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  1. Made a new video for my Real Spacecraft series so... heres the video. Hope you enjoy
  2. @sal_vager Looked at your common suggestions post here: There were too many but did not find these that I will mention. Some are already part of mods, but I think they are worthy to be in stock. I will keep this simple as possible: - Inflatable balloons that rise to the high atmosphere to do science. (or maybe you just want to replicate the Red Bull Stratos with Jeb or Val ) - Propellers - Building planes in the SPH is cool, but how about helicopters? Or this same concept for drones in planets like Duna or Eve? This could make science contracts even more extensive and fun. Using a rocket or plane to land on a steep mountain is fun and a challenge, but how about landing the aircraft on plain terrain and then launching your drone to the science site in the mountains? - Extend the SAS to include an autopilot system (atltitude/speed/heading hold) to make mid-air refueling possible between two aircraft in Kerbin or any planet with an atmosphere. An SSTO would benefit from this as a mid-air refuel at high altitude can help you recover that lost Dv at takeoff. I know this may be a part of MechJeb, but it's realistic enough to be a part of the stock game. - Joints that rotate 360° - This would further open the game to building VTOL aircraft. I was going to include more things, but they are too open to debate. These are the ones I think could extend the game to futher practical applications.
  3. What about including an interplanetary travel calculator in the tracking station so as to be able to plan such travels, without any external help? Personally I am using a web site to plan my interplanetary travels and I think it would be great to do this directly in the game, from the Kerbal Space Center.
  4. New modpack Coming Soon! I am in the making of an awesome modpack filled with new parts and exploration! This doesn't include and change in scale to the universe. It's just your same old Kerbal universe! Name of pack is not yet decided but modpack should be up before July 4. Here are some of the main mods in the pack: MechJeb KWR Near Future Pack Kerbal Engineer Redux And much more! I hope you guys are ready and I will keep you posted with screenshots and more!
  5. How would the Minecraft OST fare in a game like KSP? The exploration factor in KSP and Minecraft might be same enough where the OST works. But again, how would the Minecraft OST fit into KSP
  6. So, I was thinking of OPM, and I came up with this challenge: Send a manned mission to go to all moons of all OPM planets, (Passing through their atmosphere, or in Plock's case, fly near the surface) And go back to Kerbin in at most 200 years. Comment if you have any ideas, or if you completed it! Sorry, Time limit is now 500 years.
  7. So... i decided to go on the launch schedule and make satellites from the schedule but when i created the satellite for my Ariane 5 i went to my Falcon 9 satellite and take a satellite from there but when i went to my Ariane 5 save with my first satellite i created It just said this 0 parts in 8 stages and when i try to open it, it does the normal you can launch it and save it yatayatayata but when i click the launch button it says Craft Size Unknown! so i decided maybe it was just a glitch and i exited the VAB and exited to the main menu and went back into the save and i went back into the VAB and it still said 0 parts i even closed ksp and returned to the VAB it still says this! is there any way i can fix this? also i did use mods on the craft like tweakscale and infernal robotics
  8. Eeloo is often forgotten, it's cold, distant, and overshadowed by Jool. Well, it's time for Eeloo to get the attention it deserves. RULES: You cannot use any mods (that add or alter any parts) or cheats (alt+f12, editing the .config files), and you have to land the craft legitimately. The rover must detach, and from there, it's a race across the equator! Footage (even sped up) must be provided, and whoever makes it across the fastest (based on mission clock from rover detachment) wins. If you don't want to cross the equator, there's also the Polar challenge. --- LEADERBOARDS: EQUATOR: 1: 2: 3: 4: 5: --- POLAR: 1: 2: 3: 4: 5: ---
  9. Planets Moho Eve Kerbin Duna Dres Jool Eeloo Moons Gilly Mun Minmus Ike Laythe Vall Tylo Bop Pol Time for some math! 7+9=16 And Kerbol!!! 16+1=17 There are 17 bodies in the Kerbol system.
  10. Hey guys! I have found out how to put the stearwing d45 in ksp 1.1.2 after it was accedentally deleted at Squad. All you have to do is go to this link- https://kerbalx.com/Concodroid/Stearwing-D45 alternativley, you can go to the craft file in your ksp 1.0.5 and below, copy that, and replace a stock craft you don'tlike. you have to change the ksp from (whatever your version was) to (whatever version you want it to be, be 1.1.0, 1.1.1, or 1.1.2. This is not recommened, though. The flames are from Destruction FX, i know that was discontinued, but I found a person that updated it. I will upload it to Spacedock soon, watch out for it. Anyone want me to upload & update another old craft, let me know. I'll try to do it. Concodroid industries not responsible for any ellipsy breakouts, or any seizures related to the game glitching out.
  11. Hi there. I was looking for help with the graphics on KSP. When I first open a new game everything seems to work fine, but after entering SPH or VPH hanger my background dissapears after exiting building. I am running without mods atm, and changing settings in the graphics menu doesn't seem to help.When I first installed the game this wasn't an issue, but after one of the latest updates it doesn't work. can anybody suggest a solution, I love this game but not being able to see the ground is ruining my game . I am Running AMD FX - 4130 Quad Core Processor 3.8Ghz 16GB Ram AMD Radeon R9 200 series Graphics Card
  12. Hey guys I was wondering, using few of the parts which I guess usually exist in reality, we can make so many advanced methods and spacecrafts to reach as far as Eeloo in this game. So this got me thinking, suppose we move factors such as economy, propaganda, sjw, politics, division, aside; can we replicate these practicals in real life? Using today's tech, or a bit more research and improvements later? Reach as far as Pluto (manned) easily? First of all, its obvious that I'm only talking about the stock game, not mods. And it is really idiotic to compare a game and real life, i know all the math, but still, I just wanted to know. Don't be harsh on this *Silently waits for badass @Nibb31 and his words*
  13. It pains me to say this, but I've gotten burnt on KSP. After over 200 hours, no matter what I build or send into orbit, or how many space stations and planet bases I make, I can't get into it anymore. Are there any suggestions or ways to get back into it?
  14. this is my first time posting a craft here, but anyways. I have created a semi-realistic version of the Saturn-V with a Munar and command modules built in. garunteed 100% stock parts I had to add boosters to help stablize the rocket during early ascent do to the rocket having a wobbling effect. Speaking of Wobbling, when the rocket is around 20k-23k there is some difficulty controlling the ship. I recommend to only put it at half throttle until the second stage is activated. Other than that, the thing flies like a sturdy rocket, or a cow, mostly like a cow. Command and Munar modules The idea is to use the rest of the second ascent stage to achieve a long enough burn to set the ship on a flyby trajectory, decouple the Munar module, turn it around; and to attach itself to the command module where it would then decouple from the second stage soon after. Then circulize around the mun, undock, and land. After all said and done, the Munar Module (small tiny lander) take off, reandevous, and dock again. Where it will then transfer all resources/kerbals into the Command module to be taken back home to kerbin. here are some pics: Exiting atmosphere and into planetary orbit. Docking of Munar/Command modules Separation to prep for Mun landing SLowing down... Perfect Landing! NOTE: This craft is very difficult for beginner players, as docking and staging may seem extremely complicated with this craft. Edit: I ended up modifying the lander into a 2-stage ship, the top half will jettison carrying the kerbals to the command module using mono engines. I found that these were far more fuel efficent and compact than any other engine in ksp. Craft file coming soon Its right Here Tip: For those space junkies, you could follow the apollo missions flight path (free return trajectory), shown below.
  15. So... i want to build a Minimus base so i decided to draw the base plan in MS Paint but i don't know how i would get the parts to dock i was thinking of using a rover but i'm not sure if it could lift the cabins and the science bay.
  16. I'm here to advertise my ps4 community called Kerbal Space Pioneers looking for new people for when the game comes out. Hope you will join us in Pioneering Space together.
  17. Hello fellow kerbals! Whenever i try to look up some info about ksp 1.2 i can never find some,so i thought that any sqaud members might be able to answer my question. The wiki isn't much help either. So if you find some information i wish you could tell me!
  18. Hi, I downloaded KSP 1.1, and updates of all mods installed. When I launch my save I have a error message that say : A vessel cannot be charged , or something like that. When i try to charge this vessel in the VAB, I had the following message : Craft RK-3 was not loaded because it had the following parts missing: KKAOSS.KIS.Tank. I reinstalled KIS and KAS mods but i have the same issue, nothing about KKAOSS.KIS.Tank in my game folder. Someone know how I can fix this problem, without a starting a new game ? debug console when i try to charge the vessel : [ERROR]: [ShipConstruct]: Trying to load RK-3 - NoAvailablePart found for KKAOSS.KIS.Tank [ERROR]: Ship file error! [Warning]: [EditorLogic Warning]: Trying to set rootPartMode, but mode is already set. (KIS V1.2.7 KPS 1.1.0.1230
  19. Allright lads! Figured that since people have such a hard time with reaching Moho and returning that I would upload my own Moho mission. Was able to reach the planet, get into a circular orbit and return with some fuel to spare. PS - This game uses mods such as Scatterer, Texture Replacer, SVE, Kerbal Engineer, NFT, RPM, OPM, Planetary Bases etc. I don't use MechJeb or anything that should be considered "cheating".* Was also played on a Science Sandbox game. I should also add that I have TAC installed, so the Kerbals required Food, Water and Oxygen to remain alive (adding to the challenge). Anyways, without further ado, here goes! *On Kerbin re-entry the Kraken struck, causing my craft to be insta-destroyed about 3 minutes into re-entry (this was with half ablator, G-Force down and a shallow approach, with SAS on and rigidly sticking to the retrograde icon. Moreover, I had already shed 2000m/s off my incoming velocity). I have reported it as a bug and was forced to put on the overheating cheat to circumvent the issue. Should also add that multiple quickloads were needed for various stages of the landing and such (which explains the irregular times on the mission clock). Decide on that as you will! Introducing the Titan MK I; a massive rocket (for a massive job). Capable of crewing 4 Kerbals for extended periods of upto 6 years or more in the outer planets and returning them safely to Kerbin.
  20. Well planet pack mods for me have not been working and i got extremely bored with one gas giant. Remember planet pack mods have been not working for me and i have to deal with one gas planet. I can imagine Saturn, Uranus and Neptune analogs in ksp and cool moons since you already proved that you are good at making up weird moons and wacky easter eggs like the kraken. if you do i suggest you either move eeloo to orbit one of the gas giants and make a better Pluto analog or make Eeloo orbit further away. If you do this i would be so much less bored with Kerbal Space Program and play the game way after it dies out which is never . Thanks for making such a great game Squad
  21. If you enjoyed this please like and subscribe to force me to make more!
  22. I decided to go to the Mün using only thud engines. The main difficulty was the weight of the engines and their efficiency, but I made it work. First off I went to Mün
  23. LAZARUS- For the past few months I have been working on my first KSP cinematic. Finally, I have finished the first trailer. I will continue filming and will post more when theres more to post. Hope you enjoy -JID00gaming
  24. I hope that somebody can explain me everything about textures for planets. I know there are tutorials like textures with PQS from @The White Guardian, but I don't seem to understand them that well. I hope somebody can explain me how to make a stock-like KSP planet/moon? Also when I use a texture with .dds it gives off a totally white or a totally black texture in-game? Somebody knows why that is? Thanks!
  25. I need somebody to build me a menacing, alien looking ship, cruiser, battleship, atmo fighter, etc. for my upcominng cinematic called "LAZARUS" Please, and thank you -JID00gaming
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