Jump to content

Search the Community

Showing results for tags 'mods'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Kerbal Space Program 1
    • KSP1 The Daily Kerbal
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International
  • KerbalEDU
    • KerbalEDU
    • KerbalEDU Website

Categories

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

  1. Hi, Im trying to install V1.0 Real Solar System with Kopernicus and ModuleManager. Below is the screenshot of my GameData but when I start KSP and I go to the solar system I can see the names and textures are the original Thank you
  2. Should I get a orbital mod? I have been playing for 4 years and have only gotten to another celestial body once(I am new to the forums, though.)
  3. Hello and welcome to the official KSP challenge of the German rocket start-up Rocket Factory Augsburg (RFA). First of all: To complete this challenge you will need the RFA ONE -Debris Removal Mod. The Mod is available on SpaceDock. In addition to the normal download link the mod is also on CKAN and users will be able to access it. For Details on Installation please consider the ReadMe attached with the Mod or the Installation Guide on SpaceDock. The parts fit together to built the RFA ONE rocket but are flexible and generic enough to be used in many creative ways, just like vanilla KSP parts. However if you build the RFA ONE yourself, you will not have the Lettering on the side of the rocket. The Mod adds the parts you need to build your own RFA ONE, the RFA ONE rocket as a whole as well as the scenario that you need to complete this challenge. The challenge has to be completed just using the RFA ONE Mod. Thanks to a member of the KSP Community for help with the development. Story: The communication satellite C-GS-014 was launched in to LKO just a couple of weeks ago. However, an error with the satellites solar array has left it stranded in a highly elliptical 14,500 x 250 km orbit with a 10° inclination around Kerbal. In order to avoid space junk and prevent contributing to the Kessler Syndrome, RFA wants to use the opportunity to demonstrate its capabilities. They plan use their orbital stage, which is typically used for precise orbit insertion, to pick up the dead satellite and safely de-orbit it above the ocean. You are mission director and have been instructed to launch the RFA ONE, fly to the satellite and capture it with the grapple arm. Once you have successfully docked with the satellite, your task will be to safely de-orbit it above the ocean and have it burn up in the atmosphere of Kerbal. On RFA: Rocket Factory Augsburg (RFA) is a German start-up which develops its own launcher, called the “RFA ONE”, to put up to 1.300kg into LEO. RFA aims to drastically reduce launch costs of its rocket to enable innovative business ideas in space to protect and understand our Earth. RFA uses as many components-off-the-shelf as possible, mass-produces its stainless-steel tanks, and uses its highly efficient Helix engine with staged combustion. Its orbital stage for precise in orbit delivery of satellites can, after successful deployment of up to 100 satellites, extend the lifetime of old satellites through maintenance and repair or safely de-orbit dead satellites, therefore helping to reduce space junk. Rules and Goals: 1. RFA ONE Mod has to be used in order to complete the challenge 2. No additional mods, other than visual, may be used 3. Screenshots are required for eligibility of completion 4. The satellite has to burn up in the atmosphere, any debris remaining has to fall into the ocean. 5. RFA ONE orbital stage has to stay in orbit 6. Leaderboard will be sorted after least amount of fuel consumed Screenshots of the following events are to be included: - Screenshot of the RFA Launch - RFA ONE orbital stage attached to the satellite - Dead satellite burning up in the atmosphere of Kerbal above the ocean - RFA ONE orbital stage in orbit around Kerbal with remaining fuel after the mission Badge: Those, who have completed this challenge are eligible to wear this badge. Leaderboard: The Leaderboard will be defined by the least amount of fuel used to safely de-orbit the satellite. 1. @Kroko6 (536m/s dv left) 2. @AtaKerem (473m/s dv left) 3. @Foxworthgames (453m/s dv left) 4. @janfe2o3 (133m/s dv left)
  4. Hello Modders! I'm developing a mod for the game that let's you load reference images directly into the editor so you can build around images, IN-GAME! It makes it really easy to make near-perfect replicas of real life vehicles. Thing is... I really need some help finishing this thing. I've ran into some problems when loading the texture into the game. KSP seems to be able to load the image, but not properly apply the texture to said image. That's where YOU come in! If you have any prior experience in Unity KSP modding I would love your help with loading these textures into the game. Thanks in advance for any help! Below are some screenshots of the mod doing it's thing:
  5. 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 ?
  6. 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.
  7. 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.
  8. 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
  9. 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
  10. 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?
  11. 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!
  12. 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!!
  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. 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?
  17. 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.
  18. 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
  19. 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!
  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. I’m starting a new career save with Realism Overhaul and Remote Tech, and I’m looking for a good part pack to add. Anyone have some suggestions? I’m particularly interested in new engines to play with. Thanks in advance!
  23. Apologies for this, But i was never any good at modding in general, I have created a modded version of KSP, It launches without complaint, however my game is missing its parts. All of them. From both the SPH and the VAB, not even stock parts are loading, When i click on the saved vehicles button it alerts me that every vehicle in it has either locked or invalid parts. After some digging i found my parts folder had deleted everything inside, Please help! Edit: I just also found out that for some reason the parts folder in my steam install have also deleted everything inside. even though the two are not related in launching...
  24. So I am a complete modding novice. I have never touched a 3D game engine, I don't know the first thing about C++ or C#, and I've never created a KSP mod in my life, but I would like to task myself with creating a new custom IVA for some of the Endurance Mod command pods, more specifically; I would like to create new interactive IVA's for the command pods using ASET props. I noticed that when you download ASET props and all the other dependencies, the interactive RPM cockpits for the ships such as the lander, ranger, and Endurance Command Module do not work anymore for any of the interiors, and I would like to create new ASET IVA's for them. However, all the articles that I've look at which try and tell me how to get into modding are 5+ years old, and furthermore, none of them are specific towards ASET props. I know there is a link on the original site but that link does not work anymore. If anyone has any assistance in to helping me get started with using ASET props in creating custom IVA's it would be greatly appreciated
×
×
  • Create New...