just a result of poor quality on console versions? End result, I've lost hours and hours of hard graft and enjoyable gameplay... All those seat of the pants rescues and missions I've completed are down the drain and I've been forced to start new career. Am I the only one that thinks this is very poor? Even if they aren't releasing new updates anymore, surely we need a stable game to play!?
  13. Do you think there be robotic parts in KSP 2? Will they be added in the base game or in a DLC? I really hope they add robotic parts in KSP 2, so I can make cranes, excavators, and other equipment in KSP 2. If they do add it, I want them to be procedural, where I can make a hydraulic cylinder really long, really short, wide, or skinny. Also, telescopic crane booms similar looking to Liebherr's TELEMATIK system, and NON-FLOPPY ROTATION SERVOS, SOMETHING VERY SIMILAR TO CRANE SLEW RINGS. Also for VTOLs and similar things.
  14. I can't work out (or find via search) how to pick up (using a Kerbal) a deployed science experiment or supporting solar panels etc after they are deployed. Is this even possible? Also can the science they have be collected by a Kerbal or does it have to be transmitted?
  15. Note: At very low torque, this mod makes the rotors consume extremely low fuel, making them rather overpowered for small planes such as the one pictured. Balancing is in progress. The Kerbal Space Center made a biplane using the R121 turboshaft engine, and it ran out of gas before it could fly a km away from the space center. After Jeb safely whipped that baron onto the mysterious green substance that makes the scientists yell at him for not cleaning his boots, the incident report team at R&D realized that it consumed fuel 6.25 times AFP (At Full Power) faster than the small jet engine AFP! The kerbal engineers contacted C7 Aerospace Division only to receive automated replies spouting nonsense about a warranty. Fortunately, Jeb owns his own junkyard and with a bit of duct tape and some spare parts the Kerbopower 108 was good as new and ready to circumnavigate the world!* Of course it was only after all of this that C7 Aerospace Division finally bent to the countless lawsuits of failed classic airplane designs to revisit their horribly designed turboshaft lineup. As much as their management hated them, however, the recalls saw resounding success. Spacedock! Github! [Source] Find it on CKAN! Soon! Hopefully! *Circumnavigation requires frequent stops at intermediate airports. The Kerbopower 108 has a powered flight time of 25 minutes with rebuilt engine on a full tank with cruise speed of 270 km/h or 75 m/s. Range may be increased by flying at lower power. For increased fuel capacity, consider purchasing the Kerbopower 105 or Kerbopower DT-1 supplementary fuel tank (sold seperately) Graphs for smarty pants: Contains MIT License. If you have a better idea for what license to use, feel free to leave a comment. I wasn't sure which one to use because this mod is a very tiny patch to make the LF consuming rotors actually useable in career mode, so I just used the same one as another tiny modlet. Though that one was a plugin, so I may not have been correct in doing so.
  16. Please see new thread here: I am very new to modding, this is my first ever KSP "mod" of sorts. All it is supposed to do is change four lines of code, but I went further and made the LF/Air-powered robotic rotors available earlier in the stock tech tree. I even have an MIT license bundled with it, even though it's copied from another tiny modlet. Basically, I made a biplane using the small Breaking Ground turboshaft, and it ran out of gas before it could fly a km away from the space center, and then I realized that it used fuel 6.25 times AFP (At Full Power) faster than the small jet engine AFP, implying turbojets are better than turboprops at low speed, which is just wrong from an engineering standpoint. Turboprops typically average about half of the specific fuel consumption as turbojets, according to a chart from MIT (and my Aerospace Engineering degree). It's not because of how fast it spins or anything either because this engine is kinda meh even for turboprop standards AFP (though for early career purposes is still quite useful). [source: https://web.mit.edu/16.unified/www/FALL/thermodynamics/notes/fig3BPRTrends_web.jpg] [source: https://medium.com/war-is-boring/stop-disrespecting-the-turboprop-c00acd3fff3a] So then I set out on my quest to make my very first MM patch. https://spacedock.info/mod/2725/Breaking Ground Propeller Rebalance source: https://github.com/Autolyzed-Yeast-Extract/KSPStockPropRebal
  17. For a while, science experiments would show you details, such as speed, gravity, air pressure, and temperature, however there is no way to use these. I propose allowing a user with the Breaking Ground DLC to map these things to a KAL by setting the min max of these data values and allow the KAL to use these inputs to output something else, like the angle of a hinge, deploy sequences, ect.
  18. The task is simple, create an electrically powered aircraft catapult capable of launching a craft weighing at least 15 tons. Success Criteria; Electrically powered low part count (below 50 parts) relatively stable capable of launching a craft to 30-40m/s Pictures and download are obligatory
  19. Can any body tell me how to controll a propeller and throttle it in breaking ground
  20. So I essentially specialise in rotary aircraft in KSP now and i've been trying to figure out a way of fine control for tilt-rotor aircraft whilst in it's VTOL mode. I bind the deploy angle of the rotors to the main throttle however this, i believe, seen as it is a constant input, will override any other inputs such as the translate or custom axis groups. I have thus been experimenting with using activation sets to change the input from the main throttle to custom axis 1 (which is mouse 4 - 3) using the 'Override Default' box ticked, however this seems to cause some issues in the sense that it overrides all default controls such as pitch yaw and roll in both the control surfaces and reaction wheels. Is there any way to fix or work around this?
  21. Hi All, So little of context first for my question. I have Breaking Ground DLC and I have unlocked small scanning arm. I got contract to go on Minmus and scan the Olivine formation with the small scanning arm. No problems, I build rover and man it with two kerbals and send it to mission. After few minutes of roving around I find the Olivine formation and scan it. Now while I was scanning it I notice in the science window a message written in orange letters saying that I should come later again with better instrumentation to recover more science as small scanning arm gives you only 33% of total science. Before I left the place I left there a flag, the rover and surface mystery goo observation. Once I unlocked medium scanning arm I send a mission to Minmus and land a lander next to old rover and previously found Olivine formation. Using KIS/KAS I install medium scanning arm and scan the same rock again. Surprisingly this time around I got 0 science from it and this confuses me as initial scan with the small arm I was told to come back later with better instrumentation. Am I doing something wrong or I need to start roving again and find new Olivne formation and I cannot rescan the old one?
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