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  1. I made this and thought it's worth sharing: Downloads: https://github.com/maculator/Stuff
  2. This black ring occurs everytime when I launch rocket or plane. That black ring conseals everything including esc menu and It disappears when my spacecraft overs about 70km. I use ModuleManager, MechJeb, NavHud and dependencies, AtmoshphereAutopilot. I'm using laptop that contains Radeon HD 6370M and i7-2630QM. Is it occurs only me? or someone of you can see this bug? I can't find what is reason of this problem. I hope you can help me.
  3. So we all know RSS. It makes the planets realistic size, and retextures them as real life planets. I am searching for the opposite. Is there a mod that retextures them, but keeps them the same size? I would like to use Kerbin for presentations (not those official ones) and i would like to have an earth retexture. Is there a mod like this? it doesnt have to be all planets, only for kerbin. Thanks
  4. I've been having a problem with the mod scatterer recently, and it stopped using Kerbin's clouds. In the menu, it says it's using Laythe's "clouds" config and has none.
  5. Today I tested the Kertimis Rocket! In case you were wondering, it didn't work. I don't know what went wrong, but I think one of the parachutes overheated and exploded, dooming all of my Kerbals to a firey death. Thank god for the Revert button! I'm still working on the Kertimis II, but it will be even bigger and even better than the Kertimis I! (note: I don't have any pictures)
  6. Hello rocketeer ! A few days ago I landed an asteroid and set up 4 rover connected between them and to the asteroid : 1 for electricity, 1 for cooling, one for storing ore & convert it and the last one for my 5 star engineer & the drills. But seems like I can't mine it.. The drills only ask for surface harvester but nothing for asteroid case.. Here's some screenshots for a better understanding of my situation : https://imgur.com/a/5n4ig
  7. Playing from 1.2.0 (now 1.3.1) on my save I never seen Contract with class"A" asteroid for other celestial body then Kerbin. Is this stock bug, can somebody test this on stock game. My installed mods not changing contracts.
  8. Does anyone have a working version of KSC-Switcher that works on stock Kerbin with 1.3.1? I found a version that works for 1.2.2, and whilst it works in 1.3.1, there are no new KSC launch locations. I found another site that has a screenshot of them working on Kerbin, but the download link is broken. I also know Kerbin-side exist but I like how KSC-Switcher works, and the fact that it doesn't have any extra buildings, considerably more over Kerbin-side.
  9. I know how to move the terrain up and down (thanks @OhioBob), but how do you move the KSC? I want to lower the KSC into the water, which is now above the ground. Just knowing how to move it up and down should be enough, but I need examples 'cuz I'm kinda dumb Also, I might not be able to respond or test things right away because I'm home sick and my dad doesn't let me use electronics when I'm sick
  10. Welcome to the Official Release thread for After Kerbin. After Kerbin is based on the Stock solar system, but 4 billion years into the future, adding highly detailed and intuitive planets to your game. We are in the process of setting up a DMP server. Spread the word! Overview: This mod aims to add a completely new adventure as you begin on Duna (which has Kerbin's properties for ease) and explore and uncover the secrets of the future stock planets. This mod adds highly detailed, 4k planets, each come with their own EVE and Scatterer configurations. Every single planet and moon has been adjusted and changed. Even Jool. All planets have been tested and I have made sure both rockets and spaceplanes can function on each of them. System Requirements: 5GB of RAM KSP 64 bit Donations are never asked for, but always appreciated! Help buy me another pizza if you enjoy the mod "Only during the last breath of life does the mind truly understand how lonely a species really is. Floating. In the dark. Guarded by nothing but the very nemesis which plagues the planet - loneliness, darkness, death." - Source Unknown, Year 7510, Solitude. FAQ: Is this planet mod compatible with present day mods? Yep! Even the visual mods will work together (they didn't with my previous planet mod), meaning you can install nearly any planet mod except those that also replace the home planet. How much RAM do I need for this mod? It varies. I recommend around 5GB at least. If you struggle, lower your texture quality. Watch @TheBeardyPenguin progress through conquering the Kerbal system for the final time in the hopes of saving kerbalkind. DELTA V MAP This mod follows the CC-BY-NC-ND licence. Thank you for downloading!
  11. How do I add custom static clouds in the sky without using eve? Like, clouds actually in the sky that you can fly through.
  12. How do I add custom static clouds in the sky without using eve? Like, clouds actually in the sky that you can fly through.
  13. DOWNLOAD THE MOD HERE: Welcome to the development thread for [After Kerbin]. This planet mod is set many billions of years after stock KSP. Kerbol (now called Archangel) is midway through its fast journey to becoming a red giant. It has just consumed Moho. Eve is burning, and Kerbin is deserted. You begin your journey on Duna, around a warmer Sun. Begin on a tidally locked, colonised Duna, far into the future. This planet, known as Solitude, is the Kerbals' last hope. This is Kerbin. Four billion years has purged its surface of the space-faring civilisation. FAQ: Will this planet mod add any new stars? No. This is the Kerbol system billions of years in the future. Adding a new star means you will need modded parts to get there, which I generally disagree with. It also means separating planets and sentencing them to "will not be visited". I want to make sure all planets are easily reachable but also require a challenge once there. Is this planet mod compatible with present day mods like OPM? Yep! Even the visual mods will work together (they didn't with my previous planet mod), meaning you can install nearly any planet mod except those that also replace the home planet. How much RAM do I need for this mod? 5GB at maximum texture quality. The reason why the RAM requirement is no lower is because the planets use highly detailed, 4k textures for the best experience. Still waiting on a release? Click the follow button in the top right of this page, or join the planet mod discord!
  14. Since Solar eclipses are pretty common in KSP, how about munar eclipses? Can the Mun turn red from Kerbin's shadow for a bit during the night? Lunar eclipses seem to be underappreciated in comparison to Solar eclipses.
  15. INTRODUÇÃO Como o título sugere, o projeto foi criado com o objetivo de criar uma história para Kerbalidade, eu irei criar uma história de como o desenvolvimento da civilização Kerbal ocorreu desde o seu tempo de caçadores-coletores ate os tempos modernos onde as viagens espaciais se tornaram viáveis e o KSC foi construído, eu irei desenvolver esse projeto mais como um passatempo. O diferencial desse projeto e que diferente da maioria dos outros, que apresentam países inspirados nos da vida real, eu irei criar países e situações originais, dando mais originalidade. Me desculpa, se esta introdução foi meio curta, de qualquer forma, sinta-se livre pra me pergunta qualquer coisa.
  16. Help getting game crashed mistake while opening the game game crashed file link https://drive.google.com/open?id=0B6pNiIxsE7Jfd18wcks2bEx0LXM please help me
  17. Welcome to the development thread for [Before Kerbin]. This planet mod is set 2 billion years before the stock planets. You will begin your journey on Eden (Eve) and explore the planets in their older states as they are forming. Kerbin will be dry, dead and cold in the blackness of space. Since Eve is the home planet, the properties will match Stock Kerbin's. In the lore of this mod, Eve hasn't yet been impacted by its moon, killing the life on the planet. This planet mod is in its early stages of development so there will be no download until its first official release. I'm making good progress so it should be within a week or two that this pack is released. What can you do to pass the time? Click follow thread at the top right of this page and you will be notified when there are new posts here, usually from me. FAQ: Will this planet mod add any new stars? No. This is the Kerbol system 2 billion years ago. Adding a new star means you will need modded parts to get there, which I generally disagree with. It also means separating planets and sentencing them to "will not be visited". I want to make sure all planets are easily reachable but also require a challenge once there. Is this planet mod compatible with present day mods like OPM? Yep! Even the visual mods will work together (they didn't with my previous planet mod), meaning you can install nearly any planet mod except those that also replace the home planet. How much RAM do I need for this mod? 5GB at maximum texture quality. Still waiting on a release? Why not join the discord for my planet mods. You can suggest stuff or complain about stuff, I don't mind
  18. I made a algodoo scene called Kerbal Space Program? and it was a tiny bit similar. Screenshots: After that, share your photos to me after you built your rocket.
  19. Did a few searches, couldn't find anything on the subject, so here goes,... We all know its possible using the stock game to align parts to the sun, due to solar panels; but does anyone know if it would be possible to align a newly created, pivot-mounted satellite dish to Kerbin, using only ingame stock mechanics/modules? So that when the part loaded, instead of facing the sun like a solar panel, it turned to face the direction of Kerbin.
  20. This is my Report in my Mid-Early Carrer and Late-Early Carrer, about my exploration of mainly focused on Mun. Some of mods i used are MechJeb, SCANSat, KER (Not used in main missions), KIS (not used in main missions, Charter (was testing, Rarely may find) and Stratergia, Contract Configrator, Taiser Space Tech, Dmagic's Maneuver Node Extended I was first determined to recreation of original Appolo Program and Gemini Program, with extension of SkyLab. But later, I found it Time consuming, Costly and very InEfficient so i Later Droped the Idea and Used the originally Abonded Plans, which was Effective and Less Costly. The Mission Starts with First Munar Probe, Muna-1, a Sputnik with 4 panels and 4 HG-5. Send to mun flyby on A experimental NERV. 2nd mission (Some are not Included, as Probes) Include A Direct Descent Lander, with experimental Spark. This is first Manned Kerbin Orbital Mission, After a Failed orbital try, which re-enter after a few mins. This is first time a planned launcher, JOOL-I, Launcher was planned To be SSTO, but reached only 200 M/sec Delta-V of 100×100 KM circular Orbit. It was to send to Mun Cis-Lunar Orbit but, It had 10% fuel left to be later, used to Rendezvous and Docking. This is First Space Station, Kalyut-1, This was used to Practice Rendezvous and Docking, JOOL-I, docked Kalyut-1 in two mission and the Whole monolithic Station was docked, Reentered and Recovered. A Expansion of JOOL-I, with Additional Boosters and A Transfer stage, JOOL-II, made it possible for Manned munar mission, Crew Capsule however was not ejected but it needed to get in. It had first EVA, Orbit and Returned after gaining A LKO. JOOL-II launched three times. With a Mockup Test of Delta-II (Vidhyoot-II) with Lander Probe my Second launch send MUN LAB-1 Station (Monolithic), in 50×50 KM mun Orbit, its temporarily Turned OFF due to operational Cost. JOOL-II launched twice, Docked and Transferred Crew, Jeb alone. Vidhyoot-II launches the Kalyut-II as a Power House for Landers, Docking at Kerbin, stages fill the EC, MonoProp and A Bit Fuel. Transfer crew, Gergich/Valentina (Pilots) and Bill/Bob (Enginner at 1st and Scientist on Second), Transfer and docks Mun Lab I. Where Jeb enters and Gergich Takes us as Mun Lab-I Lead. Mun Lab-I Mun Lander-1 lands somewhere on 1 year, 5 Day, 4 Hrs, I did use time carefully, It took no Science but Crew Report, EVA Report, and Surfce sample, Its Ascent Stage docked Mun Lab-I, Lander was Destroyed by KIS Explosives. Vidhyoot-II launches another Kerbin Station, which is first time a Modular, later launches Mun Lab-II, which docked Mun Lab-I and renamed whole station as Mun Lab. Originally not to be modular but time makes us to rush. Mun Lab-II Mun Lander-II was heavy, Science Lander near Dark, Cratered South temperate, with all science, no Seismic sensor. It was Solar Power, All before were Fuel celled, Stations were Solar and optional Fuel Celled. Research started, JOOL-II ferred till, i consumed almost all funds on Station and Probe Exploration of Kerbin System. Now, Research is stopped, Stations Turned OFF, And planned 3rd Landing Cancelled. I will recover this soon, as i accumulated enough funds for lots of landings, stations, ferries and Exploration. JOOL-I, Vidhyoot-II are still operational, while JOOL-II is holded for MUN LAB Activation. I don't know how to put images directly to Forums, it dont work and My Imgur is Lost, I'm trying to reconnect and put some pics and expand the mission further. Plz help me putting some Images here.
  21. Hi, I'm new to Forums, asking. I have launched lots of Exploration Mission, in Early Carrer, Mostly were Science-Return and a small Parachute helped a lot. Now, I have started Crewed Exploration, and I'm facing Reentry problems, it's good at de-orbit, but I have plans to Direct Re-Entry like Appolo-Style, Controlled Ballistic Reentry. I have Tried It from Kerbin Stationary Orbit, Wirh 3 Drag and 3 Mains, Drags get it slow, but very high altitude, I'm planning such Entry from Minimus, with 1 Drag and 3 mains and after a long atmospheric flight at low angle. Can someone help me calculating the Speed Before Re-entry, AP is 50,000,000 M. Plz. I have Launched such first mission and is enrouted to Minimus, Plz.
  22. Hello Kerbanauts! I have a challagne for all of you! The highest current world absolute general aviation altitude record, propelled aircraft is 37,650 metres (123,520 ft) set by Alexandr Fedotov, in a Mikoyan Gurevitch E-266M (MiG-25M), on 31 August 1977. One of the leading test pilots of his era, Aleksandr Fedotov was a Major General in the Russian Airforce, he graduated from Flight School Stalingrad in 1950. He was a pilot in the air-force from 1950 to 1957,graduating from the Aravmir School for Military Pilots in 1952 and worked then as an instructor pilot. In 1958 he graduated from testpilot school and worked for the OKB Mikoyan. In 1965 he worked for the Moscow Aviation Institute (MAI). Between 1961 and 1977 he achieved 18 world records, including three absolute records on E-166 and MiG-25-jets. He held since August 31, 1977 the world altitude record for planes that take off under their own power (123,524 feet). Between 1976 and 1978 he was involved in the EPOS "Spiral"-Program. In 1977 he performed the maiden flight of the MiG-29. He died in a crash of a MiG-31 (together with V. S. Zaytsev) in 1984. He became a Hero of the Soviet Union in 1966 and in 1969 a Meritorious test pilot of the Soviet Union. So what's this got to do with the challenge? Well, all you have to do is build and fly a Plane to the highest peak the fastest, there is also a land category except I would only expect you to climb the mountains by the KSC. Rules : Well the rules are as follows ; No engine mods, Stock propulsion only. Wing mods are fine, wings don't add speed, just control. The plane or Land thing must be MANNED, if not expect to be added to the "skrub list" I want some form of proof as I will be making a badge, video is better but screenshots will do I want the plane's take off and a few mid flight ones too and finally the flight report with the landed plane. Yes you heard right you gotta land too! Here is the formula to work out score :Max altitude / Parts * 100 = A score so for instance, 400 / 90 * 100 = 444 Badges are won so to be given a shot you gotta be one of the leaders (in top 5) of a weight classes below, (I will make a leader-board as the entries come in :D) Feather = Under 5T Light = Under 10T Medium = 11-15T Heavy = 16 - 30T Behemoth = Over 31T Safe Flying, Kenji Info found here on Aleksander - http://thetartanterror.blogspot.co.uk/2009/04/aleksandr-vasilyevich-fedotov-1932-1984.html
  23. Hello I can't finish my Mission. It tells me: launch a new unmanned satellite that has an Antenna and can generate Power... I did this many many times before. but since I got some new version here, what happens?: http://www0.xup.in/exec/ximg.php?fid=15430220 The funny thing is that it was checked just before I had launched. and now I'm in Orbit and it's unchecked... This is the second time I'm bringing this sattelite up there. Apparently I don't know how to launch an unmanned satellite that can generate power anymore...I was actually done with this? what is going on
  24. Good day all. I made a pretty decent rover and I have been testing it around the KSC on Kerbin and it got me thinking. Are there any special locations on Kerbin to go to, such as cities, monuments, craters, wonders of the world, etc. If there are, do they offer special science bonuses at these locations. Also, if there are such locations, as a Kerbal, shouldn't I know where these are at? It is my home planet after all.
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