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  1. Have you checked out the new KSP 2 emojis available in this forum? They're awesome, right?
  2. What is the minimum viable population (MVP) of kerbals? https://en.wikipedia.org/wiki/Minimum_viable_population This is extremely important for any colonies.
  3. Do you like your kerbals? I sure hope you do....
  4. As we saw in Show and Tell, Kerbals can dance. Things I'm hoping for in that regard specifically: that Kerbals maybe do idle animations when just standing there, and that either there are a variety of dances or a relative degree of ease in adding new dances via mods. I realize that KSP2 could conceivably plug in new such animations as DLC content. Or maybe there's lots of dances that are only found in certain locations. I.e. you have to "find" dances by going to different places (visiting Easter eggs?), sort of like in the game Wandersong. So far we've seen that shuffling Fortn
  5. So, recently, in my new sandbox save, I'm reaching a point where there are multiple "entities", and I'm playing all of them. So then, I got into the idea of different names for each "country", and I came up with these: Kerman States - Kerman (Analogous to US) CCKP (Communist Confederation of Von Kerman Peoples) - Von Kerman (Analogous to Soviet Union, Russian, Ukraine, etc.) McKerman Kingdom - McKerman (Analogous to UK) KerbeX - Kerman (Analogous to SpaceX and Blue Origin and all that good stuff, basically the private compani
  6. A friend of mine thinks that Kerbals are "cute". I can't really understand that, but I was wondering what other people think about this.
  7. Small problem related to kerbal weight (I think) in the latest release. (1.11.0) When a Kerbal jumps on Kerbin with just a parachute or nothing at all, they appear to jump a lot higher than normal, e.g: 2 to 2.5, maybe 3 meters in height, vs the regular just under a meter. NOTE: I play with JNSQ which impacts results slightly. My (quite extensive) mod list here: Images:
  8. So some kerbals die the standard ways. But some just get into a 50g turn on Eva and get ripped to pieces. So I ask you what is the most horrible way your kerbal died. For me it's probably the kerbals that died that were in my car parked next to the vab and then I drove a bus off the vab and it managed to hit the car just where the driver was sitting. No pics sorry. Post below list of ways kerbals died Squashed by your own rocket kraken killed by a falling 30 ton bus ripped apart on duna hit by an srb vaporized on jool twitching? used
  9. Note: I wasn't sure if this was the right place to post this. Please notify me if there is a better location for questions like this to be posted. I was wondering if Squad had any restrictions based on the use of the names of Kerbals, the Planets, or the names of the parts in the game. Like if anyone were to write an unofficial story about the wonderful adventures our favorite little green men, or maybe a short film about them (like Matt Lowne's in-game-created movies), even if it isn't taken directly from the game (in the form of screenshots or screen-captured video clips). Based di
  10. I recently crashed a rocket on land very far away from KSC. I looked in the astronaut complex. It said that Jeb (who I think was in that ship) was in the missing column. Are they going to come back?
  11. If you like to build Stations with Mobile Processing Labs like I do, you need large Numbers of high leveled Scientists. But getting them beyond Level 3 requires Interplanetary Missions which take quite a while and flying Kerbals in bulk to the Mun and Minmus can get quite tiring as well. Besides I don't see much point in having placed a Flag everywhere necessarily making you a better Scientist. For this Reason, severedsolo and Mark Kerbin have made the Kerbal Academy Mod which allows to level up Pilots in Training Courses. So why won't add a secondary way to level up Scientists? As the Fi
  12. I was playing Kerbal Space Program and flying a plane with Jeb and wondered where he came from. Now I am wondering if there’s a backstory on the KSC staff. Any ideas?
  13. The kerbals are unresponsive on eva cannot remember enter vehicle or move, the option to rescue enter isn't there but the head torch and science can be used
  14. Hello, I am using 64bit version of KSP 1.3.1 and my issue is that I can not hire any new crew members, It just doesn't do anything and in the top-right corner of the window it says 10/12 kerbals assigned even though this is a new sandbox save with only the 4 main kerbals (Link to the image) From what I have read it might be a problem with the save file. The issue occurs when i create a new save too, but I will leave a link to the save file either way. I also read that this issue occurs on both modded and unmodded versions of the game. But I did not find any fix that would work for
  15. Update 1.4 added this cool new parachute you can use on EVA, and I was psyched about it. But I investigated it further and couldn't figure it out. How do I use it? Is it a part, or is it unlockable somehow? I just don't know. I would be (please help me now) greatful for your input!
  16. So, with the support from the original developer, I took over this mod, and added quite a bit of functionality. Make a smart, courageous Kerbal, or a dumb coward. Either way, these Kerbals are 100% custom. Images: How to use: Hit Alt + K while in the space center to open the window, fill out the information, and click Kreate Kustom Kerbal. Video: Change Logs: [removed] One note on CKAN: CKAN is now fully supported again, and I'd like to thank all of the CKAN people, especially @politas for helping me out. Thank you all! This
  17. I made a post yesterday to the KSP Discussion thread regarding issues that I've found with the normals of the male character model. Specifically the arms, most noteably the hands. This is the post I made to the Discussion thread, with the full details. To explain the issues, here's an image of a coloured lighting rig setup I made to demostrate the problem. Green light from the right of the screen, red from the left and blue the top. The normals on the arms of the female model are fine, but the ones that the male model has are very wrong, especially on the hands. Somet
  18. I've been playing around with some texture alterations today, as some preparation for a story series I'm planning to work on and I found something odd about the lighting of the kerbal characters. The issue is that the gloves don't appear to be lit correctly, as if ther normals in that part of the mesh are incorrect. Here's an image to show what I mean, which has a character with a pure white colour texure, all detail coming from the normal map. If you look at the character's left hand, which is facing the sun, it appears darker on the sun side (back) than the shadowed side
  19. Hello there felow space explorers. I´m pretty new to this forum however not so new to KSP. Now to my problem. In screenshots below you can see a rocket. By my design (inspired a little byt by Scott Manley). And there are few problems with it. When I launch it in around 4-8 km it is almost uncontrolable. It starts to swing around and so on. When I successfully arrive at orbit I don´t have enough fuel to get me to the Mun and back I always end up with only fuel in lander. And when I land on Mun I don´t have enough fuel to even get to orbit of Mun. So any suggestions ? I know this downstage can g
  20. What it says on the tin: Would it possible for Kerbals that go MIA (i.e. their craft goes beyond physics range and is despawned) to be available for rescue as a contract? They could simply get spawned at the location their craft was despawned at when the contract is taken.
  21. I don't know if this has been asked, but here goes. Is there a reason that the whole system is grossly underscaled? I am a curious physicist.
  22. Ok, you know your a Kerber when you see a cars license plate like KSP 010, or VAB 121 or SPH 761 Nd it catches your eye. Or when you see a vehicle, or craft, and you wonder what the part count is.
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