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  1. 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
  2. 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!
  3. Share any modded KSP screenshots and get help on how to take amazing screenshots! Open to all.
  4. 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
  5. 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.
  6. 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.
  7. 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
  8. 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.
  9. 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)
  10. 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:
  11. 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.
  12. Here's my LOG: https://mega.nz/file/ZPAkhbDZ#6aUFeP11vLqAP9ZWFVEndtVYj7deN2LU5Y-PLX0Xkzs
  13. Overview: Kerpton (kerp-tawn) Future Media was a software development company which created the popular singing synthesizer program "Kertsune (kert-soo-neh) Miku", which many Kerbals had used to make their own songs. But lately, its founder, Hiroyuki Kerman, had considered starting a space program after playing a realistic space simulator for several months. Using the wealth he had acquired from selling so many copies of music software, he started a new organization called the Kerpton Aero-Space Development Agency, and hired several young aerospace engineers. This thread will document the various missions of KASDA. KASDA insignia, depicting a green onion (negi) flying through space KSP Version: 1.1.3 (originally 0.20.2) Mods currently in use: Kerbal Engineer, Kerbal Alarm Clock, Precise Maneuver, MechJeb, Ambient Light Adjustment, Flight Manager for Reusable Stages (doesn't seem to be for 1.1.3 anymore but I have a copy), Kerbpaint (with update for 1.1.3), Docking Port Alignment Indicator, Near Future Construction, Asteroid Day, Habitat Pack, HyperEdit (for testing only), TAC Fuel Balancer, Trajectories, Taurus HCV, Environmental Visual Enhancements, Scatterer, Stock Visual Enhancements, Kopernicus, Outer Planets Mod, Pood's OPM-VO, Planetshine, in-game Transfer Window Planner, Engine Lighting, Flag Decals, Kerbal Inventory System, NavHud, EVA Follower, Atomic Age, Kerbal Joint Reinforcement, SpaceY + SpaceY Expanded, Behemoth Aerospace, Stock Visual Terrain Useful calculators: Launch window calculator, Aerobraking calculator, Parachute calculator Robotic programs: Crewed programs: Mission list (if you end up in the wrong place when you click a link, click the address bar and press enter) Timeline of interplanetary mission milestones prior to the manifestation of Sarnus, Urlum, Neidon, and Plock, and everything that happened in between (Y1 to Y29) (1-100) (101-200) (201-270) (By the way, how do you people take screenshots? I can't move the camera to the camera angle that I want if it is paused, and I can't move the camera and fly the rocket at the same time.)
  14. ============================================= 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. =============================================
  15. 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...
  16. 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.
  17. Welcome to my Podracer Page! After quite a long hiatus I’m pleased to bring you the ONLY legitimate and functional Podracers from a Galaxy Far Far Away complete with demonstration videos and some light commentary on certain aspects. First is the father of my podracer line: the aptly named MK I: Craft File: https://kerbalx.com/GillyMonster/Star-Wars-Podracer-Mk-I The Mk I was a concept I had to make a podracer with loosely connected engines and a command pod that could move freely, it is the first successful combination of balancing drag, weight, thrust, and some mild control surfaces. It’s maneuverability is relatively limited, HOWEVER it is so far the fastest pod I’ve made topping out at 592mph!
  18. 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
  19. 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
  20. 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
  21. 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!
  22. 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"!)
  23. 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)
  24. 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
  25. Past the Haze main lobby Please Note: Due to the loss of the original image uploader website, and my failure to keep a backup image folder, many of the pictures on pages 2-3 are permanently lost. Introduction: Hi. Before the story starts, I'd like to speak for a little. I have... commitment issues, and have started several stories here, but never progressed far on any. I want this topic to be different from my other ventures, but if it goes dead, that'd be why. My intention is for this to be a series of probably-not-that-short stories using my current science mode game. The premise? I'm kinda making this up as I go along, but so far it involves a space program attempting to survive in a Kerbin previously hit by an unnamed series of disasters (AKA the installation of visual mods), and get to the bottom of the convoluted story of why the planets look so different. All the while, Kerbin itself might not be safe. Quality and enjoyment are nowhere near guaranteed, and there will be early installment weirdness, but I'll do my best to make something decent. Story will start on the next post, listed here is the table of contents, a current modlist, a (WORK IN PROGRESS) character list, and a (WORK IN PROGRESS) organisations list. Table of contents: Story 1: Night Rescue, Chapter 1: Exposition Much? Story 1, Chapter 2: Undeniably Majestic Story 1, Chapter 3: Buck Story 1, Chapter 4: Alone at Sea Story 1, Chapter 5: Kerbal in the Water Story 1, Chapter 6: Fishing Story 1, Chapter 7: Contact Story 1, Chapter 8: Return Story 2: Phoenix II Story 3: Network Story 4: Oculus Station, Chapter 1: Core Story 4, Chapter 2: Minor Hiccups Story 4, Chapter 3: Onboard Story 4, Chapter 4: Telescope Start! Story 4, Chapter 5: Science Run Story 4, Chapter 6: New Mission Story 5: Eve probes, Chapter 1: The Plan Story 5, Chapter 2: Summit 3 Story 5, Chapter 3: Inquirer Story 5, Chapter 4: Survey Story 6: Shroud Lifted, Chapter 1: Hollywood Science? Story 6, Chapter 2: hey cool we found a dot Story 6, Chapter 3: New Guy in Town Story 7: Test the Waters, Chapter 1: Notions of an Idea Story 7, Chapter 2: The rest of the Idea Story 7, Chapter 3: Assembly Story 7, Chapter 4: Set sail Story 7, Chapter 5: Enroute Story 7, Chapter 6: Some assembly required Story 7, Chapter 7: Fission mailed Story 7, Chapter 8: On the road Story 7, Chapter 9: The pumpkin pie planet Story 7, Chapter 10: Can I go home now Story 8: Explore from a safe distance, Chapter 1: Recover vessel* Story 8: Explore from a safe distance, Chapter 2: Going coastal Modlist: Characters (spoilers): Organisations (spoilers): Situation report: Unfortunately, due to numerous obstacles and problems, including losing a great deal of pictures and the game deleting many of my story-important craft, Past the Haze is over. However, as soon as I get my gaming computer up I'll reboot it under a new title.
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