Jump to content

Search the Community

Showing results for tags 'modded'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • The Daily Kerbal
  • Kerbal Space Program 2
    • KSP 2 Discussion
    • KSP 2 Dev Diaries
    • KSP 2 Suggestions & Development Discussion
    • Show and Tell
  • Kerbal Space Program
    • KSP Discussion
    • KSP Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Community
    • Welcome Aboard
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (PlayStation 4, XBox One)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Making History Expansion
    • Making History Missions
    • Making History Discussion
    • Making History Support
  • Breaking Ground Expansion
    • Breaking Ground Discussion
    • Breaking Ground Support
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website

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. The Kerbal Air Force Rearmament Challenge The Kerbal Airforce is in dire straits (not the band, although they are amazing). A recent strategic attack on their hangars and airfields has wiped out all of their combat-related assets, and we need YOU to design an aircraft (anything that flies, anything.) as a measure that will give us the material advantage in future combat situations. This challenge allows mods, they are so far limited to: Airplane Plus, BDArmory, North Kerbin Dynamics, Ground Effect, all the NFT mods, Interstellar Fuel Switch, Aviators's Arsenal, KerbalField, KJR, Simple Repaint, SXT, Working Under Lite, NAS, SXT, KTech, OPT, NMB, Interstellar Fuel Switch, Cold War Aerospace, Procedural Wings and Tweakscale (Others could be considered as well). DLCs are now allowed, the craft must be made in 1.11.X or later. You may build an aircraft for any of these classes, or, a multirole aircraft that conforms to multiple: Air Superiority Fighter: Relatively fast, more maneuverable than average, Sufficiently capable of taking down other aircraft by any means necessary. Must be equipped with a radar for air-to-air radar locking, 2 x .50 cal MG's minimum. Interceptor: High speed, high climb rate with decent maneuverability, must be able to quickly scramble and climb to altitude to engage multiple of singular hostile targets. Must be armed with at least 4 x Air-to-Air missiles. Naval Fighter: Same rules as an Air Superiority fighter, but must be carrier-operable and with a low stall speed. Ground Attack Fighter: High Survivability with decent speed, must be armed with at least 4 x .50 cal MGs or two 20mms or a single 30mm, must be able to deliver targeted strikes and secondarily assist in controling the airspace. Preferably equipped with both an Air to Air and an Air to Ground radar system set. Must carry at least 2 ton of ordinances. Bomber has multiple subclasses: Heavy: Must be suited to high (4km+) altitude, carry at least 25 Tons of ordinances, minimum cruising speed of 100 m/s. Minimum range of at least 7,000km. Medium: Must be suited to high altitudes, carry at least 15 Tons of ordinances, minimum cruising speed of 120 m/s. Minimum range must be at least 5,000km. Supersonic: Must fly above 3km, at least reach Mach 1 in a straight line, at least 10 tons of ordinances. Minimum range of at least 3,000km Light: No minimum altitude restrictions, at least 5 ton of ordinances, no more than 2 propulsion systems. Minimum range must be at least 3,000km Naval: Must be fully carrier-based, have a low stall speed and should be able to stow away it's wings for a reduced deck footprint, at least 7 Tons of ordinances (can be Mines, Depth charges, Bombs or Torpedoes). Minimum range must be 2,000km. Stealth: Must be stealthy and have a notable reduction in detection range, time and probability as compared to it's contemporary counterparts. Must be able to deliver at least 5 tons of ordinances. Minimum range must be 2,000km. Reconnaissance: Must be a high altitude, kerballed or unkerballed aircraft that should be equipped with an Air-to-Ground Radar and/or a camera pod(s). Range must be at least 2,500km. Airborne Warning System: A plane equipped with an omnidirectional Air-to-Air Radar system that is not designed for active combat, but rather for surveying remote airspace. Range must be at least 3,000km. Naval Airborne Warning System: A naval variant of the AWS, must be carrier based and have a low stall speed (<70m/s). Range must be at least 3,000km. Unkerballed Reconnaissance: Must be unkerballed, minimum speed must be above 60m/s, must be equipped with a targeting pod and at least 2 Air-to-ground missiles or bombs. Military Transport Aircraft: Moderately-high survivability, must not be reliant on paved landing strips, Should be able to take off with at least 35 Tons of Cargo. Range must be at least 5,000km. OPTIONAL: Should be able to airdrop cargo if required. Helicopter has multiple subclasses: Attack: Must be armed for Air-to-air and Air-to-Ground engagements with a variable ordinance layout. Must have a main gun as standard. Range must be at least 150km Transport: Must be able to lift at least 10 Tons of cargo externally or internally. Must be able to carry armed Kerbals and deploy them under enemy fire in hostile territories. Minimum range must be 300km. Maritime: Must be able to operate from a carrier, can be either in a Transport, Surveillance or Attack role. Minimum range must be 200km Surveillance: Must be light, quick, and equipped with a targeting pod. Minimum range must be 250km. -BONUS- Flying Gunship: Must be armed with at least 2 Howitzers, conforms to a Ground Attack fighter role with appropriate concessions for speed, size and armaments. Seaplane-Fighter: Must be able to directly take off and land on water, must conform to rules for an Air Superiority fighter with concessions for armament. Rocket-powered Interceptor: Must be powered by a rocket motor, Minimum straight-line speed of above 300m/s. Must be armed with at least 2 x .50 Cal MGs. Ekranoplan: A Ground Effect vehicle that flies over the surface, must be armed with either Air-to-Air or Surface-to-Air Missiles or carry at least 5 Tonnes of cargo with a range of 4,000 Kilometers. More TBA. Award: Those whose aircraft have been selected shall get to wear this badge I whipped up in all of 2 minutes, I'll beautify and make it a proper badge later, sorry. Enjoy, and I'll be waiting to see what this community can whip up!
  2. Greetings everyone, Originally designed as an orbital freight ship, the heavy SSTO "broadsword" saw many months of augmentations to make it the perfect multi-role space craft. The initial design parameters emphasized endurance and maximum payload capacity, with the goal of reaching any celestial body's orbit on a single tank of gas. The spacecraft was never intended to touch down on any other planetary surfaces, and would rely on smaller towed "fighter SSTOs" for refueling missions. Unfortunately, achieving the initial goal pushed the total part count to 170, making it not worthwhile as a potential "aircraft carrier". The spaceplane was put in cold storage until Kerbin's military strategists wanted to explore its role as an orbital bomber, capable of delivering hundreds of 1.5 MT nuclear warheads at a moment's notice, undetected. This initiative called for a series of "survivability tests", which would push the airframe design to its limits. After some great successes between scientists and military strategists, a final design was approved that could withstand the conditions of all celestial bodies. The H-SSTO Broadsword Mk 6. Clocking in at roughly 1700 tons, with a width/wingspan of 74m, length of 83m, and relative height of 20m. This spacecraft carries about 6,670,000 units of liquid hydrogen fuel for its 11 nuclear, 8 VTOL, 2 SURGE, and 2 ARI reverse thrusting engines. In total the space plane is powered by 23 engines of various designs and purposes, as well as a large fission reactor. The nuclear engines do not consume fuel in any atmosphere. Maximum survivable airspeed is about 1800 m/s in low/less dense atmosphere, and 3500 m/s+ at higher altitudes. (I don't keep the throttle at more than 10% for non orbital atmospheric flight). It can transport a crew of 7 in the immediate cockpit and more in the additional crew compartments. Thanks to excellent usage of airframe integrated radiators and thermal control systems, the spaceplane can withstand the pulse of a thermonuclear weapon, as well as atmospheric entry up to 2,500 m/s. The broadsword is also capable of high G maneuvering, because of its strong structural integrity, variety of large control surfaces and thrust vectoring systems. The instrument suite was also enhanced to feature advanced communication systems (including a detachable orbital relay), celestial analysis equipment, and every resource converter known to kerbal kind. Despite the ~3.5 thrust to weight ratio, the spaceplanes mass places great stress on its landing gear, making it difficult to land or take off without employing the STOL or VTOL capabilities. This is largely due to a lack of advancements in landing gear technology, and so the broadsword can only survive touchdown at less than 5 m/s vertical velocity. A skilled pilot can easily operate within these parameters. Surprisingly, the design allows for incredible buoyancy, making landings on liquid bodies not only possible, but more attractive. Lastly, the spaceplane features a robotic arm, two (two crewed) escape pods, AESA air to ground radar, 360 degree track while scan air to air radar, surveillance cameras, two drills, and many other fun gadgets. It also features a nose cargo ramp for deploying vehicles on extraterrestrial bodies. When fitted for military operations, the spacecraft can deploy every weapon possible, from artillery to lasers to nuclear weapons. (Note I have around 50 mods, and I don't know how many were used to complete this spacecraft). Here are some pictures: More bombing pics:
  3. What is this? In real life the Space Shuttle Program was originally supposed to make access to space cheap and easy, flying up to every two weeks and being the US’ sole launch vehicle. For various reasons the Space Shuttle never lived up to these early goals, but in this KSP play-through I’m recreating the program somewhere between what it was supposed to be and what it actually was. I’m probably never going to get to a launch every two weeks, but I’ll be flying frequently and including payloads planned for the Shuttle but never flown like the Shuttle-Centaur liquid-fueled upper stage. While I’m not going to be keeping detailed tracks of budgets or anything, I am going to be assuming that my budget is larger and supports more planetary/science missions than the IRL NASA budget did and plan fun payloads accordingly. (Mid-1980s Viking 3 lander to Duna? Moved-up and expanded Mariner Mark II Program? Yes, please!). The Game I’m playing in Sandbox because I want all of the shuttle parts available immediately, and generally want to do things as I see fit for my recreation (which is not always the way KSP wants to do things). I am, however, self-imposing other rules for verisimilitude; for instance, the Space Shuttle Main Engines cannot be re-started. I am not allowing reverting to launch or VAB, and while I am quicksaving at key points I will reload a quicksave ONLY in cases of gross pilot error during launch or landing. [Edit: having played for a while I am not sticking as closely to the quicksaving rule as I'd planned...] I’m renaming most of my Kerbals (except for Jeb, Bill, Bob, and Val, obviously) using a random name generator, mostly so that my mission patches don’t just say “Kerman Kerman Kerman Kerman Kerman ….” Mods: TAC Life Support, Dang It! Continued, Decal Stickers R2.0, Tantares (after February 1986, parts used only on SSSR mission). I may add other part mods later but don’t intend to significantly change the functionality of the game beyond the mods I already have. The Metagame In order to do my own homebrew simulations of things not included in the base KSP game, I’ve written Python scripts to tell me how long the Shuttle needs to spend being processed after each mission, and whether the weather is clear for launch or landing on each day, including a forecast for the next week (based on real-life Kennedy Space Center and Edwards Air Force Base weather data for the dates in question). I’m also using the calendar Year 1=1981, Year 2=1982, etc., and split the 426-day Kerbin year into 12 months, each of which has 5 more days than our real-life calendar (except for February, which has 6 more). The Dirty Secret The shuttle’s crew compartment is actually two Mk3 cockpits clipped together It was the only way I could get the orbiter’s balance right so that it would be stable during both hypersonic flight and landing, and has the added benefit that I can fit the same crew of 7 or 8 used by the IRL Shuttle. Mission Reports For each mission I’ll provide a mission written from the perspective of the kerbals, including mission patches and screenshots. Once I start flying I’ll edit this post to include a table of contents/quick-links below. Table of Contents/Summary of Missions/Mission Patch Galleries Shuttle Flights: STS-1 - (1981-) [A gallery of all of the full-sized patches can be found here] SSSR Flights: Svoboda Base Module - (1986-) Preview Following extensive simulator tests for craft design and years of construction of testing, the Space Shuttle Columbia was rolled out to Pad 39A at Kerbal Space Center on February 34, 1981. After a successful Flight Readiness Test Firing during which the three Space Shuttle Main Engines were fired for 23 seconds on the pad on March 20, the shuttle now stands ready for its first flight. Astronauts Jebediah Kerman and Abe Dykstra are scheduled to launch on April 3 to take Columbia on a 2-day test flight. All eyes on Kerbin turn towards the brave astronauts and the shining winged rocket straining towards liftoff… Columbia completes Flight Readiness Test Firing, March 20, 1981.
  4. The sun, like always, rises to the east of the Space Center on... Earth? This is not Kerbin, but instead its larger, wetter cousin. With only one moon and a higher atmosphere, it will more of a challenge to go to space today. But the Kerbals will persist, with boosters and courage and stupidity and boosters! Welcome to the... JNSQ KSRSS Space Race! Hi all! You may remember me from the original JNSQ Space Race, where after technical issues I played the Dressian National Rocketry Association. We're doing it again, but this time in a 2.5x scaled KSRSS, for added Flavour™. Rules are similar to last time: -Career Mode -Medium difficulty +Require Signal For Control -Mods encouraged, as long as they're not cheaty -Reverts and quicksaves Are permitted, but don't abuse them. This is mostly for fending off the Kraken, let your doomed machinations tumble to the ground! These rules will be updated as the race nears its beginning However, other rules such as progression and the scoring system, tech tree mods, contruction time, lifesupport etc. are yet to be decided, as I'd like to have you input on that first! The competitors are as follows: 1. The Neo-Dressian Spacefaring Foundation The NDSF is an organisation founded by eccentric businesskerbs Nertia (not at all related to the excellent modder and KSP2 Dev of a similar name) and Eeloon Kerman. It began when the pair were out on what their agents call a 'Danger Trip' (I think some of them are still hyperventilating) in which they discovered the ruins of the old DNRA facility. There they found an old Imperial Dressian flag, bleached by the sun and torn from wind-strewn rubble and inquisitive wildlife. Judging from what remained of the facility around it, this flag was originally destined for the surface of the Moon, but it was a destiny that was never realised due to the demise of the DNRA... until now. Nertia and Eeloon knew that they needed to take the Kerbals to space once again... For realsies, this time! To this end, the Neo-Dressian Spacefaring Foundation was formed. Similarly to the DNRA before it, it sported the national flag of the Dressian Confederacy, but as most of its funding came right out of Nertia's own Gluon Corporation, its logo was plastered front-and-center of the NDSF's flag. While it still recieved government subsidies, the NDSF was far less reliant on them than the DNRA, this hopefully meant it could take a few hits financially before it went under. 2. Space Agency of the Western Hemisphere (SAoWH) It's known for its long acronyms and lack of creativity in naming, and every rocket, spacecraft, kerbal, station and base will have long acronyms as their names. Despite its name, it's actually just a small country that forgot its own name throughout its history and is now called "Small country in the west of earth" with SCiWE as its acronym. The naming schemes in this country always cause troubles in international relations. Even though it is a very small and unimportant country, its space technology is surprisingly advanced. The race will begin when we have enough people, and once some of the above rules have been agreed upon. So go forth, and form your own space agencies!
  5. Galaxies Unbound is hosting Luna Multiplayer Servers, one for warfare, and one for collaborative colonization, however, in the future, we may do other multiplayer challenges, Such as space races and the like Join the Discord for More Information JOIN DISCORD FOR ALL QUESTIONS https://discord.gg/KUNV92PHbR Mods that will ALWAYS be present in the challenges @StarCrusher96's Galaxies Unbound @R-T-B's Kopernicus @JadeOfMaar's OPT Spaceplane And finally, last but not least @Nertea's Near Future Construction, Spacecraft, And Launch Vehicles General Rules that apply to ALL multiplayer servers No Vessels which are intended to crash the game No Part Mods or planet mods outside the ones specified in the rules of the server No Cheats Unless otherwise stated(Unless the Kraken destroys your ship or something, or if a ship flips over due to something unreasonable) No Blowing up peoples ships unless otherwise stated In General, Don't Be a Jerk If you violate the rules more than 3 times, you will be banned from participating in future multiplayer challenges(asside from part mod rule, in that case, the vessel will be removed) Don't complain about the modlist if you aren't planning on playing, the modlist is set when we start, so if u want to pick the modlist, just wait till the current one ends Requirements to Play Have Discord Have KSP Read all rules before joining Note that warfare has a limited number of slots, get em while you can
  6. KSECA: Kerbal Space Exploration and Colonization Association ... Kerbin, KSC, Mission Control Gene: Good morning. (smiles) Wernher: (looks up, looking tired) What you look so happy about we've just been up all night. Gene: We just got the license to start launching Kerballed missions. Wernher: (shocked) Really. (steadies himself) Ok I'll get making some blueprints. You phone the others. (runs out) ... Basically this is a series of missions that will be centred around colonizing planets and moons using MKS and the Near Future Series of mods. With a few others from USI, Nertea and some others. I will post a mod list later. This will be done in 1.12.1 with both expansions. This will mainly be a series of missions with some story in-between. I will try to do this with some form of realistic progression but without testing. And skipping everything before Gemini I the ISS construction. Hope you enjoy ... Kerbin, KSC, Administration Building Jeb: Gene, I've already flown plenty of sounding rockets for you. (yawns) I'm not flying more. Val: (Ignoring Jeb) So what is it? Gene: What? Val: Why are we here, Gene? I was enjoying that holiday. Gene: Well, we have got... (Wernher and Mortimer walk in) Mortimer: A licence for launching manned rockets that's great. Gene: What a way to ruin my moment! (Walks out looking huffy) Val, Your flying the first rocket. Jeb: What have I done? (confused) Mortimer: Well goodnight. (leaves looking awkward) ... The headcanon is that Gene started a space program 50 years before recruiting his best friends to join him. But when they came to build new designs to land on the Mun they all failed and the government of Kerbin stripped the of their manned licence for safety reasons. Gene was too nervous to launch anything more than souding rockets. But then it was given back and a new age of space exploration will begin.
  7. I've been having a problem with my game. Sometimes when I change scenes some of the mod icons on the toolbar will start duplicating themselves, the only ones that seem to do this are persistent rotation, servo controller, and waypoint manager, these icons also seem to duplicate themselves on the main menu when I quit from my save. I'm not sure what's causing this but I'm going to attach my mod list both debug and output logs and then image of the problem any help is appreciated. Nearly all my mods were installed through CKAN. Thanks in advance! debug log Output log picture of problem, (couldn't insert)
  8. I've been on vacation for two weeks, and it was fun, but I missed exposing my Kerbals to 100,000+ g forces and enough radiation to kill a human in milliseconds. I just got back home yesterday, booted up KSP, and forgot I had downloaded AfterKerbin. I went back through the planets, and I saw something peculiar while looking at Jool's future analog, Reaper... And I had to know; has ANYONE ever successfully landed and returned to orbit FROM Reaper? If not, does anyone have any plans to? Edit: Reaper is the future analog of Jool, with the about same atmosphere as jool, and ridiculous gravity.
  9. Hello all! I have just completed building the ship Hail Mary from Mr. Weir's latest novel. Now, obviously there are some inaccuracies, one of the most glaring of which I will detail below. (!SPOILERS TO FOLLOW!) The ship in the novel was powered by an alien micro-organism called Astrophage, emitting infrared light at the 25.984 micron frequency. To simulate this I have simply included a transmission module from KSP's interstellar extended mod (henceforth referred to as KSP I-E) in my engine module which was incorporated in the config file of one of their lasers. Then, I added in a new resource labeled "Astrophage", with the approximate density of a cell (even more spoilers; in Weir's book a huge panspermia event occurred at Tau Ceti which means that all living organisms have the same rough properties and hence, same structures.) I then incorporated this new resource into the fuel tanks provided by KSP I-E, and voila! I now added the fuel tanks to fit the correct volume as specified by Weir. Except... not really. For some reason the fuel tanks only hold about 900 tons of fuel as opposed to the 2,000 they should. Despite following Weir's details as closely as I could ("largest diameter they could launch was about 4 meters... three fuel tanks side by side... estimate they take up about 75 percent of the ship's volume), I find that Astrophage has to be either too dense to be a reasonable cell or, more likely, I have messed the proportions up. With all that ranting out of the way, I will below post Mr. Weir's Hail Mary specifications as opposed to my vessel. Weir's ship specifications: Dry mass 100 tons, wet mass 2100 tons, delta-v 0.92c (acceleration to and deceleration from), 3 crew, induced comas, "a few months" of food supplies, 125m^3 internal habitable volume, ~500m^3 total volume My adaptation's specifications: Dry mass 104 tons, wet mass 1012 tons, delta-v not yet measured accurately due to time, DeepFreeze chambers (which Weir unfortunately explicitly said DO NOT EXIST on his ship.. grr.. are there any other mods that can simulate reduced consumption of resources while not eliminating it completely?), 70m^3 internal volume, 7 months of air and ~4 months of food/water for 3 crew. More details to follow on the layout shortly. Thank you all for your time reading this, and I welcome any feedback or input from any fellow readers to try to improve the design replication!
  10. Everytime i try to launch RSS in 1.10.1 i get stuck on the file KerbalismConfig/Parts/ChemicalPlant/kerbalism-chemicalplant.cfg there are no problems with module manager, its just this file it gets stuck on forever.
  11. America Rising Game Mode: Science Sandbox. Jingoist mode; on. Mission to recreate the greatest NASA moments, completed. Sadly this save was a victim of KSP update 1.12. Table of Contents Chapter One - The First Steps Missions 1-5: Explorer 1, Vanguard 1, Explorer 2, Pioneer 1, SCORE Missions 6-10: Vanguard 2, Corona KH-1-9001, Explorer 3, Transit 1, Big Joe 1 Missions 11-15: Vanguard 3, Explorer 4, Pioneer 2, TIROS 1, Corona KH-1-9002 Missions 16-20: Transit 2-SOLRAD 1, Courier 1, Pioneer 3, Corona KH-1-9003, Explorer 5 Missions 21-25: Mercury 1, Explorer 6, Corona KH-5-9004, Mercury 2, Explorer 7 Missions 26-30: Ranger 1, Mercury 3, Corona KH-5-9005, Ranger 2, Mercury 4 Chapter Two – Aiming Higher Missions 31-35: OSO 1, Corona KH-4-9006, Ranger 3, Mercury 5, Mercury 6 Missions 36-40: Pioneer 4, Corona KH-4-9007, Mercury 7, Telstar 1, Ranger 4 Missions 41-45: Mariner 1, Mercury 8 MML, Corona-KH-4-9008, Alouette 1, Gemini 1 Missions 46-50: Ranger 5, Ranger 6, Gemini 2, Corona-KH-4-9009, Relay 1 Missions 51-55: Gemini 3, Explorer 8, Syncom 1, Explorer 9, Corona KH-4-9010 Missions 56-60: ATDA 1, Gemini 4, Gemini 5, Mariner 2, Telstar 2 Chapter Three – A Home in Space Missions 61-65: Syncom 2, Corona-KH-4-9011, Dyna-Soar-0, Explorer 10, Syncom 3 Missions 66-70: MOL (Pegasus), Gemini 6 (Pegasus 1), Saturn SA1 (MOL 2), Corona KH-7-9012, Nimbus 1 Missions 71-75: GATV 1, Gemini 7, OGO 1, Ranger SD-1, Gemini 8 (Pegasus 2) Missions 76-80: Saturn SA2 (MOL 3), Corona KH-7-9013, Mariner 3, Mariner 4, Dyna-Soar-1 Missions 81-85: Transit3-SOLRAD-2, Quill-1, GATV 2, Gemini 9 (Blue Gemini-1), Intelsat 1 Missions 86-90: Corona KH-7-9014, Mariner 5, Gemini 10 (Pegasus 3), Saturn SA3 (MOL 4), Relay 2 Chapter Four – An American Moon Missions 91-95: LES-1, Dyna-Soar-2, OGO 2, IDCSP 1 (IDCSP-1 to 8), Gemini 11 (Pegasus 4) Missions 96-100: Saturn SA4 (MOL 5), Corona KH-7-9015, Gemini 12, Hugin, Surveyor 1 Missions 101-105: Saturn SA5 (Apollo 0), OAO 1, Munar Orbiter 1, Gemini 13, Surveyor 2 Missions 106-110: Corona KH-7-9016, Gemini 14 (Pegasus 5), Munin, Explorer 11, Apollo 1 Missions 111-115: Hitchhiker 1, IDCSP 2 (IDCSP 9 to 16), Apollo 2, Surveyor 3, Corona KH-8-9017 Missions 116-120: Gemini 15 (Pegasus 6), Munar Orbiter 2, IDCSP 3 (IDCSP-17 to 19), Biosat 1, Apollo 3 Chapter Five – In Space to Stay Missions 121-125: Nimbus 2, Intelsat 2-1 and 2-2, Strawman 1, Apollo 4, Surveyor 4 Final Update Launch 1: Explorer 1 / Jupiter LV1 Mission: World's First Satellite. Scientific experiment satellite to medium Kerbin orbit. Orbit Information: 643km x 155.5km, 32.6 deg inclination. Derelict. Payload: Explorer 1 - Twin Geiger counters. Manufactured by JPL for ABMA. The World's First Satellite was launched by a three-stage Jupiter rocket developed under the supervision of Werhner Von Kerman of the Army Ballistic Missile Agency (ABMA). The first stage consisted of the Army's Jupiter IRBM while the second consisted of 11 Sergeant solid rockets arranged in a crown. This bundle boosted a final stage of a single Sergeant rocket mated to the Explorer 1 science payload into orbit. The political background that led to the launch is a storied event, but can be summarized as the result of Presidential intervention on the inter-service rivalry that erupted between the United States Army, Air Force, and Navy on the development and future of American rocketry. Each service proposed their own vision of the future and asked for the funding to make it possible. In the end the Army won the prize of launching the World's first satellite. It must be stated that Von Kerman had originally pitched to launch the first satellite as soon as kerbally possible using the less capable, but available Redstone rocket and a three-stage arrangement of Sergeant rockets. He had been denied, as the President sided with the Army on further development of space launch vehicles and wanted it "done right" using the more powerful Jupiter rocket. Readings from the Explorer satellite would show the existence of two separate bands of higher radiation in orbit, now known as the Van Kerman radiation belts. Explorer would provide radiation data until its batteries depleted. Launch 2: Vanguard 1 / Jupiter LV2 Mission: Scientific experiment satellite to medium Kerbin orbit. Orbit Information: 895km x 248km, 33.8 deg inclination. Payload: Vanguard 1 - Temperature sensor, and radio transmitter. Manufactured by NRL. In light of the decision not to develop the Navy's proposed Vanguard rocket, the Army agreed to orbit NRL's satellite series. Vanguard was the first use of the four-stage arrangement of the Jupiter launch vehicle. In this configuration, the 11 Sergeant rocket crown would detach itself from a three Sergeant stage, before terminating with a single Sergeant and the Vanguard 1 payload. Unlike the Explorer, a decoupler was used to detach Vanguard to orbit alone after the rocket was depleted. Vanguard itself took initial orbital temperature readings and had a repeating transmitter which was used to in an effort to correlate the size and shape of Kerbin. Vanguard was the first satellite with small solar panels which allowed it to recharge its batteries. Launch 3: Explorer 2 / Jupiter LV3 Mission: Scientific experiment satellite to medium Kerbin orbit. Classified military secondary mission. Orbit Information: 930km x 114km, 49 deg inclination. Derelict. Payload: Explorer 2 - Twin Geiger counters. Manufactured by JPL for ABMA. Explorer 2 was the second launch using the Jupiter four-stage arrangement. This allowed Explorer 2 to reach a higher orbit than its predecessor. Publicly the satellite was used to reinforce the discovery of the Van Kerman radiation belts and provided a second series of data in which to map the radiation belts. Secretly, Explorer 2 was also used to detect radiation levels in space as part of Operation Argus. During the operation, a nuclear warhead was detonated at high altitude to measure the Christofilos effect. Explorer 2 continued to send back data until its batteries depleted. Launch 4: Pioneer 1 / Jupiter LV4-Able 1 Mission: First space probe to encounter and orbit the Mun. Scientific experiment probe to high Mun orbit. Orbit information: 1.69 Mm x 1.44Mm, 11.6 degree inclination. Derelict. Payload: Pioneer 1 - Infrared television camera, Geiger counter. Manufactured by Space Technology Laboratories for ABMA. The Jupiter-Able rocket was the first of what could be called a traditional two-stage rocket. Able was derived from the second stage of what would have been the Navy's Vanguard rocket. In cooperation the two branches had worked to mate Able with Jupiter. After being placed into a 100km orbit, the Able transit stage was fired and hurled Pioneer towards the Mun. The probe hibernated during transit due to its limited power supply. After crossing the sphere of influence, the last of the transit stage's fuel was depleted and the solid rockets mounted on the probe were used to circularize its orbit. After taking initial temperature readings, the IR imaging scan was operated until the power supply was exhausted. The fuzzy images it provided were the first ever glimpse of the Farside of the Mun. Launch 5: SCORE / Atlas B LV1 Mission: First communications satellite. Communication relay satellite to medium Kerbin orbit. Orbit Information: 645km x 80km, 32.3 deg inclination. Derelict. Payload: Signal Communications by Orbiting Relay Equipment - Twin antenna relays and dual tape recorders for store and forward transmission capable of messages up to four minutes long. Manufactured by the US Army SRDL for ARPA. SCORE represented the first project overseen and coordinated by the Advanced Research Projects Agency (ARPA), tasked by the President to coordinate space rocket development and space exploration between the three branches of the Armed Forces. The mission represented a collaboration of a USAF launch vehicle and a US Army payload. SCORE also accomplished the feat of orbiting a satellite that weighed 5.6 tons; dwarfing anything placed into orbit previously or even on planning board at that time. SCORE carried a message from the President that became the first transmission broadcast from space. "This is the President of the United States speaking. Through the marvels of scientific advance, my voice is coming to you from a satellite circling in outer space. My message is a simple one: Through this unique means I convey to you and to all kerbalkind, America's wish for peace on Kerbin and goodwill toward kerbals everywhere." While of limited use as a relay due to its extremely limited transmission size, SCORE would be used as a test for sending and receiving messages to the later Transit 1 and 2 satellites amongst others. The satellite operated for 212 days, at which point its primitive solar panels failed and the spacecraft's battery depleted.
  12. Forgotten Space Program Latest Post: 2021-07-07 - Legitimate Salvage -- It's happened again. Those well meaning kerbals ran off and completely forgot about their space program. Maybe there was a global crisis. Maybe they ran out of funds. Maybe the Kraken ate the ship Jeb and the Bs were in. Or maybe it was just snack time and the cheese dip was really, really good. Unfortunately nobody remembers what went wrong because nobody remembers being there. Space? Whazzat? And so years pass. Eventually an eccentric millionaire stumbles on the ruins of the long-forgotten program. Trailers. Sheds. Run-down labs. A dirt runway. Factories scattered here and there in the nearby countryside. Exploding barrels of fleas. Sharp metal bits. Gumball machines. Nuclear waste. The usual rust of a long forgotten industry. A few quick phone calls and some thousand signatures later and The Boss became the owner of their very own space program. And that's when the fun started. -- Thread of the Month: May 2016 -- Table of Contents Volume 1: Forgotten Volume 1 Sequence 1 2015-12-03 - Forgotten Space Program, The Hydrogen Flights (this post) 2015-12-04 - Hydrogen's Last Blast, Noble Helium, Orbital Helium 2015-12-06 - Sweet Lithium, Beryllium Spheres, Boron to be Wild 2015-12-10 - The Age of the Universe, Boron Into The Mün, Beryllium Relic 2015-12-11 - Carbon Testing, The Carbon 6, Carbon 1 2015-12-16 - Carbon Scoring, High Carbon 2015-12-17 - The Dangers of C-4, Carbon For Who?, Beryllium-Coated Lies 2015-12-20 - More Boron Contract Missions..., :C=C: 2015-12-22 - 95 Years, 139 Days, 27 Minutes Volume 1 Sequence 2 2015-12-24 - A Nitrogen One, Thing C 2015-12-26 - A Little More Nitrogen, And A Dash Of Oxygen 2015-12-29 - Fluorine 1 2016-01-01 - The Six Moons of Kerbin, Nitrogen T-4, Thing A 2016-01-02 - Fixing Kelgee, Walking on Thin Nitrogen, Nitrogen Take 6, More Fluorine For Better Teeth, Oxygen Perfected 2016-01-05 - Nitrogen T-7 Volume 1 Sequence 3 2016-01-11 - The Bright Bright Neon Lights, Neon Sizzle, Neon Clones, Under The Heavy Neon Glow 2016-01-12 - Delayed Return 2016-01-16 - Salty Minmus 2016-01-18 - Taking Pictures For Fun and Profit 2016-01-20 - Release!, Return to Flight 2016-01-23 - Asylum Run, ... By Lunatics, ... Running An Asylum 2016-01-25 - Ferry Ride 2016-01-28 - The Aluminium Gang, Aluminium X-0 1, Aluminium X-0A 2, Aluminium X-1 3 2016-01-31 - Strange Request 2016-02-02 - Sonic Sensei, The Mother Of All Space Telescopes, Nitrogen X 2016-02-04 - Aluminium Cans of Boom, Housekeeping 2016-02-06 - More Housekeeping Volume 1 Sequence 4 2016-02-13 - Mission Improbable, Reduce Reuse Recycle, Nitrogen TC-12, Silly Silicon 2016-02-14 - Balanced Imbalance, Some Assembly Required 2016-02-16 - More Silicon More Recycling, Some More Assembly Required 2016-02-21 - Queen of the Airwaves, Tour of the Junkyard, Trafficking Hot Goods 2016-02-23 - A Phosphorescent Return to the Mün 2016-02-26 - Second Verse Same As The First, A Little Bit Louder And A Little More Rehearsed 2016-02-27 - Twenty Thousand Leagues Under The Mün 2016-03-05 - Slow Moves, Nitrogen Transfers 2016-03-08 - Memories of Tomorrow Volume 1 Sequence 5 2016-03-11 - The Mystic Mün 2016-03-19 - Operation Ice Castle 2016-03-20 - Contracting Smallprobes 2016-03-23 - Reentrant Aluminium 2016-03-28 - The Mün of Our Youth 2016-04-11 - The Crater of the First Kerbals Volume 1 Sequence 6 2016-04-15 - Ghosts and Things 2016-04-18 - Memories of the Storm 2016-04-24 - Two Star Detour 2016-05-01 - Familiar Voices, Building Anticipation 2016-05-05 - Anticipation Building 2016-05-10 - Titanium Flight Test, Titanium Boxes, The Münquake is in Another Castle, Kerbal Kerbals 2016-05-14 - Stellar[is] Launches 2016-05-20 - Silicon Sulphur Snack Strategy 2016-05-28 - Finishing Touches 2016-05-30 - Little House on the Minty Prairie, And Another Thing... 2016-06-01 - Departures Volume 1 Sequence 7 2016-06-05 - GLORY TO KERBIN! 2016-06-27 - Bugs 2016-07-10 - 99 Years, 343 Days, 2 Hours 2016-07-13 - Your Robots Are Ignoring You 2016-07-20 - Captain Kerman and... The Robot Invasion of Jool 2016-07-26 - Setting Up The Fireworks 2016-07-28 - One Hundred Years At The Edge Of Infinity, Thomlock's New Year's Rocket Eve, Infinity's Edge Volume 1 Sequence 8 2016-08-07 - Answers In Time..., More Pieces For The Jumble 2016-08-14 - ... Time In Riddles 2016-08-14 - No Kerbal's Sky 2016-08-22 - Wings of Fire 2016-08-25 - Sulphur Descending Volume 2: Continuum Volume 2 Sequence 1 2016-10-03 - Somewhere In The Dark..., Kerbin: North Mountain 2017-10-07 - Continuing From Where We Started, Continuum Volume 2 Sequence 2 2016-10-16 - Continuing From Where We Left Off 2016-10-20 - I Could Fly Here Forever 2016-10-30 - Fire In The Sky 2016-11-08 - The Jebediah Kerman, Remotely Controlled Kerbal 2016-11-26 - One Final Sunset, Leaving Laythe Volume 2 Sequence 3 2016-12-04 - The Bosses, Ghost Attack, Data Recovery Services 2016-12-11 - Chrome Plated, Missing Minmus Mishap 2017-01-22 - Adaptation, Burning Manganese, Cobalt Testing, Iron Birdie 2017-01-31 - Iron Supplements, Manganese Mün 2017-02-10 - Cobalt Blue, The Award, Into The Unknown Volume 2 Sequence 4 2017-02-25 - Infinite Departures 2017-04-16 - Finite Arrivals 2017-04-25 - As Is Only Fitting And Proper 2017-05-08 - Whispers Volume 2 Sequence 5 2017-05-14 - Mission Report, Wooden Nickel 2017-05-23 - Crazy Talk, Manganese Station 2017-06-19 - Science Supplies / Lucidity / Downwards / Through Fire Volume 2 Sequence 6 2017-07-03 - Ghosts On The Ice / The Other Side 2017-07-14 - Into The Abyss 2017-09-13 - The Hook 2017-10-19 - Out In The Cold 2017-10-23 - Late Arrival 2017-11-28 - Late Departure 2017-12-04 - Exit Vall, Stage Outwards / Pol-italicized Pol-lution2018-01-31 - Children of Bop 2018-03-19: Where There's a Whip... / ...There's a Laythe 2018-03-27 - Will the Last One Leaving Jool... / ...Please Turn Off the Lights / Year 100, Day 336, Hour 2 Volume 2 Sequence 7 2018-07-16 - Shadows and Whispers / Nickel and Dimed 2018-07-24 - Council of Copper / Another Nickel's Worth 2018-08-03 - Controlling Copper / Supplying Chaos 2018-08-12 - Project Copper / Culpa de Cuprum 2018-08-19 - Copper Loss 2018-09-16 - Titanium: The Next Generation 2018-12-03 - Where We Left Off / Copper Gains / Friendly Warning 2019-05-08 - Planning Pioneers / Living with Copper / Copper 12 2019-05-27 - Copper Supply 2019-06-09 - Titanium Y-6 / Iron Transfer 2019-06-12 - Iron Enrichment / Titanium Y-7 / More Irons on the Fire 2019-06-18 - Titanium Sky 2019-07-22 - Interlude - Course Correction Volume 2 Sequence 8 2019-07-30 - Alone on Duna 2020-12-03 - 28 Days Earlier / Ghosts and Stuff 2021-07-07 - Legitimate Salvage (Shift + Enter. NOT Crtl + Enter. Shift + Enter.) -- In something of a departure from my usual routine, this will be a mod-"heavy" playthrough focusing largely on the wonderful Engineering Tech Tree. Expect frequent and smaller posts, usually the same day of the mission or a very short time later. I will attempt to keep this save going for the indefinite future, but can make no promises that I won't forget what I've done and start over again. Again. And, seeing as none of the kerbals know what's out there, we may see some relics and wrecks from my previously forgotten space programs. Difficulty is my usual fare, a Career Mode game with the normal difficulty settings, no crew respawn, etc: Mods in Use (as/of KSP v1.4.5) Note: Many parts from mods not listed (or listed under previous versions) are still present on spacecraft, in flight, but are "retired" and have been edited (by me) so they no longer appear in the VAB. Older Mods in Use (for previous KSP v1.3.1) Older Mods in Use (for previous KSP v1.2.2) Older Mods in Use (for previous KSP v1.1.3) Older Mods in Use (for previous KSP v1.0.5) Let's get this show on the road now, ok? -- The Hydrogen Flights The "exploding barrels of fleas" were apparently not made of fleas, but were instead created to dispose of them. (Which might explain the fire and smoke.) As far as the geniuses in the engineering department could determine, the intent was to aim the open end of the barrel at the fleas and "watch them burn." The Boss thought of a different use after three interns and one such barrel flew violently through the wall of the lab and into the waters of Booster Bay. The little green geeks quickly dug around to find the parts they needed: gizmos to measure air pressure, a gumball machine painted a dark grey with a "computer" stuffed inside, a flea barrel to strap it all atop, and a large silk blanket to carry the gizmos safely back to the ground. The "computer" was little more than a couple of vacuum tubes and an alarm clock, all held together with loosely assembled wires. The clock was to ignite the flea barrel, trigger the gizmos and detach the gumball machine; the vacuum tubes were there to make it look awesome. Lacking a clever naming scheme, The Boss painted "Hydrogen 1" on the side and the three formerly flying interns rolled it to a nearby mound of dirt. Only they must've messed up the clock while moving the H-1, as the flea barrel ignited late, flew off in a weird direction, and the gumball machine detached early. Regardless, the gizmos took proper readings and proved The Boss right: These barrels weren't built for killing fleas, but for helping them fly. Science points galore! Somewhat unexpectedly, a representative from the Kerbal First Record Keeping Society showed up to give The Boss a few shiny plaques: First Launch, new Speed Records of 25m/s and 80m/s, and First Landing. The prize money was spent on some bags of corn chips and the interns were sent back to work. There was still time enough in the day for another launch. Same gumball machine with a big barrel of science (which had been previously tested on the mound), all atop yet another flea barrel. The Boss named it the "Hydrogen 2" and everybody lined up to watch it fly. The H-2 flew higher and slightly faster than anything yet recorded (that one catapult accident doesn't count), resulting in yet more plaques from the record keepers: Altitude records of 500m and 2km. The money was just enough to buy some queso dip to go with the corn chips, and The Boss kicked in a few extra kerbucks for soda. And so on the first day they partied, and The Boss was happy, for The Boss saw it was good. Navigation: Next Post
  13. Good day! I come here to the forums as my last resort. I've been attempting to debug this install for three days now. A variety of related bugs have been solved already regarding incompatible mods, but this one has proved to be a... deeper issue. Upon loading all the mods completely, the loading script is killed with a ReflectionTypeLoadException while 'verifying' the Breaking Ground Expansion, the last stage of loading before the main menu. (That's a special type of fury, trust me). Anyway, I've exhausted the KSP Discord and the Internet looking for a concrete solution, finding nothing of true use. My full mod list and KSP log will be provided below. Any help or suggestions would be welcome! Note: Reinstalls of all mods and a reinstall of KSP itself along with file verification did nothing to remedy the issue. KSP.log - https://www.dropbox.com/s/7kghylxc4c43cim/KSP.log?dl=0 Mod List (screenshot) - https://www.dropbox.com/s/7j3hfrcid03kc8f/Mod List.png?dl=0 Error (screenshot) - https://media.discordapp.net/attachments/132503638793912320/858488305892065281/unknown.png?width=829&height=518
  14. KSP version: 1.8.1 Expansions: Making History, Breaking Ground Mode: Career Last update: 22 June 2021 This is my third attempt at a mission report after Project Utopia petered out and The Space Program With No Name ended because of a crashed hard drive. The main goal of this save is, as the title suggests, to establish a permanent presence in space and make kerbalkind truly spaceborne. The report will follow the United Aerospace Alliance, as it strives to explore and colonize the Kerbol system. Using standardized launch vehicles, the UAA will attempt to build the infrastructure needed to support orbital stations, surface bases and long-range research vessels throughout the inner planets and beyond. Missions will be presented in short summaries accompanied by lots of pictures. Current mod list Kerbonaut corps Mission log 001: Phoenix/Intrepid Overview, Kerbonaut Group 1, Intrepid Launch Abort Test 002: Intrepid 1, Intrepid 2/3, Intrepid 4 003: Kerbonaut Group 2, Harmony Station Module 1/2/3/4-1/4-2, Intrepid 5 004: Harmony Station Module 5-1, Intrepid 6 005: Harmony Station Module 5-2, Intrepid 7, Intrepid 8 006: Intrepid 9, Keystone 1, Intrepid 10 007: Surveyor 1, Surveyor 2, Harmony Station Module 6-1/6-2, Intrepid 11 008: Echo 1, Spider/Intrepid 12 009: Kerbonaut Group 3, Tranquility Station Module 1, Intrepid 13 010: Tranquility Transfer Stage, Tranquility Station Module 2, Keystone 2, Intrepid 14 011: Keystone 3F, X-3A Flight 3 012: In memory of Jebediah, Intrepid 15 013: Valiant Test Flight 1, Kerbonaut Training, Intrepid 16, Intrepid 17 014: Echo 2, Tranquility Station Ops, Keystone 4, Intrepid 18 015: Valiant Test Flight 2, Dauntless Pad Abort Test, Dauntless In-flight Abort Test, Intrepid 19 016: Keystone 5, Dauntless 1 017: Kerbonaut Group 4, Valiant Test Flight 3, Explorer Ground Test 1, Tranquility Module 3, Intrepid 20, Intrepid 21, Intrepid 22 018: Keystone 6, Explorer Ground Test 2, Tranquility Module 4-1/4-2, Keystone 7 019: Echo 3/4, Surveyor 3, Intrepid 23, Keystone 8, Intrepid M Pad Abort Test 020: Keystone 9F, Dauntless 2 021: Intrepid 24, Dauntless 3, Dauntless 4, Keystone 10 022: Dauntless 5, Keystone 9F, Intrepid M-1, Harmony Module 7 023: Harmony Module 8, Keystone 11 024: Serenity Station Module 1, Intrepid M-2, Serenity Transfer Stage 025: Dauntless 6, Serenity Transfer Stage 2, Serenity Module 2, Dauntless 7 026: Explorer 1, Intrepid M-3, Keystone 12, Keystone 13 027: Dauntless 8, Valiant Test Flight 4, Dauntless 9 028: Dauntless 10, Keystone 14, Serenity Module 3, Serenity Station Ops 029: Serenity Module 4-1/4-2, Dauntless 11, Keystone 15, Keystone 16F 030: Keystone 17F, Harmony Module 9, Keystone 9F, Serenity Station Ops, Tranquility Station Ops 031: Dauntless 12, Keystone 18, Dauntless 13, Dauntless 14, Keystone 19 032: Vanguard 1 033: Phoenix II, Space Station Ops, Vanguard 1, Nova 1, Dauntless 15 034: Keystone 9F, Serenity Transfer Stage 2, Placidity/Chibi/Touchstone, Keystone 20, Nova 2, Harmony Module 10 035: Touchstone 1, Vanguard 1, Dauntless 16, Harmony Module 10 036: Tranquility Station Ops, Placidity/Odobenus, Intrepid M-4, Vanguard 2, Echo Mun-A/B/Min-A/B 037: Vanguard 1, Dauntless 17, Keystone 21, Tranquility Station Ops 038: Kerbin System Ops, Intrepid M-5, Dauntless 18, Keystone 22 039: Kerbin System Ops, Echo Mun-C/Min-C, Odobenus 1, Nebula 2 040: Touchstone 2, Kerbin System Ops, Nova 3 041: Kerbin System Ops, Placidity, Intrepid M-6, Nebula 3 042: Kerbin System Ops, Touchstone 3, Vanguard 2, Dauntless 19, Keystone 23 Forum user @RocketMan-Explorer has kindly provided a spreadsheet that keeps track of the missions.
  15. So i build my minmus base which can produce rocket parts and i thought that to build rockets i just need rocket parts but when i open up UI it shows that it needs material kits and specialized parts. Do i have to remove some mod for it to be just rocket parts? In other tutorials on youtube there are just rocket parts. I also haven't found any material kits or specialized parts in VAB. Image: https://ctrlv.cz/VhHH Image from tutorial youtube video: https://ctrlv.cz/e4tV
  16. My latest 1.6.1 KSP install is running really smoothly, so I'm surprised that all of the sudden I'm getting a ton of logspam and KSP is CTD'ing, so I'm trying to understand what I'm seeing in the log. Can anyone identify what this error is coming from? Is this mod-related or something with Unity? Here's a portion of the spam which (I assume?) is contributing to my CTD problem: [LOG 20:47:57.396] [PartSet]: Failed to add Resource 374119730 to Simulation PartSet:13702 as corresponding Part FL-TX1800 Fuel Tank-290656617 SimulationResource was not found. [LOG 20:47:57.396] [PartSet]: Failed to add Resource 374119730 to Simulation PartSet:13702 as corresponding Part FL-TX1800 Fuel Tank-290656617 SimulationResource was not found. [LOG 20:47:57.396] [PartSet]: Failed to add Resource 374119730 to Simulation PartSet:13652 as corresponding Part FL-TX1800 Fuel Tank-290656617 SimulationResource was not found. [LOG 20:47:57.396] [PartSet]: Failed to add Resource 374119730 to Simulation PartSet:13652 as corresponding Part FL-TX1800 Fuel Tank-290656617 SimulationResource was not found. [LOG 20:47:57.396] [PartSet]: Failed to add Resource 374119730 to Simulation PartSet:13601 as corresponding Part FL-TX1800 Fuel Tank-290656617 SimulationResource was not found. [LOG 20:47:57.396] [PartSet]: Failed to add Resource 374119730 to Simulation PartSet:13601 as corresponding Part FL-TX1800 Fuel Tank-290656617 SimulationResource was not found. Here's the full log file for reference: KSP Log 032719 T2148.log Background: I'm getting this now when I'm playing a Sandbox game, which it doesn't seem to happen in my Career game The CTDs are happening since I've been building a large spacecraft that has ~ 500 parts, plus adding a bunch more (attached station) So far this is only in the SPH, since it's just been since I'm building this craft. I haven't had any problems in Map/Flight or KSC/Menu. My system specs: i5 6600, GTX 1060, 16GB RAM, Win10 Also, here are the mods I'm running: Thanks for any help ya'll can provide!
  17. Hi, I hope this is the right subforum to post such contraptions. I tried to build some airplanes that capture the charme of a past that never was. As you can tell, I am quite fond of flying boats and float planes and a huge fan of old school open cockpits. I really, really whish there were more part mods to support such crafts. First up: the White Swan MK1
  18. Share any modded KSP screenshots and get help on how to take amazing screenshots! Open to all.
  19. Good day! I've been putting together a nice customized install for my newest JNSQ playthrough. My system has 16GB of RAM, and is technically able to handle everything. However, the issues soon arise. First off, the game will not load without a database reload, as the loading itself stops with a System.Reflection.ReflectionTypeLoadException. After the database reload which only takes a few minutes, the game can continue to the main menu... kind of. The game loads, but all you can see is Kerbin and the three Kerbals, without any Scatterer features or the main menu buttons and title ever popping up. The music also stutters badly, and my entire PC has actually locked up before due to this. It required a hard restart. I found this error in the logs, which may be related to this. However, if at all relevant I must mention that all of these mods were installed by CKAN, which is not exactly known for allowing incompatibilities. [LOG 22:26:50.143] EVEManager: Issue loading PQSManagerClass! Error: UnityEngine.UnityException: Unable to apply node! ---> System.NullReferenceException: Object reference not set to an instance of an object This is so far, the extent of the major, game-breaking issues. I have here the KSP.log and the ModuleManager logs from my final session while troubleshooting. I also have a screenshot of the full modlist, if it helps at all. Thank you for your time, please get back to me if possible! KSP.log: https://www.dropbox.com/s/q0w8hjrl07u5soy/KSP.zip?dl=0 ModuleManager Log: https://www.dropbox.com/s/9humx2cttby5864/ModuleManager.zip?dl=0 Mod List: https://www.dropbox.com/s/57i534iip6zf3it/image (1).png?dl=0
  20. These are common problems for newer Kerbal Space Program players who own and play the game through Steam. The most frequently asked questions for these problems are: I update my mods manually or with CKAN; why is KSP-AVC (Kerbal Space Program Automatic Version Checker) telling me I do not have the latest update for this mod installed?! I deleted this mod (or craft). Now it's back again?! My DLC (Missing History or Breaking Ground) isn't showing up in my game?! Background: A while back ago, Steam began to offer a feature to create a cloud archive of key parts of the game as determined by the game's publisher. This idea was in Beta for nearly two years before being released sometime in 2016. It was added to Steam for a couple of reasons: This feature allows the owner of a game to be able to play flawlessly on various devices providing the game's software supports playing on that type of device. To help make it easier for the player, Steam makes a copy of your local files to the cloud storage linked to your account (everyone has cloud storage linked to their account. There is no way to completely disable the feature from your account). When you log onto your Steam account and download the desired game to your device, the files in the cloud are also copied. This way you can play a seamless gaming experience on your tablet, PC, or laptop. Your saved game data is synced with the cloud each time you load a game or exit a game. This feature allows you to be able to permanently delete your Steam library and account from your computer without losing your game's progress, downloaded content, or downloaded mods. You can install Steam, log in to your account, and transfer all your games - with the saved games files - to your new computer and not have to spend hours transferring stuff to an external drive or a lot of flash drives. For the most part, it does well. But with Kerbal Space Program and a dozen other games I have come across, this feature does not always go as planned.
  21. Hello there! I've been working on some French and European 'spy' satellites for a french space group I'm part of, and I thought I'd share these here too. Note that these were reproduced using the sometimes very few pictures available online, so model accuracy may vary. HELIOS 2 First one in the fleet is the Helios 2 observation satellite. Based on the Spot 4/5 platform. Launched in 2005 (H2A) and 2009 (H2B), it was France's main observation satellite before the launch of CSO. It is used in partnership with Italy, Spain, Belgium, Germany and Greece. It can take very high resolution and infrared pictures with its main sensor, and wider, lower res ones with its secondary sensor. The custom solar panels in video: Mods used: - Both DLC - TweakScale - Restock & Restock+ CSO France's newest observation satellite, CSO (for Composante Spatiale Optique - Optical Space Component) has a higher resolution, more IR modes, and more agility than Helios 2. CSO-1 launched in 2018, CSO-2 in 2020, and CSO-3 is planned to launch in 2021. Mods used: - Both DLC - TweakScale - Restock COSMO-SkyMed Italian Synthetic Aperture Radar (SAR) observation satellite, used in partnership with France. The 4 satellites were launched between 2007 and 2010, and they will be replaced by 2 COSMO-SkyMed Second Generation satellites, the first of which was launched in 2019. Mods used: - Both DLC - TweakScale - Near Future Solar - Near Future Exploration PLEIADES NEO Unlike the Pleiades satellites it will replace, Pleiades NEO will only be used for civilian purposes. They will feature a much better resolution (30cm instead of 70), higher agility and 4 satellites instead of 2. They will be the European competitor to WorldView. The first Pleiades NEO is set to launch in 2021. Mods used: - TweakScale - Restock & Restock+ - Near Future Solar - Near Future Exploration CERES Planned for launch in 2021, CERES (Capacité d'Ecoute et de Renseignement Electromagnétique Spatiale) will be a trio of French Signals Intelligence mini-satellites. Flying in formation, they will be able to pinpoint radar and telecommunication emissions. Mods used: - Both DLC - TweakScale - Restock & Restock+ I will probably create more in the future, like some older satellites, the first Pleiades will probably be the next, it was the first one I made but now that I look back on it it looks real bad x) I will post .craft files if people are interested, but note that my game is heavily modded so there might be parts from other mods that I forgot were there.
  22. Hey everyone, just a little bug i found: i landed on the mun and went on an EVA, but both my kerbals won't stop sliding, even after switching to a vessel in mun orbit. it seems as if the game thinks they are in orbit/ doesnt realise they landed? one of them even has his arms straight out like he is floating in space... i clipped it for you, as you can see they also go straight through landing legs and whatever i do i cant control it. i already reverted and after dinner im going to try again. Any help preventing this would be great!! EDIT: this is version 1.10.1, i recently reverted the game update 1.11 via the beta's menu in steam. no mods were recently updated so i dont think that it is a mod issue. this is my first mun landing since the revert. everything else seems to work great.... as long as i stay above the ground using the EVA jetpack all is working fine. but once i touch the ground im stuck to the ground and sliding EDIT #2: reverting to a savegame before landing didn't help... Thanks , parpar78
  23. I noticed a problem recently, whenever i start KSP, around 8-9 gigabytes get taken from my storage. I'm using Win10, Newest KSP version and i have around 10 mods. It starts when i load the game, taking up around 4 gigabytes, then when i try to load a save or something, that number increases to around 6, then it slowly makes it way to 8 or 9 gigabytes. All of those go away when i close the game, but it stills makes my pc slow until it starts filling up to the last gigabyte. The most intense one i had made me have 30mb left on storage. I have tried uninstalling all mods, but it still happens. If anything else is needed to help me out, just tell me and i'll try to get it.
  24. prpretty self explanatory from the video, any idea what could be causing this and solutions to the issue? https://cdn.discordapp.com/attachments/295199794102796288/794310947475947560/Kerbal_Space_Program_2020-12-30_14-05-57_Trim.mp4 (video of issue)
×
×
  • Create New...