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  1. why do some mods like to scatter around and now i have this mod stuck in my game and it make's things disappear when there detached
  2. I'd like to be able to create solid motor configs that have 100% thrust all the time in order to reduce gravity drag for orbital launch vehicles. However, I don't know how the thrust curves in the engine configs are structured. For instance, the AJ-260 FL: thrustCurve { key = 1 0.554323725 -12 -12 key = 0.99425197 0.692904656 -4 -4 key = 0.851189892 0.859201774 -0.952083496 -0.952083496 key = 0.681175941 0.985310421 -0.531426454 -0.531426454 key = 0.63542801 1 0 0 key = 0.498184216 0.985310421 0.255306394 0.255306394 key = 0.323060905 0.914634146 0.285245267 0.285245267 key = 0.157006708 0.88691796 0.31677097 0.31677097 key = 0.03821409 0.831485588 3 3 key = 0.023086798 0.44345898 39.42093859 39.42093859 key = 0.00322197 0.138580931 7 7 key = 0.0001 0.0005 0 7 } wat. I think the first two columns are referring to the propellant quantity remaining and thrust, respectively, but what are the latter two columns? I really don't want to do this, but... @NathanKell? @Phineas Freak? @JadeOfMaar? @Mecripp? Can you help?
  3. My first mod, this very small mod allows a faring to extend far beyond its normal amount. Download here: https://spacedock.info/mod/1695/Faring Radius Override License: MIT
  4. Hey there, can someone help me with the Environmental Visual Enhancements (EVE) mod? I've recently installed it via CKAN for version 1.2.2. and I was expecting tp open the game and see beautiful clouds and city lights. Instead all I saw wasa window saying "EVE 1.2.2.1 Config Editor" and below it there're all these informations and names and settings, and I have absolutely no idea how to deal with it. What are these settings and how do I use it? How do I change those configurations and what do they mean? I just want some clouds and city lights I would IMMENSELY appreciate some help! I hope someone can help me with this because it's all very confusing...
  5. Hello everyone. I have a somewhat heavy modded version of ksp (70+ mods), but it's all running exceptionally well, especially since i changed the launcher to the 64 bit version. However there is one thing that annoys me to death: when i load the game i receive something like 25-30 notification "this mod is not compatible" or "new version released" of that particular mod, and they get repeated. For the 2nd one i know that I have to find in the settings how to disable the check ( and i might have found them) But I cannot find a way to solve the 1st problem, especially the 2 mods that are doing this are KER and docking alignment, that haven't got a proper 1.31 patch and get the message like 5 times each at the start. How can i solve this? thanks for everyone who will reply
  6. Hi everyone ! Nice day on Kerbin , Time to update my AMX G2 2018 for KSP 1.3.1 The major change is the Rotor core of the turet , Rebuild for 1.3.1 . Yep , seems my old building trick no longer working . I switch fairing by the Passenger door from airplane plus . Turret very smooth but still weak ^^ And sorry , my logo is oversized KerbalX .Craft https://kerbalx.com/ZLM-Master/AMX-G2-2018 If you are only intersted by the Rotor , maybe you find him another use . https://kerbalx.com/ZLM-Master/ROTOR-131 HF
  7. Help I didn't want to put help in the title, but I could use some. Primarily in reading the error logs and output logs to weed out the problem. Yeah, logs, plural. I've been wrestling with this for 2 months and I'm at wits' end. I need expert advice. The crux of it is that I can't even get the game to start (I got it to play in mid-December). In all honestly, I'm your typical mod-happy nimrod. I do know that a few of my mods must not be playing nicely together. I know enough to know that MM can't string them together properly. I've also been here long enough to know that just describing the problem does nothing to articulate what the problem files might be. Output log: https://www.dropbox.com/s/hdbu5f00q0acoqa/latest_output_log.txt?dl=0 error log: https://www.dropbox.com/s/6rf2rimrpztweq6/latest error.log?dl=0 Latest Mod list: https://www.dropbox.com/s/0bwkyxmwacdfgtt/current mod list.txt?dl=0 I've also put onto dropbox my other error folders form before(https://www.dropbox.com/sh/1mxzkgk9wtoo6jv/AACaWDkImfdxBM4wVzgfW9Jta?dl=0), as well as a "problem programs" .txt that highlights troublesome observations I made about what I saw when either loading the game or went into the output and tried to fix it myself. Por Ejemplo: (https://www.dropbox.com/s/5atibsew7cgibm6/problem programs 3.txt?dl=0 ). Even though I have problems that I found, I'm not going to change anything until I get some advice. It feels like the problem is right in front of my nose, but I can't read it in the output logs. I also have an explanation as to why there are so many references to Kerbalism when it's not in my latest loadout(https://www.dropbox.com/s/g7961puwl49npo9/an explination - why 'notKerbalism'.txt?dl=0). If it turns out, like, Kerbalism requires you to clean install the game if you want to uninstall it, let me know. Honestly, me greatest fear is that I'd need to wipe the folder entirely and do a clean install, downloading the mods all over again. (I mean, I COULD just move the mods, do a clean install and move them back but I feel like it's the way I installed the mods that messed everything up so the mod info I have in my GameData folder may be worthless anyway.) I just need to see if there's something I can do before I have to resort to starting from square one.
  8. the idea came into mind when i saw tons of different kopernicus mods that replace kerbin system, here is what i wondered, isn't there a way to calculate those nasty delta V numbers based on the info "In game" and produce a kerbal in game wiki like system for them? why not? knowing enough about unity programming, i know that if you do smart job, you can instantiate different prefabs (including GUI stuff) on the fly, why not being able to make the ingame wiki more flexible for these type of things? ok, maybe ingame's already existing one is a bit bad idea simply because it may need tons of reflection in programming and more... but a mod that behaves just like ingame wiki? dedicated to get different info from the configs and ingame and calculate and show all the available info "procedurally"? this way, the mod developers wouldn't need to sit and do all the nasty calculactions for the delta v map and many more stuff like geosync orbits and lots of other things
  9. Hey is there a mod that adds some sort of atmosphere in space so you can fly around like an Airplane? [like in Star Wars?] I think that would be pretty cool ^^
  10. Hi all, I'dd like to setup an action on each new year, the 1st of January. I've never moded KSP before, but have knowledge in C# and Unity. I have not found any pre-existing events, but suppose I could use the 'GameEvents Extension' (below link) to create such an event. Could someone point me in the right direction on how one would setup such an event? Thanks!
  11. First of all, I'm trying to install some mods to increase gameplay content. For a reason, if I use mechjeb alone, without any other mods installed, it works just fine. But when I try to install any other mod besides Mechjeb, the game crashes right after the first loading (before main menu), and it says "game has crashed, check the folder" (not exactly like this, but you get it) When I check the error folder, it says this: This happens using any version of the game, it just don't work. I'm using a amd rx 460 (4gb) gpu, 8gb ram, intel pentium 3.3GHz, if this information may help. If someone knows a possible solution or has the same problem, please let me know. Thanks.
  12. The purpose of this mod is to make building a stock size Space Shuttle and SLS easier, with less parts and without using much more memory. Using Module Manager by @sarbian it duplicates several parts, and then resizes and enhances them. The engines have been re-balanced for the Shuttle as that is the least dynamically stable of the two designs. But that also makes a quite capable SLS possible. If you have Firespitter you can also have orange tanks. There are two example craft [pictured above], the Shuttle can take a 18t+ payload to 100km+ and the SLS can take a 70t+ payload to 100km+, that should make them quite flexible for most needs. Requirements Module Manager Optional Firespitter Download MIT Licence Parts Shuttle Main Engine (Vector) @maxThrust = 700 Shuttle Booster (Kickback) @maxThrust = 2000 Shuttle Main Tank Shuttle Medium Tank Shuttle Tank Adaptor 1 Shuttle Tank Adaptor 2 Shuttle Tank Nose SRB Nose Cone Shuttle Tank Bottom RS-25 Engine Cluster Flying the Space Shuttle In the video below you can see me pilot the Space shuttle with an 18t cargo to an ~100km orbit and return. Launching Pull back slightly straight away and slowly try and nudge it towards 45' by the time the SRB's are about exhausted, the closer they are to spent the smaller your adjustments should be as they are closer to overwhelming the SSME's I am not making any other adjustments here except nudging the pitch, and I advise you to do the same, deviating will result in instability. Orbiting Once the SRB's have gone you have more control but again I am leaving everything except pitch alone, the lighter the tank gets the twitchier it will be. Once I have reached an AP of 100km I switch on the OMS engines and rotate the shuttle upright to make control input easier. As I circularise you can see the shuttle become harder to control right at the end. Once you have a stable orbit, ditch the main tank and use action group 1 to switch to OMS mode. This disables the gimbals on the vectors and enables the internal OMS tank. You now have about 300-400ms of dV for rendevous and de-orbiting. Re-Entry Once you have disposed of your cargo set your re-entry manoeuvre well, there is no flight extension in this craft, you have to glide right into the runway, it is tricky. Set yourself to prograde and level the wings then set to radial-out, this will keep the shuttle belly on to the air and reduce your speed fastest. At some point equilibrium will be lost and the shuttle will start to deviate from radial-out, click prograde again and level your wings. Now it is up to you. Landing You need to keep your speed up above 50ms or you may start to lose authority. if you need help getting the nose up or recovering from a spin hit the brake, this will deploy the rudder in airbrake mode and help you stabilise the craft. In the video below you can see I overshot the re-entry and had to try for a circle and land on the grass. I was flying with the keyboard and as the speed dropped it got a bit unstable, as soon as I deployed the rudder brake it stabilised again.
  13. Adds a button in VAB/SPH to add the mass of a Kerbal to the External Command Seat. That's it. Mass added is temporary and doesn't stick around. Enjoy accurate dV and mass representations! Download from SpaceDock Source Code under the MIT License
  14. Happy 2018! This New Year's Eve I started playing with the kind of fireworks that don't scare dogs or cats, only Kerbals. There is an old mod that adds fireworks to the game, and by some miracle, it still works in KSP 1.3.1. Enjoy! Mod: https://forum.kerbalspaceprogram.com/index.php?/topic/115069-kerbal-fireworks/&tab=comments#comment-2531513 Music: "Egmont Overture Finale" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/
  15. this is just a review of the airplanes plus mod. Hope you like.
  16. I want to play with the Galileo's Planet Pack but I dont know how I install modpacks on the game. Can you help me?
  17. Hey short Idea, I hope there is not add-on like this. I am planing a big Space Station with shipyard in Orbit of Kerbin. Therefore I need a lot of storage transports to the station. My idea: I build a test Rocket with an "Payload Container" on it. The Payload Container carries for example 1t of Cargo and has a specific amount of Space in it. Before I start the Rocket I have to Click record on an GUI. Then I fly the mission. If I reach the goal , I have to stop the recording. The Plugin saves: Stating place Amount of cargo ( e.g. 1t) How much fuel was used ( e.g. XX Lf+Ox, XX Monoprop) Assembly costs Target of the Cargo (Altitude, inclination,..., Docked/Landed,...) Target of the Rocket Amount of recyclable parts --> lower assembly Costs or deassemble by a Kerbal to get Material Kits Travel-time After that you can easily transport exactly 1t of cargo to the specific destination by clicking the saved flight. It will be delivered after the Travel time was counted down. I prefer, that before you can use the delivering support you have to fly a amount of missions with the same vessel. For Example: Runway to Kerbal ground (North Pole) with radius of 1Km by plane, unload the cargo, fly back an land, recycle 100% of the vessel (min. 2 successful missions) Launchpad to docking at Station at (120 Km hight and 0° inc), unload the cargo, fly back to Kerbal and land, recycle the landed stages of the vessel (min. 4 successful missions) Fly with a glider from Duna Station (With shipyard) to Duna ground, deassemble the ship, Cost will be payed from the MK and SK Cargo of the station (min. 2 successful missions) ... The costs of the service will be the Median of all manual flown Missions.
  18. Hello, Firstly I'm belgium so I'm sorry if my english isn't really perfect I write you today because I'd like to know if it exists mod who add new mission with KSP 1.3? Thanks for your answer
  19. Ever wanted your stock parts to be moved to Community Tech Tree nodes, but don't know how to do it yourself? WELL LOOK NO FARTHER! CTTStockRebalance is a simple mod where stock parts are moved to CTT categories, as well as putting parts in different tiers for sensible progression. Dependencies: -Community Tech Tree by Nertea. Link here. -ModuleManager by sarbian. Link here FAQ: Q: I want *insert part here* to be moved to a new node! A: Ask me! I'll see what I can do Q: Will you support mod parts? A: Maybe. Current list of parts changed: Mk1 Lander Can (Enhanced Survivability) Mk1 Crew Cabin (Enhanced Survivability) Kelus Mobility Enhancer (Space Exploration) Mk2 Lander Can (Simple Command Pods) Mk2 Service Bay (Simple Command Pods) Thermal Control System (Medium) (Heat Management Systems) 3.25m Heat Shield (Heat Management Systems) 10m Heat Shield (Advanced Heat Management) Thermal Control System (Large) (Advanced Heat Management) Known bugs: The Kelus Mobility Enhances has the wrong name in the config. Changelog: Download on Spacedock! License: GNU General Public License v3 (This is my first major mod, so let me know what I can do better in terms of my post layout.)
  20. https://youtu.be/tmpQT3SBobk
  21. Hi everyone! I've sent three kerbals on a mission to Minmus in a vessel made of a lander (an Mk1-2 Comm.Pod) and a second part with a Kerbitat. When i detatch the lander in order to land and it escapes the Kerbitat sphere of influence the value of habitat obviously decreses as now the kerbals are in a small place. The strange thing is that only the first kerbal to have previously entered the lander (the first in the list) gets the 7 days of habitat granted by the lander; the other two become homesick. It's a bit confusing, as i thought all of them had to get the 7 days.... is all right? Or should it works in a different way?
  22. Hello everyone. I have an idea for a unofficial KSP mission that shall include mods. This mission as you can guess from the title needs a mod (or mods depends feed back from all of you) that extends the Kerbal-Verse (Universe for the kerbals) and possibly adds extra terrestrial technology or enemies. Thats right, the Kerbals after conquering the Mun turned their eyes towards the other possible galaxies and such stuff and decided to start a new mission. Extended Galaxy Resaech Team 1 or EGR1 This mission is in prototype stages and wont be shared soon unless some of you volonteer to help me find mods and test them. This is and idea i might remind you so dont get to comfy on the idea. If i get lots of good feedback i will start EGR1 P.S: Anyone knows mods that can add planets to the Kerbal-Verse please either give a direct download or a site where i can download the mod or review it. P.S.S: The mods need to be in 1.3.1 (I use a Mac with Steam) Good luck to all who participate in this grand adventure.
  23. So Ive been looking for a camera mod that I can create cinematics of sorts with for my youtube channel. I tried kerbcam and camera tools but neither worked for 1.3.0 So I was wondering if theres anything else that I could use? Thanks
  24. The Spacecraft insp. by ALIEN is back the name of this great Vessel is Nostromo and it works in KSP
  25. I recently put a space station in orbit of the Mun, along with a few relay satellites. The next time I launched my game and went to the map screen, they weren't there. They were in high, stable orbits, and the icon list in the tracking station says that I have no stations or probes available. Using 64 bit KSP. Mods: KSP: 1.2.2 (Win64) - Unity: 5.4.0p4 - OS: Windows 10 (10.0.0) 64bit Filter Extensions - 2.8.1.2 Toolbar - 1.7.13 USI Tools - 0.8.17 B9 Animation Modules - 1.0.5 B9 Part Switch - 1.7.1 B9 Aerospace - 6.3.1 B9 Aerospace - 6.3.1 B9 Aerospace Procedural Parts - 0.40.11 BetterTimeWarpContinued - 2.3.7.4 Community Resource Pack - 0.6.6 CommunityTechTree - 3.0.3 CSIFreighter - 0.1.7 CryoEngines - 0.4.6 DistantObjectEnhancement - 1.8.1 Extraplanetary Launchpads - 5.7.1 Firespitter - 7.5.1 Interstellar Fuel Switch - 2.4.6 RasterPropMonitor - 0.28 Kerbal Attachment System - 0.6.2 Kerbal Joint Reinforcement - 3.3.1 KerbalAtomics - 0.3.5 Kerbal Engineer Redux - 1.1.2.8 Kerbal Foundries - 2.0.1.5 Kerbol StarSystem - 0.4.1 Kerbal Inventory System - 1.4.3 KSP-AVC Plugin - 1.1.6.2 KSPWheel - 0.9.4.15 Infernal Robots - 2.0.10 ModularFlightIntegrator - 1.2.4 NearFutureConstruction - 0.7.6 NearFutureElectrical - 0.8.7 NearFuturePropulsion - 0.8.7 NearFutureSolar - 0.7.2 NearFutureSpacecraft - 0.6.3 Kerbal Alarm Clock - 3.8.4 TweakScale - 2.3.4 UbioWeldingLtd-Continued - 2.5 Universal Storage - 1.2.2 KSP Interstellar Extended - 1.12.23 [x] Science! - 5.6 Logs: https://db.tt/GQW6xaOhqk https://db.tt/XRlo7zAxNm https://db.tt/pqGoFyzmye
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