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  1. 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 Final Frontier Mod by Nereid does that, it should be possible to count the Number of Science Points a single Kerbal has researched. This in my Opinion is the most logical Way to count the Experience of a Scientist. So I'd lake to create a mod to do exactly that but my Modding Experience so far is limited to adding functions to parts (Mk 2 Lander Cabin with BonVoyage Controller, Mk 4-1 Pod with Research Lab and a very crude Surface Sample Function in the Drill-O-Matic Junior)
  2. 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?
  3. 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
  4. 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 me. Files: Save: https://www.dropbox.com/s/zhmnx78pm6lbjmb/persistent.sfs?dl=0 Output_log: https://www.dropbox.com/s/wmr3cmkgo2o7l8c/output_log.txt?dl=0 Mod List (visual mods not included): https://www.dropbox.com/s/6ah4heciww3opoo/Mods.txt?dl=0 If you need any other log etc. please tell me.
  5. 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!
  6. 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 mod uses Mini Add-On Version Checker by Cybutek License - MIT:
  7. 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. Something I've noticed in a lot of the screenshots that I've photoshopped to make wallpaper images etc. from, is that I'd have to adjust the lighting of the hands, but until yesterday I didn't realise how big an issue with the lighting of the characters there was. I checked earlier versions (1.2 and 1.0.4) and the problem existed then too. I'm currently running KSP v1.3.1 with a number of plugins, but I've tried this out in a clean install as well, with the same issue being present.
  8. 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 (the palm). in fact it has the same colour value as the shadowed side of the right arm, which recieves no direct light. Most likely it's been there for a long time and I've just got used to it and mentally filtered it out. It was only because I was tinking with the textures that it caught my eye. My first reaction was that I'd screwed up something in making my changes, but I confirmed this wasn't the case, by first removing all the none stock textures. This gave the same result (dark back of the hands), so not an error I'd introduced. I then checked this on different planets (didn't make any sense, but did it just in case) and found the result was the same, the hands were lit wrong. I also had a look at this in v1.2 and the results was again the same, dark back of the hands. I even dug out the oldest build I have around (1.0.4) and still the hands were wrong. After playing the game for so long and doing a lot of art work based on screenshots, I'm a bit shocked that I've not noticed this before.
  9. 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 get me to the Mun because I used it for launching 2 satellites around Mun with almost same weight as my lander on this rocket. So will you help me with this particulary hard quest for me ? screens: https://ctrlv.cz/fFRm https://ctrlv.cz/hOeQ
  10. 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.
  11. 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.
  12. 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.
  13. So there used to be a way to purchase kerbal figurines? I can't seem to find it. I'd love to buy some.
  14. ---------------------------------INTERLUDE In the middle of the day, Jeb put on his suit and opened the hatch, covered in dust, after another sandstorm on Duna.. His aim was to find the rover and take it back to the base, so it he and Bob wouldn't need to walk over the desert at freezing night.. But somewhere in space, similar actions were done.. Bill was ready to take his guests.. ---------------------------------------Nightcall After a long journey, kerbonauts are heading back to their home. (Switch on the music, optimal volume-80% of the scroll bar) They drove though the lands they left their blood on, their previous path, crossed again, in calm and prosperity. They decided to make their last picture, here on Duna. Bill approached them, ready to dock... They headed back home, without accidents and landed in a mountain range, they were recouvered and are happy to be at their home, with their friends. The end---------------- It was a great jouney for me! Thanks for watching! I am planning on making another one, but with the Bill's point of view (he was stuck at the Ike) Now, don't forget to leave your thoughts here, in the comments! One question: "Liked your headphone experience?"
  15. Well.. I've build a Harvester This is a Space Flight Simulator and i played it so much that i've felt teh urge to build a Harvester. So did you guys ever wondered about those tons of food your Kerbals must eat on those everlasting interplanetary missions? It has to come from somewhere and since KSP doesn't led you run supplies in stock, it has to be done automaticly in the backround. hm.... Ever wondered why Kerbin has no cities? Simple! They use evey hectare of fertile ground to harvest wheat and this vehicle makes it all possible. Kerbals love their bread! On long missions to distance worlds it reminds them of home. But there wouldn’t be none if it weren’t for the Kerbal farmers. Every day and night, hard working Kerbals sit on top of their Harvesters working the field, knowing they are the backbone of the Kerbal Space Program! Liquid Fuel may light the Engines, but food fires up the Kerbals Well that's atleast the backstory that came to my head when i finished this "rover" Here's teh craftfile incase some of y'all want this thing https://kerbalx.com/SpaceTrashCan/Harvester
  16. I would like to make kerbals come out from docking ports, but I have no idea on how to force them to do so or if is it even possible.I appreciate alternative ways if this is not possible.Thanks for you support.
  17. We've all been there, a kerbals falls out of their seat on a ship, and they can't move, and they rag doll on the ground as if paralyzed. Also, being able to walk around on planes and rovers would make for some easy repairs with KÄS / KIS and some really cool screenshots. So what do you all think?
  18. I think this is where this should go but not entirely sure. So, as a user of www.kerbalmaps.com I was disappointed a few days ago when I went to the website and it was down. Does anyone know what has happened to it?
  19. Will Squad Ever make another Kerbal themed game? that would be . I mean A full on game, no DLC stuff. What I mean is Maybe a sandbox or Sims style game based on Kerbin and kerbals?
  20. I would like to rework kerbal models and I'm interested is it possible?
  21. Hi. Just like the title says, how many Kerbals do you usually have in your spacecrafts? I'm trying to choose between and small and light, but not that advanced, command pod for orbital and interplanetary missions (basically all missions), and a big 7 Kerbal spacecraft packed with equipment and good stuff. What would you recommend?
  22. I was doing my R&D a favor by going to the mun. I tried an unplanned landing, since I was tired of flybys, and decided to take a risk. In the end, I stranded Jeb. So, I made a rescue craft, and landed it about 20 km away from good ol Jeb, and decided take some fun jumps with Jeb. I jumped so high, and fast, I killed him a couple of times. (sorry, Jeb) I realized that if I slammed into the ground hard enough, I would bounce, and the Kerbals would freak out, and magically survive. It was really funny. ( to do this, you go up, and forward in EVA, and then, at the peak of your ascent, go down, and spam the jump button.(don't go too high, or fast. Go about 100-150 m/s)). It ended up crashing my game, since I quicksaved when the Kerbals were flipping out, then quickloaded. This is more of a notice, than a question, but, whatever, right? Why does this happen, and why is it so FUNNY?!
  23. Hello. I have been working on a simple life support mod and I was wondering, how much EC should a Kerbal consume while on EVA per minute? How much should they store? I am looking for something slightly realistic. The mod will only use EC as it is a no part-very simple life support mod. Thanks, Benji13.
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