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Found 11 results

  1. Kaboom! (BOOM) Another way to not go to space today! What can be more Kerbal than more Explosions! Now with SuperKlue Implosions! By @zer0Kerbal, originally by @russnash37 adopted with express permission and brought to you by KerbSimpleCo Description What is Kaboom!? Kaboom! is a very simple add-on for KSP that allows the: destruction of individual parts SuperKluing / welding of two or more parts (see below) Features View full album Before and After SuperKluing Youtube review by @Kottabos/Kottabos Gaming Youtube review by @Kottabos Gaming Cabin notes and Help Wanted Localization How to support this and other great mods by zer0Kerbal See More Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages Installation Directions Use CurseForge/OverWolf App (currently does not install dependencies) 1 or 1 Dependencies Kerbal Space Program 2 Module Manager 3 Recommends Comprehensive Kerbal Archive Network (CKAN) 1 Suggests SimpleLogistics! (SLOG!) SimpleConstructon! (SCON!) Tags plugin *red box below is a link to forum post on how to get support* Be Kind: Lithobrake, not jebbrake! Keep your Module Manager up to date Kerbal Space Program 1.12.3 — .NET Framework 4.7.2 Credits and Special Thanks see Attribution.md for comprehensive list @russnash37 - author @flart aka @yalov - SuperKlue Legal Mumbo Jumbo (License provenance) Current (1) - zer0Kerbal Original (0) - Author: @russnash37 Footnotes this isn't a mod. ;P ↩ ↩2 ↩3 may work on other versions (YMMV) ↩ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date! ↩
  2. I had an idea for a saga today, but I wanted it to not just be me. So here it is. KAR WARS. Your job here is to make a good series of posts building off of each other’s posts. I want it to be like a Si Fi adventure based on the Star Wars and Star Trek that we all know and love. I do not have time to play ksp today so I will end you with this. I will just back to you later with the OG post, or you could create the first post. But remember, you need room for the next post to build on your post. And yes you must include photos from ksp
  3. Hello im relatively new to ksp and have just recently been able to land on the moon but no other planets. I was launching a probe that would flyby duna so i could plan a landing. As i built the rocket and launched it i had several problems but was able to fix most of them. But one still bothers me. Its 1st stage is a 2.5 meter orange tank with a mainsail engine. Then it has 6 boosters they have 2 of the extened out to the sides decouplers. They consist of to fl-800 tanks with a nose cone and vector engines. Once i get to about 5000 meters the rocket begins to flip uncontrollably. But once it get back under 4000 it stops and if i can recover it i can still make it to orbit but not to duna. Why does this only happen at 5000 meters when im going a certain speed. Is this i bugh or is this supposed to happen? Any help appreciated.
  4. Hello im relatively new to ksp and have just recently been able to land on the moon but no other planets. I was launching a probe that would flyby duna so i could plan a landing. As i built the rocket and launched it i had several problems but was able to fix most of them. But one still bothers me. Its 1st stage is a 2.5 meter orange tank with a mainsail engine. Then it has 6 boosters they have 2 of the extened out to the sides decouplers. They consist of to fl-800 tanks with a nose cone and vector engines When i launch these boosters wobble along the frame and always make me crash. (they bounce up and down and make it unstable.) This is why i added the second decoupler but it still does not work. Any help apprecated Thanks in advance.
  5. As everyone knows, making history has some huge, new parts. and I've been playing around with them, the end result was a rocket that crashed my game... three times (not really). unfortunately, I'm no expert in huge rockets, and there are a stupid amount of wrinkles that have to be ironed out. if you have a strong computer and like a challenge, be my guest. PS: no, seriously, this thing kills frames https://kerbalx.com/Victor/The-Brutuse Sorry, forgot
  6. KSP is all about trial and error, and many rocket explosions in the process of building a successful mission. I'd like to see the explosions from rockets enhanced a bit because at the moment they are far to small and quick. There is no magnificent fireball like a real rocket failure, and given this is such a core element of the game I think it could do with some more detail, and add spice to an otherwise disappointing design failure. We know the game (and most computers) can handle better effects because they are used when KSC facilities are destroyed. Anyway, if the devs don't want to dedicate time to this, or they don't think all computers could handle it, I think it'd be nice if they were able to enable modding of the particle effects. Currently (as far as I can tell) the explosion particles cannot be changed/modified to reflect their real-world counterparts. This is what I think failures should look like:
  7. So I have this pretty ambitious ground station on Duna, took lots of launches, skycrane landings, rovering long distances (due to my limited ability to land at target)... well, you get it. Anyway, this is what happens every time I switch to the station... This time, two of the three inhabitants somehow survived. (I've learnt the hard way to quicksave and immediately hit warp when I switch views...) Cheers!
  8. Ever had a fail? *you probably did* it might've had an explosion. show it off!
  9. Recently, North Kerbin Dynamics got an update in which Harpwner claims he "fixed the explosion effects." Before the update, I thought that the explosions were fine and nothing was wrong with them; the sphere and tall part below it (sorry for not knowing what they are called) would rise up high into the air and the circle-shaped base part would stay on the ground and expand. Eventually, all of the parts would evaporate after about 20 or so seconds. However, after the update, all 3 of the parts would immediately start to sink into the ground and they would never evaporate. Keep in mind that I have not installed or deleted any mods ever since the update. Here are 2 videos of this in action: Video 1 and Video 2. Here are the current list of mods that I have installed: Adjustable Landing Gear B9 Aerospace BDArmory CAL Crossfeed Enabler FASA Firespitter FS Hangar Extender Kerbal Dynamics Kerbal Foundries Kerbal Konstructs HyperEdit Klockheed Martian Gimbal Infernal Robotics MechJeb 2 and MechJeb 2 Embedded NAS North Kerbin Dynamics NovaPunch 2 PEW-R-11 Procedural Dynamics Procedural Fairings Procedural Parts Smoke Screen SpaceY Lifters Take Command TweakScale Vessel Mover Virgin Kalactic WASD Camera Editor
  10. So why did the water suddenly go boom in such a short time? I know the expansion of superheated steam would cause some minor explosion, but this is just massive boom in such a short time frame.
  11. I seem to be having trouble getting back onto Kerbin. For some reason all of my designs seem to flip over between 20 - 30K and kablooie. I've messed a little with the weight distribution but would love some pointers as I'm not amazing at the game. Thanks!
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