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  1. 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
  2. MOD ABANDONED Hello and welcome to my thread of a visual Overhaul for ksrss mod this is intended to work and was not tested on 1.8.1 on the experimental dev build of ksrss and future 1.10x versions found here https://gitlab.com/ksrss/KSRSS download link below Download Link Here For release1 and many more you have to switch the branch to the name of the release Newest releases here: Kve High /64k cubemaps Kve Medium /48k cubemaps Kve Low /32K cubemaps For all KsRss players to enjoy! also this was mostly made on demand by a user i wont discuss Discord closed this mod requires scatterer and eve to work correctly Also some lag on the ground but when ksp starts to render orbit scene it goes to your normal performance Credit to @TruthfulGnome for getting the images Credits: ksrssve : @tony48 RVE64K : @pingopete EVO textures : @itsjust Kve adds atm : Rve64k scatterer effects rve64K clouds DownScaled 48K earth land cubemaps What Kve will add in the future : max 64K Terrain textures for everything possible higher quality terrains for all planets/moons possible Near-Real life visuals the best performance for quality promised with full mod in the future it could have 5 gb of data Follow development Here! https://trello.com/b/oxtsz6KC/kve-dev License : CC BY-NC-SA 4.0
  3. My fellow space enthusiasts, aerospace engineers, and demolition experts, I've been ushering our dear Kerbonauts around the Kerbolar System since version 1.1. It's been quite the ride, as all of you well know from your own experiences. I did things a little differently from some - I learned gravity turns, docking, landing, planetary transfers, etc. on my own without the help of YouTube or any other materials. For the most part, it was only myself, my patience, and the in-game tutorials that got me to where I am today. In the beginning when I realized what this game was, and how it was everything I wanted in a space game, I just couldn't let myself spoil the journey of learning orbital mechanics and building up a space program from scratch. All the while not even initially knowing what it actually takes to get a rocket off the ground. I wanted to learn from the game while pulling from my own background in physics, my interest in aerospace, and through trial and error. It made for the most rewarding game experience I've ever had. I went from rockets' pointy ends being where the flamey end is supposed to be, and gravity turns consisting of going straight up until leaving the atmosphere and burning horizontally like crazy, to incrementally becoming more and more efficient in all aspects of the various standard missions that can be done, to the eventual successful landings on all 13 of the other terrestrial bodies. I'm mentioning all of this because now with Kerbal Space Program 2 closing in, I'm worried there are things that perhaps I've missed out on in the original game. While I will state my own accomplishments and playstyles, I'd like to hear from the KSP community about what we think are the essential items that should be on everyone's bucket list before the sequel arrives. Whether it's accomplishments that can be done in the stock game, like seeing the Mohole or an SSTO on Laythe, or things entirely different that are only achievable in a modded save like exploring some of the Kopernicus planet packs. For me, I'm mostly a stock player, and there are some experiences I want to save for KSP2. So I don't really need suggestions like extraplanetary launchpads or near-future/far-future/interstellar missions - although you can certainly still list them for other people that tune in here. I've personally never done an Eve-return vehicle, nor a Jool V or grand tour mission. So those are on my list for sure. I've done plenty of crewed surface bases and ISRU refueling stations. I've also done USI-LS and OPM. What else am I missing out on though? I feel like there's a lot of KSP out there to be played that I just haven't taken the time to experience, whether it's exploring new worlds or ultra-realism or whatever else may be out there. Please, feel free to give your recommendations.
  4. I'm pretty new to ksp I started using mods recently (i'll give you the list of the ones im using) and now every time i spawn a spaceplane or a rocket using parts from the OPT mod it goes to the speed of light and explode any idea on how to solve this? Mod list: Near Future Props MechJeb2 OPT SCANsat SpaceY Lifters Station Parts Expansion Redux Romfarer B9PartSwitch and Module Manager Just by taking a look at my mods folder i saw i have 2 Module Manager dll is it bad ? Is that the problem or should i not care ?
  5. Hello! I seem to be having a problem with the toolbar/part selection menu, and I believe they are related. Problem: Randomly, (But most likely not) my game will decide that I cant click on things and start duplicating the toolbar. Log keeps throwing this like 10,000 times: "Exception: NullReferenceException: Object reference not set to an instance of an object" Video 1: https://drive.google.com/file/d/1UohE_cePNQDlox9CChwqlkkNQVK_58RA/view?usp=sharing Video 2 https://drive.google.com/file/d/1rDzeitBvOd2LS8UWP0t2HvnPPMNdUKpy/view?usp=sharing Going to the KSC, tracking station and home screen doesn't fix it. When going to start menu the toolbar still shows up and is very buggy. !The strangest part of the whole thing is the repeated toolbar buttons! Quitting and restarting the game doesn't fix it either. Though the problem doesn't show up until I do anything. It stops me from using action groups, using toolbar items, staging, using map view. and clicking on parts, although sometimes the window will show up really short and skinny and you have to scroll. When that happens I see "Place help text here" in the window alot. 'SOMETIMES' when I click on something via the staging menu it works just fine but it still wont let me click any of the buttons or another part. I think it it has something to do with mechjeb. I have launched things and clicked on them on launch, in Sandbox this time though, and it works fine. Once I reach orbit, though it begins to malfunction. Relaunching the same craft and cheating it to the same orbit path does not produce the effect immediately. Spacecraft controls like throttle and attitude still work though. Stuff I already tried but isn't the cause: Cheats Entering Space Switching craft Leaving flight scene with part clicked Going to Space Center and back through tracking station Modded parts Decoupling. Kerbaled or Unkerbaled Craft. (Unmanned) _______________________________________________________________________________________________________________________________________-________________-________________________________________________________________________________________________________________ Any idea what could be causing this or if there is a mod to fix it? The screenshots cover most of the problems that I have seen so far. Edit: I deleted a maneuver node after going to TS (Tracking Station) and back and it was fixed, I staged but then when I clicked on a reaction wheel it started again.
  6. I have a bit of a dilemma here I could either go with remote tech and have the following mods with it and reasons why I like it. 1) Time Delay, 2) 10km EVA kerbal antenna, 3)Remote Tech Contracts, 4) KOS would work fine for the time delay. For Commnet I would use 1) Science Relay so I can send science to a science lab on a space station orbiting above 2) Commnet Constellations for better organization of signals 3) Works with my mods kerbal health so I get the perk of being connected to home Con is there is no time delay so there is no challenge or real use for KOS being used. I would like a second opinion on these thank you.
  7. Hey, i wanna know if we have a mod which gives an exploded ship view and we can also record the exploded ship rotating rather than just a screen shot. I know Kronal Vessel Viewer exists but it does not have ability to record the movements of the rocket , it can only do a screenshot. So if u know any mod plz let me know
  8. where would i find KSPS logs 'cause when i search for player log or output under score log it's not there and I've told my computer to show hidden files do you think someone could help me or show me a video of how to find the logs
  9. What will happen to crafts if I will uninstall mod? I am using some parts from mod "KOS," but I want to have faster loadtime again. Is craft going to be removed or only missing parts will be removed? Second question, do I have to manually remove some directories or using ckan manager is enough to have vanilla kerbals?
  10. As says the title, i'm only really looking for the best of the best, so i have some requirements that the mods needs to fit in if someone has any suggestions that i haven't documented yet, they are: I would prefer for them to have no space engine textures, since it feels kind of cheap, at least for advanced modders; Most (preferably all) of the textures need to have at least mid or high resolution, because i don't really like looking at pixels or bad looking terrain, however it doesn't need to be 8k resolution or whatever, it just needs to look at least a little bit good; All of the celestial bodies added need to have proper descriptions on the tracking station, by that i mean that when i check the "knowledge base" i don't want to see a blank space with nothing written on it except for the usual stuff like, radius, mass, etc, since that is mandatory for any planet mod to work anyways; And it needs to have proper grammar on the descriptions, i'm fine with a few typos since that is basically unavoidable and i can fix them myself on the configs if i want to anyways, such as switching its with it's, missing periods at the end of a sentence, minor stuff like that is okay, although i would prefer the quantity of typos to be low, however major stuff, like entire sentences written incorrectly or even mixing up the description of one body for another that is in a different place (yes, that happens, although i only saw it once, and the mod was simply too good to not put here, hopefully that gets fixed in the future) kind of annoys me in a game about exploring space, i would at least like to have descriptions i can mostly understand and that keeps typos to a minimum. Here's all of the ones i have found that mostly fit into these criteria: Alternis Kerbol 1.7.3 Asclepius 1.5x Corelian 1.11x Dres moons 1.8.1 Eve moons 1.7.3 Galileo Planet Pack 1.12.1 Gameslinx Planet Overhaul 1.4.3 Ghekta 1.11.2 Heracleitus 1.12.2 Kronkus Planet Pack 1.5x Minor Planets Expansion 1.12.2 New Horizons Outer Planets Mod 1.11x Real Solar System 1.8x Xenonclave's Planet Collection Revived 1.7x After Kerbin 1.7.3 Before Kerbin 1.4.2 JNSQ Planet Pack 1.12.1 Kerbol Origins 1.8.1 Beyond Home 1.9.1-1.10x Blinding Light Levels 1.10x EventHorizon 1.7x Extrasolar: Planets Beyond Kerbol 1.7.3 Galaxies Unbound 1.12x Grannus Expansion Pack 1.12.1 Low Light Levels Blue 1.8.1 Low Light Levels Red 1.8.1 Precursors Planet Pack 1.9x-1.11x Seven Worlds Around Slippist-1 1.7.3 Whirligig World Planetary System 1.11.2 Endless Expanse 1.12.3 Other Worlds Reboot 1.6 Real Exoplanets 1.8.1 Strange New Worlds 1.8x-1.11x Are there any good planet/star pack you guys know that is not in this list? Thanks to whoever read this wall of text and have a good day!
  11. I love Kerbal, and I love playing in "always IVA" mode using @linuxgurugamer mods and others ("Through the eye", etc). It would be great if I could control all science from IVA, integrating x-science in MFD maybe. So, @linuxgurugamer, if you need some new idea for your next mod, here you are. Thank you!!
  12. Hi folks. New to the Forum, hello all! I've been trying for no good reason other than shiggles to get a Starlink type constellation in orbit. Mechjeb2 helps me with the launch timing, orbital plane etc, but I'm having a lot of trouble with distributing each satellite throughout that orbital plane. I start with a launch that's circularized 20km low and then dispense the satellites one by one and orbit raise to 350 as it gets close to the correct location for each bird. Anyway, the point is that keeping a large constellation aligned requires a lot of management - tweaks to apo and peri to keep separation and to plane to etc - can anyone suggest mods that might help? I've been looking for a 'ground control mod' that could extend the tracking screen but no joy so far so it's manually switch to each satellite at the moment :-) Image attached with the 'net for one plane of approx 32 birds. I'm trying for 15 minute separation of planes - it's a lot of birds in the air!
  13. ckan keeps installing Community Category Kit v5.2.0.0 instead of v5.1.0.0 even when I try and import the mod from this .zip file .zip file it will always install v5.2
  14. I have a career mode save, and I recently completed the tech tree. I am thinking about getting some mods to add some more parts, but I don't know which mods I should get. Know of any good ones?
  15. With other games with high graphic demands integrating mod list and selections, like mud runner and snow runner, I don't see why we can't get even a small selection of available mods. Many mods have become almost standard in ksp on computer, so why not expand the player list to include space lovers who only have ksp on console?
  16. Well, Well, Well. Another nation had the bold idea to start up a space program. Funds were allotted, engineers hired, and a suitable space center built. It was time for the great nation of United East Kerbonia to create the SENTINEL DESIGN BUREAU! (flag below): ____________________________________________________________________________________________________________ Chapters: Chapter 1 | Everyone has to Start Somewhere, Right? Chapter 2 | Higher and Higher! Chapter 3 | I'm BAAAAAACK ____________________________________________________________________________________________________________ This mission report is intended to be semi-serious, with a big dollop of realism and a big pinch of good o'l fashioned kerbal silliness. This is intended to last quite a bit longer than my last mission report, and my eventual goal is, as stated in the name, to go to the stars. You know, launch an interstellar ship the proper way, which I really haven't seen anyone really do yet. I'm also going to use a ton of mods, including Snacks-LS and 2.5X rescale. Anyways, lets go!
  17. I have seen some mods that allow you to record missions from Kerbin, but I haven't seen any that allow you to record a mission from a docking port on a mining rig to a docking port on a station and back. Are there any mods that accomplish that?
  18. Screenshots aren't enough? Need more publicity? Want your mod to have more than just game screenshots? Then this is for you, anonymous KSP modder! This thread is about how to get your mod to shine! Why are you doing this? It's because I want people to get their mod to be publicized and be noticed. Pfft! 200 subscribers? Will that even make a difference? Maybe, maybe not. I'm small yet this is a win-win for both modder and myself. Who have you worked with? For now, only @Interplanet Janet's former adopted version of MPE, now I think it is merged with her own mod and @StarCrusher96's Galaxies Unbound mod. Big? You call it. Are you someone to trust? Ask either people who I've mentioned. I'm not going to be too much about myself. Any payment? No! No!! No!!! Donations are accepted, but NOT PAYMENTS. They're different! More questions can be (probably) solved in the document which contains all you have to know! (click the image to be redirected on the document file) See you! For moderators, you can move this topic to somewhere else if needed. Thanks.
  19. Hello, I recently installed Scansat on my career mode and I like that it makes probes have a bigger purpose than just a relay network or science crafts. Are there any other mods that add more functionality to probes? I would love to hear them
  20. Brief Deep Sky (a sci-fantasy, far future agency... mine) would like to test the muscle of any agency capable of producing interstellar class ships. The challenge: To gather at least 2 super-heavy asteroids in orbit of either the homeworld or whatever celestial body that your space program doesn't mind performing full industrial exploitation of. The asteroids are presumed to be rich with 1 or more rare resources that won't easily, or at all, be found in the surfaces of most planets. This challenge is of the sort "something for you to do and use for progression" and is not "a comparison of ships built with the same parts/performance" so you will find generous limits on part mods. In fact... this should simply be impossible to do without part mods. If you wish, you may emulate this as a contract in a career game with the following specs (as a baseline anyway. Tune them as you see fit): +1 million investment +/- 5 times the invest amount if you succeed or fail +/- 30 if you succeed or fail Mission Reporting Provide at least these details of the vessel(s) you use: Ship dry mass, wet mass, propellants, launch cost. Mission start time, elapsed time, per asteroid, and total mission time. If you use one ship for all asteroids, then idle time between pursuing asteroids counts. Less time is better. Mass of each asteroid at the time of capture; Mass after you used out whatever necessary resource(s) to fuel your ship and parked the asteroid. Screenshots or video highly recommened but not required. (Honesty is key.) Mission Unique Bonus Participation (Anyone can get this) Big Daddy ISRU Program (A): Use the Ore to produce propellants other than <any stock resource> or LqdHydrogen. Big Daddy ISRU Program (B): Use resources other than Ore to produce your propellants. (You must keep all the Ore. The rest of your space program will find use for it.) Champion (Only one can get this) We run on efficiency!: Use the least average asteroid resource out of all the space programs. (Does not count if you rely heavily on gravity assists. We want those asteroids within the next decade at most, not next century.) No order is too tall: Bring the most asteroids. Rules You must be using a planet pack that makes asteroids wider and heavier. Known packs allowed: Galaxies Unbound JNSQ Whirligig World RSS HyperEdit, VesselMover and other obvious cheat tools not allowed, obviously. No restriction on part mods (except for propulsion systems). Propulsion system mods allowed: KSPI-E OPT Continued (for its Dark Drive) Far Future Technologies (especially with "Calvin's patch" or equivalent, that buffs their Isp's so that they're properly interstellar grade) Karbonite Plus (for Karborundum) MEV Heavy Industries Interstellar Technologies Propulsion mods and techniques disallowed: Wormholes, Jump gates or (other) FTL tech Anything resembling EM Drive, GN Drive, or other self-fueling/infinitely fueled engine Anything that causes engines to be infinitely fueled (I know of mods that contain "fuel cells" and "generators" that produce fuel, Ore or EelectricCharge for practically no cost) Any obviously extremely imbalanced or "sandbox fun" propulsion mod Goals / Points +1 for basic finish +3 if you bring a 3rd asteroid +2 for each asteroid (after 3) that you bring +1 if the target body has > 1g +1 if the target body has > 2g +5 if you use one ship and don't do parallel missions Un-scaled Asteroids If you would like to attempt this challenge without the asteroid sizing then the requirements are as follows: You must bring home 3 E-sized asteroids. Goal changes: +3 if you bring home 5 asteroids +1 for each asteroid (after 5) that you bring
  21. I don't really know where to put this so why not here. I think someone should make a For All Mankind mod (For the fictional stuff) like the LSAM and Pathfinder.
  22. KSP Version: 1.8.1 Craft Download: A-10 Warthog I tried to make the A-10 as realistically as I could, and I think it turned out pretty well. Some issues: The shading on the two engine nacelles break a lot, but that's just visual, and it may be a problem with some other mods I have, or with my version of PRE. Mods: (most mods 1.9.x are backwards compatible with 1.8.x btw) -BDArmory continued 1.8.1 -PhysicsRangeExtender 1.8.1 -AirplanesPlus 1.8.1 -KerbalFoundries (tracks and wheels) 1.8.1 -ProceduralParts 1.8.1 -Pwings 1.8.1 images:
  23. 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
  24. Hello everyone, a few months ago I started to download some mods for ksp and everything went fine until I decide to get one that needs B9 Partswitch to work. I then realize that B9 was already installed and I just launch the game but I see afatal error report with multiple thing apparently missing. I download the last update of B9 partswitch and it almost works completely : there is one last thing considered missing and this is a tank type named "Optab". My problem now is that I just don't know how to get this working I will be thankfull for any help
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