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  1. Recently rediscovered an old install of mine (v1.0.4) that contained a number of my old mods I made, amongst them my old pelican mod. now in that all i did was mod one big block shape into the game and called it a day, it looked the part but didnt really fly the part. using the blender .mu importer i got my old files back that id have no hope of finding again. i could have just split the model up and re modded but i decided to re texture the thing, and to go for a stock-alike look at that. so here is my work so far, immediately prior to the part im sure im going to have difficulty relearning, all that unity shiz but either way here's how i'm planning to split it up and what it looks like so far ill try and post updates to it (and the eventual balancing) as i go to here https://imgur.com/gallery/3h2M36h
  2. Hi My name is CyrusPlayz.I have been making planet mods for years.But why now make a form Page?Because my past two planet mods are trash copyright mods(aka mods with copyrighted content). But here are the downloads anyway:The New Crew: [Link removed by moderator] CPPO: [Link removed by moderator] But review them with you own risks. Anyway,KIP is going break that and be a non copyrighted mod,Here are screenshots here is a 0.25 version release: https://www.mediafire.com/file/7t50kq21bm7x4mw/KIP.zip/file The whole idea of this mod is to add new solar system to ksp for anyone wanting to use ksp interstellar. License: MIT P.S discord link here 4 the newest updates!! https://discord.gg/UqVEsr
  3. So this is a mod by u/Rattraps123 from reddit He was trying to finish this when he was not able to load it on ksp 1.11 so the download will not be provided and the provided ones are the broken version, so I asked him to take over his mod I am consulting linuxgurugamer for help, but the reddit discussion thread
  4. Every year on the anniversary of the 1908 Tunguska impact (June 30th), people and kerbals from around the world celebrate Asteroid Day. On this day they learn about asteroids, their role in the formation of our solar system, the impact hazard they may pose, how we can use their resources, and how asteroids can pave the way for future exploration. This year, the KSC is holding a brainstorming competition in order to come up with ideas for future asteroid and comet related missions, but more importantly, to ensure the safety of kerbalkind in case of an impact. Here is where you and all the brilliant scientists and engineers around Kerbin come in: Imagine that you are in charge of the Planetary Defense Coordination Division at the KSC. You learn that an asteroid is on its way to Kerbin and impact is imminent. What would you do to prevent the asteroid from hitting Kerbin? To successfully complete this challenge, you’ll need to: Pitch an idea for a planetary defense mission against potential asteroid/comet impacts. Perform a proof of concept in-game. Use the game to test your idea. Post a video and/or screenshots on this thread to help sell your pitch. Vote for your favorite ideas by liking individual posts on this thread. Mods are allowed, but are not mandatory. You have until 4pm PT on June 27th to complete the challenge and submit your idea. Submissions will be reviewed by Asteroid Day judges Ed Lu (American physicist and former NASA astronaut) and Richard Garriott (Video game developer and private astronaut). The judges will select five of the most interesting or effective missions as the challenge winners. Challenge winners will be announced on Asteroid Day social media on June 30th. The five challenge winners will receive an Asteroid Day hat and patch. Good luck!
  5. Life On Laythe science mission Premise: Life has been detected in the deep oceans of Laythe. Mission: Launch a science mission to Laythe, and return science data from the floor of the DeGrasse Sea. This challenge is based loosely on the movie Astronaut : The Last Push. Rules: The Science data must be the results of a Mystery Goo experiment collected from the sea floor (not the surface) of the DeGrasse Sea returned to Kerbin and recovered Two kerbals need to go to Laythe and at least one kerbal must land or splash down on Laythe’s surface The kerbals must launch from the KSC, and both must return alive to the surface of Kerbin for recovery No command chairs are allowed. The kerbals must reside in pressurized seats during interplanetary and atmospheric flight. The use of stock probe cores is allowed where it fits within the challenge guidelines. No ISRU is allowed. The launched craft(s) must have all the fuel for the journey to and from Laythe Clipping is not allowed, and all parts must be adjacent to another part. If you want to clip, and you think it is fair, ask me. Stock parts with DLC only. Mods that affect parts or game physics are not allowed. Cheats - Hyperedit, F-12 , file editing etc are not allowed Informational, flight control and visual mods are allowed (e.g. MechJeb, KER, Trajectories, Precise Node etc) Settings must be default, normal. Entry reheating must be set to 100%. If you change default settings, you are breaking this rule. Mission must be completed in less than 13 years from launch date Submission: The mission will be listed in order of submission. Please provide an Imgur gallery with detailed explanation, or a video. This should include an image showing science recovery from the Laythe seafloor, with the resource window open. This challenge is all about good reliable design, mission planning and game play. The following may provide a guide. https://www.youtube.com/watch?v=hZIe2fWK85s https://www.youtube.com/watch?v=OiMW4Qtoj2g Special mentions for low cost entries. Any questions, feel free to ask. Good luck. Completed entries: @camacju16750 funds, ultra low cost entry . Amazing orbital mechanics! Uses EVA and jet packs and V1.11 EVA Construction to reduce costs @Brikoleur Zoë. A big SSTO seaplane lands two Kerbals on Laythe. Gotta love the hydroplanes and the cool Laythe probe. @Brikoleur Bak Billbo. A bigger SSTO seaplane with massive dV, single stage from Kerbin to a Laythe sea landing and back to Kerbin. @jinnantonixLife One. [video] Replicates the artificial gravity system and the space craft design used in the video Astronaut: The Last Push. @Death Engineering Apollo to Laythe - McDonnell Douglas Phase B 12-Man Space Station Launch. In DE's own words, incorporates some of the more far-out NASA concepts from the early 1970's, mixed in with a healthy dose of just plain Kerbalistic nonsense. Brilliant. . .
  6. Introduction I created this modpack because I didn't find anything like this. It contains a list of mods for more than 60 thousand patches that will make your computer sweat a lot during a relatively long main download. It is this list that reshapes the ksp to a fairly beautiful and realistic game where you can have fun in the sandbox, or test yourself in a rather difficult career, starting with a small solid-fuel rocket in 1951 and ending with a manned mission to the TRAPPIST-1 system in the distant future. A little story about creation... For a long time I played on the RSS RO build for 1.3.1, which, to my deepest regret, did not support REX and quite a large number of side mods that could not work properly in an unstable system. The Russian-language ksp forum did not have information on how to properly integrate this mod in 1.3.1. Moreover, there was no REX at all for this version. They also could not offer a build with REX running normally on an average PC on new versions, which led me to a sad conclusion: I had to create a new build myself. The new build turned out to be no less unstable, but at least it quenched my thirst for exoplanets and more than well. At least, I'm still continuing to adjust its work. Known bugs: 1) In some cases, your spacecraft may start to rotate spontaneously with low acceleration, even if they do not have a gyroscope or a reactive control system. This is easy to fix, but only for a while, if you just make a quick reboot of the session ( F5 then F9). This problem was encountered in early versions of the modpack, so it's not a fact that it still show itself. 2) Also, in some rare cases, timewarp can cause severe lags, which may be caused by the influence of a separate mod (which I have to discover) In order to protect yourself from this, try to increase the speed gradually. 3) In the tracking station, you will notice that the rays of other stars are shifted, and for all exoplanets except the Proxima system, the illuminated side does not correspond to reality. This is a bug that shows itself only in the tracking station and does not affect the game in any way. 4) Despite the presence of a mod to replace the textures of kerbals with a human skin color, it still remains green, but only for kerbals who participate in the mission. Link to the archive: [Download link removed by moderator, pending resolution of licensing issues] Enjoy :3
  7. Just state your favorite old game version that you enjoyed playing with the most. I only started playing since 1.10, so I haven’t used old versions before.
  8. Over the past 10 years, Kerbal Space Program has become a launchpad for the next generation of space explorers. Learn more about those who have been influenced, inspired, and introduced to space exploration by KSP in our latest documentary video.
  9. i was wondering if theres gonna be a update for RN Series for The 1.12.0 KSP Version ?
  10. Whether you're a Kerbonaut who's only been playing for a few weeks or for an entire decade, we want to hear from you!  Please complete this short KSP survey. ► https://bit.ly/kspsurvey1f
  11. In KSP, you can control one Kerbal at a time and when you time wrap they just standing there starting at nothing. Funny thing is that I once left Valentina on Minmus for two whole years in her suit standing still staring at nothing. It would be cool if you can set each Kerbal to do something, such as patrol around the base ( and maybe gain some science ) or command them to take cargo and store it in other cargo space. Cooler even if you can set it to repair anything in proximity and they just repair anything damaged. Overall, I want to see other Kerbals do something other than sitting inside the base and just standing still when you leave them.
  12. Recently on the new KSP2 Suggestions and Development Discussion tab there has been a thread that caught my eye. A Tribute to KSP 1. This is not a thank you to the KSP Team, but a suggestion that a memorial or a tribute of KSP1 should be present in the game. Many suggestions have been suggested, and I decided to list these in a poll. The poll is above. If you have any other suggestions or comment, you can comment below. Notice: All voter names are private. Please feel free to vote with your opinion. And this poll will close on December 31st, 2022 at 12:00 am.
  13. here are some examples saturn v space launch system r 7 falcon heavy falcon 9
  14. Lately fourms are getting clumped and messy I am meaning There is a Variety of them and they need to be Organized together into Sub-categories of sub-categories So lets start at this standpoint Add-On-Development > Mods But it should be like : Add-On-Development > [Type of Mods, e.g Terrain shader, part mods] And it should be extended for all sub categories of the fourms like Mega-Threads category Mini thread category Types of missions/Challenges category Self promo/ Group promo category etc. Share your thoughts below and give ideas If the Mods see this thread (hopefully this becomes a mega thread full of ideas that they can implement) Signing off Weak Player 5th May 2021
  15. Plz read this to the end cuz its not what you think (its not a kraken attack) you will see why So i built a stock gateway with just the solar panels from the near future solar mod. I launched a stock sls i built to see if i could dock to the gateway or not and it went well. The gateway I built was from renderings, schematics and blueprints from esa and nasa. and the gateway had ion engines, batteries, xenon gas, antennas on hinges, sorvos and pistons, habitation modules (2) and an airlock provided by roscosmos and obviously docking ports But here is where the strange thing happened (I haven't been able to replicate the phenomenon) i launched a 2nd sls and went on to have a randevous with the gateway but, i saw the gateway was moving in a strange way from the distance (its not a kraken attack) and when i get closer i see the antennas are moving on the servos and hinges and pistons. at first I too thought it was a kraken attack and even thought of dismantling it in kerbin orbit and deorbiting the modules but upon further inspection I found something truly shocking which was that it wasn't a kraken attack because the antennas were moving in a VERY specific way and after trying to figure out what was happening I saw that the antennas were moving to point VERY accurately to my vessels in the save so the antennas were manipulating the locked hinges, servos, and pistons in a way that they would point with pinpoint accurately to vessels across my save ( and i made sure that they were vessels cuz it pointed to two objects with little distance on the mun (my mun rover and lander) and even i made sure it upon looking at the map then it pointed to an island on which i had a functional craft somone plz explain what is happening
  16. As we move forward into the future lots of information is often forgotten and lost to time. Now we know that Kerbal Space Program will be receiving a sequel, Kerbal Space Program 2. And that the KSP Franchise has grown. However, just because KSP2 is coming shouldn't mean we should forget the original Kerbal Space Program. So many of us have put so many hours into the game. I, Dr. Kerbal would like to preserve Kerbal Space Program. I do not want it to be lost to time like the Kerbalizer and the alpha days of KSP. I want to keep the original alive even if, the KSP Franchise has grown to be larger than 2 games. This awesome series of games has started from this game. The original. Kerbal Space Program. And lets preserve the game so we all know where we started from. Lets remember the time we had in Kerbal Space Program. Where veterans of the game have come from. As a community, I would be honored to see Kerbal Space Program active and alive even if there is a Kerbal Space Program 4 or 5. Lets record this time and preserve KSP. Lets preserve the original game through wiki, forums posts, threads, videos, images, social media posts, icons, and etcetera. Lets preserve Kerbal Space Program the original, for future kerbalnauts in the future that may play KSP2. I do not want the original game to dies once Kerbal Space Program 2. To me that would be very sad.
  17. Hi Everyone who probably plays KSP, I have a bug where I installed KSP 1.81 fresh install with no mods, and I just open up settings to change the res and graphic options, then it just gives me a black screen and it does not let me exit, everything else works fine, but the settings menu does not. can someone help? Black screen image here is my GameData Folder
  18. Is their is a bug that makes ksp close,I know we all have experienced that but in this case it happens every-time when I load my save file it doesn't loads but closes automatically
  19. Hello. I'm @Dr. Kerbal. The weird with the weird profile pic. I went a bit overboard. A little bit. But I have a suggestion to improve the game. The oceans in Kerbal Space Program are kind of still. Without mods the oceans look dead. The liquids in them just sits still. Kind of creepy if you ask me. So I suggest that in an upcoming update the oceans should be revamps and improved. Even though this is Kerbal Space program and the focus is mainly on space, I think the oceans are important too. Visiting Laythe or Eve would be really boring. It makes no sense for Laythe oceans to be still. I mean it orbits a giant green gas giant (otherwise known as Jool). Shouldn't some waves come up? Or on Kerbin, the Mun's should cause some waves right? And the texture in the ocean make the ocean kind of boring. So I suggest that @SQUAD and the KSP Team should put an ocean revamp.
  20. What made you play KSP? Well for me, it was through YouTube. I was searching up project StarShot on YouTube and cam across this video: I though this video was a cool animation but then I relized it was a game after this video: Then I immediately bought a copy of KSP on the console. Now I play on PC. And now I make YouTube videos of it.
  21. You have heard of the Solid Fuel challenge right? Where you only use Solid Fuel Rocket Boosters to reach a certain destination right? I am pretty sure you have. And if you did not, search it up. It is a pretty cool challenge and people come up with some impressive stuff. But you clicked on this thread because you wanted to see the Monopropellant Challenge! I know it's a weird thing and it usually doesn't come to mind for most people (I think). Monopropellant is a type of fuel in Kerbal Space Program. It is generally known as fuel for RCS engines. Most RCS engines use monopropellant as their fuel source (except for the Vernor Engine because that uses Liquid Fuel and Oxidizer). In the Monopropellant Challenge you may only use Monopropellant as your fuel. You cannot use Liquid Fuel, Oxidizer, Intake Air, Xenon Gas, or Solid Fuel. As all of these can give you thrust. I will allow Electric Charge. For reaction wheels to function they need Electric Change to operate. But wait a minute Dr. Kerbal! There's a loophole! People could use Ion engines as they use Electric Charge. Well, that loophole has been debunked. Ion engines require Electric Charge and Xenon Gas to function. So, people can't use ion engines. Well what about Kraken Drive? Huh?! Another loophole Dr. Kerbal! Well. For this challenge I have set rules so this challenge stays true to the name. I will not allow Kraken Drives, Liquid Fuel, Oxidizer, Intake Air, Xenon Gas, Solid Fuel, and other fuel sources and parts from mods. Now we have gone over the basics of this challenge I think it's appropriate to list a score board. As certain planets/moons are harder to leave than others. Eve is harder to leave than Minmus. And the Mun is easier to get to than Eeloo. So I have set up a scoreboard key and rules to make the challenge fair. Scoreboard Point Chart: Use this to tell how many points you earn. Planet/Moon/Celestial Body Fly-by Orbit Landing Return Moho 40 45 50 200 Eve 30 35 50 1000 Gilly 35 36 15 150 Kerbin 15 10 5 0 Mun 15 20 25 30 Minmus 15 21 20 30 Duna 30 35 40 50 Ike 31 36 40 55 Dres 40 45 50 60 Jool 60 70 1000 5000 Laythe 70 75 80 100 Vall 65 70 75 95 Tylo 80 85 300 180 Bop 75 77 79 89 Pol 76 79 83 89 Eeloo 90 95 100 100 Near Kerbin Asteroids (NKA) 20 N/A 30 45 Dresstroid 80 N/A 85 90 Comets 85 N/A 90 100 Rules: You may not use Kraken Drives You can not use fuel resources such as Liquid Fuel, Oxidizer, Intake Air, Xenon Gas, and Solid Fuel No part mods suchs as Near Future or Far Future No planet mods such as Beyond Home and Outer Planets Mod You may only use Monopropellant as your fuel source No mods that can affect your craft like Hyper Edit No cheats should be enabled All game settings should be at default settings You can either do a probes or manned mission. This will not affect your total amount of points you receive. Don't use any exploits such as the KAL Controller exploit Admission Guide: In this part the challenge guide book-ish thing. This part will explain to you how to submit your challenge in the correct way so I can recognize it quickly. First lit how many points you scored by using the chart above. Let's say that you went to the Mun and you landed there. You would earn 25 points. But let's say that you returned. Then you would earn 30 points instead. The point is that if you didina flyby, orbit, landing, or return mission you would count these points. However let's say I landed on the Mun and landed on Minmus and returned. I would add the landing (25) for the Mun and add the return mission from Minmus (30) in total you would have 55 points. Admission Example: List What you did: Jool Landing, Eeloo Fly-By, and Laythe Return Total Amount of Points: 5190 points Game Version: 5.9.9 Proof of Completion: (Show or link multiple images or videos of your mission here) Date: 12/31/1800 Username: @THISUSERDOESNOTEXIST Admission Form: List What you did: Total Amount of Points: Game Version: Proof of Completion: Date: Username: Badge: Commonly Asked Questions: Why are parts mods not allowed? I don't allow part mods because it makes it harder to track what fits in the rules are not. Why do you not allow HyperEdit? Because it affects your craft and people could cheat with it refueling theri craft. It's basically infinite fuel and it's cheating. Can I do this on older versions? Yes you may. Can I do this on consoles? Yes you may. You may not use any exploit such as the KAL Controller throttle exploit. If you have any other questions please ask through the messaging feature of the Kerbal Space Program forums or post it on my user profile. Thank you and enjoy this challenge. Cool Submissions: @Vanamonde submitted a rocket that only used monopropellant booster that was able to get to Minmus. Congrats and awesome mission. It may have not returned but this is KSP. His submission was submitted on the old thread of this challenge so it abides by the rules. He scored 20 points according the scoreboard on this thread. Notice: This is a revised and enhanced edition of this thread. The challenge had some unclear point sysytem and confusing rules. This is a improved and clarified version of this. Want your submission to be here? Please let me know through the KSP Forums messaging system or send me your request on my user profile. Thank you and have a safe flight! Have a suggestion on the rules? Please let me know through the KSP Forums messaging system or send me your request on my user profile. Thank you and have a safe flight!
  22. THE 3,333 Meters of Delta V Challenge Welcome to the 3,333 meters of Delta V challenge. Im Dr. Kerbal and this is my third challenge I have submitted to the KSP community. In this challenge you are directed to build a craft in the Vehicle Assembly Building (VAB) or the Space Plane Hanger (SPH) with 3,333 meters of delta v or less. How far can you go? To the Mun? Duna? Eve? There are no weight limits on the craft or any size constraints. However you may not use any modded parts. Please use stock Kerbal Space Program parts (any parts from DLCs such as Making History and Breaking Ground are allowed). In the following paragraphs I will state and clarify more rules to make this challenge easier to participate in. You may ask, how do we calculate the Delta V. The delta v for each craft varies depending on each plant and space above a certain celestial body. Well, if you are reading this paragraph thank you. I will now list all the requirements and calculation of delta v. As I stated in the first paragraph your craft has to have 3,333 meters of delta v or less. However it needs to have 3,333 meters of delta v or less on Kerbin sea level. So on the launch pad or runway the Delta V readout must be 3,333 meters of delta V or less. Even if your craft has 4,567 meter of delta v in orbit above Kerbin but has 3,333 meters of delta v or less on the ground (Kerbin Sea Level) you are not breaking the rules. To sum it all up as long as your craft has 3,333 meters of delta v or less on sea level your craft is not breaking the rules. Propellers are very useful for flying in Kerbal Space Program. Please use stock propellers on your craft though. You may use a propeller whether electric or powered by fuel. However I would like to put some restraints on the electrical propellers. Since electric propellers can rechange using electricity this breaks the 3,333 meters of delta v challenge and purpose. I will allow propellers in the challenge however they can only be used 1,200 meters over sea level. This means you can use propellers under the altitude of 1,200 meters of delta v above sea level on any planet or moon. Once crossing the 1,200 meter line you have to drop and terminate your propellers. Weather decoupling them or destroying them. Since some people may ask about Ion engines and that they have unlimited fuel they don't. They need electricity and XENON GAS which is limited. So I will allow Ion Engines. Since you could propel yourself with tires, magneto boom, or robotic parts and create trust you could theoretically go up or create thrust. I will not allow these items to be used as trust to reach your destination. You may use these parts for experiments or rovers to explore your destination. Yes, you may bring science experiments on the challenge. May sure they don't serve any use for trust for your craft. You may not use Kraken Drives. Because Kraken Drives can give almost infinite range it goes against the 3,333 meters of Delta V challenge. So please no Kraken Drives or exploiting glitches. No use of the cheat menu. Accessing the chat menu could give you infinite fuel or hacking the gravity. Please don't use these things. No cheat menu. Like though you may use colliding into terrain to get rid of excessive waste. Like in Stratzenblitz75’s submission by gaining more delta v by getting excess mass. But for those who don't want to do that you have decouplers used to stage your rocket. You may use gravity assist off of any planet or moon. I will allow this and you can make unlimited gravity assists if you want. When it comes to mods there are some that enhance a ship and some that add planets and some that are shaders. I will only allow mods that enhance gameplay, shaders, Kerbal engineer, and the Outer Planets Mod. No Hyper Edit or anything related. You may not bring any way for refueling a ship. This means no ore tanks, drills (unless for science), and converter-trons. And also no cargo. 1.11 has allowed players to attach small fuel tanks to crafts. So you may not be building in space. You may not dock with space stations or other ships to refuel. Actually no docking at all. No orbital assembly either. You may only submit on craft. However if you are attempting an Apollo style landing you may dock with the lander and ship only. Nothing else. You may not spouse RCS trusters because people might use it to cheat DV read outs. You can use Kerbals or Probes. Those are the rules listed above in the 13 paragraphs. Now I will list the 5 rankings. Awesome! You made it to the Kerbin orbit, Mun, or Minmus and returned safely. The Kerbal Award of Cheapness! You made it to Duna, Eve, Ike, or Gilly and made it back safely. The Von Kerman Award! You made it to Moho or Dres and made it back safely. In The Name of the Kraken! You made it to Jool or beyond and returned the crew/probe safely! Impress Me! Impress me with a crazy mission by following this challenge. In Space of 3333: Launch a vessel with 3,333m/dv or less mesuered in a vacuum List of participants, crafts names, and rankings:
  23. Plz read this to the end cuz its not what you think (its not a kraken attack) you will see why So i built a stock gateway with just the solar panels from the near future solar mod. I launched a stock sls i built to see if i could dock to the gateway or not and it went well. The gateway I built was from renderings, schematics and blueprints from esa and nasa. and the gateway had ion engines, batteries, xenon gas, antennas on hinges, sorvos and pistons, habitation modules (2) and an airlock provided by roscosmos and obviously docking ports But here is where the strange thing happened (I haven't been able to replicate the phenomenon) i launched a 2nd sls and went on to have a randevous with the gateway but, i saw the gateway was moving in a strange way from the distance (its not a kraken attack) and when i get closer i see the antennas are moving on the servos and hinges and pistons. at first I too thought it was a kraken attack and even thought of dismantling it in kerbin orbit and deorbiting the modules but upon further inspection I found something truly shocking which was that it wasn't a kraken attack because the antennas were moving in a VERY specific way and after trying to figure out what was happening I saw that the antennas were moving to point VERY accurately to my vessels in the save so the antennas were manipulating the locked hinges, servos, and pistons in a way that they would point with pinpoint accurately to vessels across my save ( and i made sure that they were vessels cuz it pointed to two objects with little distance on the mun (my mun rover and lander) and even i made sure it upon looking at the map then it pointed to an island on which i had a functional craft somone plz explain what is happening
  24. Hi, Marcus house had made a kos code for falcon heavy which only works with ksp 1.3 and lower. So i have modified his script and made it compatible with Ksp 1.8.1 and higher . So i will now continue to to update his script . Script is finally complete ,here it is : https://github.com/daiwik-ksp/Falcon-Heavy-Dual-booster-landing- More pic on : https://imgur.com/a/0vaAUyH
  25. I was trying to get a stable orbit around Kerbol (the sun), and the tragectory then bugged out and went to a verticle that would go straight into Kerbol.
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