Jump to content

Search the Community

Showing results for tags 'mod'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Kerbal Space Program 1
    • KSP1 The Daily Kerbal
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International
  • KerbalEDU
    • KerbalEDU
    • KerbalEDU Website

Categories

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

  1. Hey, I saw a post on the sub-reddit, and it sounded super cool. If anyone is looking for a project, this would be a great one: https://redd.it/59z82v
  2. please make it so you can earn full game parts.if you get to orbit, you get a few parts. then the mun, more parts. mimbus more parts so on. if you can get to a sertan spot on the duna surface.
  3. Hey there! I've been working on a reuseable rocket, powered by LO2 & LH2, recently. I figured out that the Space Shuttle Main Engines (SSME or RS-25) are very good and effective 1st stage engines, but I've got stuck with one issue: The SSME has only 1 Ignition available. So I started looking for a mod, which gives you the ability to ignite engines a customizeable amount of times, by adding hypergolic or pyrophoric substances, such as Triethylaluminium (TEAL), which ignites spontaneusely in contact with O2. TEAL is being used by SpaceX in their falcon 9 first stage, giving it the ability of igniting the merlin engines multiple times. So I would like someone to make a mod (because I'm not a programmer), which gives you the ability of igniting your engines multiple times, by adding an external (or internal) ignitor, which is connected to a tank filled with a hypergolic or pyrophoric substance(s). It would be amazing, if someone could recreate what I've just written. Thank you very much for your attention! Here are some pictures of my reuseable LH2/LO2 Rocket. Enjoy!
  4. Today i made my first mod that adds a second Xenon+Electric powered engine. it gives really little thrust, but because of that you can make really accurate adjustments and it is also really efficient! there is a video showing it on Curse (link below) Click here to go to the download page (Curse) -Thanks shinevision
  5. Today i made my first mod that adds a second Xenon+Electric powered engine. it gives really little thrust, but because of that you can make really accurate adjustments and it is also really efficient there is a video showing it on Curse (link below) Click here to go to the download page (Curse) -Thanks shinevision
  6. Howdy, back in the day, i used to to pick out mods from this one big list with almost every mod available. It was split in sections like, "parts", "gameplay", "life support", and so forth. Every mod had a link to its forum page, a brief description, and the version of kerbal on which it worked. It wasn't a "my favorite mod list" thingie, it was merely a compilation of, like i said before, almost every mod out there. Can't seem to find it, though. Does anyone know if it still out there? thanks
  7. Hello. I have been working on a simple life support mod and I was wondering, how much EC should a Kerbal consume while on EVA per minute? How much should they store? I am looking for something slightly realistic. The mod will only use EC as it is a no part-very simple life support mod. Thanks, Benji13.
  8. So, i have been looking for a 1 piece death star (so that it can be blown up) that is huge like that old one SWDennis used in one of his random moments videos, is there an up to date death star like this?
  9. Hey there I downloaded the latest version of Mechjeb from Curse, and the latest version of KSP from Steam. I tried putting 2 and 2 together, and it doesn't work. I get errors saying it is installed incorrectly. I did it the way all the tutorials online say to. Drag the extracted folder into GameData, Squad, and place there. When I start the game. I get that error. Please help me. I've played KSP a bit, and can get craft into orbit, but I really want to get this mod working.
  10. I know how to mod (its easy enough), but could someone please give me some textures (as well as models!). My mod will be called Ackoli space industries, and is mostly a combination of Base parts designed for Permanent bases. The art style I want is Stockalike, but a bit more detailed. These are the parts i want textures for= -ASI-250 Standard inflatable ring module, a 2.5 metre part around as big as the Rockomax X200-16 fuel tank, but inflates into a ring with a 10 metre diameter, and holds 8 crew. Has windows Dotted around the outside of the ring. -ASI-100 Small inflatable ring module, a 1.25 metre part as big as the FL-T200, But inflates to 5 metres. looks like a miniaturized ASI-250, And holds 4 crew. -ASI-420 Large scale inflatable ring module, 3.75 metre part as big as S3-3600 Tank. Looks like a larger, more detailed ASI-250. Holds 16 crew. -Ackoli Algal cylinder. Same size as an mk1 liquid fuel fuselage, Although it Is made out of mostly glass, inside which Green throth can be seen. -Ackoli Drop pod module. A 3.75 Metre Command pod, which looks like a sphere, but with a flat plate (1.25 metres) on the bottom and the top to mount things on. Looks like black metal (carbon fiber), and has a few small windows on it. -Nutrient extraction module. a 1.25 metre Object around the size of the 1.25 m battery. Looks like a grey-ish metal plate with Buttons around it. -Water extraction module. looks like the nutrient extraction module but All the buttons are blue, and there is a symbol of a water droplet on it. -Ackoli grade life-support recycling module. a 1.25 metre object around 3 times taller than the water/nutrient extraction module. Has Many buttons and dials on it. also has A recycling symbol on it. -Small Inflatable habitat module. A radial part, which inflates into a Medium sized Rectangle (with curved edges), with A few windows And straps wrapped around It. -Inflatable greenhouse dome. A Radial part, twice as large as the Small inflatable habitat module, that inflates into a large transparent dome with Shrubs inside it. -Extendable docking port. A docking port that inflates into a tube. -Kerbal entertainment Module, A large inflatable sphere with straps wrapped around it. Has A lot of windows, and fits 4 kerbals. on the interior is a large screen showing a kerbalized super-hero, And A box saying 'toys', as well as some tables and seats. -Space house 3000, A 2.5 Metre part, which looks similar to the hitchhiker module, but the exit is lower down, And Looks metallic. It fits two kerbals, and on the interior is a bunk bed, A box labeled "Space Toys", a table with a packet of chips on it, and a potted plant. Those are all the parts that i cannot texture myself, and need help doing. I would appreciate it if someone helped, and I will give credit. The mod Will also come with a space suit, but i can do that myself. So, please help me make ASI Base systems!
  11. This has to do specifically with orbits and them not stay where I damn well put them. Also this is more of a mod request thread then anything else. I propose a mod that does a few things, mainly to improve remote tech and the new satellite systems. But could also have uses outside that. It would work like so: 1. If an object has a extremely similar orbit to another object (what the mod considers 'similar' could be tweaked till it felt right) the moment that the object loses focus (you switch to another vessel outside of the render distance) the objects orbits get changed so that they match perfectly. 2. I was going to have a few more points (stipulating that unless thrust was intentionally applied, the orbit would be reset back to what it was before focus was gained in order to avoid accidentally changing orbit while twisting or otherwise interacting with the craft in a way that doesn't provide force but changes where exactly the centre of mass is relative to the orbit) but I realised that 1 would more or less solve that issue anyway. I have played around with making the mod myself but outside of some rudimentary dives into things like Lua my coding skills are sub-par for sure. If anyone could potentially make this mod, you would have my eternal gratitude because this seemingly insignificant details has frustrated the absolute hell out of me since I noticed it.
  12. I am developing a mod/partspack that contains movie props, for you guessed it, movie making! As of right now, there are only 2 parts, both incomplete. They are logs, like, wood logs. Parts: A small log, the size of the FL-T400. Actually, the log itself is a retexture that doesn't contain fuel. A big log, pretty much the same as the previous one, but the FL-T800 instead. Parts (possibly) being implemented, in order of possibility. 1m x 1m paintings. (1x1 plate reskin) Broken parts. Rocks. The download is in the "Downloads" section of my website: http://kittycatguyperson.weebly.com It turns out I need this licence crap its in the download.
  13. Source code Available Here. 1.1.3 binaries [alternate] Now on CKAN. Old version: Tested on 32 bit. It's experimental, was done in about 5 minutes and isn't guaranteed not to turn your computer into smouldering scrap, and thoroughly shock your kittens. Feel free to play with it and let me know if you think it's too punishing or not punishing enough. Update 24th July 2014: Reputation notice added. Update 20th August 2014: Some startup-related bugs whacked. Thanks, stupid_chris. Update 21st September 2016: Long-overdue maintenance update for 1.1.3
  14. Does anyone know if there is a MJ release available, or in the works for 1.2?
  15. Picture poor Jebediah sitting inside a MK1 capsule atop an overly complex rocket (aren`t they always?) waiting on the launchpad. He is smiling despite knowing that he is being sent to Duna on a one way mission (or at least until the Space Program decides to send another vessel to collect him) all on his own, within a space suit, within a tiny capsule and with no other entertainment than a minute window that will show nothing but cold cold space for the whole 200+ days of journey. Once within Duna`s sphere of influence Jebediah can look forward to a couple of days of achieving orbit, landing and performing a couple of experiments on the surface. After that, nothingness... nowhere to go, nothing to do, no one to speak to... alone in the planet, the omega kerbal. So, you guys get what is bugging me: we have great mods to deal with the lack of life support gameplay, great mods to give us more realistic aerodynamics and soon communications networks in 1.2 all fine and dandy... Kerbals however seem to have 0 mental health needs, they will happily be put into a capsule for months on end... You might say it is an acceptable break from reality, but I for one make sure that any mission that is going to go longer than 1 month HAS to have at least two kerbals in it and a some kind of crew cabin (usually the hitchikers storage container). It is not neccesary for the game mechanics, but it makes me feel like I am at least giving my little kerbalnauts the chance of leaving the cockpit and taking a shower, sitting down, just plain go somewhere else. Still, even that might be "less than enough" for missions that count their duration in years instead of months... what to do then? Well, send a robot instead! And I am not talking about those crude drone core`s than can pilot a ship and even land it, I´m talking about humanoid robots that can do everything (well, almost) a Kerbal can do without the mental breakdown that should come from being in an enclosed capsule with no company or entertainment for years. Hell, you can even send them to distant planets to set up surface bases, get them going, and then send the actual kerbals. Robots would not consume life support (great advantage) but would have no specialisation or leveling in career (big disadvantage), they wouldn´t be able to send crew or EVA reports, but they would be able to take surface samples and take experiment results from sensors just fine. They would be unlocked in career mode with one of the later drone techs. I would love to build a mod that offers precisely that as I think it would add an interesting role-playing edge to the game that, as of now, is lacking. I worked as a 3D designer for a few years so I offer myself to build the models (the idea is to use the current mesh, textures and animations from Kerbals and make some changes to make robots out of them, piece of cake!), I am however painfully ignorant when it comes to building mods and what it entails, I would need help (plenty of it) in that department. Any takers?
  16. StarSystemsMod [WIP] A new mod that adds more star systems: Blue Dwarf Cyssor - Sehera - Kerol -Munak Yellow-white giant Abbadon - Sirius -Alpha -Kappa - Terra - Ares -Hades -Tylon - Tylus -Myr -Stallion -Kylathe -Kythron -Atlantean - Krii -Eden -Kalarmur -Asterium -Titania Yellow star Kerbol Stock KSP System Orange dwarf Kaiser - Kunar -Ocean -Atlantis -Poseidon -Creta -Kerblin -Eridanus (Before named Keridani) - Minmas -Dune Black Hole Isis - Kraken -Cetus -Medusa -Nim -Plantar -Moonar Brown Dwarf Miranda -Oceanus -Ocelus -Desort To see more info visit the original (blocked) post.
  17. My KSP.log and output.log are getting spammed with exceptions like this: TypeLoadException: Could not load type 'Vector3d' from assembly 'Assembly-CSharp, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. Any suggestions on how to track which mod is generating them? I could have sworn I saw a log from someone at some point (maybe running KSP on a different OS than mine, or running with switches hitherto unknown to me?) which seemed to have slightly more detailed exception traces. I'm hoping there's a more direct approach than "remove half your mods and proceed in a binary search pattern until you identify the culprit". EDIT: It turned out to be an old version of WaterSounds, but I'd still really like to know if there's a way better way to troubleshoot this sort of thing.
  18. I abandoned the original thread because nobody answered me. STAR SYSTEMS MOD [WIP] This mod is still in development but, i think soon i will test it and release it. Explore new star systems: Special thanks to: - KillAshley ( Code and Textures) - Daeridanii ( For tell me how to make decent textures with GIMP) - Me ( I programed!!!!!!!!!!!!!!) - Sigma88 ( LavaLaythe)
  19. Fourian Fuel Systems overhauls the fuel in the game by replacing the generic LiquidFuel and Oxidizer to three different fuel types modeled after real world fuels. Kerbolene + Ozonate: Kerbolene is based on Kerosene (hence the name Kerbolene) and Ozonate is based on Liquid Oxygen. (Fun fact: Ozone is a real world oxidizer that's stronger than O2) This fuel mixture is used mainly in lower stage engines for lifting heavy objects. Kerbolene is also used as jet fuel. Finazine + Oxide: Finazine is based on Aerozine 50 which is a mixture of Dimazine (AKA unsymmetrical dimethylhydrazine) and Hydrazine, and Oxide is based on dinitrogen tetroxide. This mixture is used in upper stages and in vacuum. It is also denser than Kerbolene + Ozonate, so tanks for it will be smaller. Hydranepsin + Ozonate: Hydranepsin is based on Liquid Hydrogen, which is a fuel used in the Space Shuttle and the upper stages of the Saturn V. It is less dense than the other fuels so the tanks for it will need to be pretty big. Download on Spacedock Interstellar Fuel Switch (Required) Source on Github MIT License Notes: The LV-N uses Hydranepsin. Non-supported mods will work, except all the engines will all use Kerbolene + Ozonate. The tanks will work as they should though. This is a WIP mod, I plan to add much more in the future. Planned Features: Compatibility for mods. Better tank switching. More complex resource harvesting. More Fuel Types? More detail on this thread.
  20. Hello, I am currently working on a mod that adds more planets. However, every time I try to load the planet, I get hit with this: [WRN 01:49:05.414] Config in file 'C:\Users\User\Desktop\KerbalSpaceProgram\GameData\Kopernicus-release-1.1.3-1\Distribution\Release\GameData\Kopernicus\Config\Skyrite\Skyrite.cfg' contains an *unnamed node*. Skipping. Now, I am no expert when it comes to debugging, and I have tried to do what little I can with debugging this issue. Any ideas?
  21. Firstly let me state that I am a complete modding noob and that I am just starting to dip my toe into the world of part modding with KSP via editing the config files. So far I have successfully re-textured/modified the small "Not-Rockomax Mocronode" into a working probe core/micro satellite and wanted to try something else. My plan is to try and turn one of the ore drills into a surface sample collector which can be placed onto an unmanned probe. I know, it's disgusting that I want to do this rather than send a Kerbal and pick up the samples in person but I plan on making the transmission penalty so high that the sample will have to be returned to Kerbin anyway in order to gain any useful science from them. The way I look at it it's just going to be using an unmanned probe rather than risking the life of a Kerbal to get the sample and you can already use probes to mine for ore which basically is a surface sample anyway so this seems like a logical progression of that mechanic. Anyway, that's enough of the starter now on to the main course... I can resize/re-texture the drill fine and can get it to display the "Take Surface Sample" message and run the experiment OK but I can't figure out how the animation of the part works. Ideally I would like to use the stock animation to deploy, drill for the sample and then stow the drill again when the experiment is run but I don't know if this is possible? Could someone please point me in the right direction for a tutorial on how the animation commands of the config work? I can't find much information on the "ModuleAnimationGroup" "deployAnimationName" and "activeAnimationName" commands which I am assuming are what I need to use? I should also point out that I intend to sue these parts purely in my own personal game and will not distribute other peoples code, I just want to learn and reverse engineering existing parts seems to be the logical starting point. Thank you in advance for any help offered.
  22. Agora meu problema é com mods. decidi instalar o Realism Overhaul (não sei se é assim que se escreve, se não for me desculpem.)+ RSS, e os todos os mods do RO instalaram mais o RSS não. era para era para kerbin ter virado a terra, porem não foi, simplesmente a textura não substituiu, Sera que é alguma opção no jogo que tem de habilitar ou algum mod faltando ? desde já muito Obrigado.
  23. Hi there! since a few days ago, i frequently (10min to 2h) had hard crashes (KSP_x64.exe not working, no crashlog). My install is medium-modded: I thought i'd uninstall the most recent and consuming ones ( SVE, Stock Terrain and SVE:Sunflare ) and got my first crash with a log (yay!) https://drive.google.com/open?id=0B9E1ELqaaxtIa053VWZ6VXFIbE0 <<< DUMP https://drive.google.com/open?id=0B9E1ELqaaxtIVDVxREtwNE9MN0E <<< error.log https://drive.google.com/open?id=0B9E1ELqaaxtIZkhDamFIdzNoN2c <<< output_log.txt Thanks in advance, BlackLine
  24. ATTENTION: EVERYTHING IS PROBABLY BROKEN! This is a "mod" I made for KSP which I feel adds some parts that are missing in default KSP or should be added to default KSP. This is my first mod and will be added to as I have time. Current parts include: A mk16 parachute that can be deployed at 700m/s but it is heavy and expensive. A high power ion engine with the cost of increased fuel and energy use, it should be about 1.25 meters in diameter. Last, A bigger version of the FAT-455 aircraft wing meant for mk3 planes that need more lift than a standard FAT-455 wing can provide. It has increased fuel capacity and cost. Also, everything on this list has a modified description, cost, entry cost along with a few other changes. If there are ANY issues with this mod, please tell me. I know nearly nothing about code so if something goes wrong I am requesting assistance from the KSP forum community. This mod should work will all versions of KSP that are greater than version 1.1, but also with KSP 1.0.5 and higher. Enjoy the mod! (Pictures will be added soon) Disclaimer: I own no rights to the original texture and config files in this mod, excepts rights that come with purchase of KSP. Squad and or Porkjet own rights to the original files. I do however own rights to the modified files, and if I see this mod re-uploaded by someone else who claims it as their own I will request it to be removed. Link to official KSP website: https://kerbalspaceprogram.com/en/ Link to Porkjet's profile on the KSP Forums: http://forum.kerbalspaceprogram.com/index.php?/profile/92433-porkjet/ Download Link: https://spacedock.info/mod/1198/Repurposed Stock Parts and Stockalike Parts *Cough* Welp, I got busy and I guess this didn't get updated. I'll get around to updating this eventually.
  25. Well... I am going to start a new KSP career (this is my third one, in the past I played on 0.90/1.0.4) and this time I decided to document my journey and share some achievements with the official community. First, There will not be a super long description about my missions (only some key info), nor there will be any kind of videos, just screenshots. Second, I will not play the game and post everyday, only when I will have the time and when I do something a little bit interesting. Now, let's start speaking about the game; I play KSP on Moderate and I use these mod: My game style at the beginning will be more focalized about Sea&Air Missions, Space will come later. In the future I will fly to the most beautiful planets and moons of the Kerbol System including Mun, Minmus, Duna, Eve and Laythe; I will surely build several probes, orbital stations, rover and planetary bases on them. Maybe, one day, I will eventually reach Eeloo. Update 18/08/2016 at 17:25 Today the Space Program is ready to start is work, Jebediah has already taken the control of its first rocket and landed it in... water... Damn Jeb. Update 22/08/2016 at 12:25 In the Meanwhile... Stay Tuned.
×
×
  • Create New...