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Found 163 results

  1. After finishing the mig, I quit playing kerbal for a few weeks until I came back and made this submarine. Not based on any specific model, not a replica of any kind, just a working submarine made to look a little like a german one. I had some serious trouble with getting my computer to actually render the thing, I don't know why but it seems my pc is dying, half the time it's at 100% disk usage, no viruses or malware, and none of the tutorials online help me out with anything, but anyway, here's the ship. Using no propellor mods because they're too easy in my opinion, I made the motor of the submarine with infernal robotics and some control surfaces. This actually ran me into some problems when piloting the sub. Each rotor is set at a speed of 10 with acceleration of 2 and spins in an opposite direction to the other in order to not have the thing spinning like crazy underwater. To get the sub moving I set the speed in the RPM GUI ingame to 5, making the rotors spin at a speed of 50, any higher and the control surfaces break off. When resurfacing I have to turn off the rotors lest they break on surface, I found that going up at 10 degrees and cutting the rotors at a depth of 100 meters usually curbs the issue. At the surface I usually run it at a speed of 30. This makes it so the rotors don't break off and I can move at a steady rate over the water. Have some pictures with scatterer for looks! I get the sub into the water using vessel mover which is why I have the struts on the side to keep it up on the launchpad. I cannot film this or even open anything up anymore because my pc is not letting me. I havent the slightest clue why it's doing this but every time I try to play anything or do anything it just doesnt work or loads so slow it might as well not have worked. I'm going to try reinstalling windows but after that I won't have any of these builds and I'm thinking I'm just going to quit playing this game. I can't take this any longer.
  2. So I've installed a fresh version of KSP 1.2.2, ran it in x64 with no mods, and copied the content's of the ZIP archive from Galileo's Planet Pack 1.2.3 (GameData > GPP/Kopernicus/MFI/MM 2.7.6) to my KSP GameData folder and then loaded up KSP x64. The game then loads to the main menu, yet Kerbin is still showing in the background, along with when I try to start a new game (brand new) it just sits at the loading screen with the rotating planets in the bottom right. A few things I've also noticed: Whenever I've launched the game, and it get's stuck at the "Infinite Loading Screen" after the main menu, I then close the game, and I then verify the game file integrity and it always shows that 1 file failed to verify, and proceeds to re-install it. I have also removed the GPP specific folder and replaced it with just OPM and that loaded the game to the KSC just fine. Thanks for any help/tips. Output Log: Image: Directory/GameData
  3. For context, i have a list of mods installed Near Future Propulsion Near Future Solar MKS Colonization SSTU Trajectories Kerbal Engineer KIS 1.3 version Module Manager So what's the problem. At each startup, at the pre-init phase. The game crashes all of the sudden and this repeatedly happens.So this is the log Unity Player [version: Unity 5.4.0p4_b15b5ae035b7] mono.dll caused an Access Violation (0xc0000005) in module mono.dll at 0033:01100e18. Error occurred at 2017-07-04_115838. C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64.exe, run by funny_000. 61% memory in use. 8097 MB physical memory [3089 MB free]. 9377 MB paging file [2915 MB free]. 134217728 MB user address space [134216132 MB free]. Read from location 00000000 caused an access violation. Context: RDI: 0x3b0cb570 RSI: 0x35ed9290 RAX: 0x00000000 RBX: 0x00000007 RCX: 0xfffffffe RDX: 0x00000069 RIP: 0x01100e18 RBP: 0x00cfcdb0 SegCs: 0x00000033 EFlags: 0x00010206 RSP: 0x00cfccb0 SegSs: 0x0000002b R8: 0x1aaf369c R9: 0x00cfce28 R10: 0x3b0c9040 R11: 0x00cfcc40 R12: 0x3b0cb6f0 R13: 0x00000053 R14: 0x48cb1a40 R15: 0x00000002 Bytes at CS:EIP: 48 8b 10 48 8b ce 48 8b d8 e8 4e f7 ff ff 48 8b I tried KSP x64, but it came back with the same log. Also force opengl didn't either Is there any solutions?
  4. Hi guys, Ive been using 1.2 for a long time, never had any crashes etc.... I had and I have around 2 gigs of mods,but I wanted to have B9 procedural wings installed, because I saw great ww2 plane models made in that mod, tho i had something procedural stuff already installed.. Nevermind,.. Since I installed the B9 one for 1.3 I cant play the game. Tried running it with openGL , with DX11 , no difference. Allways crashing... Please help!
  5. I designed an SSTO that uses an Orion engine which can easily land on any planet or moon in the game. It has a docking port and RCS thrusters which enable it to dock with space stations. I edited the .cfg file for the inflatable heat shield to make it able to deflate, so that the what SSTO can even land on & return from EVE. It has an ore tank and an ISRU that has been modified to also create fuel for the Orion engine. I use Ubio Welding to prevent my FPS from dropping (Great mod fyi), so make sure to copy that file if you want the craft to work. By the way, I know that using the Orion engine kind of defeats the purpose of an SSTO, but it's still fun. Below is a link to my KSP Google Drive that has the SSTO file, screenshots, and my entire game data file. If you like it, check out my youtube channel because I am getting into making KSP videos. I will post a video from my channel at the bottom of the page. Google Drive link: Pictures: As I mentioned earlier, here is one of my youtube videos:
  6. I wanted to make a constitution class replica, specifically the USS enterprise at a smaller scale (my replica I estimate to be slightly bigger than the NX class). Tweak scale wasn't working properly, so I had to use HX parts. This ship has a lot of deltaV (45,000 m/s), mostly thanks to it engines its using (Karborundum Fusion Drive engines.) It clocks in at over 300 parts, this shouldn't be enough turn your game into a slideshow. Yes this can carry shuttles (although they look nothing like the ones seen on star trek.) This ship does feature laser weaponry, and torpedo launchers. As well as a fair amount of science equipment. Main issue is that alot of the DeltaV is useless considering that when I use the fusion drive engines, the ship flips (not much I can do.) Not to mention, its pretty much impossible to take off from the surface. Hell even modifying this with anti gravity pads don't seem to help(see the spoiler below.) Not to mention this is incredibly expensive (good luck getting the funds for this in career mode.) This replica is a still work in progress, the last thing needed is an actual warp drive, right now there is no FTL/warp drive mod that can move or support a ship this damn large. I also have no idea how to modify any existing mod (eg the alcubierre drive mod) to support a ship this large (like increasing the bubble size to fit this ship.) Yes this thing can survive re-entry (at stock default) The engines below the saucer section are their to keep the ship stable, and look aesthetically more appealing (in my opinion.)
  7. So I have some mods installed but not many. I think I've narrowed the crash on startup to the Module Manager mod but I can't seem to find a work around for it. The game loads for a while until it tries to load the Module Manager and then crashes, giving me a line in the error report saying that the error was caused by mono.dll. Here is a list of installed mods. - BDArmory -Firespitter -KAX -Module Manager -Tweak Scale Here is a link to the crash report. Any help will be greatly appreciated.
  8. Hello guys, I'm a new user to the fourm. I've been playing KSP for quite awhile on Windows, and it works great, but when I try to run on Ubuntu with limited Mods, the game crashes half-way through loading. I will post my KSP.log below. [snip]
  9. First off, while I do normally mod my KSP manually (I have CKAN but rarely use it), I am a complete moron when it comes to reading OUTPUT.LOG. I am in the process of deleting KSP and making a fresh install to attempt to figure out which mod is causing my headache but I figured I'd come here and ask those who are smarter than I to help me out. Here's my latest log 1.2.2 Revert and the last 1.3 Version I attempted. Note that I have tried to revert to 1.2.2 to no avail and I'm assuming it's one of the mods that I "updated" which didn't update, possibly? Any help would be appreciated.
  10. Hello Kerbal Community, Recently I've been trying to create a space plane on a heavily modded install of KSP version 1.2.2. However, it does not work. Any of the jet engines that I use (ie: whiplash or RAPIER) do not generate a high enough TWR and cause the plane to run out of fuel before ever making it to an orbit. I know that this is not a design flaw, becauseI I've tested a very similar SSTO Spaceplane in a stock version of KSP (also running 1.2.2) and it got to an orbit just fine, with plenty of fuel remaining. This leads me to believe that one of the mods that I have installed is causing the jet engines to work less efficiently, and/or causing a tremendous amount of atmospheric drag. I do not have FAR installed. Below is a link to a picture that shows my game data folder: Can someone please explain to me why this is happening and how I can fix it? Thank you very much, R_Aerospace!
  11. KSP Version: 1.3, 32 bit, Windows 10 What Happens: The game won't even start. It just tells me that the game crashed. Mods / Add-Ons: JSI, BDArmory, KAX, OPT, PlanetaryBaseInc, TweakScale Steps to Replicate: 1. Download Windows 10 2. Download mods stated above 3. Start KSP Result: The game seems to work fine until it's loaded about 10 to 15% (edit: ~53%. The loading stops on rv/rvholder or something like that), then it crashes miserably Fixes/Workarounds: It doesn't exist Other Notes/Pictures/Log Files: Error Log: Output Log: Crash.dmp:
  12. I got really attached to Effusus and it's characters. In fact, I've grown so attached to Enfurt, he might make an appearance! Unfortunately, the kraken, on the other hand, wasn't to keen on the idea. Hopefully, this story gets to be told without upset. This will be a "Career Lite" game with little care or consideration for realistic progression, and I hope y'all enjoy!
  13. Saw this in KSP today (I don't know how to add imgur slideshows): Am modded, however I do not think mods caused this. Potential easter egg?
  14. I attempted to use CKAN to install RO with other mods that i like such as RP-0 and Lack's Stock Extention, 89-95 Mods total. My issue is that whenever try and make a plane/use wings is that they dont function, I cant adjust pitch yaw and roll, i don't get a center of lift, all i get is a blue circle hovering below my plane. I really wanted to make a plane so i could complete the X-Plane mission, But there may be a few mods clashing with one-another, Please help! List of mods: { "name": "AIESAerospace-Unofficial" }, { "name": "ALCOR" }, { "name": "AtomicAge" }, { "name": "HazardTanksTextures" }, { "name": "ConnectedLivingSpace" }, { "name": "CryoEngines" }, { "name": "CryoEngines-LFO" }, { "name": "CryoEngines-SurfaceAttach" }, { "name": "DeadlyReentry" }, { "name": "DMagicOrbitalScience" }, { "name": "FASA" }, { "name": "FilterExtensions" }, { "name": "Firespitter" }, { "name": "ForgottenRealEngines" }, { "name": "FShangarExtender" }, { "name": "KAS" }, { "name": "KIS" }, { "name": "KSP-AVC" }, { "name": "KWRocketry" }, { "name": "MechJeb2" }, { "name": "NearFutureConstruction" }, { "name": "NearFutureProps" }, { "name": "NearFuturePropulsion" }, { "name": "NearFuturePropulsion-LowThrustEP" }, { "name": "NearFutureSolar" }, { "name": "NearFutureSolar-Core" }, { "name": "NearFutureSpacecraft" }, { "name": "PersistentRotation" }, { "name": "ProceduralFairings" }, { "name": "ProceduralFairings-ForEverything" }, { "name": "ProceduralParts" }, { "name": "RasterPropMonitor" }, { "name": "RasterPropMonitor-Core" }, { "name": "RCSBuildAid" }, { "name": "RealismOverhaul" }, { "name": "RP-0" }, { "name": "RemoteTech" }, { "name": "RLA-Stockalike" }, { "name": "RN-Skylab" }, { "name": "RocketdyneF-1" }, { "name": "RealSolarSystem" }, { "name": "SCANsat" }, { "name": "ScienceAlert" }, { "name": "SemiSaturatableRW" }, { "name": "SXT" }, { "name": "TACLS" }, { "name": "Taerobee" }, { "name": "Tantares" }, { "name": "TantaresLV" }, { "name": "TestFlight" }, { "name": "TextureReplacer" }, { "name": "UniversalStorage" }, { "name": "VenStockRevamp" }, { "name": "NearFutureElectrical" }, { "name": "RSSDateTimeFormatter" }, { "name": "ASETAgency" }, { "name": "ModuleManager" }, { "name": "CommunityTechTree" }, { "name": "CrossFeedEnabler" }, { "name": "B9PartSwitch" }, { "name": "CommunityResourcePack" }, { "name": "CryoTanks" }, { "name": "DeployableEngines" }, { "name": "FirespitterCore" }, { "name": "FirespitterResourcesConfig" }, { "name": "KWRocketry-CommunityFixes" }, { "name": "AdvancedJetEngine" }, { "name": "FerramAerospaceResearch" }, { "name": "ModularFlightIntegrator" }, { "name": "SolverEngines" }, { "name": "KerbalJointReinforcement" }, { "name": "RealChute" }, { "name": "RealFuels" }, { "name": "RealHeat" }, { "name": "RealPlume" }, { "name": "SmokeScreen" }, { "name": "Kopernicus" }, { "name": "BDAnimationModules" }, { "name": "NearFutureElectrical-Core" }, { "name": "RSSTextures2048" }, { "name": "KerbalConstructionTime" }, { "name": "ProceduralDynamics" }, { "name": "KerbalRenamer" }, { "name": "KSCSwitcher" }, { "name": "ContractConfigurator" }, { "name": "CustomBarnKit" }, { "name": "MagiCore" }, { "name": "KerbalConstructionTime-RP-0-Config" }, { "name": "ReCoupler" }, { "name": "VensStylePPTextures" } Sorry for the exessive { } and "name" Stuff, I just took my modlist from CKAN and Copy pasted it for convenience. Please help!
  15. As you may guess from the post title, i have a problem with timewarp causing me to los performance. Whenever i engage timewarp, FPS drops down to 1ps, in the highest gear. I have about 5FPS on 1k timewarp. This coincidentally met with deepfreeze telling me i dont have enough electricity on my craft ot keep one kerbal frozen, despite having 20k EC and a reactor from USI. Does anyone have any idea, if that is the issue? Before i do anything drastic and purge my KSP directory. Modlist in file and screenshots below
  16. Hello there, and thank you for showing interest in this new design. I would like to introduce to you the sixth generation DualHull Sea and Land (SeaL) Amphibious aircraft. A very easy to fly push-pull propeller aircraft with short takeoff and landing requirements, multiple payload options, respectable range, and the ability to be refueled without having to be returned to the hangar between flights. Flight statistics include: * Short TakeOff and Landing capabilities on both land and water, with a takeoff speed of around 45 to 50 meters per second. * A tested maximum Cruising Altitude of ~9000 meters. * A maximum cruising speed of ~100 meters per second with flaps up and 80% throttle Standard safety features include: * Nose-mounted camera for increased visibility. * Emergency Ballistic Reserve Aircraft Recovery Parachute, activated with Abort function, also shutting down the engines. The aircraft also has ladder access to the top of the engine nacelle to aid in repairs, and to be able to repack the Parachutes. General characteristics (Passenger Variant): Part count: 80 Crew: Pilot and Co-Pilot Capacity: 4 Passengers Length: 20.1m Wingspan: 25.2m Height: 6.9m Empty Weight: 10,907kg Gross Weight: 26,457kg Powerplant: 2x Scale 0.800m FS1EN Nose Mounted Engine in push-pull Performance: Maximum speed: 223 mph (100 m/s) Range: 2112 miles (3400 km) Service ceiling: 29,527 ft (9000 m) Maximum Rate of climb: 2,952.756 ft/min (15 m/s) Cruising Rate of climb: 590.55 ft/min (3 m/s) The SeaL currently comes in two variants: The original passenger model, which set the initial statistics for the plane and is also the heavier of the two, can comfortably seat up to four passengers in addition to the standard two-person flight crew. And the Science-Equipped model featuring a cargo bay directly behind the cockpit. A standardized scientific instrumentation suite is included in the design featuring: * Mystery Goo Containment Unit. * SC-9001 Science Jr. * Tetragon Projects Sensor package supplying Temperature, Gravity, Seismic and Pressure data. * Tetragon Projects Atmospheric Science Package. In addition to the standard science loadout, there is a variant that also includes the SCAN RADAR Altimetry Sensor, for taking planetary scans at cruising altitude. Required mods for Passenger and base Science Variant: * B9 Aerospace - Legacy Parts Pack * B9 Aerospace Parts Pack * Firespitter * Kerbal Attachment System * Tweekscale - Rescale Everything! Passenger Variant: Science Variant: Scansat Science variant:
  17. OK, so here is the breakdown: A new (heavily) modded Career Save with the goal of accomplishing a few of the Challenges that I am interested in. The primary Challenges at the moment are the Doing It Apollo Style - Redux, The Ultimate Jool 5 Challenge, and the Interstellar Rendez-vous idea. I am sure there will be some more that I come across as I play through this save, but those are the ones for now. This Career will use the SETI Unmanned Before Manned Contracts and Tech Tree. Other major mods include all of Near Future Technologies, KSPI-E, Kerbin Shuttle Orbiter System, TAC Life Support - because why not make an already difficult challenge even harder?, SCANsat, DMagic Orbital Science, Kerbal Construction Time (Dev Version), and a whole host of others - the number may change based upon how many times I break my computer For the Jool 5 challenge: -No barred mods will be used for the challenge ship's construction, orbital assembly/refuelling, or the vessel itself. I'll post as many screenshots/videos (if I can figure that out - tech neophyte here) as I can. That Challenge may even involve 2 missions, one for the Jebediah's Level (stock science experiments) and one for non-stock experiments - we'll see how ambitious I get. For the Insterstellar Rendez-vous Idea: -The following changes have been made to the Extrasolar solar system mod pack (Valentine red dwarf star): (changes courtesy of @AndrewDrawsPrettyPictures) This will move Valentine 4 lightyears or so away from Kerbol. For a general "thing": -Kerbin Environmental Institute will not be used until after I have done at least 1 or 2 launches.... (I find it kind of cheaty right at the start) Without further ado here are the important bits: KSP 1.2.2 build (not sure - will add later) Gamedata folder: Mod list: We'll have to see how this goes, I haven't run this many mods before! Updates and reports to come!
  18. My Kopernicus Planet is not wanting to load: I found some trouble points in log: [LOG 18:48:04.280] Load(Texture): Galaxy/Planets/Sarna/Color [ERR 18:48:04.283] DDS: File is not a DDS format file! [WRN 18:48:04.283] Texture load error in 'C:\Kerbal Space Program\GameData\Galaxy\Planets\Sarna\' NOTE: My color map is in .dds format [LOG 18:48:32.773] [Kopernicus] Bad DDS header. [LOG 18:48:32.774] [Kopernicus] failed to load C:/Kerbal Space Program/KSP_x64_Data/../GameData//Galaxy/Planets/Sarna/ These are all the errors kopernicus wentrough in startup log. Here is planetary Config @Kopernicus:AFTER[Kopernicus] { Body { name = Sarna Orbit { referenceBody = Sun inclination = 5.6 eccentricity = 3 semiMajorAxis = 113549713200 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 color = 0.5,0.1,1,1 } Properties { description = Sarna is the second gas giant of the kerbol system. It has host of about 10 moons and is ''alot better than Jool'', according to Jeb. radius = 7560000 geeASL = 1.4 rotationPeriod = 36000 rotates = true tidallyLocked = false initialRotation = 0 isHomeWorld = false timewarpAltitudeLimits = 0 30000 30000 60000 100000 300000 600000 800000 ScienceValues { landedDataValue = 8 splashedDataValue = 1 flyingLowDataValue = 5 flyingHighDataValue = 5 inSpaceLowDataValue = 7 inSpaceHighDataValue = 5 recoveryValue = 5 flyingAltitudeThreshold = 12000 spaceAltitudeThreshold = 140000 } } ScaledVersion { type = Atmospheric fadeStart = 0 fadeEnd = 0 Material { // Common scaled space settings texture = /Galaxy/Planets/Sarna/ shininess = 0.1 specColor = 0.0,0.0,0.0,1.0 // Atmosphere settings rimPower = 2.06 rimBlend = 0.3 // Atmosphere color ramp texture Gradient { 0.0 = 0.094,0.220,0.643,1 0.6 = 0.0549,0.0784,0.141,1 1.0 = 0.0196,0.0196,0.0596,1 } } } Atmosphere { // effectively the ambient lighting color for all objects on the ground of this body (provides a slight tint) ambientColor = 0.006,0.187,0.8,1 // // shader.invWaveLength = Color( 1 / r^4, 1 / g^4, 1 / b^4, 0.5); // lightColor = 0.709,0.788,0.543,0 // General atmosphere settings enabled = true oxygen = false altitude = 25000.0 // Atmosphere Pressure // pressure (in atm) = multipler * e ^ -(altitude / (scaleHeight * 1000)) pressureCurve { key = 0 1722.525 -3.68761403636364E-02 -3.68761403636364E-02 key = 13750 1215.4779 -2.89618181818182E-02 -2.89618181818182E-02 key = 27500 926.0747733 -1.70812909090909E-02 -1.70812909090909E-02 key = 41250 745.7422867 -1.22066367272727E-02 -1.22066367272727E-02 key = 55000 590.39232 -1.03885874909091E-02 -1.03885874909091E-02 key = 68750 460.0561533 -8.63595672727273E-03 -8.63595672727273E-03 key = 82500 352.9034533 -7.05044647272727E-03 -7.05044647272727E-03 key = 96250 266.1688867 -5.6660456E-03 -5.6660456E-03 key = 110000 197.0872333 -4.48274916363636E-03 -4.48274916363636E-03 key = 123750 142.8932733 -3.50056581818182E-03 -3.50056581818182E-03 key = 137500 100.8216733 -2.71949803636364E-03 -2.71949803636364E-03 key = 151250 68.1071 -2.13953963636364E-03 -2.13953963636364E-03 key = 165000 41.98433333 -1.65774109090909E-03 -1.65774109090909E-03 key = 178750 22.51922 -1.00126501090909E-03 -1.00126501090909E-03 key = 192500 14.44954667 -4.06759432727273E-04 -4.06759432727273E-04 key = 206250 11.33333333 -2.27824727272727E-04 -2.27824727272727E-04 key = 220000 8.184366667 -2.25669374545455E-04 -2.25669374545455E-04 key = 233750 5.127426667 -2.06283192727273E-04 -2.06283192727273E-04 key = 247500 2.51158 -1.61502101818182E-04 -1.61502101818182E-04 key = 261250 0.68612 -9.13301818181818E-05 -9.13301818181818E-05 key = 275000 0 -4.98996363636364E-05 -4.98996363636364E-05 } // temperature Curve temperatureCurve { key = 0 141.67 -0.002333333455 -0.002333333455 key = 33000 104.4583677 -0.0003304941091 -0.0003294753455 key = 57750 104.4583677 0.0003294753455 0.0003294753455 key = 85250 131.0381051 0.0001800779636 0.0001800779636 key = 154000 131.0381051 -0.0002483375636 -0.0002483375636 key = 220000 90.44359713 -0.0003304941091 -0.0003304941091 key = 247500 90.44359713 0.0001722816364 0.0001722816364 key = 275000 111.2241191 0.0002525833091 0.0002525833091 key = 343750 0 -0.0001634942182 -0.0001634942182 } } } } Does anyone know how to fix this.....
  19. I'm running a fairly modded version of KSP 1.1. All mods are the respective latest KSP 1.1 compatible versions. What works ok: - VAB/SPH (I can load, modify, create new ships, see all modded components that were added, all mod functionality is nominal...) - Tracking Station (I can see all ships ok, new planets from ESO are good, I can go to and fly all ships, new KSP functionality is nominal...) - I can access all buildings at the KSC without any issues - I can load any saved files ok This is the problem I am encountering. Once I load a ship to go to the launch pad, the initial loading screen is as its always been. But once the ship gets loaded onto the launch pad at KSC, the screen goes dark and I only have very limited functionality. The game then proceeds to hard crash to desktop if I try to do anything from returning to launch, to VAB or to KSC. Screenshot of the issue: Here is the complete list of mods I was running (minus TAC Life Support for 1.1, Axial Aerospace and FASA. Those were NOT there when the issue occurred): The game is launching from its 64 bit version, so I know that is not the issue. I'm using Windows 10 64bit OS. The really weird thing that I did notice when trying to debunk this is that the ship seems to get instawarped into a solar orbit into deep space or something weird like that. I was able to (somehow) recover one ship and I got science for having retrieved a ship from solar orbit, or something like that... Here's the screenshot for it (this happens when I reload the game and try to launch another ship, at which point I have to clear the launch pad, and it gives me this): Really unsure what is causing this but, as you can imagine, this is a pretty bad issue. I cant launch anything at the moment. I can only play with what has already been launched. Thanks for any help! I really need it! CM
  20. When I try to launch my game, it crashes as soon as it finishes loading. I suspect that it is because of lack of memory, but I would like some more input. Mods: KSP: 1.2.2 (Win64) - Unity: 5.4.0p4 - OS: Windows 10 (10.0.0) 64bit Filter Extensions - Toolbar - 1.7.13 B9 Part Switch - 1.7.1 Basic Orbit - 1.0.5 Community Resource Pack - 0.6.6 CommunityTechTree - 3.0.3 CryoEngines - 0.4.6 DistantObjectEnhancement - 1.8.1 Extraplanetary Launchpads - 5.7.1 Interstellar Fuel Switch - 2.4.6 Kerbal Attachment System - 0.6.2 KerbalAtomics - 0.3.5 Kerbal Joint Reinforcement - 3.3.1 Kerbol StarSystem - 0.4.1 Kerbal Inventory System - 1.4.3 KSP-AVC Plugin - ModularFlightIntegrator - 1.2.4 NearFutureConstruction - 0.7.6 NearFutureElectrical - 0.8.7 NearFuturePropulsion - 0.8.7 NearFutureSolar - 0.7.2 NearFutureSpacecraft - 0.6.3 TweakScale - 2.3.4 Universal Storage - 1.2.2 KSP Interstellar Extended - 1.12.19 Error Log: Output Log:
  21. Installed Extraplanetary Launchpads yesterday, along with KIS and KAS. I landed my first base yesterday with the new parts designed to build a self-expanding base. I was somewhat unfortunate with the landing location, as the ground isn't flat. The entire area around the base is a gigantic hill near one of the largest craters on the Mun. I designed the initial parts of the base to only use survey stakes for flexible construction sites. However, whenever I create a new site and a new ship, it bounces up and flies away. Any distance from 1m to 20m. How can I stabilize the ship when it is constructed and avoid it flying away?
  22. i did a thing and it's a cool thing. Side note, how do i embed albums? If the demand is large enough i'll throw up a download, but it requires mods and i'm not %100 sure what all ones i used so i'd just be putting my gamedata folder out there for ya'll to use.
  23. Kerbalkind would go interstellar soon, the preparations were made - crew trained, target acquired, calculations made, spacecraft built. The only things left to were get the warp drive in orbit and then bring the crew up... The warp drive sat on the launchpad. 5... 4... 3... 2... 1... IGNITION! The engine clusters lit up with a roar and the colossal spacecraft rose slowly from the launchpad on a pillar of dazzling blue fire, building speed as it gained altitude. BLAM! Something caused a booster to snap off and hit the lower stage, setting off a chain reaction that destabilized the warp drive. All the brave (and not so brave) kerbals on Kerbin perished, so did the Munans. Kod had mercy on the Minmians, however, sparing us and our tiny, self-sustaining base. Due to our self-sustaining nature and Minmus's low gravity, we were the main supply line of water and metals to the Munar kolony, mining it from the rich, icy surface, but then our families, friends, history, and potential all vanished in an instant. That was several centuries ago. We survived and slowly grew on the little blue snowball, but scans of Kerbin from an old satellite that survived the blast indicate that the radiation levels have dropped to the point where some areas of the planet could be considered safe, if not habitable again. We must rediscover old technologies and rebuild our once-great civilization. It won't be easy, but then again, nothing is easy here. Your mission - Part 1 - Build a fully-functional Extraplanetary Launchpads base on Minmus and populate it with kerbals. The more the better. I'd have at least 60, but it's up to you. After part 2, you cannot get more, so make sure you have enough to last. You cannot have kerbals just standing around, they have to be in a crew container. Remember, even though you can make breathable air, solar radiation is still a threat Part 2 - Destroy the space center, save for the VAB and SPH. You can still design craft, just not launch them. They must be built on Minmus Part 3 - Re-kolonize Kerbin and build a fully-functional Extraplanetary Launchpads base on Kerbin where the large impact krater is (It's to the west of the desert near the equator. You can't miss it. There are complicated reasons for the base being here, but I'll boil it down to resources and environmental hazard reasons. The warp drive was nuclear. That was the logical-sounding reason. The real reason is that it's pretty but nobody ever goes there for some reason) and populate it with some kerbals from the Minmus base using only craft built on Minmus. Part 4 - Build a fully-functional Extraplanetary Launchpads base at the North or South Pole and populate it with kerbals. The crew and parts for this base can be built at the Krater Base or the Minmus Base. Part 5 - Rebuild the Astronaut Complex and Runway/Launchpad at the KSC. The population on Kerbin is increasing somewhat-rapidly now. Only crew-carrying craft can be built, and they must be destroyed once the crew are where they need to be (the crew are being born, not transported, so the craft don't "exist", but there's no population growth mechanic in KSP, so they have to get there somehow). I won't put restrictions on the number of kerbals that can be made, but keep it at a sane level. I don't want to see a kolony of 15 kerbals suddenly become 1,500 in a day or two. The crew must be inside a crew container, not just standing around. Remember, even though Kerbin is "safe", maybe even "habitable", it is still dangerous Part 6 - Return the population on Minmus to the original amount. The base cannot support more crew than there were when you left. Part 7 - Build a third base on Kerbin anywhere but near the KSC or a pre-existing base. I won't place any restrictions on this, but keep in mind that you're trying to spread out and the land near the KSC is still uninhabitable and will be for a while. The parts for this base must come from a pre-existing base but the crew can come from anywhere Part 8 - Send a drone over to the KSC and mine some ore from there. Bring that ore back to a base for study Part 9 - Build a fully-functional Extraplanetary Launchpads base near the KSC. The craft for this base must come from a pre-existing base but the crew can come from anywhere Part 10 - Fully rebuild the KSC Part 11 - Bring the Minmians home. Part 12 - Set up a communications network around Kerbin Part 13 - Put a satellite in a polar orbit around the Mun to search for survivors. You find nothing (or do you?) Part 14 - Outlaw all uses of radioactive material in or related to space travel Part 15 - Immediately ignore Part 14 and place a fully-functional Extraplanetary Launchpads base on Laythe with at least one RTG and/or nuclear generator Rules - All mods are allowed except cheaty mods like HyperEdit. No cheats menu. Please leave links to screenshots of all steps in the comments A fully-functional Extraplanetary Launchpads base is a base that is capable of building and fueling spacecraft with the Extraplanetary Launchpads mod. This includes mining ore and refining it into various fuels and then storing them, mining metal ore and refining it into rocket parts and storing them, building spacecraft with the Extraplanetary Launchpads mod. Off-planet craft building mods can be used alongside or instead of Extraplanetary Launchpads. This includes KIS/KAS and Ground Construction. Vessel Mover can be used to spawn and/or deliver crew at bases and move modules around if they touch down in the wrong place or you just want to re-arrange the base. It cannot be used to transport base modules, even if they have crew in them. Extraplanetary Launchpads mod -
  24. Chapter 1: Up the Rabbit Hole The VAB’s Cargo Bay 3 is a secluded concrete box behind a massive sliding door, but on that day, it nevertheless resonated with the ruckus as Jeb flipped over one of the empty fuel valve crates bearing his name, and perched on it. Bill shook his head, and joined him; Bob kept mulling about, while Val simply plopped onto the cold concrete floor, protected by the aramid fabric of her orange suit, gutted and stripped of badges. Around them stood the crowning achievement of KASA; but KASA itself was no more. The Kerbal Space Center was being stripped of anything that could be carried away by a swarm of workers that had descended upon it a week ago. The VAB, the Mission Control, the comms array, the administration and R&D facilities… like a swarm of locusts, they consumed everything. “So, I guess this is it,” said Bob, just to break the silence. “He… won the bet,” sighed Valentina, “and now we’re getting downsized.” “And Kerminsky didn’t hold his word either”, muttered Jeb, drawing surprised looks from everyone involved, “Yeah, I ‘have sources’”. Outside the door, amidst the extensive scaffolding, towered a half-assembled Sarnus V. They probably weren’t going to drag the five Mainsails and their fuel tanks anywhere, and would just leave them standing. A month back, another one of those monsters carried a tiny can containing Jeb and, unfortunately, Bob, all the way to Munar orbit, and the small ship on top landed onto its desolate surface. They planted a flag, they took measurements, they took samples, and then they blasted off and returned relatively safely. President Fitz Kerman was absolutely delighted – for about a week. Then, all this happened… “Hey, guys!” barked out Gus Kerman, in his usual safety helmet – which was coming in handy, because they could hear bolts and tools getting dropped left and right. “I’ve got a spare Rabbit out back, care to ‘accidentally’ launch it?” “Well…” drawled Val, “it’s not like we have anything better to do." ---------- The primary launch pad had been fully reconditioned. The modular gantry had been dismantled and the blast trench was covered by heavy grates that easily supported their truck. Gus casually drove straight over the crawlerway connecting the pad and the VAB, a big no-no back in the day. The Rabbit was a slender sounding rocket, three times as tall as Jeb, but only as wide as a helmet. A small slanted launch stand, the truck’s crane and a briefcase with remote firing controls; all of it about ten minutes’ work. However, Bob had to be sedated with Val’s elbow to the stomach. “Fire in the hole!” Jeb barked, appropriately. There was a brief hiss, then a burp, and the rocket blasted off. The screams of horror coming from the VAB were quite satisfying. The Rabbit spared itself the trouble of having any stabilization. The thick trail of its solid-fuel motor began to form a distinct spiral as the angled fins sent it into a wild spin, which actually helped keep it from veering off-course too much. They didn’t need any particular accuracy: after the motor burnt out, the empty casing tumbled into the bay to the north of KSC, with a parachute trailing behind it to reduce the impact speed to a reasonable 6 m/s. “Who do you think is going to buy all this stuff?” Val idly wondered. “I did,” Jeb answered nonchalantly, “All of it. And I also own Rockomax, so all that money the Pres has 'wasted' is now lining my pockets. And I have big plans.” Modlist (current as of June 2): This is going to be a poorly-roleplayed Sandbox game suffering from delusions of grandeur and realism.
  25. I took a break from ksp for a while and just now getting back I tried to open the game but it crashes before startup so I don't know what is happenning. I have the logs but don't know what they mean. Please help. (updated with logs)