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  1. It's been a very long time since I have played KSP, and I had a bit off a macey dean phase. Coming back, that sorta has not left, though I'm dropping the pretenses and wish to use actual mods! But what would you recommend? I know about BD armory, but are there any others that are 1.3 compatible?
  2. So, I finally came back to playing KSP, gradually and carefully built my mod list... only to realize that the game is unplayable with my mod setup (nothing excessive, mind you - all fits under 2Gb). I have not "the latest and greatest" but still a pretty decent CPU, GTX780, 16G ram. EDIT: Removed "observations from prior versions" comment because I did proper testing with 1.1.3 and found that it was just false memory on my part - tendencies are the same in terms of slowness (except that 1.1.3 is ~25-30% slower overall). Now in 1.2.2 (identical behavior in 1.2.9, at least for those mods that work with it) I see huge performance hits. Example: a 300-part airplane on the runway: 1. Full stock: 50fps, down to 35 over ocean (btw, why such a drastic drop in fps, when there is little to render and nothing has changed in physics/parts?) 2. Scatterer: 48-35 fps 3. Scatterer + Kopernicus + SVT: 41-29 fps 4a. SVE + SVT (+EVE, Kopernicus, Scatterer)): 21-12 fps 4b. Same mods, but flying Aeris 3a: 60-44 fps (!!!) 5. KJR only: 31-12 fps (!!) So, these are heavy visual mods and one physics mod, so one would expect a performance hit (even though it was not nearly as noticeable in 1.1.3). BTW, at no point do I get 100% CPU core usage - at most it goes up to ~75%, with a couple more cores at ~25-30%. Graphics is definitely not the bottleneck either (see 1 and 4a/b above). So, what if we install a few essential and light-weight mods that should, in theory, have minimal impact on in-flight performance? 6a. MM, Toolbar, Better burn time, Better time warp, KAC, CCK, CRP, CTT, AGX, EasyVesselSwitch, EditorExtensions, KAS, KIS, MechJeb2, Docking alignment, Vanguard Parachutes, no KJR, same 300-parts airplane: 31-25fps (just a reminder - 50-35fps in pure stock). 6b. Same mods, but flying Aeris 3A: 60 fps (limit!!!). At some point I tended to blame the total memory footprint as being the culprit, but it does not seem to be the case - although total RAM consumption and part count (existing in game, not on vessel on in the scene) does have some effect, it is nothing compared to number of mod DLLs installed. Conclusion: what (tf) is going on here? Why mods that should not work on per-part basis (visual enhancements, utility non-physics mods) slow the game down proportionally to the size of the craft? And even if, for some bizarre reason, they are called on each part, why the execution is so slow for what is essentially just a few lines of code (from my long-past days of hands-on programming, this feels like every call to third-party procedures is wrapped in several layers or extreme debug exception handling - btw, no exceptions reported in the log)? Do you experience something similar, or perhaps you have 200 mods and more than 5GB in GameData folder and yet everything runs just as smoothly as in stock? Either way, please report your experiences here (keep it civil, avoid excessive quoting, and include your rig configuration and specific test results if available).
  3. Currently in my sandbox playthrough I'm colonising Laythe. I use extra-planetary launchpads and a plethora of other mods. At what point do you think I should allow myself to spawn in a kerbal konstructs launch site? I was origionally thinking after I surpass 200 on-world residents. But I figure I need more requirements as that seems a little too easy. I need more input. Like, maybe how many drilling facilities should be required? Or how many trucks/transport vehicles should I have?
  4. I have download KAS. I have placed all the contents in the correct locations. All of the parts work. However, the entire inventory system doesn't work. I can't right click a Kerbal to open their inventory. I can't use a container's inventory. What should I do?!
  5. Hi, is there any existing thread or place in the forums to search and offer help for translating mods? This thread can be it if such a place does not exist.
  6. First time posting on the forums, so please let me know if I've something wrong. I am working on a concept for a mod, and I wanted to know if it's possible for IVAs to extend outside of the model of a part. One of the main parts of my mod is a habitat based on a real life Mars colony concept, and the real life building is inset into the ground. I know parts themselves can't go under the surface, or they'll explode, but is it possible to have a short habitat sitting one the surface with an IVA that extends below the bottom of the part to simulate the habitat being partially buried? Would this show up? Would it show up through the ground? Thank you for any assistance that you can provide!
  7. Is there a mod that replaces stock engines with engines that use the kind of propellant you can find in mods like Real Fuels (liquid hydrogene, liquid oxygen in place of Fuel and Oxydizer, or hydrazine in place of Monopropellant) ? I thought Real Fuels would do that, but it provides only the fuel tanks, not different engines (or am i doing it wrong ?) Also, i heard mods like Kerbalism or Realism Overhaul can do this, but they come with many other functionalities I don't want. If possible, I want only the engines. The main reason is I am contemplating to start a new carreer campaign using, among other mods, Interstellar Extended. KSPI-E lets you use real fuels in top tier engines and provides ISRU solutions for extracting them, but you have to start your carreer with stock engines, fuel and oxydizer. It somewhat feels cheap until you do the transition, and requires having double the number of ISRU facilities in order to provide both kind of fuel (Which is in no way a criticism of KSPI-E).
  8. Ok, so, I was playing KSP one day, and when I turned my engine on in space, there was a flame, but without oxygen, no flame. So, can anyone make, or does anyone have, a mod that takes the flame out, but still makes the engine have thrust?
  9. OK. I'm a semi-new player, and i started with ckan because once i found the "advanced tweakables" option in settings, the game got pretty simple... on ALL difficulties. but, I'm still new and with the volume of mods... basically, I'm looking for a "must-have" list of mods that are realism based, add a bit more challenge, and DON'T add too many buttons. the 70 some mods i have are mostly parts (science mostly, but also bases and colonization-type), and seti/umbm/tac... but they seem to rely on other mods that create buttons on the toolbar that get overwhelming at this point. so,.. I NEED YOUR HAAALP! lol
  10. Hi All, What are the options for licences and which is 'Best'? Also if the Mod is based on a Film, Series or sum such (e.g. Star Trek, Star Wars, Mass Effect, Halo etc...) what are the conditions or requirements? and as most Mods are made for the love of the game is it even a consideration? As noted in other posts I'm new to Modding and would appreciate any help/pointing in the right direction
  11. I have many mods. Am I normal? If there is any mod that you think I don't really need, tell me. I've had KSP for only 2 weeks. Mods: KSP: 1.2.2 (Win64) - Unity: 5.4.0p4 - OS: Windows 7 Service Pack 1 (6.1.7601) 64bit Editor Extensions - 2.12 Ferram Aerospace Research - 0.15.7.2 000_AT_Utils - 1.4.2 Toolbar - 1.7.13 USI Tools - 0.8.18 B9 Animation Modules - 1.0.5 B9 Part Switch - 1.7.1 B9 Aerospace - 6.3.1 Firespitter - 7.5.1 RasterPropMonitor - 0.28 B9 Part Switch - 1.7.1 BDArmory - 0.2.1 Bluedog Design Bureau - 1.1 CactEye Telescopes - 1.2.2.11 Community Resource Pack - 0.6.4 CustomBarnKit - 1.1.11 DangerAlerts - 1.3.2 DistantObjectEnhancement - 1.8.1 DMagic Orbital Science - 1.3.0.8 DockingCameraKURS - 1.2.1.1 EditorExtensionsRedux - 3.3.12 EVAEnhancementsContinued - 0.1.9 EVAFuelContinued - 1.4.3.2 Firespitter - 7.5.1 FMRS (Flight Manager For Reusable Stages) - 1.2.4 HullcamVDSContinued - 0.1.6 Infernal Robots - 2.0.6 JanitorsCloset - 0.2.19 RasterPropMonitor - 0.28 Kerbal Attachment System - 0.6.2 Kerbal Engineer Redux - 1.1.2.8 KerbalKonstructs - 0.9.9.6 HyperEdit - 1.5.3 KerbalKonstructs - 1.2 Kerbal Inventory System - 1.4.4 KSP-AVC Plugin - 1.1.6.2 KSPWheel - 0.9.3.12 Community Resource Pack - 0.6.1 Interstellar Fuel Switch - 2.3 Community Resource Pack - 0.6.1 Interstellar Fuel Switch - 2.3 ModularFlightIntegrator - 1.1.6 Docking Port Alignment Indicator - 6.5.2 NearFutureConstruction - 0.7.6 NearFutureElectrical - 0.8.7 NearFuturePropulsion - 0.8.7 NearFutureSolar - 0.7.2 NearFutureSpacecraft - 0.6.3 Outer Planets Mod - 2.0 OPT Legacy Spaceplane Parts - 1.0.5 PhysicsRangeExtender - 1.2 Procedural Wings - 0.12 Procedural Parts - 1.2.8 QuantumStrutsContinued - 1.7.0.1 BD Animation Modules - 0.6.4.2 Firespitter - 7.4.1 QuizTechAeroPackContinued - 1.3.9 RealChute - 1.4.1.2 Recovery Controller - 0.0.1 RKE Joystick - 0.11 SCANsat - 1.1.6.11 ShipManifest - 5.1.3.3 TextureReplacer - 2.4.13 ThrottleControlledAvionics - 3.4.1 TooManyOrbits - 1.1 Trajectories - 1.6.6 Kerbal Alarm Clock - 3.8.4 Transfer Window Planner - 1.6 TweakScale - 2.3.4 Sounding Rockets - 0.5.9 EVAParachutesAndEjectionSeats - 0.1.13 VesselMover - 1.5.1.2 VesselViewerContinued - 0.8.4 WernersCheckerContinued - 0.5.5
  12. Hello there! I'm new to the forums, so why not introduce myself with a craft. This is an interplanetary spacecraft built with every Near-Future Technologies mod, built almost entirely in orbit. It's built from 5 docked parts: command pod with a JX2 antenna and an octagonal truss "bicoupler", 2x2 octagonal trusses with xenon fuel tanks and radiators and 2x2 xenon fuel tanks with solar panels, 2 fusion reactors and 2 VASIMR engines. Total Delta-V (according to Kerbal Engineer) is 26,359m/s on high-efficiency mode. It's all nicely strutted up using KIS. Alright, here are the screenshots: If someone wants .craft files for some reason, DM me
  13. I trying to use realism overhaul and rp-0 and make a mod pack that works. I been trying to make one but I keep getting where u can't select parts in vab or sphere I need help
  14. I have like 61 addons enabled. Kerbal Space Program is taking 5GB just loading into the settings tab which has not loaded yet and has been that way for around 7 minutes by the time i'm posting this. Do you have have any suggestions for this to work, i understand the best method is just to remove some and i can but other alternatives would be nice. To clarify i did launch the 64 bit version in steam. Thanks.
  15. Hello, I'm planning on downloading this craft from Kerbalx:https://kerbalx.com/callsignblaze/BAE-hawk/ and I was looking through the modlist and found ''MIAD'' I dont know what this mod is,and when i did a quick search nothing came up... any clarifications would be appreciated,along with a download link for it! cheers, Dmav522
  16. Hello, Just as the title says, I'm about to either reformat my HD or uninstall everything completely; however, I don't have a sure fire method of obtaining the latest versions of mods in general. There seems to be a lot of dead links and dated files out there, so if someone could shine a light in the right direction for me that would be great.
  17. I don't know if this is the right place for this, so if it's not, feel free to relocate it. The Models and mods we create at Skunk Works, will be released through the spacedock site from time to time. Most of the sci-fi models are ridiculously powered to reflect the shows they come from. They do not adhere to physics. I use the basic required add ons such as firespitter, mechjeb and so on. Some of the meshes are scratch, some modified with owners permissions. If you see a model I show an image of, be patient, it will be available soon. Currently working on the AC130, P3, E2C, for release, the shado skydiver is on back order, a multitude of modern jets are also on back order. With the collapse of the other download site, kerbalstuff, most were lost to the Kraken. Hopefully i can get our team of engineers to expedite the refabrication of them. Thanks and keep on flying. Skunk Works command.
  18. Hola, kerbonautas. He instalado unos cuantos mods de Umbra Space Industries, y parecen chulos, pero es bastante complicado utilizarlos. Ya he tenido varias misiones fracasadas por culpa de no saber bien cómo funciona el MKS (Kolonization) por ejemplo. El USI Life Support no parece muy complicado a priori, pero al combinar todos los mods me hago un lío. Estoy leyendo documentación sobre los mods en inglés, pero hay tanta información que a veces se me pasa algo por alto. De todas formas seguiré intentándolo hasta que sea capaz de poner una base autosuficiente en Duna, como mínimo. De momento intentaré construirla en Minmus, que debido a su baja gravedad, es más fácil trabajar allí. Si hay alguien que esté utilizando estos mods y le apetezca compartir su experiencia y consejos, estaré muy agradecido; y si alguien se apunta al carro y empieza una carrera para lograr colonizar otros planetas, bienvenido. Espero que podamos compartir conocimientos e ideas en este hilo. De momento, voy a escanear Minmus en busca de recursos (ore, agua, minerales, uranio...) Mi fallo creo que ha sido intentar construir la base entera de golpe, así que ahora intentaré ir poco a poco añadiendo los módulos necesarios; primero los más urgentes y después los más complejos.
  19. Have anyone know mods that Achroma uses ?
  20. I'm making a mod that will introduce a completely new way to make wheels work. I already have the models and the basic systems working. The mod will add a new resource, torque, that engines make in exchange of fuel. Wheels use torque instead of electric charge. The thing is that it seems KSP, when the wheels are checking for torque, checks the left wheels first and therefore gives more power to them. This makes the car turn slightly to the right. The easy fix is that every player adjusts the traction limiter of the wheels perfectly, which is pretty time consuming and confusing. My idea, in which I need help with, is making it so that the wheels somehow check for the amount (persentage) of torque in the engine and adjust how much they take. This sounds pretty simple but I have ZERO background in coding and these CFG files in general. As of right now, this is how the wheel takes torque, just for clarification: RESOURCE { name = Torque rate = 1000 } And this is the resource conversion part of the engine: INPUT_RESOURCE { ResourceName = LiquidFuel Ratio = 0.035 FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = Torque Ratio = 200 DumpExcess = false } } RESOURCE { name = Torque amount = 20 maxAmount = 20 } Any ideas, help, or feedback are seriously appreciated
  21. Dear Kerbals, I have been searching for a mod to change the color of parts (stock/vanilla); For example when wanting to make a SR-71. Can you help me find this mod? If that is not the case I would like to request it now, but that's not all! I am a first year programmer or 'software developer' (c#). I would like to team up with people to make this mod, else { just chatting about programming also is cool. } Greetings
  22. When I attach weapons and weapon managers, they don't work, at all. But it is up to date, according to AVC, so whats causing the problem?
  23. Hey all, Recently, I decided to make a jeep to use with my BDArmory save. I ran into an issue: kerbal helmets were just a little too big for the roof. The heads aren't. Instead of editing the jeep, I want to take the lazy out: remove the helmets. I've seen a lot of people use a mod that removes helmets from kerbals on Kerbin, so I would like to know where to find it. Thanks!
  24. Hello All I have lots of mods installed... And I'm sure most of you guys have got a lot installed as well. So I was thinking if maybe in the main menu there could be a tab where you can view all mods installed and if possible, disable/enable them. The KSP Modding community is a grand one and I'm sure it would make a lot of people happy if this was a thing. Cheers, WhiskyHotel3
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