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Found 15 results

  1. Tundra's Space Center After a long wait, I can finally share you my version of some historic real life launchpads! To set it up, put the TundraSpaceCenter folder into your GameData, open the KK menu (ctrl + k) and place it anywhere you want! After that convert it into a launchpad and you are good to go! This mod only works with KSP 1.8.x and above!! Statics: LC-39A/B - LC-41 - LC-40 - LC-19 - LC-46 - Barge - Engine Test Pads LC-5 - LC-6 - LC-14 - LC-17 - LC-34 In-game pics: Current parts TLC-5 TLC-6 TLC-5-6 laun
  2. Thread of the month of April ! After 4 months of work, I am very proud to present my first add-on: Aurora Space Center! Presentation Aurora Space Center is a mod that adds IRL/fictives buildings and launchpads! This mod has for vocation to be improved very strongly in the future, come back often to see the thread! Buildings and current launchpads: Features: Buildings and launchpads use stock textures. All other textures (logo or text) can be modified in paint for exemple! Buildings and pads will automatically turn on and tur
  3. Introduction This mod allows you to build any vessel directly in orbit or on a surface of any planet from a DIY (Do It Yourself) Kit that contains all the high-tech components, needed equipment and blueprints, using only raw materials produced on-site, energy and kerbal workforce. The major benefit of the Ground Construction is that it allows you to build big, heavy, asymmetrical contraptions that aren’t meant to fly at all. Buildings, or even blocks of buildings; heavy rovers; huge rockets held by launch clamps — all this could be built with Ground Construction anywhere on any planet
  4. From the video above we can make out a few things about the new KSC. -The first and foremost thing is that the KSC is now separated into islands in a marsh/pond like area. -Second, it has not 1, but 2 very larger runways, I would argue these are longer and possibly wider than KSC OG Runway. -Third, next to those runways are helipads, or if you're a propulsive landing fanatic, they could double as landing pads for boosters. I only catch a glimpse of 4 pads, but I assume there are five or more due to the placement and how equal distant they look along the runway. -Fourth, there are 4
  5. Whenever I switch SPH and VAB, I'm unable to build large vessels. To reproduce: - Load game in science or sandbox mode - Go to SPH or VAB - Switch editors until both mass and size are limited Here's the contents of GameData directory: And logs: https://drive.google.com/file/d/1ZX8NrFwhgojkIAU9r4aFJuCwlpHzVa4L/view?usp=sharing https://drive.google.com/file/d/1S8xSEfGmQNFMorRBhpS6Z_o-HupnzW0r/view?usp=sharing Screenshots: Save, which contains ship: https://drive.google.com/file/d/11urKBjs5iMguQNvvJ0W0IDLAvjha7WZm/view?usp=sharing
  6. Hello Everyone ! I have been working on a Space Center for my Lego City layout for a while and after 4 years most of it is complete. It has been was heavily inspired by the Kerbal Space Center, and my love of the game. Here is some pics of the center ! It's not to minifigure scale and some buildings need improvement but I'm happy with it. I was lucky to live near to a Lego Store, where I found lots and lots of white pieces for a reasonable price. I got the Lego Saturn V after I designed the building so it couldn't fit in due to the gigantic size of the Saturn V, so let's say this VAB
  7. SpaceDock in different sizes, usable as orbital shipyard. Content: 6 different sized SpaceDock parts, based on 3 different meshes Combined with a lot of USI and Future Technologies parts. @RoverDude's new Konstruction mod parts fit nicely. Credit: This mod is using the meshes and artwork from @Stevie_D's IXS Enterprise. Upstream: The current IXS WarpShip mod features the pure structural parts this mod derives from. License: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public Development Thread New
  8. I have created a launchpad in the VAB, launched it, and moved it to a different location in the space center. Now I want to launch rockets from it. The only problem is that when I launch, the rocket launches from the regular launch pad so I have to move the rocket to the other pad somehow. I have tried making many different rovers armed with claws, but none of them are very reliable and can't easily it straight up the ramp onto the secondary launch pad. Has anyone done this before? Would rovers work or would I need something else? Here is a screenshot of after the most reliable rove
  9. Hi everyone! So I have a slight issue with slow framerate. I have a couple of mods and I only have the issue in Career mode, not in sandbox mode. Every time I switch scene, either VAB, space center, tracking station, or launchpad it takes about 10-12 seconds for the scene to load. This is ok, I can live with that. However every single time when I go to launchpad, nomather from where I go before, if it's from VAB or tracking station or simply a "revert flight to launch" it takes about 30 seconds for the FPS to stabilize. It sits around 17 fps and after these 30 seconds it kicks up to
  10. Hello everyone! I have been playing KSP quite some time now and I've just been getting into RSS. I really like the mod but the rockets I make don't lift off the launchpad anymore. They worked fine, but not anymore. I think that it has something to do with the second stage. If I build a rocket without a second stage it works perfectly fine but the second I add a second stage it doesn't lift off and is stuck "hovering " in the air. I can fire up my engines and even do flips but it just won't move further up into the air. It's like this for every rocket that I build. Has anyone had this problem?
  11. Is there any mod to bring more launch sites? If not, which version of KSP would be the best one to install a mod that provides more launchpads all around Kerbin and/or on other planets or in space?
  12. If I copy a large ship into 1.3, it explodes as soon as 'physics easing' is finished. I have looked around the internet but have not found a good answer. I am truly open to suggestions. Thanks! -jimc
  13. I've been surprised there isn't more than one mod for this purpose- I just googled again, didn't see anything. But amusingly I found a guy from last year using almost the identical solution to me and asking the same question, why isn't there a launchpad mod with multiple lighting options that has our cool launch vehicles looking like proper massively-floodlit Apollo launches? Considering there are mods for like growing evil mutant carrots in the R&D facility, it seems something of an oversight. This was my fancy solution - four Packrat rovers with batteries + solar + bank of spotlight
  14. Has anyone ever got, developed, developing or yet to develop am mod that adds water effect after a rocket launch... i have tried with smokes from SRBS to make such effect, but, not got what i expected! here are some photos, which i expect like- EDIT: water was released during the launch
  15. Hello Kerbals this is my first post i am not really experienced with the game so i installed the mod of MechJeb and by using MechJeb Module as soon as i click Launch and the stage gets green, the rocket explodes and the parts launch off with 500m/s speed in all directions. Installing this mod was a dream coming true but alot of disappointment after this bug happened My game version is 1.1.0 and i also installed the compatible mod one from CKAN(auto mod installer) It happens even when the i put MechJeb module as a secondary module.
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