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  1. I have been messing with the Engine config files in my copy of KSP 1.2.2 with Real Solar System, Realism Overhaul, and Realistic Progression Zero mods installed, mostly to create fictional engines or engines that do not exist in currently available mods. However, I have not been able to add gimballing to an engine that previously had none. For example, I attempted to add gimbal to the RS-88 engine for an orbital launch vehicle using that to power its first stage and an AJ10 to power its second stage, but even after ~8 attempts at adding and modifying the ModuleGimbal, it still didn't work. What am I doing wrong? Here's the RS-88 code at the final attempt: RS88_Config.cfg - Google Drive
  2. ksp interstellar extended is a good mod don't get me wrong but, I appear to constantly have trouble in setting up a functioning power transmission network. Ultimately it just boils down to me thinking that X will work with Y, while it actually works with Z and not realizing X requires W to work. All I'm asking for is some kind of chart/guide depicting what parts you need for both transmitting and recieving power, and for different wavelengths; perhaps even adding additional info as to which wavelength is better for atmosphere vs vaccum etc.
  3. Hi guys! I want to know if its possible to resize some cockpits, i want to make Ke-111 from SXT mod to 2,5 m. I saw searching for new cockpits some planes with Ke-111 at 2,5 but i have tweakscale and i can't resize this cockpit. Maybe is the version?? I have Tweakscale 2.3 in KSP 1.2 and SXT Continued 0.3 The purpose of this is to make a big b-29 or something of this size Thanks to all!!!
  4. My KSP game has a few mods (Mostly USI mods) and was working fine until yesterday! Now when I attempt to launch a Vessel the game crashes. I’ve created new saves within the game, reinstalled the game all together, and reinstalled the mods but it still continues to crash. Any help? Mods I’m using: Habitat Pack, easy Vessel Switch, USI Pack, HL Airships, science relay, x science, KAS, KIS, Scan sat, Kerbal planetary base systems, environmental visual enhancements, stock visual enhancements, scatterer.
  5. I was wondering if there are any camera mods for kerbal space program that currently work with ksp 1.2. (it appears that camera tools by BD doesn't work anymore)
  6. Guys please help me, I can't figure out how to make RPM monitor screenshot, I found that I have a lot of screenshots files in screenshot folder that I made accidentally, but I didn't figure out what to press to make it
  7. This is development topic that should be considered as closed now. Please got to this thread to see release thread. What is it? Plugin that allows to search crafts in VAB/SPH by name or by tag. Here is an imgur gallery that should explain everything: (direct link to imgur because galleries sometimes do not work properly on forum) Download: Download from spacedock Download from github Source code: https://github.com/grzegrzk/ksp-craft-organizer How to install: unzip downloaded archive and put it in "Kerbal Space Program/GameData" folder. Current version Current version: 1.0. Changes: Fix: list of crafts is not refreshed when craft is deleted Fix "unsaved changes" dialog displayed when user has unmodified new craft Fix bug with wrongly displayed tags in scenario: go to VAB -> open craft -> rename -> save -> assign new tags -> launch -> recover vessel -> go to VAB -> click "tags" Fix bug with image sometimes displayed outside tooltip It was compiled with KSP version 1.1.3. All changes: I hope you will enjoy it :).
  8. I have this helicopter that I'm making with firespitter, and it keeps on flipping out whenever I launch. Any tips? FYI: My center on lift is on top of my center of mass.
  9. So, this might sound weird, but it's cool. Basically, mod developers could work together to create a balanced "Modpack" for users who don't want to configure anything and want a nice, mostly bug-free experience. This would also help the mod developers, because all the mods are compatible with eachother, there would be less "False Alarm" bugs for them to deal with (As-in conflicting mods causing bugs that are hard or impossible to fix)
  10. I am currently working on my first mod. I'm making a deep submergance vehicle (inspired by the Alvin) which has 7 thrusters which are used to maneuver. Since they are used similarly to RCS ports in KSP, I thought it would make sense to have them operate as such. But I'm wondering, should I animate the rotation of the blades in Blender just as you would for a jet engine? And then trigger the animation when the thrusters are used. Similar to how the RCS ports produce the thrust plume effect when they are being used.
  11. Hello, guys/ Modemaker's I have a question: How to make mods? Easy is it? What's programm you use?
  12. Is there a mod for a rocket to be placed directly on orbit?
  13. Hey I am looking mods that add fuel tanks that aren't the traditional cylinders we're used to seeing. Basically, I am tired of my spacecraft all turning into the same amalgamation of cylindrical pieces. When I look at real probes and whatnot I see craft that take on a variety of different shapes. I'm fine with my launch rockets all being cylindrical, that's what I expect, I just don't like that my spacecraft look like my launch rockets. I got a taste of it with Near Future Construction and the truss pieces that can carry fuel and other stuff, but its only one type of truss.
  14. This is the 1.1 Release of my Fusion Tech mod, which now includes three types of fusion drives, reactors, a retractable 10m heat shield, a high-power RCS block, and balanced some numbers. --NOTICE: NEW VERSION WITH PRETTY MODELS N STUFF WILL PROBABLY LAUNCH BY THE WEEKEND-- Changelog: Reduced thrust of both 3.75m Drives to 50,000 KN. Reduced thrust of both 0.625m to 10,000 KN. Removed gimballing on all drives - ship will flail erratically at high throttle due to the game trying to compensate for thrusts it wasn't really designed for by gimballing the drive. Added Infinity Heat Shield. Added "Spike" Kerman Drive designed for landing. Added Kerman RCS Drive for high-power maneuvering (WARNING - NOT TESTED WITH DOCKING) Enjoy! PARTS INCLUDED 0.625m Kerman I-Drive (100,000 ISP, 10,000kn) 1.25m Kerman Drive (100,000 ISP, 25,000kn) 1.25 Spike Kerman Drive (Varied ISP, 2000kn) 2.50m Kerman Drive (100,000 ISP, 50,000kn) 3.75m Kerman Drive (100,000 ISP, 50,000kn) 0.625m Basic I-Drive (500 ISP, 10,000kn) 1.25m Basic Drive (1,000 ISP, 25,000kn) 2.50m Basic Drive (1,500 ISP, 50,000kn) 3.75m Basic Drive (1,500 ISP, 50,000kn) Fusion Reactors (0.625m, 1.25m, 2.5m) Reusable 10m Inflatable "Infinity Shield" Heat Shield High thrust & efficiency 4-way RCS block ALL PARTS USE REGULAR LIQUID FUEL - NO SPECIAL TANKS NEEDED Kerman Drives are high thrust and VERY high efficiency. (Basically for flying in a straight line really, REALLY fast) Basic Drives have the same thrust as there same-sized counterpart, but they are very inefficient. (Good for missions with lots of actual orbit maneuvers) Fusion Reactors make lots of power with a little bit of LiquidFuel. All rights reserved. DOWNLOAD
  15. I can not find this part in the technological tree. Saved ships they already own, can not be thrown (even in the sandbox). How will I recover science from my probes? Note: Sorry for spelling errors, I'm translating on google.
  16. Hi to all kerbonauts i'm Diias, So let me tell you my idea, in a simplified version : I wanna reshape (not in a bad way) the way you start with your aircraft in the ground, I wanna add this items to my first iteration of this mod when it realeses which I have no date, 1. New small to mid size engine, I'm aiming for like a A320 to B737 engine 2. Add an APU system 3. Add 1 new type of material which is pressurized air So it would be like: So you would do your aircraft or plane, and to start the engines you need pressurized air.... and to make that pressurized air you need to start the APU (It's worst than it sounds) but to start the APU you need Electric charge which I will tweak during the development to be balanced. "Obviously the APU can only start one engine ( You could only start 2 engines at the same time if you putted 2 APU's but that is kinda obvious)" But here it's where it gets tricky, I know little about 3d modeling and I just have my girlfriend helping me doing it but she only had like a crash course of blender, so if anyone wants to help or in this case volunteer for this project send me a private message, and for everyone else I will try to update every once in a awhile the development of this mod thanks to all who red this post stay kerby 1st Update: https://imgur.com/Iu8IVTe 2nd Update https://imgur.com/UQ7n52k This is how it looks in unity now with some really fast textures but almost finished: https://imgur.com/TRrlnB5 and https://imgur.com/bQM2LS9
  17. Greetings, I'm planning to start a new modded science mode. What mods do you guys recommend? I'd like a list. Don't forget to add more science part mods. (Make sure all mods are up to date e.e) Appreciated!
  18. Notantares Space Industries - Poll Now that I'm (Mostly) done with the "Big Khleb" parts, I'm beginning to think of other things to do. First on the list? @qzgy's "Bigger Khleb" suggestion. "Wonder if you would make a "Bigger Khleb", by extending it for a crew cabin or something." Essentially, something in the same vain as the Big Gemini "Big-G." However, before I can even start modelling, I have a very important question to ask you all: Which variant of the "Bigger Khleb" do you prefer? So far, I have come up with two concepts: I am opening a poll, so you can cast your votes. If you have other ideas, like, let's say, giving Concept 1 Concept 2's Service Module, please leave a comment.
  19. After a long time I'm finally able to update Mk3 Hypersonic Systems! This new version includes re-textured and re-modeled parts, plus four brand new parts. It also includes a somewhat functional IVA with RPM, it's still not exactly pretty, and I'll keep working on it, but for now I think it works. As the name implies, this mod is geared toward expading the possibilities for making sleeker spaceplanes using the Mk3 fuselage system DOWNLOAD FROM SPACEDOCK The mod includes the following parts: Old ones: Mk3 Hypersonic Cockpit - A stylish command pod that fits five kerbals with a much pointier shape for less drag Mk3 radial attachment fuselage extensions - This essentially turns the Mk3 fuselage into a lifting body, much like the Mk2. Three parts fall into this category: A wing edge root extension, a lifting body extension and a RAM intake. Hybrid high-bypass turbofan/ramjet 2.5m engine - Much like Mk2 spaceplanes use the 1.25 jet-engines, it seems only natural that Mk3 spaceplanes could rely on proportionally large jet engines. This engine is just that. A 2.5m shock cone intake. Following the same logic, 2.5m intakes are needed for larger spaceplanes. A 2.5 switchable LF/LFO 10m long tank - There's plenty of 2.5m tanks, but this one allows for fuel selection, very useful for spaceplanes. Radial attachment scramjet engine - This is a rather large scramjet with its own intake. Like real life scramjets it will not produce thrust until it's going at high speeds. New ones: Mk3 Hypersonic Drone Core. A sleek drone core designed for super high speeds Mk3 Hybrid high-bypass turbofan/ramjet. A larger version of the size 2 engine with moar thrust. Mk3 Ram Intake. A big jet engine is gooing to need lots of air. Mk3 Aerospike rocket. Because this parts pack is geared toward making spaceplanes, it makes sense to have a rocket engine suitable for the purpose. Promo video: Included Plugins: Module Manager v2.6.21 by Sarbian - http://forum.kerbalspaceprogram.com/threads/55219-Module-Manager-2-1-0-%28May-04%29-please-read-the-orange-text-in-first-post Firespitter v7.1 by Snjo http://forum.kerbalspaceprogram.com/threads/24551-Firespitter-propeller-plane-and-helicopter-parts-v7-1-%28May-5th%29-for-KSP-1-0 CrossFeedEnabler v3.3 by NathanKell http://forum.kerbalspaceprogram.com/threads/76499-1-0-CrossFeedEnabler-v3-3-May-11 RasterPropMonitor v0.25 by MOARdv http://forum.kerbalspaceprogram.com/index.php?/topic/105821-110-rasterpropmonitor-still-putting-the-a-in-iva-v0250-19-april-2016/ Also, if you like this one you might also want to look at Mk3 Expansion from Suicidal Insanity. It also adds a lot of new Mk3 parts. http://forum.kerbalspaceprogram.com/index.php?/topic/109401-mk2mk3-expansion-dev-thread-m3x-108-update-11715-m2x-17-prerelease/ There are two other aerospikes over there, but they're different in terms of performance, so there's room for all!
  20. Hi, This is the 1.0 release of my KSP Fusion Tech mod! Parts included: Two types of fusion drive: Kerman Drive (High thrust, High ISP) Basic Drive (High thrust, Low ISP) Both use standard Liquid Fuel Fusion Reactors, they make power from Liquid Fuel. Simple. -------------------------------------------------------------------------------------------------------------------- THINGS TO NOTE: The models and CFG files were made by and are the property of SQUAD. I simply modified them, mainly because A) I can't model and B) I'm too lazy to make a config from scratch. DOWNLOAD HERE. ENJOY! This is a ship with 8 2.5m Kerman Drives after 2 minutes of burning immediately after being HyperEdited into a 100KM orbit.
  21. Hello! I am looking for a time-warp mod for KSP version 1.2.2. I can't seem to find any updated ones, but if someone knows of one. I would greatly appreciate a suggestion! Whenever I go long distances (Eeloo, or even Jool) sometimes it takes ages to time-warp to the next maneuver node or encounter. -Make sure your suggestion is updated to version 1.2.2!
  22. Fala galera tudo bom? Fiz um vídeo (gigante) explicando como instalar alguns dos mods mais famosos de visual no jogo e como configurar algumas coisas para que rode suave em alguns PCs mais fracos. Aqui está o link para o vídeo! https://youtu.be/Im76MTsx_9I Muito obrigado a quem der uma olhada.
  23. After tons of researching, Kerbal scientists finally invented some powerful nuclear bombs, but somehow they came up with an idea that is using them to go to space. Basically this challenge is just blasting yourself to the air. I accidentally got 2500m/s while playing with these bombs. So here is the rules: Challenge--> Go to space with a nuclear blast RULES 1. No cheating of course. Please submit at least an pic to imgur with descriptions below, or you can record an video if possible. 2. BDA is needed to complete the challenge. All the add-ons is allowed. (North Kerbin Weaponries etc.) 3. You must carry a bomb on your ship. You can do anything else to improve it. 4. Get to space (above 70000). You can have engines on the ship, but you need to detonate a bomb and ride on the shockwave first. 5. Carry at least 1 Kerbal. Send them back to home happy and alive. ADVANCE CHALLENGES 10 mach (3400m/s) - (blank) Get to orbit - (blank) Get to mun - (blank) Get to other planets - (blank) LEADERBOARD Highest speed - (blank) Highest attitude - (blank) Highest G force - (blank) Sorry for bad English. Not native.
  24. Hello everyone! Inspired by the XenonISRU mod, made by @Xyphos, I've decided to make a simple CFG file that adds the ability to make Xenon Gas, Solid Fuel and Ablator to all ISRU units in the game. The config file just steals the Monoprop making MODULE, and copies it a few times. In theory, it works with mods too (I've tested it with the Stockalike Mining Extension mod made by @SuicidalInsanity). Implementing other resources (Community Resource Pack) is a possibility for the future. License-wise, you are all free to do anything with it. Download here!
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