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  1. Just a suggestion that will probably fall on stony ground. I suggest that mod makers MODULARISE their mods. A core mod which does the very basics of what a mod was designed for Then separate downloadable modules which the user can decide if they want or not. Keep it simple. Mechjeb : should have just the three basics of repetitive use. Launch assist, Precision Landing and Interception. Kerbal Alarm Clock : should have it's basics of Node alarm and transfer window alarm. Kerbal Engineer: should have just the DV guide. I chose these three as they are the most popular mods but the same applies to any mod which tends to go through a 'growth' process as these certainly have. How many of use actually use all the functions and extras that they provide? They have turned into monsters which are bigger, harder to maintain, harder to trace faults and harder to expand. The more that there is to go wrong the more will go wrong. While the temptation is great to speak from a personal viewpoint on what I want these mods to have as extras I will resist doing so and remain objective and so when I speak of 'some users' I am by no means referring to myself. Some users only want a Mechjeb, Engineer or Alarm clock as I described above, others, including myself, would like some of but by no means all of the extras which have been bolted on. Some things simply never get added because even though the mod maker likes the functions, they feel that not enough people would use the function to warrant it being added to the mod. It would be excellent if the core of the mod never changed in function only upgraded to newer versions of KSP. So I call on you mod makers! Get back to basics! Keep it simple! Make the mods for your mods optional!
  2. So, I have recently been informed that a lot of the top mods currently aren't compatible with the newest 1.2 update of KSP. I was wondering how could one go about reverting my game back to 1.1.3 or something. I am using steam I honestly could care less about most of my saves I have a boatload (more like an intergalactic capital ship turned into a cargo ship full kind of boatload) This is mostly in the name of BDArmory Thanks in advance, -lococarl, over and out. **P.S.: Here's what's in my GameData folder: 000_USITools (Miscellaneous plugins and such for USI mods near bottom of list) BDArmory (RIP BDA, no parts show up in 1.2, really itching to try for first time) CommunityResourcePack (No idea where I got it from) Eskandare_Heavy_Industries [CVX (Only having problems with launch)] ExtraplanetaryLaunchpads (Out of date) Firespitter (Not my favorite, pretty janky if you ask me) JSI [RasterPropMontiter (I guess it's working)] KAS (Haven't figured out how to really use it yet, for lack of trying) KAX (Has fallen by the wayside because of KSO) Kerbaltek [Hyperedit (Working)] KIS (Haven't delved into its wonders at all yet) KSO (Love it very much, 99%* working) SHED (Haven't used yet but works) SM_Marine (Only having problems with launching boats) SmokeScreen (Due to dependencies, also have no idea what it does) Squad (Stock) TweakScale-master (Fully functional) UmbraSpaceIndustries (Akita, FX, Karibou, Konstruction, and Malemute) VanguardTechnologies (EVA parachutes and ejector seats, haven't booted game with it yet) VesselMover (Tab not appearing at top of screen, I call it not working) WildBlueIndustries (Buffalo MSEV, haven't booted game with it yet) Hope someone can inform me on what I'm doing wrong with some of these or how to use them. *There are some screwy things in KSO (ie.: physics loads for already landed helicopter from previous flight with engine left on and it spins and flips all over and blows up).
  3. HI all - Modders - Quite simply , Thank you! Due to your skills, dedication and determination, we all can all enjoy KSP the way that we want to. I have said this before, I am not a 'rocket' enthusiast; with many of the mods available for KSP. It is helped me [and others] ease into rockets and planes and... have fun. Community - Hands down, the best! The most supportive, enthusiastic one there is around. It there was any more support, I think there would be a lines for free pancakes or pizza. [crosses fingers] Squad - You folks , well - I used up all the really good adjectives above, so about high fives, chest bumps and a group hug? EDIT: I just realized, that posted this in the incorrect area, so I am sure it will get moved to the correct area.
  4. need mechjeb for ksp 1.2.1.1604 i installed mechjeb engineering for all but it not working no mechjeb icon shown in game
  5. So I am making a nuke dropper and i need some recommendations on what i should do to make it should i go with a plane or a rocket that can drop nukes from space I mean this has to be big enough to have equal weight on both left and right sides of the ship
  6. http://imgur.com/a/Zo1pr.jpg Do you like what i take a WALK in
  7. I love stock KSP, but there's obviously a lot of room for improvement. While mods do a great job of improving KSP, there's still some desires of mine that I've never seen addressed. I might as well share these ideas. These aren't requests, but just for discussion. Super fast interplanetary travel. I recently read a sci-fi novel (2312 by Kim Stanley Robinson, if you're curious), and in it humanity uses super efficient and powerful means of propulsion to cross the entire solar system in just weeks. They do this by continuously burning their engines as they travel to their destination. I'd love to see something like this in KSP, because not only does it make interplanetary missions almost as easy as travelling to the Mun or Minmus, you can leave for your destination at any time you want (no waiting or the launch window). Automated space exploration and construction. Launching every individual spacecraft you'll ever need and managing them yourself gets old. One idea I've had is to automate the process. By giving orders to the space center and off-world construction sites (orbital docks, surface colonies), they can build and launch spacecraft on a given schedule. For example, suppose you want a huge colony ship to be constructed and launched out to Laythe every time the Kerbin-Jool launch window arrives. Tell your colony to build the specified craft and send it into orbit, and soon enough it'll be on its way without you ever lifting a finger. Once it lands it can then do whatever you want it to. Politics and conflict. For decades you've maintained colonies around the solar system. However, your colonists and their offspring have grown tired of your control. They break away and start exploring space on their own. Now there's another space agency in the solar system, which will manage their own spacecraft and missions, and the connection between you and them is crucial. You can maintain a positive interaction with other agencies by trading resources between colonies, working together on join space missions, and sharing technologies with your partners. You can cooperate with old governments on Kerbin or new ones around the system, all with unique personalities and benefits. Or you could have it all once again by launching warships to take your colonies back by force. Surface and space events. First, let's discuss how to make planet and moon surfaces more interesting. Each world can have their own unique environment; for example, hurricanes and winds on Eve, sandstorms on Duna, quakes on Minmus, geysers on Vall, etc. All would have the potential to harm your mission, but also could return a huge science boost. Then there's space: Eve, Kerbin, and Jool would be surrounded by deadly bands of radiation; CMEs and other solar storms from the Sun; micro-asteroids (a warning would be given, of course). Again, running into them could make or break a mission. What do you guys think? Any criticisms? Additions? Sorry if any of these ideas are commonly suggested and/or already are mods; I've been away from KSP for over a year, and thus haven't checked out the modding scene in a while.
  8. Just installed some graphical mods (stock visual enhancements, and scatterer) and now game restarts my pc after a few seconds when playing. It worked fine before the mods. I have a R9 290 x gpu, 16 gigs of ram an I-5-4440 CPU and a HIVE 80 plus Bronze 650 W PSU. Any suggestions?
  9. The great Red Empire shall rise! Welcome to the Duna Empire challenge! The queen of the city-nation of Redna is planning a great project: Sending her entire city to the planet of Duna. Growing tired of being a small country with a small territory, she now funds this project to have an entire planet to herself! 1: You must use USI Kolonisation, and TAC life support. You may use other mods as long as they don't make it easier or let you cheat. Planetary bases is a nice one to have. 2: You must use [1.2] 3: Make a 20+ Kerbal city on Duna, near the equator. Buildings need to be in sight range of all other buildings. 4: It must have at least two labs 5: It must have at least two rovers. At least one for science and at least one for moving cargo. 6: It must be able to survive forever 7: You must have a queen. Any female kerbal will do. She must be among the first to touchdown on Duna, and if she dies you lost! Additional challenges: - Complete the challenge: 10 points - Have a SSTO flagship that can bring back ore from the Empire to Kerbin, and bring new jewelry to the queen with the money. : 8 points - Have small relay bases on the surface so that the main city has permanent communication with Kerbin (You'll need one on the planet's pole). : 4 points - Make a nice palace independent from the other buildings that hosts the queen.: 6 points - Send science to Kerbin, all science must come from Duna and it's orbit exclusively. You're allowed to send it back using a ship. 1 point per 100 science. - Create a refueling station for fuel, oxydizer, monopropellant and life support supplies that can accomodate ships landed near the city. - 6 points - Do it in career mode : Double all points. Good luck! I'll be posting a leaderboard if people submit their results! You need to submit a video or pictures for proof. As for me, I'm currently trying to complete this challenge. I'm using planetary bases.
  10. Greetings! This is basically my initial first post to the K.S.P Community, however I have been playing since 2014. (0.90). I currently am running version 1.0.5 of the game due to the greater capacity of mods available at this iteration. Anyhow, I have a thing for aesthetically pleasing yet functional spacecraft capable of tremendous feats! Presently I have been working on a SSTO that can travel from Kerbin to a Station/Cruiser, refuel and undock, then head off to another planet. You might be intrigued by cruiser in the line above, I am still working out kinks in it, but essentially it is a giant flying space battleship. However, what I was aiming for was a cruiser that can ferry two SSTO's to another planet, and use them to bring ore back for refueling. Craft Name: [x33] LongSword Game Version Used: 1.0.5 Modifications Used: TweakScale, O.P.T, K.W Rocketry, adjustable landing gear. Short Description(s): A highly maneuverable, reinforced SSTO capable of withstanding maximum G-Force for prolonged periods of time. The LongSword is able to travel at a max speed of 336 m/s in atmosphere (Kerbin, Without oxidizer after burners). The LongSword has been able to orbitally insert itself and land on the following planets: Kerbin, Duna, Eve. The craft has an onboard system of mining/extracting ore and utilizing it to recreate liquid fuel + oxygen. The process takes around 130 days (can be fast forwarded) to fill up all of it's empty tanks and extra ore. It can also survive speeds of 1200 m/s in kerbin atmosphere during re-entry without being destroyed. Not to mention the fact that it can fly without ONE wing or stabilizer. (Not both at same time though). Thus this little flying triangle is capable of lifting the heaviest loads to kerbin orbit and beyond! However it does require refueling in space before voyage, (Farthest it can go with refueling in orbit = Duna). If docked to another vessel, then the odds are limitless but I only had enough time to make for Eve. Screenshots: http://imgur.com/a/pCJBj Future Implementations: Robotic Arm with the Magic Smoke Industries, Infernal Robotics: Basically wanted an arm to tug satellites out of orbit and destroy them in re-entry as my longsword safely returns to KSC. The arm would also allow me to grip onto asteroids as a Kerbin Defense mission! The reason I don't like to use BD-Armory anymore is because it's not fun to roleplay anymore. (For those that blow up sattelites with guns). I mean I can go spend hours making a fleet of ships then blow them up for my own satisfaction. I think it's pointless to arm ships in orbit because despite sci fi movies, missiles in space have to retrograde (flip back and fire engines) if you're faster than a target. Meaning it looks funny if you attack Kerbin with weapons because the missile you launch forward, turns backwards and then flips over again. Cheers!
  11. So, I have been enjoying the game for quite some time, and though a little complex, I have been working to build a mod group to facilate a series of play points. These are: Self sufficiency. Extraterritorial expansion. Planetary, and beyond. In-situ utilization. Budgetary responsibility. To this, I have collected a selection of mods to fill the gaps of a corporate reach to the stars. These include: KIS/KAS MK2/MK3 stock alike expansion. Various USI, including MKS/OKS, ART, Warp, Kolonization, Karibou, FTT, USI-LS, maybe a couple others. EL MechJeb, but mostly for examples to learn from. Unversal Storage (its just so handy at times) B9 Procedural (helps with part count redering, and I feel makes wings more realistic) KW (variety on parts at different Tech stages) KSP I E (for engines and other parts mostly) Civilian revamp (waiting for 1.2 so bad) X Science! (Climb that tech tree) The Gold Standard (for a money pump in middle game zone) CVX ( need to find a functional hanger expander, as I can't even plan the carrier. Would work greak as a mobile base and recovery vessel.) Hooligans Airships (very nice low speed and easy to pilot to resources and fetching crafts. Also helps to land in hard places. From all of this I am close. I want to be able to fetch and recycle derilict parts, and on kerbin. If I could, I would build and deploy my own tracking stations on Kerbin, but on other planets I will be for comms. I do have Karbonite, but haven't been using it due to weight to thrust is really not better overall from what I have seen. May change. I also have a list pieces I would like to find and try if people know something that would cover it. Different countries on Kerbin. Instead of single buy off on crew, weekly or monthly salaries. Other balanced FTL techs. Missions that are different, I don't know how really, but more variety. Beanstalk or Space Elevators ( would like to build it live) Good Hanger Expander I am restarting my career when I have one more mod update. Things I am working on setting up: Kerrbin SOI Junk fetcher/Taxi. Networked resource gathering facilities, probably using USI pieces. Looking for reasonable discussion about similar ideas, my missing pieces, and possible replacement suggestions.
  12. The planetary system "Jupiter System" has released. Download at https://www.dropbox.com/s/dabuubiwkaf9bfh/Jupiter System.rar?dl=0 Jupiter System is a system of planets one part really another part invented. It contains 16 bodies (Jupiter,Julio,Juno,Arion,Titania,Arcticus,Vulcanicus,Huge Asteroid,Callisto,Ganymede,Europa,Io,Erin,Amalthea,Metis,Adrastea) Module Manager 2.7.1 and Kopernicus 1.3.3 are included. Jupiter Info Escape Velocity 61000 m/s Radius 70000 km Atmosphere height 800 km SOI 20000000 km Isn't known with what versions of KSP is compatibile. Just install and see if it works Please report bugs in comments All Rights Reseved
  13. I've been enjoying ksp for a few years now and have become completely addicted to numerous mods out there, and in the last years ish it seems like the community mods and plugin list has gotten crowded with currently out of date mods that don't work with the latest build of ksp. My thought is maybe we should start another page just for the mods that are fully functional/updated in 1.2 for the ease of finding them instead of going through a huge list of incompatible mods, I'm in no way saying anything negative towards the mods but the current list is a bit overwhelming, especially when they may or may not work with the latest build.
  14. Hey guys, how's it going, I've got another question (yes, i have been only asking questions and playing ksp for like the past 5 hours.) How do I create mods for Kerbal Space Program? I made an Engine model, but how do I unwrap it and make it work in Kerbal Space Program? Oh yeah, just remembered one thing that might help, I'm using Wings 3D
  15. I want to make a mech robot in ksp, but i do not know which mod adds in the servos for the arms and legs and stuff. Does anyone know wchich mod adds in the servos? Please comment a link to the servo mod download page.
  16. Hi guys, Im trying to get realism overhaul to work but not having much luck. I'm on a windows 10 64 bit PC and running the 64 bit KSP. I've got around 40 mods (all the RO essentials and recommendeds). The game freezes upon trying to load random parts on startup. If I delete the offending part it simply freezes on a different one. Even after deleting every non-stock part from mods, the game froze when loading squad parts. The loading bar on the bottom of the screen always jumps to full as this happens. Vanilla KSP from a different install directory works just fine. The modded install that's causing issues is kept in the same drive but not within steamapps. I've read of similar issues but their solutions didn't work for me. Some things I've tried: Restarting computer. Deleting everything in the ksp folder, re-downloading KSP and re-installing all RO mods from scratch. Using smallest textures on RSS and using autopruner to greatly reduce part count Checked RAM usage, never gets above 50% when loading. Disabling all unused network adaptors. Here are the last few bits and bobs from the logs (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) [MessageSystem] OnAppInitialized (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) [MessageSystem] Reposition 0.1307803 13493 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Trying to reload asset from disk that is not stored on disk // this doesn't sound good, but both ksp installs are on my C drive with steam!?// (Filename: Line: 1010) MiniAVC -> IssueGui was destroyed. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) MiniAVC -> IssueGui was created. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) MiniAVC -> IssueGui was destroyed. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) MiniAVC -> IssueGui was created. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) MiniAVC -> ToolTipGui was created. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) MiniAVC -> IssueGui was destroyed. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) MiniAVC -> Starter was destroyed. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) InvalidOperationException: Steamworks is not initialized. at Steamworks.InteropHelp.TestIfAvailableClient () [0x00000] in <filename unknown>:0 at Steamworks.SteamController.Shutdown () [0x00000] in <filename unknown>:0 at SteamController.KSPSteamController.OnDestroy () [0x00000] in <filename unknown>:0 (Filename: Line: -1) [UIApp] OnDestroy: MessageSystem (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) MiniAVC -> ToolTipGui was destroyed. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) MiniAVC -> ToolTipGui was destroyed. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Please help me oh wise forummers! I have been tantalised by the RSS screenies of others and I want more of my own!
  17. I tried Minecraft a few years ago, but I quickly gave up on it because the vanilla game is just begging to be modded. And the more mods you add, the harder it gets to run the game. I really wanted to try to become a wizard with a nuclear reactor in his basement and a laz-pistol on his belt. But... it just gets too hard to keep everything updated and properly compatible. In a lot of ways, KSP is like this. Though I find myself going much longer periods of time before I start to think of KSP-vanilla as lacking (especially given how many mod-like features the devs have been adding to the vanilla game lately). What helps KSP enormously is CKAN. So it will clearly tell you (usually) when you are missing that special texture or that one dependency. It's super freaking useful. Like the title says, does anyone of something like that that exists for minecraft modding. Something that can give you a broad enough list of all the mods out there, which texture packs are compatible with them, are the mods compatible with one another? Etc. The closest thing to this that I've found are launchers. Things like Feed The Beast. The problem is that there are so many different launchers, and they don't seem to check things all that well. I remember the last time I tried FTB, it installed a bunch of mods I hadn't asked for, and it ran the game despite the fact that many of the mods it had installed weren't working properly (it started the game, game me a list of errors, and the next time I tried to load that game it said it was corrupted or something). So yeah... if anyone knows something that would help, please share.
  18. Greetings! Story: I basically have always wanted a cruiser capable of ferrying ships from one planet to another, or defend from invasions. Thus I finally managed to get the handle of it with a few mods, and created a carrier with maximum efficiency for fuel/payload. (Can now ferry vessels from one planet to the next without any restraints on payload or fuel with a independent refueling process). Specifics: Crew Count: 5 Crew total Engine Count: 2 Large Efficient OPT Mod Dark Matter Engines (1:1 O2/LF for 1500 thrust each). Docking Ports: Contains 8 docking ports of medium size located on top/bottom of the hull. Power Generation: 48 Radioisotopic Heat Generators (R.T.G)'s + Fuel Cells for LF -> Energy. R.C.S Information: Around 50 RCS Ports for horizontal and Vertical movement (100% efficient). Internal Storages: Can store a lot of equipment within the hull. (not bay's, but hollow fuel tanks). Additional Equipment: Contains two large convertors for turning ore into resources + Extra fuel. Additional Information: *It can be used to ferry ships from planet to planet, and use them to bring ore back to make more fuel* *Capable of traveling the entire solar system and back to kerbin without any fuel exhaustion** *Has been tested to fly with three of my aircraft, a fourth can be attached but isn't required* *Think of it as a moving space station with two overpowered engines and ability to carry crafts* Screenshots:
  19. Seeing as many more people are adding planets to the Kerbol Solar System, I want people to vote if community members can put their own planets into a modpack. I'm thinking of "Community Planet/Star Pack" or "The Community's Solar System"
  20. I have installed mods, and I know where to put them, but It either doesn't do anything or it destroys the world when I launch things. I have a Mac and I bought KSP on steam and have watched so many videos of people using mods. The mod I wan't to work most is probably BDArmory Continued. When I try to launch anything the world glitches and I see a brown thing and the camera slowly goes deep into space. I really need help and I've tried for days. Sorry, I can't use screenshots (I can't use drag and drop, please help). Sorry for any inconveniences!
  21. no one these days are making big part mods i've noticed like the guys who made nova punch,fasa,kw rocketry there awesome. but i'm feeling the errg to make my own big part mod so i don't get board and hopefully no one else will. if i make it it will be for RSS only and mostly contain engines,solar panels. i also see a lack of capsule mods wich is hard for me with limited chooses. ive been playing ksp since 0.20 and i've played a lot of mods and id really like to see a new one. i understand they take a long time but i think we've all played the part mods i menteid and i think its time for a change i may make a mod i may not but only time will tell.
  22. If you wanted a mod, you should read this. [Mods that gives you extra parts] [WARNING: RSS AND PLANET MODS NOT INCLUDED] Steps:- 1. download any Parts Mod.(Simple) 2. Go to KSP Folder and if a GameData file appeared in the download, go take whats inside it and place it into /Kerbal Space Program/GameData.(Confusing) 3. Thats it, but if you see a ModuleManager File Put it Into /Kerbal Space Program/GameData same as step 2.(Simple Again!) Important: Any Mods that gives a new Celestial body or any structure or RSS Will not work on these steps. Sorry. Hope this works for you, and comment if this works or not. Also Subscribe to my Youtube Channel if you want to do it. GOOD LUCK EVERYONE ON YOUR FIRST MISSION WITH MODS!
  23. So I just remembered that I had been contemplating doing a mission report of every rocket for my next career, and since I just started one yesterday I think I'm still early enough for it to count. So here's a pic of my first orbiter for this career: My progress so far has been pretty steady, with a quick succession of missions reaching ever higher past the planetary surface, culminating in this latest escapade where our probe was calculated as probably having been in orbit for at least ten seconds before the de-orbit command doomed it to plummet back to the planetary surface. Let's pause for a brief review of what we've already done. Starting with a sounding rocket so small and so budget-constrained that it didn't even have a name (which we are retroactively naming Sounder 0) we've sent Sounder 0 off the ground; Sounder 1 just brushed the atmosphere, but failed to return much in the way of scientific value. Sounder 2 spent a solid minute in space and brought back a woeful pittance of useful information. Now with Sounder 3 we've not only sent a craft to orbit, but we managed to bring back a bit of data for once. Now that we've proven the worth of our space empire, we expect a veritable flood of lucrative contracts! And Jeb was the first astronaut to reach space. We think he redacted the command pod out of Sounder I because it looks better with a probe head, but probe I as saved is over on parts and probably height. Not sure how he managed that. The investigation is ongoing.
  24. What mods adds parts to make space crafts and more specifically probes look more interesting? thanks
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