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  1. Someone please help, I seem to have a problem with installing the mod B.D. armory. I installed it into the game data folder for ksp and the files even seem to show as some of the loading files on the first loading screen for the game. But when I am in the game none of the files show up in utility or any of the other files. Any solutions? I've tried everything.
  2. I have been using version 1.1.3 of the game, and the newest KAX version (assumed to be 1.1.2). Propellers fail to move in the animations, and thrust direction is unavailable. The engines will work, but lack the aforementioned details. I have deleted the entire mod before, and the Firespitter .dll. Reinstall, same issue as before. Are there any known mod incombalities that could prevent KAX from working? Or is it just in need of an update? I have been wanting to do the King of the Hill challenge, but non working propellers won't allow me submit a craft.
  3. Hello, I've been wtaching some ksp vids today, and I've seen in some of these vids that engines, while in space, make some weird thrust particles; they actually expand, not like the inline fx particles of the stock fx system. I suppose it comes from a plugin, a mod, so anyone know the name of it? these particles are so beautiful.. Thanks
  4. It has been many days and i have many questions regarding lasers now : 1) Which laser mod is used in this video to destroy the planets? I guess it would be a .cfg edit. So anyone please tell 2) Again which laser mod is used in this video ?Please tell. I guess these videos are made by space scumbag (aka SWdennis)
  5. So I just recently downloaded KSP Interstellar and I wanted to use the warp drive. Problem is I don't quite know how to use it. From what I can tell, it requires an insane amount of electricity, although for some reason you need antimatter and exotic matter? Also I can't even get the ship enough power. My electricity to mass ratio is always not good enough. It always says the ship has too much mass in order to run with this amount of electricity. How do you guys power your Alcubierre drives?
  6. Hi I have successfully made a planet in Kopernicus but I have a problem with the textures. When I am high above my planet (100k above) my textures are fine but when I get below that my textures slowly start to fade into the Mun textures (which I have as my template). Anyone know how to fix this
  7. Just a little BD addon with red, green, blue, and orange lasers from Star Wars, using tibanna gas. ===SpaceDock Download=== ===Alternative Curse Download==== To-Do list: You guys can decide here P.S. I would give anyone partial credit and put their video soon for the mod if they make a modlight about this P.P.S. This was originally posted by KSP Bros AE and I sharing an account, but now this is my seperate account since he took the old one. BD also deserves credit for the models*. Thanks @BahamutoD! More credit: @SpannerMonkey(smce) for part help an fixing and @Wraith977 for part help *For now....
  8. So basicly I know how to basicly code in Lua and Java. But thats it. I would love to learn more but it's kinda hard. Well anyways that's why I can't code a mod myself. I had the idea of revolutionizing science. So heres my Idea, step by step, I hope that some mod developer picks up my Idea and creates such mod So there would be different kinds of science. For example Atmospheric(maybe also specificly for different things in the atmosphere like Oxygen and Hydron or other stuff), Ground(Again, maybe different materials and even mod support, so for example Karbonite), Space, Magnetosphere, etc. Then you would need to completely remove the tech tree(you could also just integrate it into the tech tree but that wouldn't work as good maybe) and add a Menu where you have all Parts but split up into categories kinda like the current tech tree: Small SRB's, Small Science(Maybe more creative names), etc. and you need to unlock the group first. Then you can simply unlock these parts in the group. Now, to unlock different parts you need the different types of science. For example if you have a mod where you can freeze kerbals or store hydrogen into tanks which need to be cooled(yes, thats a refference), then you need "Freeze Science" or maybe "Cold Science" and you can only get it from cold places. On the cold poles on kerbin for example you only get smaller amounts not suitable for unlocking big things. But when you go to Eeloo, then you get waaaaaay more cold science because eeloo is freezingly cold. Then if you want to unlock a Hydrogen Tank with a cooling system integrated, you need to have, I don't know, maybe 200 Cold science, 100 Hydrogen Science and Some "Basic Science" which you can find everywhere. This basic science is something you also get. Its for stuff like the hull of the tank. Maybe if thats not fitting my idea, you could also just make a material science or even especially metal science. Now you would also need a ton of new science equipment. Liquid analyser for liquid science, Atmospheric Data for Hydrogen, Oxygen and maybe even Nitrogen, if necessary, A Telescope for Visual Science an so on. So yeah, that was swirling around in my head for ages and now I have finally signed up and posted my idea. I hope you like it. Have a nice day EDIT: I would design this mod kind of like the Interstellar mod with the reactors and warp drives etc. It looks really cool in my opinion.
  9. Hey there! I'm Cannon, the developer of KSP: Houston, and I've been working on a fork of Telemachus that supports 1.1+ and adds various endpoints that I need to grow Houston. Unfortunately, the canonical version of Telemachus appears to be abandoned. Issues and pull requests aren't being responded to, and the original developer isn't responding to inquiries. I'd like to coordinate and consolidate new development on Telemachus into a new repository with active maintainers. This would make the mod better for everyone: right now the current canonical version of Telemachus is broken for 1.1+ and new features can't be added. On top of that, I'm having to package Houston 1.0 with my forked version of Telemachus, which will inevitably lead to confusion later down the line. The forked version is here: https://github.com/tcannonfodder/Telemachus If someone could give me some guidance on the proper way to go about changing maintainers that would be awesome. Off the top of my head, I know the following things need to be changed: CKAN listing Curse listing The forum post for the mod Also: If you, or someone you know, has been working on Telemachus or is interested in helping it grow, let me know! I'm looking for active maintainers to help it grow! Thanks!
  10. I was flying around one of my planes recently and wanted to know if there was a mod that would let you look further backwards in the cockpit, to see behind the cockpit instead of just ahead and to the sides.
  11. KSP Version : 1.1.2.1260 KAS Version : 0.5.9 KIS Version : 1.2.12 I just installed KAS and KIS, and to test it i placed a random rover with an empty fuel tank on the ground and then sent an engineer in another rover with tools (winches, wrenches, connector ports etc.) and a filled tank. I attached connector ports on both the modules and then used the "link" feature which linked them instantly with a pipe. But i wasn't able to transfer any fuel as the two ships were not docked. Then I tried the winch, I grabbed the winch wire thingy and went up to a connector port. When i selected the "docked" option to plug in, the winch wire came off the back of the kerbal and said "you had nothing to plug in" but when I selected the "undocked" option, the thing attached but it still wasn't docked and I couldn't do any transfers. Why is this happening and how can i solve this?
  12. I am using ckan to install my mods, and these mods work fine in 32 bit, so i assume it's not them that are causing the problem. However, when I click ksp_x64 in the ksp directory, the game loads and a pop up (presumably from module manager) tells me that all my mods are on an "unsupported version, (please use 1..0.5)". I don't understand why the version is unsupported in 64 bit, but fine in 32 bit bare in mind that even when I launch 32 bit from the directory it still works fine, and it also works when I launch it from ckan, I haven't worked out how to launch the 64 bit from ckan, so I can't test that. any help is much appreciated, if you need any additional info from me that will help you understand the problem better, let me know what info you need.
  13. For reasons that are not relevant, I want to crash two crafts in LKO at high speeds. I'm going about this by using the same process I would to rendezvous, but instead of decreasing my relative speed when we get close, I'm increasing it. I've gotten very close, but not hit it yet. The problem is, even when it says your intercept with be 0.0 km away from your target, it's not exact enough. Are there any mods that can give me more exact information on how close an intercept will be? Thanks!
  14. Does anybody have any idea if there are any cinematic camera mods out there? I'm trying to make a fanmade trailer for KSP 1.1 and the ones I have don't work anymore. I used KerbCam and Camera Tools(BahamutoD), but those don't work.
  15. So, KSP modding community, I'll need to call upon you to help me search through the sea of mods out there. I swear that I remember getting a mod at one point that is similar to cool rockets, but instead of showing just the condensation plumes coming out of the engines, they would show sparks coming off of the craft as if they are from welder's torches. Does anyone know of a mod like this? If there isn't, and if any of you know how to mod, it would be cool if you could make that.
  16. This mod adds a black outline to text on maneuvers. This should make text much more readable when it overlaps bright spots like the sun, and it should especially help when using mods that add clouds to Kerbin like EVE, SVE and lighting mods like Scatterer, or if you just have bad eyes, like me. It works fine in 1.1.3 Code was supplied by xEvilReeperx on the KSP forum upon request, edits, compilation and uploading was done by me. Read nodes easily while using EVE, SVE and/or Scatterer (or when KSP implements clouds): Objects are easy to read, even at bad angles while using Scatterer: It even works in the tracking station: Download at CurseForge Download at SpaceDock Dlownload and check out the coding at GitHub
  17. I've found reading nodes incredibly hard, if not impossible when using Scatterer, or other visual enhancement mods like EVE or SVE. It would help very much to have a font outline in game to add contrast between the font color and a planet's surface. Here is an image of Kerbin using Scatterer and SVE. The font is virtually unreadable. I simply can't use Scatterer anymore because of this issue. And a mock-up of what it would look like if an outline was applied to the font: I looked into this for several weeks, but I am no programmer, so I can't execute this myself. Heck, I don't even know if it's possible in the Unity 5 engine. I just thought I would post a request here as a last ditch effort to work towards getting something that I think everyone would use, though no one has realized the need yet. Thanks for reading.
  18. Hello I'm trying to mod for my first time and I'm using v1.0.1.861. I followed nifty 255's videos on YouTube, but I'm getting a "too many heap sections" message inside a "Fatal error in GC" titled window. The loading bar stops on the file I created so I'm pretty sure my mod is crashing the game. Is there something specific that would make the game crash, i.e. models versus config files?
  19. Sorry, moderators, saw a more fitting place to post this after posting this thread. Care to move it if it's too disruptive here? Here is something I made, in my attempt to make a ground tank. Origianally, I wanted to make it a hover tank, but when I found out the mod parts for it were difficult to use, and that they lagged the system, I ended resorting to wheels, while maintaining the Hover Tank name. A misnomer. Parts that I used are: Stock (default) Bahamuto Dynamics Armory (mod) The only mod parts would be the turret, 4 machine guns, and the weapon manager. It has thrusters to overcome vertical challenges, but sacrifices liquid fuel that is used by the fuel cells to power the wheels. The stats are as follows: And it in action. Driving (top speed appears to be at 24 meters per second to 30): Flight, has enough fuel to make it to the top of a tall structure on the earth-like Kerbin ( I did not do that for the pic), and, I broke the wheels: Lastly, parachutes for when I lose fuel in midair, or when I want a simple landing: To actually get this thing to another planet... will be a pain. I have been able to do it via mods, but to do it honestly will take some doing. This is my current goal on perfecting. I know there is a hover part mod out there, but for some reason it messes with my PC, and RCS was too weak to make it travel well.
  20. Hello there kerbonaughts! This post is particularly aimed at those of you with a talent for modding or a keen desire for a more real and progressive way to explore the kerbol system. I was watching some videos of various landers and rovers that have touched down on Mars (curiosity and Viking) , Titan (Huygens) and many other celestial bodies in our solar system when it occurred to me just how much information these un-maned devices have allowed us to explore the far eat reaches of our solar system. That started me thinking , I wonder if there is a KSP mod that can emulate this, one that removes the ability to look at other planets through the radar dish array at the KSC but instead requires the player to build space telescopes in order to see images of the target planet and then require te deployment of unmanned orbiters/landers/rovers to said planet in order to actually see it in detail and send maned missions following that. I did some digging and found 1 or two mods that implemented space telescopes but nothing quite like what I am envisioning. If there are any misdeed out there who may be interested in taking on this project , this is my idea thus far.... Firstly remove the ability for te player to see all other planets except kerbin from the radar array at the KSC, and then implement space telescopes .. If the player I thinking of traveling to a planet , the telescope with allow them to gain basic images of the target and identify its orbital path. next would come a rejig of the tech tree , putting these new telescope parts early on , followed by the unmanned technology that woul first be required to visit these bodies. once the player has discovered te planet/moon they wish to visit then they may send an unmanned mission (lander,orbiter or rover) to the target in order to gather information about the surface of the body (consequently 'unlocking' it in the radar array back on Kerbin so the player may look at it in more detail and decide weather or not to send a manned mission for science) Personally, I feel this mod would fit in nicely with the other realism overhaul mods that are currently out there as it is a more realistic progression of discovery, to identification to visiting new planets and moons, and therefore I think it would make a great addition to the kerbal mod selection. I say again this is just an idea that I think would be a lot of fun to play through , but I lack te modding skill to make a reality myself , so I turn to you, the fantastic community!!! Feel free to play with my idea as much as you like, but te premise of nothing else , I believe could serve as the building block for a potentially fantastic realism exploration mod. Thank you for taking the time to read through this and I look forward to seeing any ideas anyone has All the best Lord Lofty
  21. I made a mod for a super-powerful engine, using seamlessly integrated North Pole UFO tech. (some anti-gravity stuff to propel the LfO out faster. --==Hyperengine==-- This is the first of its kind in the Hyperparts Co. series of mods. I can also add your mods, if they have OP parts, and Hyperparts Co. as the manufacturer. You will be given 90% credit (because I inspired you ).
  22. Ever wanted a Biplane or Triplane in Ksp well i made them both. MODS REQUIRED : http://goo.gl/GPjfPF https://goo.gl/0UBnH4 DOWNLOAD : https://goo.gl/HiR Pictures : http://imgur.com/a/fR5Uc
  23. I'm looking for some feedback on a mod. The idea is basically having a part that can perform the same engineering activities using KIS tools as a Kerbal can. Use case scenario that led me to make this mod was a plan to send a few different base parts on unmanned vessels and then have a robotic rover connect everything before the actual Kerbals arrive. Problem was that in order to use KIS struts and connectors a Kerbal engineer is needed. Solution is a Kerbal's brain in box. I know that IR can do most of those tasks, but I don't think it's possible for IR to use the KIS tools directly, like the Electric Screwdriver and Wrench. Source code is on GitHub https://github.com/cybercritic/KerbalBrain Mod is available on the releases page https://github.com/cybercritic/KerbalBrain/releases Demonstration video https://youtu.be/deBfHa32Xc8 This mod is released under the MIT License.
  24. Hi, I was thinking of making a parts pack but I have no clue how to mod. Anyone wanna post a tutorial. All I know is that I need to know C#
  25. Looking for best mod with Russian booster tech.
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