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  1. Wouldn't it be better if you could use a Mod for 1.3.1 in 1.4.0? This would not only be helpful for players who have to wait for new releases of the Mods but also Mod creators so they don't have to go through updating the mods.
  2. I can only think of EVE but it needs a config, and SVE doesn't seem to work. And scatterer is broken and tried to be forked into Skedaddle but was shot down. (I predict the same will happen with the new fork of PlanetShine.) Somehow Matt Lowne got EVE and SVE to work in 1.8??? https://www.youtube.com/watch?v=1KTsdd043t0
  3. Are there any mods where I could set up a mission which would be repeated on a regular basis? Such as having a space station around Duna with craft that automatically go down to the moons and mine for fuel so the space station always has fuel? I'm more specifically thinking about this so is there another way of doing this so I dont have to be constantly doing the same mission over and over again?
  4. Hi. I had a long brake in the game. I played in the very modded 1.4 - used TAC, KAS, KIS, relay network, real fuels, near future, preesed node, a lot of mods for an additional experiments, and a other popular modes, but not RSS. Want to return to game. What changes? Am I understand correctly, now relay network, KAS, KIS not requires because part of vanilla game, right? BTW, I bought both DLC to support developers.
  5. Like here: https://www.youtube.com/watch?v=lm8e4qVoXmM The things that move the telescope from its launch configuration to on top of the station. Can't find them anywhere. Don't want to have to launch a bulky rocket.
  6. I installed Environmental Visual Enhancements, made sure I had the right configs, that it was setup properly, and the clouds still don’t work. I have set my KSP version to a compatable version also. Any ideas?
  7. The goal of the game will be to say what is your favorite mods Rules No links and images (GIFs and videos Ex) Have fun No spams Here we go! My favorite mod is OA, DD, RA and OS
  8. http://prntscr.com/p1iax1 When ever I go and install EVE and SVE the graphics never change... What do I do?
  9. No clue what's happening. I am trying to get BDArmory and MechJeb2 to install correctly. I have both of their folders inside KSP/GameData. I can provide more information if needed. Help!
  10. I plan on starting a career save, can i get some good mods to install on it, thank you in advance. PS: please make sure they are somewhat updated, so it's not full of errors.
  11. Graphics Enhancements Assembly: New Age V7M3.1 Graphics Enhancements Assembly: Lite V1.04 What is GEA? The Graphics Enhancements Assembly includes a lot of textures and settings, allowing you to making your graphics in KSP even better and more colorful. So, what's included in the assembly? GEA: New Age: 4k & 8k clouds textures for Eve, Kerbin, Duna, Jool and Laythe. 5k lightnings for Eve, Kerbin, Jool and Laythe. 8k auroras for Kerbin, Laythe and Jool. Cloudy weather for Kerbin. Snowstorms for Duna, Kerbin and Laythe. Storms for Eve and Duna. Surface glow. Atmospheric scattering for Eve, Kerbin, Duna, Jool and Laythe. GEA: Lite: Clouds textures for Eve, Kerbin, Duna, Jool and Laythe. Auroras for Kerbin and Laythe Cloudy weather for Kerbin. Snowstorms for Kerbin and Laythe. Storms for Duna. Atmospheric scattering for Eve, Kerbin, Duna, Jool and Laythe. Delete previous versions before downloading new ones! Screenshots album [Imgur] Special thanks to: @Astronomer for fantastic textures of lightnings and from AVP [CC-BY-NC-SA] @Thesonicgalaxy for beautiful textures of auroras from Better Atmospheres. [CC-BY-NC] @Artyomka15 for help me with translation of this page. @shaw and @RangeMachine for Texture Replacer. [MIT license] @blackrack for Scatterer. [GPLv3] @Nhawks17 for Real Plume. [CC-BY-NC-SA] @sarbian for Smoke Screen. [BSD 2-Clause licence] @MOARdV for Distant Object. [CC-BY] A lot of thanks for help to: @Zeka3535 @Artyomka15 @septerflash @Dimon Download GEA: New Age from SpaceDock Download GEA: New Age from CurceForge Download GEA: Lite from Github THIS MOD IS LICENSED BY CC-BY-NC-SA-4.0
  12. I had a mod with an inflatable fuel tank in an older version of KSP, maybe 4 years, ago and I can't remember the name. I've deleted all my old KSP save files, so I can't go back and find the mod. Anyone remember a mod with inflatable fuel tanks?
  13. I am trying to install kerbalism on KSP, however it comes without install instructions. I have downloaded the file, but am unsure as to what I need to do next.
  14. Hullo boys! Since i'm new to the forum i might be incorrect with some things but that's why we we improve as humans. This topic is for showing all (modded or stock) rockets that i make in the game and i like to share using screenshots. Hope you like them! Let's start with the Space Shuttle! https://imgur.com/a/izpIoE4 The Space Shuttle program is one of my favourites NASA programs ever, it combines rocketry and crew transport up to another level, also allowing cargo to the ISS or docking to the de-orbited Mir station made by the Soviet Union/Russia.
  15. For me important that these mods go on version 1.7 or 1.7.1 and load the system as little as possible. (have potato comp, 8gb ram, 2gb video) Cheers
  16. So i'm using a fairly modded install; and i'm not sure what the "Default" behavior of this part is supposed to be. So if it's never had nodes on the top or bottom then that's cool. The part in question is the "Glenn Leg mount" which does have attachment nodes for the legs that become visible upon selecting a glenn leg; but no top or bottom nodes to mount tanks, engines, etc. So if it's not a mod conflict or a borked install (Which it very well could be both); would there be a easy way to add attachment nodes?
  17. Can someone give a tutorial on node attachments. How to place them on your mods parts. I have learned how to create mu files to export into ksp, but my nodes are not in the correct place, and my collision mesh isn't working correctly either, I mean I can place them into the construction area, but cannot select them again to move them or reposition them.....so please someone help me
  18. Intro: So hear me out. The best way to get people back in the game is to make something new. Although I'm loving that they are making mods like infernal robotics a supported function of the game, it doesn't change the fact that a lot of us have been using those features for years. Same with the deployable experiments. everything added since the late stages of early access have been mods with the exception of their first dlc (which felt more like a groundwork than an actual feature in my book). With that said, there is one area of the content market that hasn't been touched, career mode and science mode. Besides for the rearrangement of the tec tree and the addition of a few new missions here and there, not much has changed. I've also thought the way these features have been implemented seemed a little shallow. What I want to suggest is a new overhaul for these two modes. The first part of this is looking at how it works in the real world. Science: (Continuing the comment the next day. Thought I would post it up here to avoid confusion) Problems with science: In real life, there isn't the direct correlation seen in ksp between science as we see it in the game and the advancements made in technology. The relationship in real life is 90% of the time closer to finding new problems we have to solve. This is never a problem in ksp because we are given all the information about all the star, all the planets and everything in between. what is the point of bringing a barometer to a planet where you already know everything about its atmosphere? In the real world, we had tests to see if space was a vacuum, we had to run many tests to see if we could pressurize a capsule, and we had little idea about any of the stuff we know until we sent something there to test it (Think about our recent visit of Pluto). Problems with technological advancements: The other problem with how career mode/science mode was made was almost systemic. I feel like what was implemented wasn't there original gameplan. I've come to this conclusion because of how little their parts actually fit into the tec tree idea they have implemented. The tec in the game was not designed to go into a tec tree. For the most part, the "tec level" is based on the size of a part and not actually how much knowledge was needed to build it. What I want to see is the implementation of iterative designs. My solution: Basically, you start out with a lot of junk parts. These parts look bad, don't work well, probably fail in environments outside of Kerbin sea level, and for good measure, have a base fail chance. Along with taking missions to study your solar system (of which you know nothing about), you would also take missions from your science team to help them improve your parts. unlike the test missions given off now. These missions would give you credits towards upgrading our parts. Along with these missions to give you credits. there would be general things like allowing engines to work in a vacuum, water, restart, throttle, etc. (All things we had to learn, and are still learning, in the field). This science would be collected by doing things like the barometric test and temperature tests we see in KSP today. A good way to think of this is the first capsule ou send to space should always be empty. It needs to be tested first. Without things like this, this game is missing out on some of the best parts of our job in exploring the world and beyond! Career: Problems with Career & the suggested improvements: The main problem with the career is how lightweight it really is. There is very little to it, and it's hard to actually mess up. This is fine for some, but I think a lot of us were originally hoping for a bit more. A lot of what makes career modes great is the management. You need to be able to see your expenses and take risks. Squad tried to implement this before launch with that one building no one ever clicks on but it really doesn't work that well. a career mode should revolve around time and funds managment. You should see how much it costs to maintain a team of engineers as well as how long it takes to build a rocket. An alarm clock and construction time should be implemented. You should be able to speed up the construction of a craft with part failure chance going up. you should be able to fire staff to lower your costs and hire them as needed. There should be a monthly/yearly expense report. These features would go a long way to making career mode a better mode. A few more ideas would be including things like kerbal konstructs, allowing you to spend money to build more launch pads as well as just more infrastructure. I don't like that particular mod too much because of how messy it looks but a lighter version of it could go a long way. The main point I would say is to look at a game like X-COM. It has a solid management system that would work beautifully in a game like KSP. even the kerbal upgrade sstem could be improved along the same lines.
  19. I don't know why but it looks dead
  20. which mod added several really LONG extending ladders? was it Ven's?
  21. I would like to make look better the textures to get a, more realistic look of the game, can someone help me please, i would really apreciate it
  22. I have been having some problems with my mods. I would appear that one of the mods I have has broken the parachutes (the parachutes are empty objects, when I put them on my ship I get the warning that I don't have any parachutes, they don't show up in staging, so on, they just don't exist from a function standpoint), some other things, and all of BDArmory. I could go through taking out each one and trying it but my computer is a bit slow and it would take hours. I'm hoping I can get a quicker response on the forums. I'm going to list everything in my GameData folder, so if you know of any clashes, please tell me. BDArmory CommunityCategoryKit CommunityResourcePack FerramAeroSpaceResearch Firespitter JSI KAS KAX KerbalEngineer KIS Klockheed_Martian_Gimbal KWRocketry MagicSmokeIndustries MechJeb2 PlanetaryBaseInc ProbeControlRoom QuizTechAero SmokeScreen Squad (of course) ThunderAerospace Trajectories TriggerTech and a few versions of module manager I feel stupid to ask about this since I have been playing for 4 years, but I don't have time to go through them myself anymore. Thanks in advance!
  23. I am new to the forums and have no clue on how to find any new info for the console version, I love the game and would hate to see it just abandoned. Also is there any new info on mods because the pc version seems to be their top priority, the console is great but just seems to be falling into the pit of no return. I'd just hate to see a fantastic game go to waste just because others players are having issues/ loss of interest.
  24. Share your mod lists here for people to see! Here is mine: Planet Packs: After Kerbin Extrasolar: Planets beyond Kerbin Kopernicus Mods from 1.3: Planetary Domes Kerbal Krash System Blast Awesomeness Modifier (BAM) Kerbal Electric Konstruction Freight Transport technologies Malemute Rover Life Support (1.3 & 1.4+): Deep Freeze MKS USI Life Support Life Quality: Camera Tools Indicator LED Tweakscale Real Plume Chatterer Docking Port Alignment Scatterer EVE Kerbal Konstructs KerbinSide Kerbal Construction Time Kronal Vessel VIewer CRP Ground Proximity Toolbar Control CommNet Visualisation Community Tech Tree Probes Before Crew DMagic Orbital Science Click Through Blocker Janitors Closet Flight Manager For Reusable Parts Science! Here and Now Kerbal Launch Failure Kerbal Alarm Clock Hangar Extender BD Armory (just for cinematic mode and squadron mode) Rover Wheel Sounds PlanetShine CollisionFX ASET Props Raster Prop Monitor Trajectories Persistent Rotation Parts: Interstellar Extended Hullcam VDS Continued SDHI Strobe O Matic SDHI Service Module Comfortable Landing Burn Together Near Future Solar Near Future Spacecraft Near Future Propulsion Tarsier Space Tech Research Bodies B9 Aerospace B9 Aerospace HX Deep Space Exploration vessels Kerbal Planetary Base Systems Feline Utility Rover Stockalike Station Parts Expansion Redux Extraplanetary Launchpads OPT Heisenberg Airships Making History Expansion
  25. I got KSP on steam about a month ago and the main reason I got it is because of the mods, well first I had problems on how to install them and where to put them and then they weren't working correctly but now I am close to having that all fixed but first of all where exactly do you put the contents of the files? I sort all the part in the squad folder but I heard u can just keep it in game data in its folder. second, i can't find the bd armory weapon manager, at first I couldn't find the parts in utility (where they should be) but if I go into the other search with manufacturers and such. I can find the ai pilot system and the Modular Missile Guidance but I am also missing so ammo packs and smokes and I have checked the folder and found the weapon manager. PLEASEEEE HELP
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