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  1. Ionic propulsion is useful for making precise movements in space, and can be used to travel to other worlds through techniques that involve periapsis (I do not remember the name of these techniques very well). Ionic propulsion has a very high isp, but a low thrust (just like in real life). In general, the average life of a deposit of xenon is much higher than that of any other fuel for space exploration. However, there comes ionic propulsion becomes useless in many goals. It's just very slow, and the game does not allow you to speed up time (over x4) while the ship is propelling its
  2. "SeaQuest KSP" :: Powered by Wild Blue Industries It's time to build that fishing gear. The ocean is becoming even more playable! Carrying the legacy of my "The Spice" mod, this one seeks to attempt to fill a very well known void in KSP and to open another door to (mostly) untapped gameplay opportunities. SeaQuest gives the player more to do with Kerbin's ocean, and adds value to (large) planet mods or large installs thereof. SeaQuest KSP builds upon the Wild Blue Tools core mod made and owned by @Angel-125. Currently, no new parts (specifically, no new part models) are on the roadma
  3. Wouldn't it be great if you could set a second or third stage to have an automatic MECO or SECO so you could land a first stage booster?
  4. Introduction "Kerbal Mods Overhaul" (KMO) is nothing more than a set of patches initially made to cope with the personal desire to simplify/modify a number of very popular mods, MKS in primis, in order to bring a slightly different gameplay experience to KSP. KMO has initially been made exclusively for myself, however, since the number of patches has greatly increased over the time, I have eventually decided to make a public release of this mods overhaul for anyone that may be interested in such a reconfiguration work. Disclaimer This mod is NOT an updated version of MKS-L
  5. >>> Support me at Patreon if you like the mod! Starting from Beta9 it's OK to use the new parts in the carrier games. Any new version of the Beta build is guaranteed to be compatible with your save games. You're encouraged to use as many parts from the mod as you can. And your feedback is very welcome! The old parts (KAS 0.6.*) will be eventually deprecated. Once the 1.0 version is out, the legacy parts will be in the package for 3 months, but then they will be completely removed. You'll be able to manually install them from CurseForge from the older archives, but any issues
  6. I'm finding as I am gaining more hours and experience playing Kerbal Space Program, that I am starting to impose rules, or at least methods of play on myself. For example, I don't like using additional reaction wheels in most aircraft (and I usually turn off stability-except for long distance cruising). I feel like my planes should at least be able to fly with as little aid as possible. That is not an absolute (I break that rule for some of my really weird ones), but it is an ideal. I know some people only play in stock. Others may eschew certain mods or only use mods like Realism Over
  7. Are there mods to add more aspects to KSP's management? I feel like the budget system in KSP was just tacked on and never fully explored, and I hope some mods could change that.
  8. New, it's well forgotten old. I have not played a career in KSP much over a year, and having recently undertaken, I faced that a very useful mod by xEvilReeperx are outdated and has not been updated for a long time. I wrote to the author and he gave me permission to adapt it to the new version, and here it are. Sure, i need feedback about how it work from community. When is is it time for science? Who knows! The game provides no feedback when you've crossed a biome barrier, a new crew report is available or when you've forgotten to run a goo experiment. Wouldn't it be cool to sto
  9. Hi, I'm a newbie to KSP, so sorry if this question seems dumb. When I was using the demo version of the game, I was able to set objects (such as the Mun) as targets and get maneuvering tips. But I just started using the full paid version & I can't select anything as a target now. Left-click used to do it. Now NOTHING! Also, I was able to set maneuver nodes in the demo version & now I can't do that either. Are these functions disabled to make it more of a challenge or am I doing something wrong? Thanks in advance for answering me. -Jeff
  10. hello I've been a player of ksp for a long time and I think it would be good to add a multiplayer. I think these multiplayer features would be the best and serve for ksp: first off adding friends this is simple we have a online username account that well be used to pull up the players account page and you can add friend or join game which means the player is playing with the other players. groups this can be made by any player and a group can serve as just for friends or it can serve for a certain amount of players only like 20 multiplayer players and the user wants 10 he can do that
  11. Hi So I just sold off my RX 580 graphics card and is currently using my backup GT610, and I am wondering if there are any ways to make ksp playable on that graphics card without sacrificing too much. I have a watercooled R5 1600x CPU and 16 gigs of ram, and I am currently getting around 4 fps with settings maxed out. What can I do to get my framerate above 30 fps while sacrificing the least amount of detail? Thanks!
  12. I cannot find any issues related to this, so I thought I would ask. Steam version, downloaded and reinstalled multiple times over the years. Always worked fine, until recently. Game loads up just fine; no hangups on the load screen at all. Main menu works, in addition to the other settings and such. Loading up the Space Center works as well, with no issues until I enter the Hangar/VAB or the Launchpad/Runway. Hangar/VAB: Cannot see the vehicle being built, at all. I can still select parts, and every menu and button works, yet all I see is a black screen Unless I mouse-over where the vehic
  13. So I've seen these optimal engine charts for helping select the best (set of) engines for a mission/craft, based to the TWR and Delta-V requirements, and (tried to) use them extensively to design long range missions and the like. Until I noticed that these are all horrifically out of date! https://meithan.net/KSP/engines/: for KSP1.1.1 https://imgur.com/a/OS6bk: for KSP0.23.5 So I am looking for some up-to-date charts, some tips on an at-home version of meithan's chart, or failing that, contact information for meithan so I can help update his web-app.
  14. A small MM script that by default defuels all parts. The idea behind it that you must build refueling infrastructure to fuel any launched craft. So your Space Program will need mining, refining, transportation and refueling infrastructure to work. Release v0.7! The - it should probably have been in a folder from start release Download Licence Thanks to @artwhaley for the help with the script Visit my dev thread for my other mods
  15. Hey guys, my idea here is to add parts to construct actual planet bases, with a life support system. I know you can get both of these things in mods, (In fact I'm running a mod that gives me planetary base parts) but I think they should add a life support system and base parts to make them stock. One because it would add so much more to the game, two because I know for some people mods can slow their game down, and I think something like this should be in the game anyway. Plus as I found out with an earlier idea, that the game developers try to keep the game realistic (Which I totally understa
  16. Parts would have minimum temperatures, and some would passively radiate heat. When minimum temperatures are reached, the parts wouldn't explode or anything. They would merely stop functioning. However, based on a setting in the difficulty options, if a command module or spacesuit reached minimum temperatures, the kerbals could be at risk of freezing to death. Different kerbals would have different time limits for staying below minimum temperature, basically like gee tolerance. Something else that should be added would be parts specifically meant for heating the spacecraft. Drills, convert
  17. Ksp is kinda getting repetitive. You know, launch, orbit, escape kerbin, and so on. So I'm looking for any mods that could help spice things up a bit. Things like RSS and solar system rescale mods. Things that add a whole new way of doing things. Things that add another aspect. If you know any good mods to shake things up post them here!
  18. Hey all, been thinking about this idea awhile. That is why not make the water biomes more interesting. The idea is that the KSP developers should add stock parts to build small science submersibles, and then make the terrain under water more interesting. This would add a lot more things to do in the game. Though some people might say that submersibles have nothing to do space and planet exploration, I disagree. My reasoning is that to planets (besides Kerbin) are at least 50% water (I know Laythe is more) Without anyway to explore under the water, Eve and Laythe are mostly barren planets as t
  19. MKS is a complex mod - it has a lot of resources, and a lot of moving parts. And while it’s pretty awesome once it’s up and running, it can also be intimidating to a newer player. So I’ve been carefully considering the best way to overcome this hurdle without sacrificing the spirit of the mod, and after a lot of discussion and feedback, have decided to build out a lighter, friendlier version of MKS. Thus, I am happy to introduce MKS-Lite! It will give you a taste of a lot of the MKS subsystems, but uses a much simpler resource set and more forgiving mechanics. The bes
  20. At first: Sorry for my bad english (..) Dear KSP Community, I'm new to KSP and making my steps in the Carrier Mode (Normal Difficulty, newest Steam version, no mods) There are a lot of Contracts where it is displayed, that you get as example 6 Science Points for completion. Why? Do i have to do something special to get these Contract Science Points? Do i have to complete these Contracts in the first attempt? (I use revert flight when i crash) Thanks for you help
  21. Hey all I was playing my KSP and in the middle of capturing an asteroid, when I had this idea. Why not make it possible to land on Jool? I was thinking that they should keep the green gas cloud totally around it to impossible to see anything but green, until it disappears like 150M from the surface and then give Jool a planet surface that always looks like it is night time. I thought this would be fun challenge to, not only make Jool a Kerbal destination, but to also make a cool challenge for someone to try and land on a planet where you can't see the ground until you've almost landed. Any tho
  22. I see a lot of cool KSP-in-action videos posted in these forums. Could someone give me some pointers on how to make a video like that? I'm specifically interested in recording my attempt at one of the KSP challenges. Thanks!
  23. Just a curious question, will the game support the vr such as oculus or HTC in the future? It is a really cool idea for us to seat inside a vessel, pretend we are kerbals and get ready for the suicide mission.
  24. Hello, let me start off with saying I am really enjoying this game so much. I have had so many fun adventures in this game, and this game is captivating me so much. Now off to the topic - I recently sent a payload with my part 1 of my mun outpost. However, halfway through I realised the morons at VAB forgot to add landing struts . So I needed to improvise my moon landing. Things went relatively well but with all the chaos I somehow couldn't uncouple my couplers. Now I am on the moon but my couplers are still coupled. How would I go to decouple these manually? A screenshot might
  25. A tribute video to Kerbal Space Program
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