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  1. Kerbal States Forever Game Mode: Science Sandbox. Jingoist mode; on. Spiritual successor to America Rising. Chapter One – A Higher Frontier Launch 1: Vanguard 1 / Vanguard SLV 1 Year 1, Day 1 - 0001 Hours Mission: Technology Test satellite to medium Kerbin orbit. Location: Kerbal Space Center Agency: KSN The honor of launching the world's first satellite went to the "civilian" team of the Navy Research Laboratory (NRL), headed by Rosen Kerman. Based out of the Kerbal States' premier launch site at Kerbal Space Center, the NRL team was a major player in the space program from Day One. Launch 2: Explorer 1 / Juno II 1 Year 1, Day 4 - 0434 Hours Mission: Science satellite to medium Kerbin orbit. Location: Green Sands Proving Grounds Agency: KSARMY Second to orbit a satellite, but not necessarily second-best was the Army's team out of Green Sands Proving Grounds. Led by the world's leading rocket engineer, Werhner Von Kerman, the Army was poised from the beginning to become the premier agency for the development of satellites and spacecraft. Launch 3: Explorer 2 / Juno II 2 Year 1, Day 16 - 0538 Hours Mission: Science satellite to medium Kerbin orbit. Location: Green Sands Proving Grounds Agency: KSARMY Von Kerman was quick to launch a second Explorer after the first, in many ways only to cement his team's ability to repeat their success. Launch 4: Vanguard 2 / Vanguard SLV 2 Year 1, Day 29 - 0253 Hours Mission: Science satellite to medium Kerbin orbit. Location: Kerbal Space Center Agency: KSN The second of NRL's satellites included an experiment package as a proving flight for using satellites for scientific research. Launch 5: Pioneer 1 / Jupiter Able 1 (J3-AB3) Year 1, Day 47 - 0018 Hours Mission: Science probe to high Mun orbit. Location: Kerbal Space Center Agency: KSARMY/KSN The Pioneer project was the first direct collaboration between the services to jointly launch a series of exploratory space probes. Each service was assigned the lead to launch one space probe to Kerbin's moon. Whilst the Navy and Army immediately joined forces to produce the Jupiter Able launch vehicle, the Air Force remained aloof. The first Pioneer was NRL's space probe.
  2. Hey everyone. I recently upgraded my OS and didn't think that I'd need my game save and so I didn't copy it over. Once I finished the upgrade and downloaded the game again, I realized that the latest version of KSP isn't compatible with a lot of my mods. Is there a way that I can get a specific version of KSP to point ckan at? I bought on both steam and GOG (long story. bought twice, once in 2015 and again in 2018), so if there is a way that is possible on only one store, I'm fine with that.
  3. Hi all, Recently I have been having problems with specific engines on Waterfall. It's quite hard to explain... here's a screenshot (bit hard to see) https://imgur.com/a/k8p6XrO Mod list: --START MODS-- [x] Science! 000_ClickThroughBlocker 001_ToolbarControl Astronomers Visual Pack B9 Part Switch Better Time Warp CactEye Space Telescopes 2: Refocused Distant Object Enhancement Environmental Visual Enhancements [EVE] Eskandare Heavy Industries Kopernicus Kraken Science Kronal Vessel Viewer Modular Flight Integrator MSP-3000 Material Science Pod Persistent Thrust ReStock ReStock+ Scatterer Scatterer Atmosphere Cache Sigma Space Tux Library SSCEP Stock Waterfall Effects Waterfall Zero Mini AVC Module Manager Module Manager Config Cache --END MODS-- All mods are the latest version the last time I checked. I have not touched the files, they were all installed by CKAN. .log file: https://we.tl/t-Ijgh4FBFYC Any help would be appreciated.
  4. Hello im new to the forums im having an issue my loading screen is taking forever
  5. I am going to start a Career Mode Mission Report here. As the name may suggest, I have both DLC and 'a few' mods: Also, if you see a box as the last letter of the title, that last letter is an interrobang (combined exclamation point and question mark). *edit* I'm playing on 1.12.3.(whatever)
  6. Introduction I've been playing stock KSP, or visual mods only, for a while and reckoned it's time to have a go at a modded career mode playthrough. I wanted something in the same vein as stock but with more and different challenges. In particular I wanted crewed spaceflight to be more demanding, and uncrewed spaceflight to be more autonomous. I settled on the following mods with UnKerballed Start, kOS, and Snacks! the headline performers. Episode 1 Mission 1: Sprite 1 As in stock KSP, there's not much design space for the first rocket, but unlike the 'Jumping Flea' it will be a completely unguided sounding rocket. Each of my playthroughs have a different naming scheme. This time round I'm using mythical creatures - so here's Sprite A. It only needs to reach 200m so I'm only partly fuelling it. Light the fuse and watch it go... 'Catastrophic failure'? Nope, I fulfilled the 'First flight' and 'gather scientific data from Kerbin' contracts! Onward to greater things!
  7. So, one day I was installing some mods, and everything went well. then this popped up. I tried clearing my game data folder, but it still appeared. please help me!
  8. So, my experiment station is on the far side of the Mün. A solution is usually "Hey, let's connect using a relay. Easy peasy, right?"' Nope. These guys have pretty good relays, GREAT connection all around-- just not to each other. Yes, I've looked at other threads, like https://steamcommunity.com/app/220200/discussions/0/135510669598463932/, , and other things. There a setting or something? Maybe my mods are a bit of an issue? Info (though none of my mods really do relay stuff, I... I think): Version 1.10.1.2939 Network view: Actual Relays: Any help very much apprec'd :)
  9. Greetings everyone, Originally designed as an orbital freight ship, the heavy SSTO "broadsword" saw many months of augmentations to make it the perfect multi-role space craft. The initial design parameters emphasized endurance and maximum payload capacity, with the goal of reaching any celestial body's orbit on a single tank of gas. The spacecraft was never intended to touch down on any other planetary surfaces, and would rely on smaller towed "fighter SSTOs" for refueling missions. Unfortunately, achieving the initial goal pushed the total part count to 170, making it not worthwhile as a potential "aircraft carrier". The spaceplane was put in cold storage until Kerbin's military strategists wanted to explore its role as an orbital bomber, capable of delivering hundreds of 1.5 MT nuclear warheads at a moment's notice, undetected. This initiative called for a series of "survivability tests", which would push the airframe design to its limits. After some great successes between scientists and military strategists, a final design was approved that could withstand the conditions of all celestial bodies. The H-SSTO Broadsword Mk 6. Clocking in at roughly 1700 tons, with a width/wingspan of 74m, length of 83m, and relative height of 20m. This spacecraft carries about 6,670,000 units of liquid hydrogen fuel for its 11 nuclear, 8 VTOL, 2 SURGE, and 2 ARI reverse thrusting engines. In total the space plane is powered by 23 engines of various designs and purposes, as well as a large fission reactor. The nuclear engines do not consume fuel in any atmosphere. Maximum survivable airspeed is about 1800 m/s in low/less dense atmosphere, and 3500 m/s+ at higher altitudes. (I don't keep the throttle at more than 10% for non orbital atmospheric flight). It can transport a crew of 7 in the immediate cockpit and more in the additional crew compartments. Thanks to excellent usage of airframe integrated radiators and thermal control systems, the spaceplane can withstand the pulse of a thermonuclear weapon, as well as atmospheric entry up to 2,500 m/s. The broadsword is also capable of high G maneuvering, because of its strong structural integrity, variety of large control surfaces and thrust vectoring systems. The instrument suite was also enhanced to feature advanced communication systems (including a detachable orbital relay), celestial analysis equipment, and every resource converter known to kerbal kind. Despite the ~3.5 thrust to weight ratio, the spaceplanes mass places great stress on its landing gear, making it difficult to land or take off without employing the STOL or VTOL capabilities. This is largely due to a lack of advancements in landing gear technology, and so the broadsword can only survive touchdown at less than 5 m/s vertical velocity. A skilled pilot can easily operate within these parameters. Surprisingly, the design allows for incredible buoyancy, making landings on liquid bodies not only possible, but more attractive. Lastly, the spaceplane features a robotic arm, two (two crewed) escape pods, AESA air to ground radar, 360 degree track while scan air to air radar, surveillance cameras, two drills, and many other fun gadgets. It also features a nose cargo ramp for deploying vehicles on extraterrestrial bodies. When fitted for military operations, the spacecraft can deploy every weapon possible, from artillery to lasers to nuclear weapons. (Note I have around 50 mods, and I don't know how many were used to complete this spacecraft). Here are some pictures: More bombing pics:
  10. The sun, like always, rises to the east of the Space Center on... Earth? This is not Kerbin, but instead its larger, wetter cousin. With only one moon and a higher atmosphere, it will more of a challenge to go to space today. But the Kerbals will persist, with boosters and courage and stupidity and boosters! Welcome to the... JNSQ KSRSS Space Race! Hi all! You may remember me from the original JNSQ Space Race, where after technical issues I played the Dressian National Rocketry Association. We're doing it again, but this time in a 2.5x scaled KSRSS, for added Flavour™. Rules are similar to last time: -Career Mode -Medium difficulty +Require Signal For Control -Mods encouraged, as long as they're not cheaty -Reverts and quicksaves Are permitted, but don't abuse them. This is mostly for fending off the Kraken, let your doomed machinations tumble to the ground! These rules will be updated as the race nears its beginning However, other rules such as progression and the scoring system, tech tree mods, contruction time, lifesupport etc. are yet to be decided, as I'd like to have you input on that first! The competitors are as follows: 1. The Neo-Dressian Spacefaring Foundation The NDSF is an organisation founded by eccentric businesskerbs Nertia (not at all related to the excellent modder and KSP2 Dev of a similar name) and Eeloon Kerman. It began when the pair were out on what their agents call a 'Danger Trip' (I think some of them are still hyperventilating) in which they discovered the ruins of the old DNRA facility. There they found an old Imperial Dressian flag, bleached by the sun and torn from wind-strewn rubble and inquisitive wildlife. Judging from what remained of the facility around it, this flag was originally destined for the surface of the Moon, but it was a destiny that was never realised due to the demise of the DNRA... until now. Nertia and Eeloon knew that they needed to take the Kerbals to space once again... For realsies, this time! To this end, the Neo-Dressian Spacefaring Foundation was formed. Similarly to the DNRA before it, it sported the national flag of the Dressian Confederacy, but as most of its funding came right out of Nertia's own Gluon Corporation, its logo was plastered front-and-center of the NDSF's flag. While it still recieved government subsidies, the NDSF was far less reliant on them than the DNRA, this hopefully meant it could take a few hits financially before it went under. 2. Space Agency of the Western Hemisphere (SAoWH) It's known for its long acronyms and lack of creativity in naming, and every rocket, spacecraft, kerbal, station and base will have long acronyms as their names. Despite its name, it's actually just a small country that forgot its own name throughout its history and is now called "Small country in the west of earth" with SCiWE as its acronym. The naming schemes in this country always cause troubles in international relations. Even though it is a very small and unimportant country, its space technology is surprisingly advanced. The race will begin when we have enough people, and once some of the above rules have been agreed upon. So go forth, and form your own space agencies!
  11. The Kerbal Air Force Rearmament Challenge CHALLENGE SUSPENDED The Kerbal Airforce is in dire straits (not the band, although they are amazing). A recent strategic attack on their hangars and airfields has wiped out all of their combat-related assets, and we need YOU to design an aircraft (anything that flies, anything.) as a measure that will give us the material advantage in future combat situations. This challenge allows mods, they are so far limited to: Airplane Plus, BDArmory, North Kerbin Dynamics, Ground Effect, all the NFT mods, Restock-like visual mods, Aviators's Arsenal, KerbalField, KJR, Simple Repaint, SXT, Working Under Lite, NAS, SXT, KTech, OPT, NMB, Interstellar Fuel Switch, Cold War Aerospace, Procedural Wings and Tweakscale (Others could be considered as well). DLCs are now allowed, the craft must be made in 1.11.X or later. You may build an aircraft for any of these classes, or, a multirole aircraft that conforms to multiple: Air Superiority Fighter: Relatively fast, more maneuverable than average, Sufficiently capable of taking down other aircraft by any means necessary. Must be equipped with a radar for air-to-air radar locking, 2 x .50 cal MG's minimum. Interceptor: High speed, high climb rate with decent maneuverability, must be able to quickly scramble and climb to altitude to engage multiple of singular hostile targets. Must be armed with at least 4 x Air-to-Air missiles. Naval Fighter: Same rules as an Air Superiority fighter, but must be carrier-operable and with a low stall speed. Ground Attack Fighter: High Survivability with decent speed, must be armed with at least 4 x .50 cal MGs or two 20mms or a single 30mm, must be able to deliver targeted strikes and secondarily assist in controling the airspace. Preferably equipped with both an Air to Air and an Air to Ground radar system set. Must carry at least 2 ton of ordinances. Bomber has multiple subclasses: Heavy: Must be suited to high (4km+) altitude, carry at least 25 Tons of ordinances, minimum cruising speed of 100 m/s. Minimum range of at least 7,000km. Medium: Must be suited to high altitudes, carry at least 15 Tons of ordinances, minimum cruising speed of 120 m/s. Minimum range must be at least 5,000km. Supersonic: Must fly above 3km, at least reach Mach 1 in a straight line, at least 10 tons of ordinances. Minimum range of at least 3,000km Light: No minimum altitude restrictions, at least 5 ton of ordinances, no more than 2 propulsion systems. Minimum range must be at least 3,000km Naval: Must be fully carrier-based, have a low stall speed and should be able to stow away it's wings for a reduced deck footprint, at least 7 Tons of ordinances (can be Mines, Depth charges, Bombs or Torpedoes). Minimum range must be 2,000km. Stealth: Must be stealthy and have a notable reduction in detection range, time and probability as compared to it's contemporary counterparts. Must be able to deliver at least 5 tons of ordinances. Minimum range must be 2,000km. Reconnaissance: Must be a high altitude, kerballed or unkerballed aircraft that should be equipped with an Air-to-Ground Radar and/or a camera pod(s). Range must be at least 2,500km. Airborne Warning System: A plane equipped with an omnidirectional Air-to-Air Radar system that is not designed for active combat, but rather for surveying remote airspace. Range must be at least 3,000km. Naval Airborne Warning System: A naval variant of the AWS, must be carrier based and have a low stall speed (<70m/s). Range must be at least 3,000km. Unkerballed Reconnaissance: Must be unkerballed, minimum speed must be above 60m/s, must be equipped with a targeting pod and at least 2 Air-to-ground missiles or bombs. Military Transport Aircraft: Moderately-high survivability, must not be reliant on paved landing strips, Should be able to take off with at least 35 Tons of Cargo. Range must be at least 5,000km. OPTIONAL: Should be able to airdrop cargo if required. Helicopter has multiple subclasses: Attack: Must be armed for Air-to-air and Air-to-Ground engagements with a variable ordinance layout. Must have a main gun as standard. Range must be at least 150km Transport: Must be able to lift at least 10 Tons of cargo externally or internally. Must be able to carry armed Kerbals and deploy them under enemy fire in hostile territories. Minimum range must be 300km. Maritime: Must be able to operate from a carrier, can be either in a Transport, Surveillance or Attack role. Minimum range must be 200km Surveillance: Must be light, quick, and equipped with a targeting pod. Minimum range must be 250km. -BONUS- Flying Gunship: Must be armed with at least 2 Howitzers, conforms to a Ground Attack fighter role with appropriate concessions for speed, size and armaments. Seaplane-Fighter: Must be able to directly take off and land on water, must conform to rules for an Air Superiority fighter with concessions for armament. Rocket-powered Interceptor: Must be powered by a rocket motor, Minimum straight-line speed of above 300m/s. Must be armed with at least 2 x .50 Cal MGs. Ekranoplan: A Ground Effect vehicle that flies over the surface, must be armed with either Air-to-Air or Surface-to-Air Missiles or carry at least 5 Tonnes of cargo with a range of 4,000 Kilometers. More TBA. Award: Those whose aircraft have been selected shall get to wear this badge I whipped up in all of 2 minutes, I'll beautify and make it a proper badge later, sorry. Enjoy, and I'll be waiting to see what this community can whip up!
  12. KSECA: Kerbal Space Exploration and Colonization Association ... Kerbin, KSC, Mission Control Gene: Good morning. (smiles) Wernher: (looks up, looking tired) What you look so happy about we've just been up all night. Gene: We just got the license to start launching Kerballed missions. Wernher: (shocked) Really. (steadies himself) Ok I'll get making some blueprints. You phone the others. (runs out) ... Basically this is a series of missions that will be centred around colonizing planets and moons using MKS and the Near Future Series of mods. With a few others from USI, Nertea and some others. I will post a mod list later. This will be done in 1.12.1 with both expansions. This will mainly be a series of missions with some story in-between. I will try to do this with some form of realistic progression but without testing. And skipping everything before Gemini I the ISS construction. Hope you enjoy ... Kerbin, KSC, Administration Building Jeb: Gene, I've already flown plenty of sounding rockets for you. (yawns) I'm not flying more. Val: (Ignoring Jeb) So what is it? Gene: What? Val: Why are we here, Gene? I was enjoying that holiday. Gene: Well, we have got... (Wernher and Mortimer walk in) Mortimer: A licence for launching manned rockets that's great. Gene: What a way to ruin my moment! (Walks out looking huffy) Val, Your flying the first rocket. Jeb: What have I done? (confused) Mortimer: Well goodnight. (leaves looking awkward) ... The headcanon is that Gene started a space program 50 years before recruiting his best friends to join him. But when they came to build new designs to land on the Mun they all failed and the government of Kerbin stripped the of their manned licence for safety reasons. Gene was too nervous to launch anything more than souding rockets. But then it was given back and a new age of space exploration will begin.
  13. I've been having a problem with my game. Sometimes when I change scenes some of the mod icons on the toolbar will start duplicating themselves, the only ones that seem to do this are persistent rotation, servo controller, and waypoint manager, these icons also seem to duplicate themselves on the main menu when I quit from my save. I'm not sure what's causing this but I'm going to attach my mod list both debug and output logs and then image of the problem any help is appreciated. Nearly all my mods were installed through CKAN. Thanks in advance! debug log Output log picture of problem, (couldn't insert)
  14. Galaxies Unbound is hosting Luna Multiplayer Servers, one for warfare, and one for collaborative colonization, however, in the future, we may do other multiplayer challenges, Such as space races and the like Join the Discord for More Information JOIN DISCORD FOR ALL QUESTIONS https://discord.gg/KUNV92PHbR Mods that will ALWAYS be present in the challenges @StarCrusher96's Galaxies Unbound @R-T-B's Kopernicus @JadeOfMaar's OPT Spaceplane And finally, last but not least @Nertea's Near Future Construction, Spacecraft, And Launch Vehicles General Rules that apply to ALL multiplayer servers No Vessels which are intended to crash the game No Part Mods or planet mods outside the ones specified in the rules of the server No Cheats Unless otherwise stated(Unless the Kraken destroys your ship or something, or if a ship flips over due to something unreasonable) No Blowing up peoples ships unless otherwise stated In General, Don't Be a Jerk If you violate the rules more than 3 times, you will be banned from participating in future multiplayer challenges(asside from part mod rule, in that case, the vessel will be removed) Don't complain about the modlist if you aren't planning on playing, the modlist is set when we start, so if u want to pick the modlist, just wait till the current one ends Requirements to Play Have Discord Have KSP Read all rules before joining Note that warfare has a limited number of slots, get em while you can
  15. Everytime i try to launch RSS in 1.10.1 i get stuck on the file KerbalismConfig/Parts/ChemicalPlant/kerbalism-chemicalplant.cfg there are no problems with module manager, its just this file it gets stuck on forever.
  16. Good day! I come here to the forums as my last resort. I've been attempting to debug this install for three days now. A variety of related bugs have been solved already regarding incompatible mods, but this one has proved to be a... deeper issue. Upon loading all the mods completely, the loading script is killed with a ReflectionTypeLoadException while 'verifying' the Breaking Ground Expansion, the last stage of loading before the main menu. (That's a special type of fury, trust me). Anyway, I've exhausted the KSP Discord and the Internet looking for a concrete solution, finding nothing of true use. My full mod list and KSP log will be provided below. Any help or suggestions would be welcome! Note: Reinstalls of all mods and a reinstall of KSP itself along with file verification did nothing to remedy the issue. KSP.log - https://www.dropbox.com/s/7kghylxc4c43cim/KSP.log?dl=0 Mod List (screenshot) - https://www.dropbox.com/s/7j3hfrcid03kc8f/Mod List.png?dl=0 Error (screenshot) - https://media.discordapp.net/attachments/132503638793912320/858488305892065281/unknown.png?width=829&height=518
  17. I've been on vacation for two weeks, and it was fun, but I missed exposing my Kerbals to 100,000+ g forces and enough radiation to kill a human in milliseconds. I just got back home yesterday, booted up KSP, and forgot I had downloaded AfterKerbin. I went back through the planets, and I saw something peculiar while looking at Jool's future analog, Reaper... And I had to know; has ANYONE ever successfully landed and returned to orbit FROM Reaper? If not, does anyone have any plans to? Edit: Reaper is the future analog of Jool, with the about same atmosphere as jool, and ridiculous gravity.
  18. Hello all! I have just completed building the ship Hail Mary from Mr. Weir's latest novel. Now, obviously there are some inaccuracies, one of the most glaring of which I will detail below. (!SPOILERS TO FOLLOW!) The ship in the novel was powered by an alien micro-organism called Astrophage, emitting infrared light at the 25.984 micron frequency. To simulate this I have simply included a transmission module from KSP's interstellar extended mod (henceforth referred to as KSP I-E) in my engine module which was incorporated in the config file of one of their lasers. Then, I added in a new resource labeled "Astrophage", with the approximate density of a cell (even more spoilers; in Weir's book a huge panspermia event occurred at Tau Ceti which means that all living organisms have the same rough properties and hence, same structures.) I then incorporated this new resource into the fuel tanks provided by KSP I-E, and voila! I now added the fuel tanks to fit the correct volume as specified by Weir. Except... not really. For some reason the fuel tanks only hold about 900 tons of fuel as opposed to the 2,000 they should. Despite following Weir's details as closely as I could ("largest diameter they could launch was about 4 meters... three fuel tanks side by side... estimate they take up about 75 percent of the ship's volume), I find that Astrophage has to be either too dense to be a reasonable cell or, more likely, I have messed the proportions up. With all that ranting out of the way, I will below post Mr. Weir's Hail Mary specifications as opposed to my vessel. Weir's ship specifications: Dry mass 100 tons, wet mass 2100 tons, delta-v 0.92c (acceleration to and deceleration from), 3 crew, induced comas, "a few months" of food supplies, 125m^3 internal habitable volume, ~500m^3 total volume My adaptation's specifications: Dry mass 104 tons, wet mass 1012 tons, delta-v not yet measured accurately due to time, DeepFreeze chambers (which Weir unfortunately explicitly said DO NOT EXIST on his ship.. grr.. are there any other mods that can simulate reduced consumption of resources while not eliminating it completely?), 70m^3 internal volume, 7 months of air and ~4 months of food/water for 3 crew. More details to follow on the layout shortly. Thank you all for your time reading this, and I welcome any feedback or input from any fellow readers to try to improve the design replication!
  19. So i build my minmus base which can produce rocket parts and i thought that to build rockets i just need rocket parts but when i open up UI it shows that it needs material kits and specialized parts. Do i have to remove some mod for it to be just rocket parts? In other tutorials on youtube there are just rocket parts. I also haven't found any material kits or specialized parts in VAB. Image: https://ctrlv.cz/VhHH Image from tutorial youtube video: https://ctrlv.cz/e4tV
  20. Good day! I've been putting together a nice customized install for my newest JNSQ playthrough. My system has 16GB of RAM, and is technically able to handle everything. However, the issues soon arise. First off, the game will not load without a database reload, as the loading itself stops with a System.Reflection.ReflectionTypeLoadException. After the database reload which only takes a few minutes, the game can continue to the main menu... kind of. The game loads, but all you can see is Kerbin and the three Kerbals, without any Scatterer features or the main menu buttons and title ever popping up. The music also stutters badly, and my entire PC has actually locked up before due to this. It required a hard restart. I found this error in the logs, which may be related to this. However, if at all relevant I must mention that all of these mods were installed by CKAN, which is not exactly known for allowing incompatibilities. [LOG 22:26:50.143] EVEManager: Issue loading PQSManagerClass! Error: UnityEngine.UnityException: Unable to apply node! ---> System.NullReferenceException: Object reference not set to an instance of an object This is so far, the extent of the major, game-breaking issues. I have here the KSP.log and the ModuleManager logs from my final session while troubleshooting. I also have a screenshot of the full modlist, if it helps at all. Thank you for your time, please get back to me if possible! KSP.log: https://www.dropbox.com/s/q0w8hjrl07u5soy/KSP.zip?dl=0 ModuleManager Log: https://www.dropbox.com/s/9humx2cttby5864/ModuleManager.zip?dl=0 Mod List: https://www.dropbox.com/s/57i534iip6zf3it/image (1).png?dl=0
  21. Hi, I hope this is the right subforum to post such contraptions. I tried to build some airplanes that capture the charme of a past that never was. As you can tell, I am quite fond of flying boats and float planes and a huge fan of old school open cockpits. I really, really whish there were more part mods to support such crafts. First up: the White Swan MK1
  22. Share any modded KSP screenshots and get help on how to take amazing screenshots! Open to all.
  23. These are common problems for newer Kerbal Space Program players who own and play the game through Steam. The most frequently asked questions for these problems are: I update my mods manually or with CKAN; why is KSP-AVC (Kerbal Space Program Automatic Version Checker) telling me I do not have the latest update for this mod installed?! I deleted this mod (or craft). Now it's back again?! My DLC (Missing History or Breaking Ground) isn't showing up in my game?! Background: A while back ago, Steam began to offer a feature to create a cloud archive of key parts of the game as determined by the game's publisher. This idea was in Beta for nearly two years before being released sometime in 2016. It was added to Steam for a couple of reasons: This feature allows the owner of a game to be able to play flawlessly on various devices providing the game's software supports playing on that type of device. To help make it easier for the player, Steam makes a copy of your local files to the cloud storage linked to your account (everyone has cloud storage linked to their account. There is no way to completely disable the feature from your account). When you log onto your Steam account and download the desired game to your device, the files in the cloud are also copied. This way you can play a seamless gaming experience on your tablet, PC, or laptop. Your saved game data is synced with the cloud each time you load a game or exit a game. This feature allows you to be able to permanently delete your Steam library and account from your computer without losing your game's progress, downloaded content, or downloaded mods. You can install Steam, log in to your account, and transfer all your games - with the saved games files - to your new computer and not have to spend hours transferring stuff to an external drive or a lot of flash drives. For the most part, it does well. But with Kerbal Space Program and a dozen other games I have come across, this feature does not always go as planned.
  24. Hello there! I've been working on some French and European 'spy' satellites for a french space group I'm part of, and I thought I'd share these here too. Note that these were reproduced using the sometimes very few pictures available online, so model accuracy may vary. HELIOS 2 First one in the fleet is the Helios 2 observation satellite. Based on the Spot 4/5 platform. Launched in 2005 (H2A) and 2009 (H2B), it was France's main observation satellite before the launch of CSO. It is used in partnership with Italy, Spain, Belgium, Germany and Greece. It can take very high resolution and infrared pictures with its main sensor, and wider, lower res ones with its secondary sensor. The custom solar panels in video: Mods used: - Both DLC - TweakScale - Restock & Restock+ CSO France's newest observation satellite, CSO (for Composante Spatiale Optique - Optical Space Component) has a higher resolution, more IR modes, and more agility than Helios 2. CSO-1 launched in 2018, CSO-2 in 2020, and CSO-3 is planned to launch in 2021. Mods used: - Both DLC - TweakScale - Restock COSMO-SkyMed Italian Synthetic Aperture Radar (SAR) observation satellite, used in partnership with France. The 4 satellites were launched between 2007 and 2010, and they will be replaced by 2 COSMO-SkyMed Second Generation satellites, the first of which was launched in 2019. Mods used: - Both DLC - TweakScale - Near Future Solar - Near Future Exploration PLEIADES NEO Unlike the Pleiades satellites it will replace, Pleiades NEO will only be used for civilian purposes. They will feature a much better resolution (30cm instead of 70), higher agility and 4 satellites instead of 2. They will be the European competitor to WorldView. The first Pleiades NEO is set to launch in 2021. Mods used: - TweakScale - Restock & Restock+ - Near Future Solar - Near Future Exploration CERES Planned for launch in 2021, CERES (Capacité d'Ecoute et de Renseignement Electromagnétique Spatiale) will be a trio of French Signals Intelligence mini-satellites. Flying in formation, they will be able to pinpoint radar and telecommunication emissions. Mods used: - Both DLC - TweakScale - Restock & Restock+ I will probably create more in the future, like some older satellites, the first Pleiades will probably be the next, it was the first one I made but now that I look back on it it looks real bad x) I will post .craft files if people are interested, but note that my game is heavily modded so there might be parts from other mods that I forgot were there.
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