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  1. 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.
  2. 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
  3. 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)
  4. Hello, i'm playing a hardly modded save, where is have the mod "(almost) real solar system" installed. It changes the Kerbin system into the real solar system, but scaled down(2.5 times the kerbal system) and using the kerbal planets. The problem is, that the contracts for placing satellites are way to hard. It tells me to place one into a polar orbit with ~120.000.000m Ap/Pe. The easiest contracts are equatorial orbits with min. 400.000 Ap/Pe. There is no point for me to build small launchers or Leo focused rockets because there is no contract for them. Is there a way to change a file of the satellite contracts or something else to make it a bit more realistic.y I mean, there are like 80% missions to leo in real life and ksp doesnt even know what that is xD.
  5. Here's my LOG: https://mega.nz/file/ZPAkhbDZ#6aUFeP11vLqAP9ZWFVEndtVYj7deN2LU5Y-PLX0Xkzs
  6. 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.
  7. An episodic account of the next great step. Index: I’m using obscene amounts of mods (my sig has the current number), but only a few should significantly alter how this Sandbox save and these missions play out: Engine Ignitor EVA Fuel FAR Improved Ablator (seriously nerfs heatshields) JNSQ Kerbal Construction Time Kiwi Tech Tree (part upgrades) Kerbalism on hard with my own profile KIS/KAS KoS KRASH Mandatory RCS Rational Resources RealChute Several home-made patches to nerf stuff that's too powerful/not the way I want it to be About a billion parts mods I’ve set a completely artificial deadline of Year 10, Day 0 for a Duna landing, the KCT settings so it takes 15 days to build a rocket, and will do things to the save as if there was political pressure from Kongress, like grounding kerballed flights for years at a time if something goes wrong and a crewmember is lost. That’s enough talking, have the actual introduction:
  8. ============================================= Chapter Index: Chapter 1 (You are here) Chapter 2 Chapter 3 First Gelnian Interlude Chapter 4 (WIP) ============================================= Day Zero After Event (A.E) 0 Hours Since Transference The sky turned a brilliant unending white, and they were no longer in the Kerbol system. Many who had been looking outside at the moment of it were left partially blind for hours after, but they were lucky. Everyone who had been outside at the time of the event had been lit on fire, with the worst cases being near to the edge of the transported area surrounding the complex. One especially gruesome case had been right on the edge of the sphere, and only half of him came with them. It's a small comfort that he likely died instantly, unlike much of the rest. By the end of the first hour, half of the population had hidden themselves in their homes on the r&d/astronaut complexes, while much of the rest had set up a makeshift hospital in the tracking station, which was nearest to the majority of casualties. By sunrise the death toll was 34, with 41 wounded to varying degrees, 10 of those being relatively minor. ============================================= 2 Hours Since Transference, Inter-Clan Emergency Meeting in the Administration Building Amelia (Gaelan Clan Leader): Food and water shouldn't a priority Nataphe. We have enough edibles stuffed in the runway hangar to last us 3 whole Kerbin years, and plenty of rainwater collectors spread around the base, we have enough time to figure out farming in the meantime. Nataphe (Gale'n Clan Leader): But we know almost nothing about this planet! I mean we can breathe, sure, but we don't know if we can eat the plants here, if our plants will even grow in the soil, if something in the water will slowly kill us from the inside! Ribzon (Geln Clan Leader): She's right you know, even if she's panicking. Nataphe glares at him. Amelia: Some soil from Kerbin did come with us though, everything within the sphere. Ribzon: Is that even enough to feed everyone? We are talking about more than 400 people here. Amelia: (Picks up calculator) Assuming a Kerbal eats… The circumference of the sphere at ground level taking out the buildings… No… Not, not quite. Nataphe gets up from her seat and starts walking out. Nataphe: That settles it! I'm going to the hangar and plopping a bunch of sensors on that old rc prop plane to prepare it for scouting the area. Maybe Ahwayu can get the old hunk of junk to fly. The door slams shut. Amelia: I'll talk with some people about starting soil/water testing and starting farming in the ground that came with us, you gonna go back to the tracking hospital? Ribzon: Yes, I'll see you at the next meeting. ============================================= 5 Hours Since Transference The drone craft had been fuelled and was sitting outside the hangar, Ahwayu preparing to start it up. The plan for the flight included three goals. Getting temperature and pressure measurements. Using the mystery goo to catch water vapour in a more efficient way than on the ground, then testing the goo's reaction to it to see if rainwater was ok to drink. And finally, taking an aerial map of the surrounding area. As Ahwayu piloted the drone higher and higher, she noticed something felt very... off, with the images she was getting from the cameras, but couldn't quite put her finger on what until she landed the craft. ============================================= 6 Hours Since Transference The clans had always tried to work together after their exile from their homelands to the land around the rundown space centre, but cooperation was at an all-time high after the event. The Gale'n clan had sacrificed large parts of the tracking station building to make a hospital for those injured and the housing in the astronaut complex and some of the r&d buildings had become more mixed. Amelia Gaelan had been appointed the head of public speaking on top of her other jobs, making her in charge of calming everyone down. She had spent the past hour trying to put together a conference to announce a plan for the future to everyone as a way to mollify their fears, which going by the mumbling and conversation in the r&d courtyard, was definitely needed. The sun had taken much longer to rise than expected after all. Ahwayu Gale'n stood behind her on the podium, having discovered something monumental in her test flight just before, something that said that it wasn't just that this planet spun slower than Kerbin. Amelia Gaelan: Everyone! Everyone quiet down. The cacophony of voices stilled. Amelia Gaelan: We have confirmed the water is safe to drink! The prohibition on drinking new rainwater is officially lifted! There are shouts of joy in the crowd, with the overwhelming sense of doom clouding over them lessening greatly. Even if it had only lasted 3 hours, it had made everyone panic, and could have been handled alot better than it was. Amelia Gaelan: The food rationing will continue for the next few months, I am sad to announce, but we have confirmed the soil is workable for our crops and we will start to rebuild our farms soon, so no-one will starve. Now, I would like to pass the mic to Ahwayu Gale'n, who has discovered something else in her survey flight. She walks up to the podium replacing Amelia, and begins to speak. Ahwayu Gale'n: Uhm, hello. As I flew the survey drone higher and higher, the horizon didn't seem right, too far away. I know how far away a horizon is, I would be a horrible pilot if I didn't, and it was definitely not where it should have been. So I gave this idea to Amelia, and after some calculations, she's estimated that this planet could be anywhere from 4 to 7 times bigger than Kerbin. The crowd collectively gasped. End Chapter 1. =============================================
  9. AURORA ADVANCED SYSTEM EXPOLORATION PROGRAM Hi there folks today I wanted to talk about a space program I put together in the past 3 weeks. Its an advanced space program so dont expect to see starter ships I mean I have already went to duna and used nuclear engines etc so this one is gonna be little bit sci-fi style but not too far fetched. My main goal is simple create a mother ship which can carry landing ships and make countless trips to anywhere you without refuling it for a very very long time in order for me to do that I need 500k DeltaV or maybe more think this as a build and forget style of a challange. You can see this thread also as a guide how to produce your own complicated space programs and deal with problems about range and acceleration. I thought this section of the forum is the right place to share but if I am mistaken modarators can move the thread to the correct sub forumI hope you all like it and by the way sorry for my bad English this is the best I can do. Note: I know that if I push enough farm lots of science I can create engines work with antimatter or go for the warpdrive technology and get what I want but I am limiting myself here kinda like roleplaying. Mother Ship - Barbarossa Main objectives of the Mothersip In order to properly explore the Kerbal system go to planets without sending multiple strange looking crafts (and reduce count part due to lag), reduce kerbin launch times and not refuel the craft for a very long time I needed to create a mothership. Therefore by using the assets from KSP Interstellar and the science I have collected so far I have managed to build a gigantic mothership which is capable of exploring all Kerbal system while carrying 4 landers with it. It also has to have lots of rooms for kerbals to live in space comfortably (yeah I am roleplaying this part) and a centrifuge ring to ease of the pain of no gravity in long voyages. Actually creating a big mother ship was not a really hard task (I have done this before a nuclear engine mothership to Mars) but the problems were too many. The sheer mass of the craft was too much (add lander masses it carries adds to it) so my long voyage mothership had low deltaV which made me to refuel it after two voyages to Duna and It also had problems about making orbital maneuvers due to low TWR. Nevertheless it helped me making multiple Duna missions but after that I begin looking for a advanced tech to solve my problems. First Version - Barbarossa TB-1 At first I went for plasma propulsion and this immediately solved my range problem. I had like 300.000+ DeltaV which was enough for me to making countless trips anywhere I want without refuling it for years. But plasma engines had one big problem. Their TWR (acceleration according to the ship mass) was too low because I had to carry insane amount of hydrogen with me to have a good range. So even a small burn to get into solar orbit was taking like at last an hour long burn. This situation created multiple problems. - Really long burn times like sometimes 2 and sometimes even 11 hour long. Solved by simply warping during the burns not a big deal for me it still takes seconds I only need to be careful and do the stuff manully not mechjeb etc. - Due to really long burn times and low TWR if a ship starts to burn at the apoapsis when its burn completed it already reaches the periapsis so in order to correct the situtation burns has to be made piece by piece or spending more fuel. - Due to really low TWR presicion burns are almost impossible (like getting into stable 200 km orbit of eve) I mean ship can easly enter the orbit with a long burn but making good orbits was taking too long. Again refering to the problem above in my tests I needed to make like 20 seperate burns just to put the ship in a stable 250 km orbit of a body. - All those plasma engines and reactor creating soo much heat so I had to put like insane amount of radiators on the ship which increased the part count and resulted a lag when mothership carries landers. Second Version Barbarossa - TB2 So as you can see from the problems a listed above TB1 version simply failed. Although it had really good range due to TWR issues and part count its not practical to use it. Therefore I started from stratch and first reduced my part count. Secondly I begin to look for a new engine which can give my ship really good range without suffering from TWR. Lucky I was also doing other missions with less capable crafts so I had like 20k science to spare. So I went for a fusion engine called Dedalus and this immedietly solved my TWR and mass problems. Its very fuel effiecent the range is insane like 2 million DeltaV (yeah wow right) TWR is great especially if engine size is tweaked to x2 or more. The fuel also can be caried in only one tank and its mass is really low compared to others. But this new design also had its flaws. The new engines were using Fusion Pellats as fuel. Now add the cost of the Fusion Pellets, double or even triple size Dedalus engine and the other ship parts well the cost of the ship skyrokected to 76 million or above. Also engines consume lots of megajoules to work during their burns so my new design again created me lots of problems. But this time I was able to solve it and here is how I do that. - In order to supply to engines with enough megajoules during full throttle I needed to pick a good nuclear reactor and power generator. It sounds easy but picking right stuff without increasing the mass too much is harder than it sounds. It took me like a 10 hour trying out diffrent reactor and generator combinations but finally I was able to create a system to sustain my ships megajolue needs. One reactor double size and 2 generators was able to supply my Dedalus engine (twice size) enough juice to work at %100 without depleating my megajolue supply when I am at constant %100 speed. - By tweaking some other stuff and playing around I was able to bring the cost to 28 million. After that I just made some other missions and gathered enough money for the ship and its launcher. I needed a good launcher (old school lquid fuel and solid boosters) which can put the ship in kerbin orbit (2 million km) cause I cant use fusion engines near Kerbin (forbidden due to pollution). So in total of 29 million I was able to create both the ship and the launcher and it has been put into orbit in one big launch. The Succesful Creation and Result To sum up here is the ship I put together. It costs 28 million and has more than a million DeltaV If I carry four landers with me the range and TWR drops down like %20 but its still decent. Any kind of orbital manaevur is really easy its not time consuming and range is still massive. Actually I have made a emtpy ship test and saw that with enough time that monster can reach lightspeed pretty quickly (compared to normal engines of course) so its definetly a beast. The picture of the monster I created is below (without landers) for me the engine section looks bit odd and my old ships looked cooler but hey ship mass ratio is perfect and it can go up to millions of DeltaV so who cares it gets the job done plus with my new beatiful landers its gonna look cooler. Next time I post I am gonna talk about the landers and their challenges thank you all for reading. Note: In order to get rid of the insane lag I had to reduce the part count. My old designs each had like 250 parts but this one only has 92. I had to do this or my game become unplayable...
  10. I get 2-3 fps and max 7 fps bruh why my specs are i5 4590 970 4gb and I have 24gb of ram (Ddr3) and can you give me a list of heavy mods to remove and mods are: https://imgur.com/a/GFk54nH yeah I maxxed out grafics and I get more fps first then much lower but like 10 percent gpu usage and 50 percent cpu usage yeah and visual mods are welcome but lowwww cpu usage whones thx
  11. here is the video link https://imgur.com/zLiETT3 here is the log: I dont have a log my pc broke and starting the game up literyl like 30 min to 1hour so yeah
  12. The game starts up after the initial loading screen, however when it gets to the menu, the screen with the planet and floating kerbals, it pauses for about 2-5 seconds, with nothing on-screen clickable, and then closes. I followed the 1.8.1 install instructions for RSS/RP/RO exactly, including the dll for DeadlyRentry and the folder thing for FAR. The only thing that I didn't follow was the Mechjeb Dev install via CKAN's updated repository. I just downloaded the regular one because my computer is having issues loading that and CKAN says it's failing to load it. I also have principia installed, but both Mechjeb and Principia don't affect the install, as removing them doesn't help with the crashing from my testing. I've also tried forcing OpenGL and uninstalling MSI Afterburner with no luck. Log's at the bottom along with some specs _______ Mods installed with their installed versions from CKAN. All the graphics and visual mods from the RSS/RP/RO wiki are running their suggested versions, in case CKAN doesn't match: Player log W10, 64bit, KSP 1.8.1. i7-7700k w/ GTX 1080 To reproduce: load the game and wait for it to reach the menu
  13. So I wanted to Hype up for KSP so i took some mods (Much mods) and played i Created a mun base and noticed i cant use the Swivel Engine and some Thrusters in General or I cant Change how much fuel is in the Most Tanks Which mod is causing this? https://imgur.com/q9sGfUa On This Picture you can See that i cant do it https://ibb.co/WH4QRvy Here you can See what mods i have installed Just Tell me if you need more information
  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. This is my mission report thread (and this is my first topic in this forum too) , it's about my space adventures , an invention and tortures(or even kills)Kerbals, I hope you are going to enjoy with my stuff in this topic (sorry about my English, that's not my first language)
  16. At Year 0, Day 0, a few companies made it their mission to explore space. Each one wanted to be the first to go where no kerbal has dared to go, armed only with boosters, struts and a whole lotta luck. But they were not alone in their endeavors, and they would have to compete against one another for mastery of the Kerbol System... Kudos to Ultimate Steve for the original RSS/RO Space Race, which is absolutely awesome. Go check it out! This is originally made for peeps who really enjoy the RSS Space Race, but really aren't skilled enough for the challenge of RSS. People like me! So feel free to join in. JNSQ SPACE RACE Contestant 1: Dressian National Rocketry Association Created when a group of Universities in Dressia united together to eat snacks send a rocket into space. The Dressian government soon noticed them, and gave them funding to help Dressia become a spacefaring nation. Despite a government grant of over100,000 to develop the required tech, DNRA remains a private company. Contestant Two: Agencia Espacial Kanada (because kerbal backwards Spanish & beer) The AEK's tired of building arms and legs for everyone else. Time to reach space on our own, leaving empties on The Mun and beyond. Led by the fearless Chris Kerman, fighter pilot and badS extraordinaire, and backed up by original four-member Bob and his hosehead engineer brother Doug, these kanucks emerge from behind the successes of others to take the spotlight on their own. Contestant 3:Notebook Space Program *insert bio here* Contestant 4: Laythe Initiative (sorry, couldn't find a bigger flag) Contestant 5: Za Warudo! Space Agency After Enrico Pucci remade the universe, DIO found his immortal soul adrift shunted into the outer multiverse. Would this be an opportunity for a revival? For a chance for the once godly DIO to resume his conquest of the universe itself? Unfortunately for DIO, he emerged on a minor world, without access to either his vampire or Stand abilities. Reborn as Dio Kerman, DIO would have to rely on his charisma and wit to dominate the new world. While the Kerbals were not respective to displays of brute force, they had an obsession with space travel. In order to get the Kerbals to follow him, Dio muscled his way into the leadership of the Kerbal Space Program, which he renamed after his former Stand, Za Warudo! Now, to plumb the secrets of the universe and keep his easily distracted minions occupied, Dio would have to begin the conquest of the world, via space. Contestant 6: Photon Corporation Pending Competitors: No one as of now. Rules and Mods The way this race will be judged is through the milestones in Pap1723's Career Evolution Contract pack, one of the mandatory mods of this Space Race. The first person to complete 30 milestones of this pack will win the race! NOTE: This is in Game time, not RL time. Meaning one participant could finish a week before another and not win the race. Required mods: -JNSQ (obviously) -Career Evolution Contract Pack -Kerbal Construction Time -UnKerballed Start & CTT. -Kronometer -Plus all their dependencies. The rest of your mods are up to you! Non-OP parts mods are allowed and encouraged, I'll be using Tantares, Taerobee, CRE and PParts.(among the mess of mods I have) Oh, and one final thing... at least one of your 30 milestones has to be kerballed, doesn't matter which one, and apart from that one milestone, launch probes to your hearts content! Coming soonish (I.E when I get this all set up, and we have enough participants.) Reply if you want to join!
  17. 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.
  18. It happened again. Those well-meaning kerbals up and forgot about their space program. Maybe they met evil alternate versions of themselves. Maybe they were blinded on the edge of the cosmos. Maybe their home was eaten by anomalies. Maybe an asteroid brought the mysteries of outer space to their doorstep. Or maybe they're just pieces in a game that nobody cared about anymore. Unfortunately, we'll never know because, hello, we don't care. Space? Whazzat? Years passed. Or was it days? Better mash that backslash, or they'll be the same thing. A new idea. A tale of triumph. A crazy, mashed together creation. A daring challenge for those who should know better. Something draws them back. Something raises the flags and fills the fuel tanks. Something new. Something glorious. A new story unfolds, filling in the gaps. To make space, the old is discarded. Thrown aside. Forgotten. - But this time, something remembered. R E M Ǝ M B E R A KSP Collaborative Game based on @Cydonian Monk's Forgotten Space Program (snazzy banner coming soon!) What is this? Forgotten Space Program is set in a world where the process of updating Kerbal Space Program has drastic implications for the Kerbals. Each version change resets Kerbin to a pre-determined time, right before the space program starts, but curiously, leaves all objects in space untouched. I had the idea to start a collaborative game similar to the Collaborative Station, in which each player controls the space program during one "cycle" of the reset process. Each player will start their game from scratch, building and teching up... until their turn ends, at which point Kerbin is wiped clean, their vessels in orbit become relics of the past, and the save file is sent to the next player. You can play as normal and come across the efforts of previous players, or somehow work together to preserve progress across resets. (This type of game may be better known as a succession game to some.) Some specifics include: The game will be lightly-to-moderately modded. It won't be computer-melting, but it'll be based on a few well known, stable mod sets. Interface or cosmetic mods (Scatterer, KER, Trajectories, etc.) can differ between players. I'll write some kind of program to take a savefile, extract the data for ships and kerbals, perform the necessary manipulations (such as changing kerbal names to avoid conflict or setting vessels to unknown). All you'll have to do to play is create a new savefile, and push a button. For obvious reasons, we can't have the reset cycle be the update cycle of the game. Instead, it will be a random amount of in-game time, determined randomly at the start of your turn. Somewhere around 2-5 years, it might be changed later. Either way, it's unpredictable and unchangeable. When the timer buzzes, your turn is over. (I think I can get Kerbal Alarm Clock to do that.) I'd like to check interest in this idea before starting it, however, so if you: Would be interested in playing a turn of this game Have comments, questions, or concerns regarding the idea Are a mod, and know the proper place for this post (fun fact: I have no idea where this goes. Challenges and Mission Ideas, because Collaborative Space Station went there? Mission Reports, because it'll be soon filled with (many) mission reports if it goes right? Fan Works, even though it's not a typical fan work? General Discussion, because that's all it is right now?) ...then please reply below saying so. If enough people want to play, I'll replace this blurb with a full intro post in a few weeks. What is the modpack going to be? Notes: KSP Version 1.8.1 for now, might upgrade later No DLCs! (I don't know how to turn them off so someone else will have to find out) The 1.9 version for Near Future Technologies is back-compatible. Download the latest version. If it's taking too much RAM, you can delete the IVAs folder in Stockalike Station Parts. It's optional. Multiple mods might bundle different versions of ModuleManager, check in your GameData and delete all but the latest version Uses about 2.7 GB of RAM on my computer. Make sure you're running KSP 64 bit. What's that weird E symbol in the title? That's a turned E. It's supposed to be an approximation of the logical symbol for Existential Quantification, and represents "for one". It denotes a statement that applies to at least one object in the universe. It is specifically contrasted with Ɐ, the symbol for Universal Quantification, which represents a statement that applies "for every" object in the universe. Essentially, if you can't remember everything, at least remember something. ...in all fairness, I just threw it in because it looks cool.
  19. i have about 6-7 mods as im running this on a 2017 macbook air (yes i know, amazing that my house hasn't burnt down yet!) adn i tried putting a new one on that replaces some item textures, however it didn't work and now i am missing these pieces: docking port cupola hitch hiker storage mobile processing lab if anyone has the original game data and hasn't installed any mods that replace the textures of original parts could you pls message me, i need to fix this asap but i dont wanna lose my other mods or progress.
  20. So iv'e had this question for a while but only recently have really been working with planes enough for it to really nag me; when you're using procedural wings there's a slider to increase "Mass-Strength Ratio" which i tend to set at 2 to prevent hypersonic shock from tearing them into pieces. But it's had me wondering; how realistic is this? Are there materials that exist now with such ratios? Are there any in common use with higher ratios? Are they metallic or composite?
  21. I wouldn't really call this a full graphic novel because it's pretty short, and it's my first one so it's probably not the best, but I still hope you all enjoy it! This will be the first part of a series taking place in the "Beyond Home" version of the Kerbol system. I was inspired to make this part specifically because of Tribute's in-game description, which is really great. Well, all the descriptions are great, really, as well as--actually, you know what, just play the darn mod, it's amazing. Here it is: Sorry about that typo on page 4, btw. I'll try to make as little of them as possible (Yes, English is my native language--I just suck at writing/typing it sometimes lol). Finally, some criticism would be nice--I want to know how I can make the future parts better, after all! (Credit to @Gameslinx for the amazing mod "Beyond Home"!)
  22. My game crashes halfway trough loading I have a very powerful pc and i'm running windows 10 My first thought was that I was running out of RAM(I have 16GB) while my game is trying to load the Many Many mods i have installed. Any help would be appreciated. Thanks in advance.
  23. 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!
  24. Hi all, hopefully someone can help me troubleshoot. I'm getting pretty frequent "crashes" where KSP will stop responding and then Windows tells me to Close or Wait for the Program. Over the past couple years of playing KSP, occasionally I'll get these, but now it seems a lot more frequently. I have a suspicion it's related to completing contracts in my Career Game, at least I'm getting semi-consistent crashes when I've completed my last 2-3 contracts. Of course, here's my latest log file: KSP 030719 Time 2159.log Here's my mod list (yes, there's a lot): I'll probably just end up going through the usual weeding through mods to get this more stable. But I'm hoping that someone can shed some light on what actually might be going on with my log and contributing to these crashes?
  25. I did this music video for Kenny Loggins' Danger Zone a while back. https://www.youtube.com/watch?v=_rY0vNDgEGw
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