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URL: https://SpaceDock.info FAQ What we are working on now: We decided to split Spacedocks Frontend and backend. VITAS is working on the frontend (including UI rewrite) Darklight is working on the backend. VITAS is working on an improved cdn setup
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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.
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SpaceDock is the premier mod hosting site for Kerbal Space Program and Kerbal Space Program 2. Download and upload mods for: Kerbal Space Program 2 Kerbal Space Program 1 Site newes and announcements If youre having problems with the Advanced Search help beeing in the way reload your browser cache by pressing Shift+F5 OR Shift+ click reload
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UKSA Challenge "All these worlds are Ours." I've always dreamed of this challenge, this ultimate goal of having at least one orbital and surface "Colony" on every planet and moon in the Kerbolar System, and then taking that to steps even farther beyond with life support, construction, shipyards, and even adding in OPM to truly push the boundaries of "Challenge" in KSP 1. So, here I am, sharing this with you all to see what you think. The Mission: Expand Kerbalkind's influence to the whole of the Kerbolar System and make the Kerbals a Multiplanetary Species that has exploited the resources of their entire home Solar System, Kerbol. Challenge Goals * One Orbital Colony per Celestial * One Surface Colony per Celestial Challenge Ruleset (Base) * SP / MP / Sharing: The "Default" setting for this challenge is a "Single Player" experience to push your knowledge of KSP, and of mods, to achieve a grand goal. If you'd like to share and go MP with it however, feel free to do so, you need only state that you've chosen to play MP with or without Save Sharing. in any posts. * FTL : Disallowed (See Difficulty Modes for Exceptions) * OPM: Required (See Difficulty Modes for Exceptions) * Life Support: Required (See Difficulty Modes for Exceptions) * Game Mode: Career Mode / Medium Difficulty or Higher (See Difficulty Modes for Exceptions) * Interstellar End Game: Special Rule - (See Difficulty Modes for Exceptions) * Ironman (No Kerbal Respawns): Optional * Mod List: Required - You must include the mods you're using in any post sharing your progression of this challenge. (Feel free to truncate the list of mods and make sure to spoiler the list in any posts.) * MODS USED MUST BE PUBLIC: Any mod you use must be available to the KSP community publicly. * Colony Guidelines: To Count, a "Colony" must be a "Base" that is either an Orbital or Surface Installation that has life support for at least 20 or more Kerbals. (seats in "Command" Parts do not count.) * Outposts: Outposts may be surface or orbital installations that are focused on logistics and operations and may be entirely automated. These could be "gas stations" or other facilities like "surface labs" for science gathering. Achievements Achievement: To Go Even Further Beyond - Swap out the Stock Solar System for KSRSS, A Rescale Mod of your Choice, or "Real Solar System." Achievement: Articles of Colonization - All your Colonies are entirely Self Sufficient Achievement: Harbor Grand Master - Build at least two fully operational Ship Yards that can produce vehicles in space using any mods of your choosing. Achievement: Colonial Fleet Command - Have at least one "Ship" in orbit of every planet. (Check Quote for Guidelines) Achievement: In a Galaxy Far Far Away - Swap the Stock+OPM system requirement with another planet pack + expansion if needed. The replacement system must have more than 20 celestials in total. (Check Quote for Guidelines) Achievement: Three Sisters - Colonize the Stock System with OPM as well as GPP Secondary and GEP (This pack turns Kerbol in to a Trinary Star System and removes the need for a /True Interstellar/ Mod.) Difficulty Options (For those that want to partake but have a more tailored experience with the challenge. Difficulty mode chosen must be stated when undertaking the challenge.) Very Easy * FTL: Allowed * Game Modes: Any / Sandbox Allowed * Life Support: Not Required * OPM: Not required * Kerbals in Command Parts Count towards Colony Size Easy * FTL: Allowed * Game Modes: Science or Career Mode On Easy * Life Support; Required (Suggested LS Mods for Easy: Snacks, USI Life Support) * OPM: Not Required Medium * FTL: Disallowed * Game Modes: Science or Career Mode On Medium * Life Support; Required (Suggested LS Mods for Medium: TAC-LS) * OPM: Required Hard * FTL: Disallowed * Game Modes: Career Mode On Hard or Science Mode Equivalent * Life Support; Required (Suggested LS Mods for Hard: TAC-LS)) * OPM: Required Very Hard * As Hard Mode + Add in at least one other Solar System and have at least one Surface and Orbital Colony in that system. How to Share Progress Please feel free to share screenshots, videos, and "blogs" / updates ni this thread of your progress if you choose to undertake this Challenge. Mod Suggestions: WIP Special Thanks: @JadeOfMaarFor feedback, support, and guidance. Also, for tolerating me talking about this challenge way to much... >.>
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THIS MOD IS STILL IN DEV GO TO THE ORIGINAL FORUM POST TO DOWNLOAD THE MOD I've been working on updates to this mod but they aren't ready yet and I don't know when they'll be ready, my schedule has been all over the place for the past few years and honestly I really don't want to be redirecting traffic. The original mod STILL WORKS with the latest version of KSP (at least it did the last time I checked). GO THERE. Thanks, Geo
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- aviation cockpits bda tweaks
- mods
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KSP: Latest - OS: Linux Mint Problem: Game crashes when i decouple, no clue whats causing it, but its not an issue without mods,. Mods installed: Realistic Progression + Recommended CKAN Mods (.ckan file included with the logs) Reproduction steps: when i decouple the two decouplers my game just exits. I've included the log file, save file and .ckan mod list for you all. Log: <link>https://drive.google.com/drive/folders/18qLFoulDWnTaLFHhwWVwz0ytxeXfI4x-?usp=sharing
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I have TUFX, PlanetShine, Scatterer, EVE, RSSVE and GGE installed as visual mods. First of all, I had this problem with clouds not working so I first reinstalled Scatterer and EVE, after that it did not get fixed, but the shadows on all the gas giants were fine. Then I reinstalled RSSVE and the clouds were back and working, but now for some reason the shadows on all the gas giants are very sharp and doesn't look right. Please help! Images:
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- mods
- realsolarsystem
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I was thinking about mod platform. I mean official mod platform like for example in Factorio game. In KSP I was searching for mods on many pages (Curseforge, GitHub etc), forum, Ckan, and so one. And I never was 100% sure if this is the newest, if there is no official dependencies or incompatible with other mod. It would be nice to have official server for mods, ease to download, ease to find updates, other recommended mods to install together etc etc.
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Ok, so I saw this wiki article, and it got me thinking: I should try to make my own planet pack! Then, a few hours later, I gave up, because it was way too difficult for me to figure out all the syntax and stuff, and I was having so many issues, and in the end, I was left with a glossy ball with the texture directly mapped onto it. So yeah. But, this also got me thinking: would it be possible to make a user-friendly editor to, at the very least, edit planets? I have very little modding experience, so I'm not sure if this is possible, but if it is, that is my suggestion for a mod. It doesn't necessarily have to be in game, but I just want it to be user friendly. Maybe something like SimpleRockets2's Planet Studio could work! I, and I'm sure at least a few others, would greatly appreciate such a mod.
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I was looking at GameLinx's mod development tutorial , and I got to the part where he's adding references from the browse section, but when i looked in my KSP folder there was no KSP_x64_Data folder. Here is my KSP folder, as well as my mods I'm running an Intel i3 Mac Air with MacOS Monterey Any help appreciated
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This might be too much to ask for but i would like a list of almost EVERY visual mod available for the most recent version of ksp. I have the basics like EVE and scatterer, but once i learned about how many more there really are, i'd like to know as many as the community knows about.
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Hello, recently I got a new PC so I decided to go get some better visual mods. This exact video https://www.youtube.com/watch?v=OJCCDIBmrBI really caught my attention. Though, no matter what I do I can't seem to figure out how it looks so good and what mods he uses. I even followed the mod tutorial he did but it looked different than the video. Does anyone know what mods i could use or what he does/uses to make his game look so good? Thanks!
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Hi there, recently I have saw a mod called 'Spectra' and thought it looked really good. Especially one image really stood out to me. Basically whenever I install the mod and all the needed dependencies the clouds and some few other small things don't seem to be working even though it works for other players. I want to recreate this exact look https://imgur.com/a/GjOpQ3L (image). If anyone knows how to both make my game look like that and fix spectra to show clouds i would be really greatful. Another small thing is that KSC Extended isn't working properly but that is less important right now. https://drive.google.com/file/d/1V-EK49RnClrO8FA8l4KjR5ln9KRDVE1k/view?usp=sharing (KSP.log)
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How do i make my game look like this?
lunarpilott posted a question in KSP1 Technical Support (PC, modded installs)
First, I just want to say I'm pretty new to KSP and modding the game So, I was opening KSP and thought about one of the loading screens and I always thought it looked really good. I was wondering if anyone knows how I can make my game look like this? I really like the colors the lighting and the shaders. Just the whole look in general. If anyone knows how to make my game look like this I would be happy. And if I need any configs maybe someone knows them. https://imgur.com/a/xUAGlEG (The image) Thanks! -
I just wanna say that im pretty new both to KSP and modding So, I have seen people say chatterer is a really good mod and it works on the newest version of KSP. I tried to install it from ckan, from spacedock and from github and none of these worked. But for other people i see it works even on the newest version. Am i doing something wrong?
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BDarmoury was THE weapons mod for Kerbal Space Program. With a sequel coming up, it will be interesting to see what gets improved. The original mod was good, but the variety was a little low. Also, there were no space-based weapons or items, apart from that one missile (if you were going to add 1 thing specifically for space, why not add more?) One of the features I am most excited about adding to BDarmoury will be colonies. The potential the has is massive. Firstly, it will be possible to set up colonies, then go to war with others. This may add an interesting aspect to the mod, especially if unique mechanics are integrated to facilitate this. Another thing that is harder but wayyy cooler is extra structures for colonies that are military focused. Examples include: AA guns Ammo storage depot Long-range (perhaps interplanetary) Missile silo Short to medium range missile battery I don't know what could be added for interstellar travel integration, but it would also be interesting. It could allow for grand conflicts across multiple systems, with many Kegadeaths of casualties. For this to work, the tech tree must have a decent progression path for weapons/other equipment (unguided rocket goes to laser guided goes to active radar missile that impacts at retavitlistic speeds). Let me know if there is anything you would want for BDA 2.0
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So a lot of the time I see someone playing ksp using nerv and the plumes are red what makes this?
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- mods
- visual mod
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So I've been upgrading my my fleet after looking at the forums for the first time and so I feel kinda dumb now so uh any tips?
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- tips
- spacecraft
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s
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- mods graphics
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KSP won't load mods in when the game runs with the addition of the Breaking Ground DLC but if I launch through CKAN, the mods load but the DLC doesn't. Does anyone have a solution to this? Thanks!
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- ckan
- breakingground
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