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  1. Extensive Engineer Report Extensive Engineer Report is a Kerbal Space Program mod that extends the Engineer's Report in the Vehicle Assembly Building and the Spaceplane Hanger with additional checks to ensure that your vessel has everything you need. This mod is available on CKAN or on the releases page on Github (https://github.com/jkoritzinsky/Extensive-Engineer-Report/releases/latest). IMPORTANT (NEW v0.5 INFO) File names have changed. Please delete your previous install before installing v0.5 or any newer version! (Would also suggest this for CKAN users). This mod now has hard dependencies! Without them, the mod will either not load or will function oddly. Make sure you install them! Dependencies (automatically installed w/ CKAN) ShipSections v1.1 or newer Can be downloaded from https://github.com/jkoritzinsky/ShipSections/releases/latest. ModuleManager (any recent version) Downloads available from the forum thread. Special Features (v0.5) Launch Button Color If any checked tests (applicable and severity enabled) fail, the launch button will turn red. It will still work, but it should catch your eye and get you to check your tests. Applicable Tests Tests only show up if they are considered applicable (required mods installed, has first part type of a combo) Screenshots! Current tests General Tests Unmanned With Science And No Transmitters High Heat Gen; No Radiators Landing Legs but no Lights Has Control Surfaces Suggest fixed power generation if only deployable Has SAS Labs Have Scientists Aboard Non resettable experiments have scientists or lab Probe core has backup battery Radial stages strutted Struts don't go to lower stages (only w/o FAR installed) TWR above 1 (crude calculation, possibly some false negatives) Unmanned probe has advanced flight computer (kOS or MechJeb, only if one of them is installed) RemoteTech Checks RemoteTech Antenna Checks (w/ RT installed) RemoteTech Flight Computer Checks (w/ RT installed) BDArmory Checks Weapons and no weapon manager Autopilot but no weapon manager Weapon manager but no flares Changelog FAQ Q: My ships that I created before installing v0.5+ take a second or two to load. Why? A: That's from a combination of ShipSections and any mod that utilizes it (which is currently only this one). When loading a ship that hasn't been loaded before, the modules haven't been initialized so there's some exception spam that is handled in the mod. There are no issues with loading these ships and they work totally fine. It just takes a second or two more than usual (depending on ship size). I am looking at ways to fix this in ShipSections. How To Report Bugs and Request Features If you find a bug or have a feature request, add an issue at https://github.com/jkoritzinsky/Extensive-Engineer-Report/issues/new on GitHub. This will have the fastest turnaround. I'll also respond on the KSP forum or on Reddit, but it might take a little longer.
  2. one big thank you would go to the person who integrates some sort of blueprint top down & profile 2d editor for drawing your craft and then letting the mod size the real craft acordingly ...would be great for wings and tanks (it could include fluid dynamics for wind resistance) Imagine it beeing like a 3d editor with 2-3 views with a palett that consists of different part types like wings, tanks,... You draw the outline of a wing in top down view and then adjust its profile in the side view. the mod then would spawn that part in the hangar for use. you could even draw up compleate crafts with fixed cockpit modules that can be dragged into the editor. you then draw your wings, tanks with different part presets from the pallet or adjust them. when youre ready the mod builds all the parts you drew in the correct size and maybe even unify them to one part (if still needed for performance). all thats left is to configure the tanks, staging, texture and actiongroups it would dramaticly cut down on the parts a mod has to contain and at the same time gives total freadom to the builder. i personaly like to try out interresting new wing arangements for planes or recreate realworld ones. some wing desings are realy hard to get to work because of the limitations of the existing procedual wings or my ability to join them precisely . if i could draw one wing instead of making a combination of multiple parts i would be happy beyound belive. Same goes for tanks especialy if i need special sloped or curved ones. if the above is to complicated i would love to have a way to simply make up a 3d model in 3ds max and hit some import button to import it as chosen item type with calculated lift, drag,m mass and so on.
  3. I have noticed in the past, a massive lack of mod lists, and lists that have all the mods being compatible. So, I have decided to go where no kerbal has gone before, to embrace the motto of the Kerpollo program, "Failure is always an option" and have created my own list, these mods are all for 1.1.2, and can be found on spacedock, these mods will all work together on the average computer as well. Here is the official Kerpollo program mod list: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------- B9 Aerospace - I love this mod for all the parts it adds in, as well as how perfectly it blends with the stock parts. As well as this mod's cockpits have actually functioning buttons for sas, rcs, staging, and abort. I cannot imagine where I would be without this mod! BD Armory - This mod adds in something I have wanted for a long time, weapons! Say good by to the airfield on the Island because with this mod, you can bomb, shoot, shoot, bomb, missile the heck out of everything! DMagicOrbitalScience - Have you ever wanted to put a spy satellite into space and spy on your fellow kerbals? Well no you can, this mod adds in all the things a big brother needs to "protect" his kerbals HLAirships - IT HOVERS!!!!! Finally, A way to hold a Mid- atmospheric refueling station for all your small SSTO's that need a top off. Endurance - Like many of you, I loved the movie interstellar, and have always thought the ships in it were awesome, well this is your lucky day, because now you have the parts to build all the ships! Plus, they are also fun to mess around with. OPT - Do you like cool ships? Do you like SSTOs? Do you like Hyperediting large ships into space to have awesome space stations? Well, this mod helps with 2 of the 3 things! It adds a whole load of new parts, if you use SSTOs even occasionally, this mod is for you! Hyperedit - pfff, who needs engines to go to space, when Hyperedit will do it for you! PlanetaryBaseINC - This adds parts so you can build a nice base, anywhere! T.G.O.L. group - I love, love, love, love, this mod. It adds 3 engines, designed for the back, or bottom of ships, the work so well for V.T.O.L. craft, as well as, they are highly efficient for In space craft! KAS - Kerbal Attachment System - Have you ever wanted to lower or raise things, how about lowering a rover from a ship, that you don't want to land, or tethering you HLA Blimp to the ground, you can do all of this and more with KAS KIS - Kerbal Inventory system - This allows you do more with KAS, as well as eat a taco in an eva around the moon, completely worth it Jeb. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------- This is the list so far, I will release new ones as updates come out, as well as this list will get bigger, as I find more of the best mods for Kerbal, so until the next update "Failure is always an option!"
  4. Is there any add-on which shows the trajectory of the ship and where will it land after experiencing drag in the atmosphere? Whenever I try to land at KSC or any other piece of flat land, I find it difficult to land on the exact position I had chosen, due to decay of the orbit. So, is there any mod which shows me where I will exactly land after experiencing drag in the atmosphere? Thank you.
  5. My request is simple, I would like a link for the download of B9 Aerospace for kerbal 1.1.2
  6. Let's try to make an official KSP Modders holiday, to appreciate all the work they do for this game, & for us Kerbal fans! Comment your ideas/suggestions!
  7. Hello guys, there's some parts(actually, most of) are missing. And then I found out that there's something called infernal robotics expansion that I didn't download. But I can't find the download anywhere on the internet, so can anybody please help me out? I am now working on something like chicken walker, turtle walker and loader mech. Maybe I will share some of my works if you guys helped me out, you know some gifs and zips.
  8. Hi so im working on my first mod and i have just gotten into 3d modelling with blender now i was thinking that i would make a normal cube sat with working solar panels already built in with an antenna,etc however while i have made the textures and successfully got the cube into the game by copying a CFG file from a command pod i dont really know how i would make the solar panels work since have to be an object. normaly i guess it has to have a uniqe collision mesh so the game can figure out things like how it is oriented to the sun. so the things i would like to get help with is how do i make the solar panels on a command module work without having it as a separate part and how to i write the CFG file for it. thanks for all help sincerely a swedish noob
  9. Ok so I'm running into an issue and Its driving me crazy. I already accidentally lost my saved game ive had for years because of it. (my fault for not backing it up) Anyway so here is the deal. Obviously when 1.1.2 dropped it was time to make sure im getting the updated version as to not cause compatability issues. I literally wrote down the mods I use on a piece of paper, deleted every single mod out of my gamedata folder. And one by one waited for my mods to be updated so I can download and install. (side note: I use steam so the update tp 1.1.2 is automatically done as long as you have opted into the beta program. Which i have) So anyway, when i seen 1.1.2 was released I did as i said above. I made sure that all my mods were updated before i even started playing again. Once i got all my mods set up I started the game. The issue is that for some reason while starting up it says my version of KSP is not compatible with a few of my mods. KIS, Interstellarfeulswitch, and a few others. I double checked and made sure that i had the right updated mods which I do. So basically its telling me that I have not updated to the new 1.1.2 version. Like i said I use steam so it should have updated to 1.1.2 automatically. I even started looking around to try and download the patch so i could do it manually but i cant even find it to download. Is anybody else having this problem or am I just being stupid and missing something?
  10. In the Movie "2010" the Lenov uses aerobraking to decelerate on it's approach to Jupiter. The craft deploys disposable Ballons to aid in protecting the craft. If i had any skill at Modding I would do it myself. But i like this idea to have something inflatable to protect the craft when needed
  11. Sorry if this question was posted before, couldnt find anything like this. I love Kerbalism, the real time simulation that calculates every ships resources, food, oxygen in the background. But I just cant play without RemoteTech. So my question: Is there anything I can do to make a system that work like the combination of the two mods above?
  12. So, whenever I open up the VAB for about the third time, the game crashes on me. I have no idea why this is happening. It also only appears to happen in career mode, for it doesn't happen when I tested it in sandbox. I'd also like to know wheree I can post my crash report. Kind regards
  13. Is there a mod that just adds .625 SRBs? If not could some on make a mod. (please)
  14. I am soon to start a fresh game on 1.1 I have recently downloaded MKS lite also Usi lifesupport for the first time. I have discovered a mod called kerbalism that appears to be a semi/realistic overhaul that I really want to try out, I was hoping for feedback from other players in regards to the compatibility of kerbalism with other mods mainly USI lite and other mods by Roverdude. Also any general discussion about the kerbalism mod ,what's it like? what are people's opinions of the mod? would also be welcome :-)
  15. Hi all, This is a (re)request for a mod to move the staging icons to the top of the screen, and the stock toolbar to be returned to its original orientation. My ideal location would be between the timer and the altimeter. The purpose is to have all information for flight at the top and bottom of the screen including any text, ideally within a 180px range on a 1080 height screen. This would keeping the centre of the screen free for 720px cinematic recording. The navball is also too large but other mods deal with this (unless this mod creator wanted to look into this as well!) I have requested this before, but it was suggested that you wonderful modders would want to wait till 1.1 dropped with the changes in Unity 5. Is this even possible! Thanks in advance! Peace.
  16. Hello, I am new to modding KSP and I am having some difficulty that maybe the community could help me with. I am trying to get the surface area of the vehicle but to do that, I either need the activevessel radius (in cases of simple rockets) or a List<Part> parts that contains the current parts attached to the vehicle that I could then use to make an educated guess as to the vessels radius (for more complex ships as 3 Rockomax Jumbo-64 Fuel Tanks are likely to be side by side, etc.). Right now, I am assuming rockets can be approximated by cylinders as getting the true shape of the vessel would be a nightmare. The problem is that when looking through the API calls, I don't see anything references to vessel radius and when I call; public List<Part> parts_ = new List<Part>(); parts_ = FlightGlobals.ActiveVessel.GetActiveParts(); Debug.Log("\n\nVessel parts are: " + craft.parts + "\n\n"); Visual Studio errors on: Error 11 The type 'UnityEngine.EventSystems.IPointerClickHandler' is defined in an assembly that is not referenced. You must add a reference to assembly 'UnityEngine.UI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. c:\users\joshua\documents\visual studio 2013\Projects\KSP_Wind\KSP_Wind\Class1.cs 92 27 KSP_Wind I am not using any GUI options and my includes are: using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using KSP; I know that the error is coming from <Part> because when I change it to public List<String> parts_ = new List<String>(); I no longer get that error. (I know I'll get another because String is incompatible with FlightGlobals.ActiveVessel.GetActiveParts();). I am unsure how to correct this issue nor am I even sure that I am on the correct track on how to either get the vessel radius or the list of currently attached parts. I greatly appreciate any help you can give. Thanks.
  17. So I would like to know if there is a mod out there that has dual, tri, and quad adapters for 2.5+ parts. I feel it would be very useful to use these.
  18. now ive never made a mod but im making models now and i want to see if anyone likes them! i will post pics when i finish or half of the models plz let me know if you like them or not Jwsavage,
  19. Is there a way (or mod) to find ore on a planet without having to send a scanner over to your destination? This is what takes up alot of my time and it can get boring
  20. Hello, I'm searching for a mod that adds square command pods that could host two kerbonauts, of any size. do you have any idea? Thanks!
  21. Hey, just wondering if anyone knows of a way to add a custom category for my modded part collection, i have noted other mods doing it and as a player find it very useful and thus would like to include this feature in my mod release. also as an extension of this if anyone knows about adding custom hull/bulkhead categories i would also appreciate it.
  22. Do any mod that automatic naming the spacecraft?
  23. Hey, I was wondering if someone would be able to make a mod that basically forces Kerbals to level 0 when hired in science mode so that it is a bit more of a challenge to work your way through. Im sure it wouldnt be too hard, and the community would love it. Thanks for any support/help!
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