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  1. For this challenge you must catch a plane with one or more rovers If you don't know what I mean this image should help You may use the following mods: Burn together! B9 aerospace FAR, Magic Smoke Industries Infernal Robotics, And Kerbal attachment system, You can use these mods though i would prefer fully stock. you cannot use any mods other than the ones listed above. Rules: 1. No Dirty Cheating Alpacas (no debug menu)! 2. No unlisted mods 3. Plane does not necessarily have to be intact, however all kerbals must survive 4 catcher craft must start on runway and no docking ports are allowed on the Catcher or on the plane Get creative! 5 Impress me post screenshots below
  2. Hola a todos, voy a intentar llevar una bitacora de mi nueva campaña en 1.1 a la que le he instalado todos los mods que siempre he querido esta es la lista de mods inicial y la ire actualizando si adiciono más mods Los más destacables son Kerbal construction time para tiempos de construcción Engineering Tech Tree y Fog of tech para cambiar el árbol al de ingeniería que es la primer vez que los uso y fog of tech para ocultar nodos que no haya investigado como per 1.0 Estrategia para cambiar las esrategias disponibles USI para soporte vita Remote tech para comunicaciones La meta del programa es colonización a nivel del sistema, pero ya veremos que tan lejos llego. Las reglas iniciales del programa son: Las reglas del programa espacial son: 1. No se realizaran investigaciones en el centro espacial, toda la ciencia que se podía conseguir en el área fue usada para la creación inicial del centro espacial. 2. Todo cuerpo deberá ser explorado por una nave no tripulada antes de enviar Kerbals. Vuelos iniciales: proyecto Verne Primeros cohetes sonda, y encuentro del plan con la realidad. Primera video bitacora Comentarios y sugerencias de qué aspectos puedo mejorar son bienvenidos. Episodio 2 - Tankadere Bono - Cómo crear bases en el remotetech
  3. Hi, I was thinking of making a parts pack but I have no clue how to mod. Anyone wanna post a tutorial. All I know is that I need to know C#
  4. I'm trying to delete this texture mod but its saying the file cant be found.
  5. Why do (Some) Updates Break mods and other Don't? Like yeah Unity 4 vs Unity 5 Change WILL Break mods but Other updates don't Like 1.0.4 to 1.0.5.
  6. I have the latest version of mechjeb with KSP 1.1.2 so all my mods and stuff are up to date. My problem is that when I try to use the autopilot in mechjeb, it does NOT want to cooperate. It turns to, let's say, north, then south, then north again until it breaks apart from the aerodynamics (I have FAR if that helps). I already correctly entered the numbers, my target orbit, AoA is at 2 degrees, I edited my ascent profile and everything, but the thing just doesn't want to work! I have NO idea what is going wrong. I know it isn't a problem with my rocket because I was able to fly it to orbit just fine by myself, but mechjeb just wants to throw it all over the place. This is my first time trying to use it and it's frustrating because I already tried looking up tutorials for it but they're all very outdated or not a good explanation. I just want to know why it won't perform a gravity turn smoothly without jumping everywhere. If anybody could help me, I would be very grateful.
  7. I have just gone back to xubuntu 16.4 and have managed to get CKAN running but it doesn't seem to be able to actually update or install anything. The program gets to the status log screen and then just stays there with the bar flashing across the top. I am probably missing something obvious but just can't see it. Thanks in advance to any that reply with helpful suggestions. Also just found out I can't close the program.
  8. TAC life support is still stuck in 1.0.5 and its' topic thread is closed. Was it shot and buried by the Creator? What other life support mods (Not going the whole 9 yards with kerbalism.) can be used now?
  9. Hello fellow kerbals/kerbonauts/kermaniss! Today i wanted to ask you what are your favourite/usefull mods! Me as you have heard am interested in 'european rocketry and other cool ksp stuff' well, yes i like european rockets but FASA is use full as well!( here are the following 'favourite'mods.) 1:Bobcat Soviet Pack 2:Tantares 3: Soviet rockets and probes 4:FASA 5: Lionhead aerospace historical esa 6:Hangar extender 7:American pack 8:Salyut Space Stations 9:Soyuz 10:Boat Parts 11: USI Otter sub pack 12:Mech Jeb 13:Kerbal Joint Reinforcements 14:Shadow Works 15:Chaka Monkey Exploration Post/link your favourite mods here!
  10. Hello! I've been trying to get a decent science mod working and none of them are working. I installed kerbal engineer redux and mechjeb and those work fine but science alert, for science, and automated science sampler aren't doing anything. I install unzip the files in the Gamedata folder just like I did with the working mods but when I start my game (in science mode) there's no indication on the screen of any science mods. It looked like for science was working because it was automatically performing experiments as I flew but I didn't have the button to turn it on and off like in the description video. I've done tons of googling to figure out what I'm doing wrong but can't find anything so I finally made an account to ask you guys. Any help is greatly appreciated. Also, I'm currently running ksp version 1.1.2
  11. Hey guys, I installed BDArmory the way I'm supposed to, and even looked up how to do it again after this issue accused a couple times, but I'm able to build my ships and planes in the hanger and building, but when I go to launch it blacks out for a second, and then the game focuses on the sun really up close. I'm able to zoom out after a second or two but I can't refocus on my ship, or the KSC. I can focus on different planets and that's about it. Anyone have any ideas or tips? Otherwise I will probably be unintelligible it.
  12. You know when you install lots of mods and you want to prune them (remove unwanted parts) because you need only some of their parts, but then you mess something up because you delete wrong files and your mod doesn't work, your game crashes, etc. That is especially frustrating when the part's file name(s) aren't recognizable and you end up deleting something you don't want. A very common issue. I propose either an external program, or a plugin that enables you to delete parts from the game itself (now, I know literal application of this might not work because they're loaded, but it could at least mark them or hide them from the part list.) Anyway, something could be done to facilitate pruning which is essential when you mod your game and don't want to end up with enormous GameData folder. Same should work for stock parts. Some of them I never ever use and they just clog up the working area. Maybe someone proposed this earlier, I don't really know.
  13. I have one simple question, where on earth can I find a mod list, with download links, not on reddit. All of them 1.2 as well. A reply soon would be incredibly helpful, Cheers!
  14. Let's try to make an official KSP Modders holiday, to appreciate all the work they do for this game, & for us Kerbal fans! Comment your ideas/suggestions!
  15. WARNING! Do not posts that are rude,idiotic,or mean.The truth about mods...ah yes mods...a great but terrible thing, mods are like cheating...Lets hope YOU know better than to trust mods.Sorry,but that is true,mods sometimes break-down your computer and use a lot of space.We also know only too well that mods sometimes break ksp,some of the ones that use a lot of Fps. Lets hope that'll teach you.
  16. I really want someone to make a helicopter mod that is realistic. There are helicopter engines in firespitter and KAX but the main engine torque isn't realistic: The helicopter doesn't spin in the opposite direction of the main rotor when you have no tail rotor. If someone makes a helicopter mod that is realistic like this, I'll be happy.
  17. I'm using RealismOverhaul mode with Realistic Progression addon which marks quite a lot of parts as non-ro (not supported by mod). I would like to delete them to reduce memory consumption. I also found that when a lot of mods installed, some parts become unnecessary because of mods overlapping. For example, Procedural Fuel Tank (from RealFuel mod, I guess) makes most other tanks needless. I want to remove them too. The problem is it's time-consuming and boring to browse GameData by my own, looking for parts that I don't need. So basically what I need is a mod or external tool for convenient deleting parts from the game. For example, mod which will allow to delete parts from VAB/SPH interface.
  18. I am trying to find a kax parts pack that had a very long turboprop engine. The name has slipped me can anyone help? thanks
  19. Proposed route of HEER rover (subject to change)
  20. I'm looking for mods with actual spacecrafts that can be combined with stock parts. I once used HGR mod, but it's looks that it was not updated since June 2015 so i'n wondering does i can use it with 1.1 which after all use new UNITY engine???
  21. Is there some auto or easy way to update modes one is using to play the game? Because having to search for and update each mod separately has gotten really old this week.
  22. This isn't necessarily a mod but i downloaded some crafts that work with 1.1 thinking they would work with 1.1.2. (I tried them on 1.1 and they worked). But when i updated to 1.1.2 they have a part missing named gear small. What happened? Also is their anyway to revert back to 1.1 if i cant fix it. Thanks
  23. A question for more experienced mod-nauts. Is there a mod, or several mods, that would fit in with Roverdude's kolonization mods, expanding those to a level of self-sustaining and expanding sivilizations on the conquered planets? Preferably one that would fit "civilization" nodes in CTT.
  24. Squad does a pretty good job supporting mods and modders. Bethesda just released the Creation Tool their developers use so that modders can mod Fallout 4. Awesome! Fallout 4 Creation Tool Companies, such as Squad, Bethesda, and others recognize that keeping their game current keeps it relevant via modding. Relevancy translates to sales and extended game life. An extended game life means the player will most likely buy the next iteration and recommend it to their friends to do so.
  25. Just testing out my favorite mods with the new 1.1.1, I'll post results here. Anyone who has mods working (or not) or knows more details about compatibility please post here!
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