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  1. Had a contract pop up to test an engine at the launch pad, seems to be a part in the DLC pack as it’s not present in the game I have, even in sandbox mode. anyone else had this?
  2. Ever since making history's release date was revealed i have been wondering if it is coming to KSP: Enhanced Edition. Is there any one that could answer this? Thanks! Oh i also heard that you can get a cheat menu In Enhanced Edition, does this exist and if so how do you get it open?
  3. I had an idea and want to suggest it: a DLC similar to Making History, but instead of the past of spaceflight, the future of spaceflight. It would have parts themed after upcoming rockets in the future, and would add parts that also are in use today, such as proper landing legs for rockets.
  4. So as someone that's not generally fond of the way the gaming industry has been going I'm a bit surprised to be saying this but, has there been any talk I've missed on another KSP expansion? KSP is one of the few games I'd consider making a exception on most of my DLC related rules for.
  5. Original tutorial on my website: https://goo.gl/iKnDfp Graphic Mods: SVE forum: https://goo.gl/cn1JwC SVE download link: https://goo.gl/Qpd3Bi SVE Textures: https://goo.gl/hJkXEx EVE Download: https://goo.gl/a4NPTM Scatterer: https://goo.gl/Jb9vGg Kopernicus: https://goo.gl/3CCizu SVT (planet textures): https://goo.gl/g5CgZv SVT Comparison: https://goo.gl/6riT8W Stock Part Revamp (better part textures): https://goo.gl/JCDmZQ Stock Part Revamp comparison photos: https://goo.gl/btPr3b Real Plume: https://goo.gl/XbjjPS Smo
  6. A couple of months ago, I made a DLC poll; this is part two for more clarification.
  7. This is a poll for your opinion on the new DLC
  8. Story: Jeb forgot his Key Card for the KSC (again!) and Gene is about to fire him! Get Jeb's Key Card from the Island Runway and hurry back to the VAB Roof. Summary: - fly to the island runway - land - get out and pick up your Key card - fly back to KSC - parachute onto the VAB roof and run to the door sounds easy? true but HOW FAST CAN YOU DO IT? Can you do it in less than 3 minutes? DOWNLOAD v1.1: <HERE> CHANGELOG: 1.1 - you have to EVA and get close to CoolCat Kerman on the Island Runw
  9. I post this in case anyone else ran into this problem and have been pulling out their hair over it. If you ever make the mistake of trying to remove a node by dragging it off the edge of the screen back to the left panel (because your instincts have been trained to do this by the VAB editor's way to remove a part), if you aren't careful it can hide the node very far off-screen where you think it's been deleted but it hasn't. It's still present and affecting your mission graph but not being drawn where you can see it. I did this ages ago to remove a node, but it was still there. So
  10. I've heard there are some of cool new parts, and there is the really cool mission maker (which i am extremely interested in). But is it worth $14.99? I have $20 in steam money and was wondering if this at all would be worth it. Heck, is it even good? Would it even be worth picking it up at a steam sale?
  11. So I learned that the Making History dlc just came out and I was wondering if or when this will come out for consoles. For people that are going to say “get a pc” “or why don’t you buy a pc?”. I had a pc but it not functional anymore and I do not want to spend over $1000 to get a computer that works as good as my Xbox one x. So all I’m asking is will this be out for consoles.
  12. Hello, the separating of the FLC-1000 fuel tank from making history. For those of you who don't know, the fuel tank looks like the Soyuz Side booster. When I separate the tank (any decoupler, 0% force) it spins a little. to confirm this, I set up just a random craft with 1 attached with a decoupler with it's force to 0% and cheated it into orbit. I separated them and sure enough, it spins. I found out why. The COM for it is wayyyy of center. Is there any way to fix this? Let me know if there is.
  13. I've been playing ksp for about half a year now (and i am still horrible at the game) and i am thinking of getting the Making History DLC, mainly to replicate the Saturn V rocket as it has a special place in my heart) but. is it really worth it? All though its only 15$ , i don't want to buy something that isn't that useful.
  14. Yesterday, I did find the time to eventually try out the new parts that came with the DLC and I must say that really like the new soyuz russian style pods. Best thing is that there's now a 2 crew pod available (through DLC). So I am curious - do you use the new DLC parts along with stock in your latest creations or do you go for stock-only parts, even with DLC installed?
  15. Title. The mainsail has almost the same thrust at sea level as the mastodon but the mainsail also has far better max isp in vacuum so the mastodon is redundant both as a launch engine and as an orbital engine. The mastodon should really have a higher thrust ( thrust in the middle of the min and maxthrust for the mainsail (around 1400?) would be better then it's got a niche as a more powerful launch engine than the mainsail but with less efficiency) , it's supposed to be a launch engine, at the moment there is no point using it at all except for aesthetic purposes. Also I should
  16. An open letter to Take Two Interactive: New York, we have a problem. Before I get in to that, just a little bit about myself; I’ve been a professional software developer and IT consultant for over 30 years. In my career, I’ve read hundreds of EULA’s, often on behalf of my clients. I have even written three or four of them, and many more Software Development Agreements (specifically the sections covering what the software will and won’t do and what our responsibilities were if it fails). Our company lawyer once actually told me, “If you ever get tired writing software, you could alway
  17. So I've been playing around with the mission builder. It's been alright though I'd be lying if I didn't say there were some issues. Here are my thoughts. Asteroid Redirection: You can spawn asteroids with the Spawn Asteroid node. However, once you've spawned them you can't really do anything with them. There's no way to require a ship to dock with them (they don't technically count as vessels), there's no "grab object" node, there's no "move asteroid to x orbit" node. This is really disappointing since a very specific Asteroid Redirect Mission was the first thing I attempted in the miss
  18. Hi, here is my KSP Mission builder tutorial series for KSP Making History expansion. Here I will be covering how to create missions, how to edit mission parameters, test etc Episode 01 - Simple Rescue Mission (Basics) Episode 02 - Pre-made Craft & Part Failures Episode 03 - Adding Flavor with Catch All Nodes Reserved for future use
  19. Hey Commanders, I really love KSP but... am I missing something or could it be, that the DLC only supports english? I mean, the dlc-shoppage says the following languages are supported: Languages: English French Italian German Spanish Japanese Portuguese-Brazil Russian Simplified Chinese But ingame I can't find any option to change the DLC-Language and now I have a mix of german/english... and it looks like that everything that comes from the expansion is in english only. I've reapplied the steam language settings - nothing. I've reinstalle
  20. When testing a run through a mission in the mission editor, it would be really helpful to be able to see which state of the state machine it is currently sitting in. I think that would help me debug a lot of problems. But I'm not sure how to do this. Is there a feature that will show me this? It would be the state-machine equivalent of when a debugger highlights the current line of code as you step through a program. I suspect a lot of my problems are that the state machine isn't in the state I thought it would be at this point in the mission, but I don't know which state it's act
  21. ( EDIT: I reported this as a Bug before, but it turns out it's just a very unintuitively weird choice for the defaults in the Spawn Vessel details. I just found a checkbox in the Spawn Vessel details for "Focus on Vessel". It turns out that turning this checkbox on gets rid of this "bug", but why on earth isn't it the default to make building and spawning a vessel from the VAB behave just like it does in the game? Why go out of the way to find the option and change it in order to achieve the default behavior that matches how the rest of the game works? Shouldn't switching to the vessel aft
  22. I figured out how to make things that happen automatically at the start in parallel to the Start Node. You find one of the nodes that allows you to checkbox "Catch All Node" (why don't they all? dunno) and then chain the other things you want to have happen off of that. Doing this I am able to set the player's starting funds for the mission. Except, that's not how to set the player's *actual* starting funds, because none of that runs until after the player designs the first vessel and launches it from the VAB. Only after the player uses the launch button does the mission truly "start"
  23. (This is about playing the missions the DLC comes with) First mission: "Launch your first rocket, get it to 5000 meters, splash it down near the abandoned runway". "Surprise, we actually meant on the runway, oh you didn't design your rocket for a land landing? Well too bad redesign and try again." Second mission: "Get to 48,000 meters, take a temperature reading and return home safely". "Surprise, we actually meant splash down in the water next to this waypoint we never told you about beforehand. Oh, what's that? You didn't design the rocket for steering because you thought we w
  24. I'm having a hard time with the mission editor because anything that is vessel-dependant (i.e. check if vessel is landed, but only this one specific vessel, not just any vessel) has that pull-down list of vessels to pick from but the list is wrong and acting like it's off by one. Example, the list contains these items in this order: Any Ole Sciency [a little probe with some science instruments that I spawn for the mission] Trash Collector [the player-made ship that they will be expected to build as one of the first nodes of the mission graph] Voss Talk 2 [an aband
  25. Having spent days now trying to get golds on the newly added missions, I am frustrated. I understand the mission logic, but obviously not the actual calculations. I dissect the mission initially in the builder, going through the nodes and taking note of the score additions and modifications and what I need to get those, and also what to avoid. I some cases I feel I have a 'perfect' run, however, when the finally tally comes it seems to make no sense compared to what it should. The final scoring needs to be MUCH CLEARER, especially with missed objectives that you thought you achieved. Can someo
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