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Found 163 results

  1. 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)
  2. 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 This is originally made for peeps who really enjoy the RSS Space Race, but really aren't skilled enough for the challenge of RSS.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 20 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 10 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!
  3. What is this? In real life the Space Shuttle Program was originally supposed to make access to space cheap and easy, flying up to every two weeks and being the US’ sole launch vehicle. For various reasons the Space Shuttle never lived up to these early goals, but in this KSP play-through I’m recreating the program somewhere between what it was supposed to be and what it actually was. I’m probably never going to get to a launch every two weeks, but I’ll be flying frequently and including payloads planned for the Shuttle but never flown like the Shuttle-Centaur liquid-fueled upper stage. While I’m not going to be keeping detailed tracks of budgets or anything, I am going to be assuming that my budget is larger and supports more planetary/science missions than the IRL NASA budget did and plan fun payloads accordingly. (Mid-1980s Viking 3 lander to Duna? Moved-up and expanded Mariner Mark II Program? Yes, please!). The Game I’m playing in Sandbox because I want all of the shuttle parts available immediately, and generally want to do things as I see fit for my recreation (which is not always the way KSP wants to do things). I am, however, self-imposing other rules for verisimilitude; for instance, the Space Shuttle Main Engines cannot be re-started. I am not allowing reverting to launch or VAB, and while I am quicksaving at key points I will reload a quicksave ONLY in cases of gross pilot error during launch or landing. 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. 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 Preview Following extensive simulator tests for craft design and years of construction of testing, the Space Shuttle Columbia was rolled out to Pad 39A at Kerbal Space Center on February 34, 1981. After a successful Flight Readiness Test Firing during which the three Space Shuttle Main Engines were fired for 23 seconds on the pad on March 20, the shuttle now stands ready for its first flight. Astronauts Jebediah Kerman and Abe Dykstra are scheduled to launch on April 3 to take Columbia on a 2-day test flight. All eyes on Kerbin turn towards the brave astronauts and the shining winged rocket straining towards liftoff… Columbia completes Flight Readiness Test Firing, March 20, 1981.
  4. 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'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.
  5. 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.
  6. 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?
  7. 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"!)
  8. 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.
  9. 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!
  10. 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?
  11. I did this music video for Kenny Loggins' Danger Zone a while back. https://www.youtube.com/watch?v=_rY0vNDgEGw
  12. I recently installed realism overhaul with RSS and have been wondering what the optimal ascent profile is. I’ve made it into orbit a few times but each time it was a different ascent and a different orbit. What would be best for a rocket with around 9.5-10k dv, 1.5-1.7 TWR, and end up in a 150km orbit? Like what should my pitch be at different altitudes and speeds, etc.
  13. I have a relatively heavily modded install of 1.6.1, every few seconds in the editor it freezes for about a second or so, it is making the game basically unplayable and i dont know how to fix it Edit: now happens pretty much every half a second Edit: It only lags if i have a part in the editor, if it is empty there is no lag
  14. 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!
  15. Hello everyone, I hope you can help me fix this so I can land on Mars for the first time! BUG REPORT: Version: KSP Windows-64bit 1.4.2.2210 Mods installed (installed through CKAN, dependencies not included, all mods is up to date): Ablative-Airbrake Engine ISP x 2 FullAutoStrut HangarExtender InlineBallutes Kerbal Engineer Redux Kerbal Reusability Expansion KSC Switcher MechJeb 2 MechJeb and Engineer for all! Module Manager Physics Range Extender Precise Maneuver QuickGoTo Real Solar System (Texture - 4096x2048) RealChute Parachute System RSS DateTime Formatter Toolbar Toolbar Controller Trajectories TweakScale TweakableEverythingContinued Zero MiniAVC Reproduction Step: Use this spacecraft (Attached below), go to orbit, and rendezvous with Mars. Time-warping to Mars' SoI Entry and the bugs kicks in (Not responding, unable to do anything, even took me 5 minutes after pressed the Power button). Files: Craft file Log file
  16. The issue am having is that my game crashes in the middle of startup, I am trying to find out what mod(s) caused it, ill link the output log below~ https://drive.google.com/file/d/1AcC06OMwxefKFEGkZ0BRACWtUCrsEPKX/view?usp=sharing
  17. I just recently made a large modded install of KSP (1.5) after a long break and the game usually runs fine even with 120 mods. (32gb Ram, GTX 1060, i5 7600k). The problem I'm having now is when ever I'm in the VAB and place down more then one command module, or any other part with crew space, the games frame rate drops down to sub 10. The memory usage maxes out to the point where it's unplayable. As far as I know all my mods are up to date and the only pre 1.4.x mods are just part mods. Log: https://ptb.discordapp.com/channels/408786446535884815/408786446535884818/506911935707611157 Here's the mod list:
  18. Hello, Whenever I get into an orbit around kerbin, I lose the ability to place maneuver nodes along the orbit path. Before I reach orbit, this is not an issue. This is a science game with the following mods: Interstellar KAS KIS MechJeb2 NearFutureElectrical NearFutureSolar NearFuturePropulsion Kerbal Planatary Base Systems Community Tech Tree The mods were manually installed. I have not played in a while, so has there been a change that I don't no about that requires me to do something else to use the nodes in orbit? Update: Going to the space centre then back to the ship lets me place another node, testing whether getting into another orbit breaks the system again. Update: Moving into a second orbit doesn't require the "reset", however entering orbit on a different flight (launched after the first one) does. Update: The problem seems to have slightly stopped. It no longer happens every time, but it still happens occasionally upon a Mun flyby
  19. I was inspired to make a Mig 15-like plane in my career mode. Here it is: It is called A-3 Buzzard. It is my third aircraft in the career and like the first 2, named after a bird. Top Level flight speed (at 11km): 434m/s Absolute Top Speed (diving): 523m/s Max flight altitude: 13 km Altitude record: 15.6 km This here is the long winged version, the A-3B Buzzard: In High atmosphere: It is slower than the short wing version but can fly 2km higher. It is a weapon to surpass Metal Gear. Craft File for Short Winged version: https://drive.google.com/open?id=1P9b9jAFHiB-xfM7xt7oyJlQ8Pxsu6B6j Craft file for Longboye: https://drive.google.com/open?id=1eTvoj3BXmm-6wyNY6-stcTegQUDRjM7i Required mods: Procedural parts, Procedural Wings B9, USI Life Support, Ven`s Stock Part Revamp (find the newest fork), Unmanned before Manned, SXT I seriously see no reason to download this but I included the craft files just in case. It does require some messing with mods so it is more work than it's worth.
  20. I installed some visual mods to make my game a bit nicer to look at, but now I found out the kerbals visors are pink. I dont know why, or what mods are doing this. help? Here is a screenshot that I had to upload as artwork because Steam Overlay hates me and is broken: Installed mods: (As seen in the GameData folder) BoulderCo CalmNebula EnviromentalVisiualEnchancements KerbalVisiualEnhancements Kopernicus ModularFlightIntegrator Reflections & Skybox scatterer Squad (of course) TextureReplacer
  21. i used ckan to install my rss/rp-0 install, but when i opened ksp the loading froze at at the Terobee_Decoupler file, so i deleted it. when i launched again the kerbin was still kerbin. no earth. i installed all suggested mods for a ckan rp-0 install. help
  22. Something weird has happened to the 2.5m RCS fuel tank (the FL-R1). In my install, it looks like this, and it's been this way since 1.4. As far as I can see, it's using the new texture on the old model. I'm not sure how to fix this -- I've even had a look in the config file for this part, but I'm not sure what to change in there to fix it. I'm using Firespitter Core as a dependency for another mod and that's the only mod I have that could be causing this. (I can give you my full modlist if you want though). Any ideas??
  23. My KSP program has not been used since 1.2. So now I've come back to it and added my usual mods, and now the game continues to crash no matter what I do. I read the output of the crash file but can't seem to understand what is causing the game to crash. If any of you can help me with this it would be very appreciated! output log: Raw Pastebin
  24. I am curious about how I can set up my joystick. I use PC KSP, 64 bit and have loads of mods. These include: MAH, BDB, DiRT, [x] Science!, TU, KRE, the NFT mods, all of Angel-125's mods, KIS, KAS, DMagic Orbital Science, Distant Object Enhancement, Kerbal Atomics, RealChute, Realplume (Stock), Planetshine, ScanSat, reDIRECT, Heat Control and Old School Fairings. I also have Making History installed.