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  1. I don't know what mods are conflict, but I found this problems at some mods what I installed. Game version is latest version All mods version is latest version CKAN version is latest version I'm playing Steam version KSP I'm already tried game verify check Here are the mods I've found so far that are giving me problems: REKT (Solved) Buffalo List of I've installed mods is: A.P.U.S. Aerospace Passenger and Utility System (AerospacePassengerandUtilitySystem 0.8) Advanced Textures (AdvancedTextures 1.8.1) Aircraft Carrier Accessories (AircraftCarrierAccessories 1:1.9.1) ASET Consolidated Agency (ASETAgency v2.0.2) ASET Consolidated Props Pack (ASETProps v2.0.7) Astrogator (Astrogator v1.0.0) AT Utils (AT-Utils v1.10.1) B9 Part Switch (B9PartSwitch v2.20.0) Background Resources (BackgroundResources 1:v0.18.0.0) Blueshift (Blueshift v1.9.5) Breaking Ground (BreakingGround-DLC 1.7.1) Buffalo (Buffalo v2.12.0) Buffalo CRP Play Mode (Buffalo-PlayMode-CRP v2.12.0) Buffalo2 (Buffalo2 v1.6.0) CCTV (CCTV 1.1.6.6) Chatterer (Chatterer 0.9.99) Chatterer Extended (ChattererExtended 0.6.2) Classic Stock Resources (ClassicStockResources v1.2.2) ClickThrough Blocker (ClickThroughBlocker 1:2.1.10.21) CommNet Antennas Extension (CommNetAntennasExtension 2.1.7) CommNet Antennas Info (CommNetAntennasInfo 3.1.2) CommNet Constellation (CommNetConstellation 1.5.7) CommNet Relays (ContractConfigurator-CommNetRelays v2.1.0) Community Category Kit (CommunityCategoryKit v112.0.1) Community Parts Titles Extras: Categories (CommunityPartsTitlesExtrasCategory 0.9.3) Community Resource Pack (CommunityResourcePack v112.0.1) Community Tech Tree (CommunityTechTree 1:3.4.4) Community Trait Icons (CommunityTraitIcons v1.1.1) Configurable Containers (ConfigurableContainers 2.6.2.1) Connected Living Space (ConnectedLivingSpace v2.0.2.0) Contract Configurator (ContractConfigurator v2.9.2.0) CountryDoggo's Random KK Bits (CountryDoggosRandomKKBits 0.1.1) Critical Temperature Gauge (CriticalTemperatureGauge 1.12.3.1) Cryo Tanks (CryoTanks 1.6.5) Cryo Tanks Core (CryoTanks-Core 1.6.5) Custom Pre Launch Checks (CustomPreLaunchChecks 1.8.1.1) DE_IVAExtension (DE-IVAExtension v1.2.0) Deployable Engines Plugin (DeployableEngines 1.3.1) DMagic Orbital Science (DMagicOrbitalScience 1.4.3) Docking Port Sound FX (DockingPortSoundFX v2.1.12) Dynamic Battery Storage (DynamicBatteryStorage 2:2.2.5.0) Easy Vessel Switch (EVS) (EasyVesselSwitch 2.3) Environmental Visual Enhancements Redux (EnvironmentalVisualEnhancements 3:1.11.7.1) EVE - Stock Planet Configs (EnvironmentalVisualEnhancements-HR 2:EVE-1.2.2-1) Far Future Technologies (FarFutureTechnologies 1.2.0) Firespitter Core (FirespitterCore v7.17) Flight Manager for Reusable Stages (FMRS) Continued (FMRSContinued 1.2.9.5) Global Construction (GroundConstruction 2.7.1) Global Construction Core (GroundConstruction-Core 2.7.1) Harmony 2 (Harmony2 2.2.1.0) Heat Control (HeatControl 0.6.1) IndicatorLights (IndicatorLights 1.8.3) IndicatorLights Community Extensions (IndicatorLightsCommunityExtensions 1.6.2) JSIPartUtilities (JSIPartUtilities 0.5.0.5) Kerbal Actuators (KerbalActuators v1.8.5) Kerbal Attachment System (KAS 1.12) Kerbal Inventory System (KIS 1.29) Kerbal Konstructs (KerbalKonstructs v1.8.6.1) Kerbal Reusability Expansion (SpaceXLegs 2.9.3) Kerbin Side Remastered (KerbinSideRemastered 1.0.1) Kerbin Side Remastered - The Life Aquatic (KerbinSideRemasteredTLA v2.0.0) Kerbin Side Remastered Gap Extras (KerbinSideRemasteredGapExtras v1.0.5) Kopernicus Planetary System Modifier (Kopernicus 2:release-1.12.1-198) kOS: Scriptable Autopilot System (kOS 1:1.4.0.0) kOS-Career (kOS-Career 0.2.0.0) kOSPropMonitor-Adopted (kOSPropMonitor 1.7.3) KSC Extended (KSCExtended 3.0.2) KSC Harbor (KSCHarbor 1.2) KSP Wheel (KSPWheel 1:0.16.14.33) Landertrons (Landertron v1.3.0) Making History (MakingHistory-DLC 1.12.1) Mark IV Spaceplane System (MarkIVSpaceplaneSystem 3.2.0) MechJeb 2 (MechJeb2 2.14.3.0) ModularFlightIntegrator (ModularFlightIntegrator 1.2.10.0) Module Manager (ModuleManager 4.2.3) MOIST! Underwater Technologies (MOISTUnderwaterTechnologies 1.12.1) Near Future Aeronautics (NearFutureAeronautics 2.1.1) Near Future Construction (NearFutureConstruction 1.3.1) Near Future Electrical (NearFutureElectrical 1.2.3) Near Future Electrical - Decaying RTGs (NearFutureElectrical-DecayingRTGs 1.2.3) Near Future Electrical Core (NearFutureElectrical-Core 1.2.3) Near Future Exploration (NearFutureExploration 1.1.2) Near Future IVA Props (NearFutureProps 1:0.7.1) Near Future Launch Vehicles (NearFutureLaunchVehicles 2.2.0) Near Future Propulsion (NearFuturePropulsion 1.3.5) Near Future Rovers (NFR) by V2 Industries by MichaelV2.0 (RoverPack 2.0.99.0-adoption) Near Future Solar (NearFutureSolar 1.3.2) Near Future Solar Core (NearFutureSolar-Core 1.3.2) Near Future Spacecraft (NearFutureSpacecraft 1.4.3) Omega482's - SpaceX style landing pad (SpaceXLandingPad 0.2.1) Omega's Stockalike Structures: No Textures Required (StockalikeStructures 0.0.12) Omega's Stockalike Utility Vehicles (StockalikeUtilityVehicles 0.0.32) RasterPropMonitor (RasterPropMonitor 1:v0.31.13.4) RasterPropMonitor Core (RasterPropMonitor-Core 1:v0.31.13.4) Recoverable Emergency Kerbal Transport (REKT 0.4.8.2) RecoveryController (RecoveryController 0.0.4.2) RemoteTech Redev Antennas (RemoteTechRedevAntennas 0.1.1) Retractable Lifting Surface Module (RetractableLiftingSurface 0.2.1.2) SinkEmAll (SinkEmAll 3.1) SmokeScreen - Extended FX Plugin (SmokeScreen 2.8.14.0) Space Dust (SpaceDust 0.4.4) SpaceTux Library (SpaceTuxLibrary 0.0.8.6) Stockalike Station Parts Expansion Redux (StationPartsExpansionRedux 2.0.10) Stockalike Station Parts Expansion Redux - Internal Spaces (StationPartsExpansionRedux-IVAs 2.0.10) System Heat (SystemHeat 0.6.0) TAC Life Support (TACLS) (TACLS 1:v0.18.0.0) Toolbar Controller (ToolbarController 1:0.1.9.11) Trajectories (Trajectories v2.4.5.3) TRP-Hire (TRPHire 0.6.11) Tundra Exploration - Stockalike Dragon V2 and Falcon 9 (TundraExploration 7.0.0) Tundra Techonologies (TundraTechnologies 7.0.0) Tundra's Space Center (TundraSpaceCenter 2.0.2) Water Launch Sites (Kerbal-Konstructs) (WaterLaunchSites 1.0.1) Waterfall Core (Waterfall 0.9.0) Wild Blue Tools (WildBlueTools v1.90.1) WildBlueCore (WildBlueCore v1.2.5) WildBlueIndustries CRP Play Mode (WildBlue-PlayMode-CRP v1.90.1) Working Underwater Lite (WorkingUnderwaterLite 1.2.1) What mods is conflicts each other? CKAN was not detected any conflicted mods. Here's a crash logs, saves and crafts files: Google Drive Because the file size is a bit large, I attached it to the cloud.
  2. I am doing a Beyond Home playthrough and am trying to set up a uranium mining base on a moon, but the only resources on the moon are Ore and MetalOre. I am using the exact same modlist as Carnasa for his own "coming home redux" playthrough. I saw all modded resources show up as 0% on resource scanners and dont show up at all on scansat. I assumed this may have just been a minor visual bug or something so i landed an actual miner but it says there is nothing to collect. I was trying to go through and edit game files, but i cant find anything that would help. Any help would be greatly appreciated!
  3. I have tried using the most recent update to BD armory and it's dependencies, in both the most recent KSP version and the version that it was updated for. I have deleted and redownloaded from each relevant github, taking each folder out of their gamedata folders and putting them in KSP's gamedata folder (I did not put the BD armory gamedata folder into the KSP gamedata folder, just the BD armory folder). I have tried many fixes suggested online, but nothing seems to work. Could I have some help with this please? I can send screenshots if it helps fix the issue.
  4. Dropbox Link: https://www.dropbox.com/scl/fi/ktqn7fkc8qdg0b3g4o7a1/KSP.log?rlkey=8x5pcxxfqu8zx88baydbnvhk6&dl=0
  5. Through the Eyes of a Kerbal KSP IVA career mode I love flying in IVA in KSP, it gives it a completly different experience, especially with mods like FreeIVA, awesome IVA mods available out there. So I started a new career, where I attempt to fly missions only from the cockpits and the mission control room, for unmmaned spacecraft. This will be mostly done in a video format (the serie style is new to me, so don't hesitate to provide feedback ) So let's bang our Kerbal head against all those knobs and switches shall we ? : P - Link to a WIP version of this retro-NASA-styled Probe Control Room IVA, used in this serie : - Modlist (will evolve eventually) : - Chapters : Godspeed ! Ep. 1 - Humble Hoppings We discovered female Kerbals are called "Kerbalinas" ? did you know ? : D Next we'll surely get a Kerbal to orbit, and hopefully some probes to the Mun, while continuing developping aircraft tech to break the sound barrier !
  6. Heya! This is my first try at doing one of these mission report series things so I don't know if you guys will like it or not Anyways, this series is basically just career mode but with a BUNCH of IRL parts mods installed (BDB, Tantares, RN Probes/Rockets, etc.) And also History of Spaceflight for contracts Pretty much the space race but kerbalized This will also include a WHOLE bunch of world building so anyone whos a fan of that will like this hopefully So I guess I should make my save now!
  7. Coming back to the game after... *checks notes* 3 year break wow. I attempted to make a base with a very similar design back in the day, but low framerate + glitches made me quit. Now with a beefy PC I finally managed to build it. Experience from the first attempt was really helpful: I made sure to find a REALLY flat spot for the base. I tried to limit part count per module (I think it's under 350 total). I put time into researching least kraken-inducing way of construction possible. I must say it paid off, the process was relatively painless albeit long. I think it took me ~3 week IRL, although interwoven with some other minor projects to keep things interesting. Framerate this time around is pretty good, and the physics warp slows down to ~x0.5, so not great but definitely playable. Some more screenshots: Next project: Minmus mining base.
  8. So let's say I have an asteroid with multiple resources, my question is if I mine out one resource, will the other remain? For example, lets say I have an asteroid of mass 100T. It consists of 50% [50T] Ore, 40% [40T] MetalOre, and 10% [10T] Xenon Gas. For simplicity, let's assume that all 100% of the asteroid mass is mineable resources. If I send a mining ship that has storage space for 55T Ore and only 35T MetalOre, and start my drills, I'm assuming the following will happen: The Ore tank fills to 50/55 Tons because that's all the asteroid has. The MetalOre tank fills to 35T, but I've read somewhere that if the resource tanks are full, the drills won't stop drilling, leading to wasted resources. This means I'll most likely have to shut off the drills before this point, but let's just assume my reflexes are insane, and 35.00T Metal Ore is all that's drilled. If my thoughts are correct, then after storing away all resources that I've collected so far, I should be able to send up a mining vessel that has storage space for all other resources that are on the asteroid (In this case, 10T Xenon Gas, and 5T MetalOre), and collect them all, right? Hopefully this example makes sense, because I'm trying to figure out if my thought process is correct before committing a load of time and resources to designing a MEGA mission in my Science Mode save. Mission Overview, for those who are curious: (Yes, I also posted this on Reddit, but I figured it'd be a good idea to post here as well, since not everyone on here uses Reddit and vice versa)
  9. Frontier Aerospace Background: In his high school years, Matthew Kerman founded an aerospace club. He and his team completed many projects with model rockets and high-power rockets. In his senior year, the team successfully launched a space shot mission. He broke a record with the first high school to send a rocket into space. Matthew then got many scholarships and finished college with a master's degree in Aerospace. He then got hired by NASA to work on the Space Launch System. Years later, he proposed a plan to replace the SLS with a clean sheet HLLV. The proposal was called the Jupiter MHLV (Modular Heavy Lift Vehicle). It is composed of many companies like SpaceX, ULA, Boeing, and most importantly... Frontier Aerospace. Matthew left NASA to form Frontier. The team is composed of former SpaceX, ULA, Boeing, and Blue Origin Employees, and even some of his friends from high school. Their goal is to help NASA explore, build transportation for the public, and explore planets like Sarnus or even Plock. Current date: September 2041 Previous launch: Rhea Ia Mass Simulator Next Launch: Rhea Ia: Space Launch Carrier 1 Before I started this mission report, I had many Frontier saves (Frontier was called "Nano Hex" before switching). I have always conceptualized replacements for the SLS ever since I had an interest in space exploration. Thanks and inspiration to: @Blufor878 @GoldForest for Dreaming Big @Jay The Amazing Toaster for Kānāwai: Ares to Mars @Poodmund and @CaptRobau for making OPM And all the modders that contributed to making them
  10. mods folder: game ver: 1.12.5 when i launch i am stuck at 0.00 m/s and when i am in the vab or the sph i cant build or even load prebuilt crafts it displays in the staging area like the placement is pending but in the craft view it looks normal and i cannot move parts and when i try to launch the game simply crashes just let me know if you are having this problem too (note: i dont know which log is the right one for this sort of thing so that is why i didnt give you the log)
  11. Hi, For IVA enjoyers out there, I made this tutorial which covers a full flight only IVA launch, rendez-vous & docking to space station, then landing back at KSC runway, with a SSTO. IVA is in a retro style, so no much fancy displays, only manual piloting ! I hope you find it useful ! Also feedback and questions appreciated Notes : * Always match your inclination first with your target before doing the Hohmann transfer burn, I didn't tought about it since I knew the station was in a equatorial orbit, but still, the small deviation from my initial orbit trajectory was enough to make the rendez-vous phase trickier, as you'll see. * 21:14 : velocity relative to the targeted docking port but only in the X and Y axis. * 22:45 : I didn't mention it, but on this IVA, the screen display actually shows X, Y axis distance and vel in precise numbers, which is very practical, as well as the X, Y, Z rotation angle. it's a numerical aid to the instrument to the right, which is more visual.
  12. May 1984: The US creates a treaty with the USSR. Its primary goal was to cut military spending and focus on more technological advances. This rapidly progressed the new Space Shuttle's development but also revived the Saturn rockets and the Apollo Spacecraft. July 1984: The treaty was Approved, and a new Shuttle launch schedule was approved. NASA also made a few upgrades to the Saturn line but added a few more rockets. Additional Story: In addition, the LC-39 Complex was upgraded to accommodate larger versions of Saturn, the Space shuttle, and eventually SDLVS. Meanwhile, the Soviet Union is developing a rocket similar to the Space Shuttle. Its name is presumed to be Buran.
  13. So I've got quite a few mods that add resources of their own, w/ some being only on asteroids (Graviolium, for example), and I was wondering... how do you guys deal with the massive number of the different resource types? My solution was a mining vessel w/ 16 docking ports and an EL setup that would allow me to autonomously build vessels (Orbital construction docks placed on the mining vessel itself), and use that to build some vessels with resource storage if needed. Then, I was planning on transporting those resources to orbital resource depots placed probably between the Mun and Minmus, with each depot being separated by ~1000 km of height. I was also thinking to store Ore, LFO, monoprop, and other fuels at one depot, metals at another, and other resources (Water, dirt, etc.) at another depot, but I think there might be a better way to do this? Any thoughts?
  14. After having already played on it for over a year I have decided to start posting the results of my KSP career save here,on this career I have set myself the goal of colonizing every single body(except stars) using MKS and EPL as the two main colonization mods. In addition to those two mods I have a huge customized modpack including interstellar engines from Far Future Technologies, a modified version of Beyond Home that adds its system not as a replacement to the stock system but as an addition to it and many more. For other planet packs I also use OPM. Due to the large time already spent playing on the save I had to first go through the backlog of the many already completed missions and already started colonization efforts, so the first 38 chapters were me posting the earlier missions with whatever screenshots I have of them that i happened to take, if I have no screenshots of the original mission I showed the mission vehicle in VAB/SPH. Chapters: Chapter 1: Beginnings https://forum.kerbalspaceprogram.com/index.php?/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/&do=findComment&comment=4287263 Chapter 2: First interplanetary voyage https://forum.kerbalspaceprogram.com/index.php?/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/&do=findComment&comment=4287609 Chapter 3: Launch to Jool https://forum.kerbalspaceprogram.com/index.php?/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/&do=findComment&comment=4289999 Chapter 4: The First Colony https://forum.kerbalspaceprogram.com/index.php?/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/&do=findComment&comment=4291039 Chapter 5: Eve Station https://forum.kerbalspaceprogram.com/index.php?/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/&do=findComment&comment=4291379 Chapter 6: Minmus Expansion https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4291628 Chapter 7: Minmus Trade Route https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4291953 Chapter 8: Orbital Shipyard https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4291998 Chapter 9: Eve Colony Shiphttps://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4292303 Chapter 10: Jool Arrival https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4292438 Chapter 11: Satellites & Mun preparations https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4293995 Chapter 12: Duna Mission & Space Freighter https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4295223 Chapter 13: Moho Mission & Colony Expansions https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4295688 Chapter 14: Mun Construction https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4318324 Chapter 15: Eve Expansion https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4319907 Chapter 16: Gilly Colonization https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4320205 Chapter 17: Mission Returns & Leveling Cruise https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4320228 Chapter 18: Interplanetary Fusion Spaceship & Heavy Mining https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4320909 Chapter 19: Duna Colonization https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4321698 Chapter 20: Harbor Activity https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4321716 Chapter 21: Eve Heavy Industry & Plock Mission https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4322980 Chapter 22: Jool Colonization Fleet https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4322991 Chapter 23: Sarnus Mission https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4323343 Chapter 24: Gilly Station & Eve Karborundum Mining https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4325354 Chapter 25: Jool Colony Fleet Arrivals https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4325356 Chapter 26: Explodium Dragon https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4327871 Chapter 27: Tekto Exploration & Mun Construction https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4328950 Chapter 28: Duna Logistics https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4328955 Chapter 29: Sarnus Exploration https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4329992 Chapter 30: Pol Colonization Beginnings https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4330003 Chapter 31: Laythe Colonization Part 1 https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4330018 Chapter 32: Laythe Colonization Part 2 https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4330148 Chapter 33: Duna Colonization https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4330154 Chapter 34: Nuclear Transport & Jool Scooping https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4330335 Chapter 35: Laythe City Expansion https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4330349 Chapter 36: Bop Colonization https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4330373 Chapter 37: Laythe Skyscrapers https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4334600 Chapter 38: Dres Station & Neidon Mission https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4334626 Chapter 39: ? [Coming Soon]
  15. Note to mods: This may be the wrong topic to post this thread, and if so, move the thread to the correct topic. Welcome to the Orbiting Brick Kerbal Recovery Services! This is a challenge/mission idea, in the reverse direction! Anyone can submit a save that contains stranded Kerbals to be rescued, as well as any restrictions to make the mission more challenging. The rescue missions will be recorded and posted to this YouTube Channel. As well as the mission and save file being shown, the forum username of the person who submitted will be mentioned. Video with more information If you are interested in submitting, send me a private message on the forums. Rescued Kerbals: This section will list the Kerbals that have been rescued, and the user who submitted them.
  16. Every time I tried to orbit with Mechjeb2 with the ascent guidance, the periapsis will not go past 70km but the apoapsis always meets my targeted orbit altitude. I've looked through youtube and forums but there is nothing. It may be something stupid but I don't know.
  17. im looking for a luna MP server to play on if anyone has a server and is looking for members then post here others can also use this as a place to look for fun servers to play on
  18. For the last few months, I've been playing the game with 100+ mods just fine with minimal lagging. I got back into playing it again after a long break and noticed it takes a lot longer to load, open saves, etc. I know the obvious answer would be to remove a bunch of the mods I'm using but it just seems strange that this is happening all of a sudden.
  19. Not sure why but the adapters from NearFutureLaunchVehicles are decoupling apon engine activation. Heres a link to a google drive with the craft file this issue is occuring in, and the CKAN modpack file. https://drive.google.com/drive/folders/1uTFZV84XG33v4HDRUa4gU6HlTYE8InV0?usp=sharing Would be very nice if you manged to fix it!
  20. It's Back! The mission report that no one cared about is back! Same as the last one, it is using my own KerBinary mod, as well as my own homemade frankensteined visual mod. The general stuff is the same, with it being mostly stock + Restockplus and Restock, and with a 2X rescale, because it just feels better. Other mission report: Mod (if, for some reason, you want to use it): The science is not balanced yet but I will get around to balancing it sometime, for now science is just on 50% and I'll be limiting myself to what feels right To get right into it . . . _________________________________________________________________________________________________ In the wise words of some philosopher, everyone starts somewhere. The Kerbals are no exception. For years they have looked up at the sky, and wondered, "Are there Snacks up there?" Today, they find out. At last, the KSP's first rocket was built. It was originally going to be unmanned, but thanks to Jeb's complaining, a small capsule was created just for it. Presenting, the Hopper 1! 3.. 2.. 1.. IGNITION! After the fuel burns out, we reach maximum height at around the pitiful height of 20 km. Jeb is able to buzz some airplanes on the way down. Coming in over the space center. R&D better hold their coffee. And landed! Jeb's hunger for speed, height, and danger, has not been entirely satisfied by this rocket, though. this must be rectified, as well as the collection of more SCIENCE! And so ends the flight of the Hopper 1. A decent flight, it ended in Jeb going almost 1/4 the way out of the atmosphere, but we will certainly go farther on the next launch. I also unlocked some SCIENCE! which I used to get the first 2 techs. The decoupler and the larger boosters would be imperative in the second launch, the Hopper 2! Due to launching restrictions though, we couldn't have made it larger, or else Jeb might have blacked out from the Gees It's a big upgrade from the Hopper 1, with a larger booster, fins, and a decoupler for the capsule so the parachute can be more effective. 3.. 2.. 1.. IGNITION! Strangely enough, the rocket started heating up on launch, and streaks of air began glowing around the rocket. this was later discovered to be a phenomenon called Compression Heating which might need to be factored into future launches, especially on atmospheric entry. Even after engine burnout, the rocket was able to make it to space! Jeb's appetite for danger has probably been satisfied, and we get all of that sweet, sweet SCIENCE! Pretty from up here, isn't it. Decoupling the capsule. Unfortunately though, we later received news that the booster survived the trip, just to crash into Bill's hotdog stand just outside of the space center. This had the side effect of making Bill jobless, which meant we could kidnap recruit him into the space program. No major reentry heating, actually, and the parachute deployed just fine. Perhaps due to the angle, or low speed? Landing in a beautiful meadow. Parallax really is something. In the end, 2 wildly successful missions, with lots of SCIENCE! gained, funds gathered, and we are now ready to go for orbit. Unfortunately, that would require bigger boosters, so Gene will have to put his solar-system conquering ambitions on hold for now. Final tech tree Upgraded astronaut complex, to house all the new captives recruits!
  21. i am getting the error where kopernicus is not able to load the custom planetary system, I have a pretty large modpack: https://pastebin.com/2N3baULb KSP.log: https://file.io/JtuQuDPDXrW9 ModuleManager.ConfigCache: https://file.io/j1szrlQVKlhY
  22. From Ground To Sky By SixAndAHalfMen From Ground To Sky Is an Alternate History verging after the Apollo 17 Mission. Instead of the apollo program ending and skylab starting with George McGovern winning the 1972 election and shortly later increasing NASA's budget. After NASA's sizeable budget increase, the main objective is to put a sustained human presence on the moon. which brings us to... 1973 WIP
  23. whenever open ksp and try to use parachutes, it either -shows deployed in the vab and had a tab in the staging column but never works i saw this happen in parachutes from mods -not deployed in vab, no tab in staging column and not being able to be deployed while in flight happens in parachutes from stock https://imgur.com/gallery/76ejXcS in vab,, bdb's Saturn v with parachutes deployed https://imgur.com/gallery/xzPrqvY stock, outside vab no deploy chute tab open in staging column mod list link https://imgur.com/gallery/OzlSlap how do i fix this
  24. Does it look good or bad? Mods I used: Corvus CF Creator: micha Download link: https://spacedock.info/mod/1405/Corvus CF TextureReplacer Creator: shaw Download link: https://spacedock.info/mod/1824/TextureReplacer
  25. After the failure of the original Sentinel Design Bureau, all funding was cut and the agency put on life support. Luckily, however, it was revived by the latest administration in the great nation of United East Kerbonia! Now it stands to expand kerbalkind through the planets and moons of the Kerbol system, but first, it has to start all over. This is a rescaled 2x career using a whole slew of mods and custom visuals based off of Spectra. my goal is to somewhat reaalistically explore the kerbolar system and colonize it, and maybe go interstellar. Link To The Original Table of Contents ______________________________________________________________________________________________________________________ Chapter 1 | Starting Somewhere Chapter 2 | Strange Rockets ______________________________________________________________________________________________________________________ Chapter 1 | Starting Somewhere When the Sentinel Design Bureau was revived, a new rocket had to be made to make up for lost tech. Building off of the blueprints that were discovered being used as Bill Kerman's coffee napkins. The result was a brand-new family of sounding rockets. Behold, the aptly-named GoUp 1! With a BANG, the GoUp 1-1 lifts off into the air. Unfortunately, the stability on the first stage was . . . questionable at best And the second stage ignited upside-down But, in the end, science was gained . . . And a new rocket was developed, the GoUp 2! A mighty rocket, with only 1 stage but way more Delta-v It made it higher than ever, but unfortunately, the antennae and batteries were forgotten, leading to no science gain, a terrible misfortune Luckily, in the GoUp 2-2 mission, this was remedied, and science was gained And that end the the first three missions in kerbalkind's rise to the stars.
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