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  1. adsii1970's sandbox micro-challenges A couple of days ago I was asked on one of the Facebook groups if I would post some micro-challenge/mission ideas for those who are looking for some sort of objective in playing a sandbox game. I asked around as a profile status post to see what everyone's thoughts were. And after careful consideration, I've decided to create an entire thread of micro-challenges for those interested. I play with mods and expect that many of you do, too. Here are the mods which will make the micro-challenges easier for you: Kerbal Engineer Redux Mechjeb f
  2. Challenge: Find and Screenshot Easter Eggs in KSP Rules: No mods, Spacecraft need to be Stock, No kerbnet, No cheats Difficulty: Easy=Screenshot Minimal 2 Easter Egg Medium=Screenshot Minimal 5 Easter Egg Hard=Screenshot all Easter Eggs in KSP Good luck if anyone wanna do this challenge!
  3. I'm in sandbox mode, I go into the VAB, switch buildings (from inside of the VAB) and now all the buildings are level one. on the outside, it shows all level 3, but the requirements for launch are level one
  4. What is this? In real life the Space Shuttle Program was originally supposed to make access to space cheap and easy, flying up to every two weeks and being the US’ sole launch vehicle. For various reasons the Space Shuttle never lived up to these early goals, but in this KSP play-through I’m recreating the program somewhere between what it was supposed to be and what it actually was. I’m probably never going to get to a launch every two weeks, but I’ll be flying frequently and including payloads planned for the Shuttle but never flown like the Shuttle-Centaur liquid-fueled upper st
  5. Better Specialization Settings v0.0.4 @ 2019-05-22 This mod provides a bunch of settings to allow finer customization of gameplay revolving around crew specializations (i.e. Pilot, Engineer, Scientist). The bulk of its functionality is focused on making crew specializations more relevant and meaningful in sandbox and science sandbox play. There are also settings to allow customization of the level requirements needed to perform certain tasks in career mode. Oversimplified tl;dr: Make autopilot/SAS require a pilot in science/sandbox Make wheel/leg repairs require an engine
  6. Overview: Kerpton (kerp-tawn) Future Media was a software development company which created the popular singing synthesizer program "Kertsune (kert-soo-neh) Miku", which many Kerbals had used to make their own songs. But lately, its founder, Hiroyuki Kerman, had considered starting a space program after playing a realistic space simulator for several months. Using the wealth he had acquired from selling so many copies of music software, he started a new organization called the Kerpton Aero-Space Development Agency, and hired several young aerospace engineers. This thread will document the
  7. i am in sandbox mode and my buildings are therefore at the max level, but sometimes when i go to launch a craft it glitches out and tells me that the launch pad/runway and vab/sph are level 1 and cannot support more than 20 tonnes. also i cant have my kerbals do an eva because my astronaut complex is to low of a level even though its in sandbox. has any one had a similar problem this is currently a huge problem because i Need to get a kerbal out to repack parachutes or i will lose a colony seed ship (edit) now vab wont let me have action groups
  8. As you may notice, this thread is dated two years older than the posts within it; due to a graduation and employment-induced hiatus, I've had to abandon the original plan to maintain continuity with my previous fic, Flight to Independence. Unlike the earlier fic, this one starts in the von Braun days, so at least you won't have to suffer through justifications of an Inexplicable Technology Reset. This fic will operate on a combination of significant amounts of headcanon and rocket science; the Kerbals may be more humanized and less stupid than you're accustomed to. I would especially
  9. This one is simple. Just complete all of the weekly challenges from there first run.(I heard they will be returning) I will be providing updates on my progress in the discussion below. I know it possible because this is a compilation of previously tested/completed challenges. You may have already done some of these. I haven't as I was not an active member of the community until recently. Any badges put in the discussion would be appreciated as I am a horrendous artist who should never be given a paintbrush. Here is a list of all the challenges I found on Reddit. Its probably accurate, good luc
  10. i was just wondering what the community loves most. is does not matter how modded your game is as mods can make the difference between playing the one or the other.
  11. RealSolarSystem Easter Eggs hunting! In my rp-1 career, as I was doing some unmanned Moonar landing mission, I saw, once orbiting the moon, that an anomaly was in my orbit trajectory, so I decided to precise land there, and I found this: A Neil Amstrong memorial!!! It excited me to found all others ones present in Real Solar System. So just started a new sandbox game to give it a try, and challenge my self. First I'll deal with Earth of course. Here's what the map says: I will start with the one which is North-East of Cape Canaveral Let's HUNT!
  12. Is it OK if I play KSP in sandbox everytime, and not play career at all? Does the community accept mission reports and stories that are done in sandbox?
  13. Firstly, apologies if this already exists, and thanks for pointing me in the right direction. Is there a Mod that, or is someone willing to make or assist me make, will allow me to restrict the tech level available to me in Sandbox, I would like to be able to deactivate Tech Tree nodes and/Or Tech Tree levels. I want to use a Sandbox save as a testing and development 'simulation' for my careers, but find trying to remember which parts I can use a pain.
  14. It would be nice to have access to the mission builder and player built missions in sandbox mode. Even if it was limited compare to the existing mission builder system I still think It would be fun to have mission in sandbox.
  15. How do you make upgradeable buildings in Sandbox mode? I think that would be a fun experience for me and other people. (if it matters, I don't use Windows.) Thanks!
  16. I've always played career mode only since it came out but I've grown tired of the same grind to get to where I want to be and I never seems to get there. So I've decided to start a sandbox game instead but I miss the objectives and structure aspect of career mode. So I've made this "guide" to help me stay on target with my vision of my space program. I thought I might share it with you guys in case someone else was looking for something similar. Space Program Master Plan Recommended gameplay mods: MKS USI Life Support Kerbal Engineer Redux • Disable stock ground towers.
  17. [NOTE: This is a fresh start/reboot of "The Outer Planets Adventures!", which some of you may remember. It is in a different save, so some past events mentioned in both series may be contradictory, although they did actually happen.] [NOTE: @Angel-125's Wild Blue Industries mods will be featured heavily in this Mission Report, for the simple reason that I like them and they are very well put together.] The space program was looking better than ever. Five bases on Duna were constantly staffed, and a permanent colony had been established on the Mun. Plans were even underway for a samp
  18. Hello everyone, this is one of my first post so I'm sorry if I make an error. I make designs on the page kerbalx.com, I've been doing it for a while. Recently, I discovered the Infernal Robotics mod and it was just what I needed for my latest design, foldable wings. In that mod, there are hinges that are the part I need for this, and this is where my problem starts. When I make a hinge, I mount the wing on it, and I set it up, it works perfectly, the wing moves to its configured position without problems. But when I put 2 hinges, the madness begins. In the editor work per
  19. I wasn't originally planning on making Eeloo my first interplanetary trip in 1.3.1, but it was the first launch window I had when I decided to spam SCANsat probes across the solar system. I've been playing with the Community Resource Pack, as well as trying to resurrect some old mods, so I threw together ... something. Behold, the OLDDTM N1 - LCATM Zenit-S200HE - BDBTM Agena - StockTM probe SCANsatTM? Eeloo mission (SCANsat RADAR Extended Range Mk 3)! All of 13,900 m/s delta-V to deliver a SCANSat radar to Eeloo. Excessive? Yes. Impractical? Yes. MOARdV? Yes. Although
  20. this is the totaly unfacinating adventures of the kerbals. submiting a payload is easy all you need is name and link the first order of bisnes is that i have came up with a story line vagely that i will follow i will be using all kinds of launch methords (not including Newtons Cannonball) i will be using kerbinside for a bit of extra challenge current crew in space MISSIONS (initial missions will not be to space) 1. x-0 flight 1 completed MISSIONS (in space) (will be filled in when i get a request) 1. Soyuz 4 2. Soyuz 5 (will launch 1 day after
  21. 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?
  22. We choose to go to Laythe, and do the other things, not because it is easy, but because it is FUN! The Kerbal Expeditions is a stock alike, sandbox save (currently planned for a total of 29 missions, including epilogue mission) in which I will visit Duna, Laythe, Jool, Ike, Eve, and Gilly for the first time post-1.0. Kerbals will land and return from Duna, Laythe, Ike, and Gilly. This plan will stretch my KSP skills to their limits and back as I strive to make good-looking interplanetary ships - and I hope we both have fun doing it. (reason why it's not career - i have troubles with
  23. Alright, so back in 2015, I got this game and had absolutely no idea what to do whatsoever. I got to the Mun, I landed on the Mun, but never returned. I did pretty well for someone who had a horrible understanding of physics. I went away from it for a few months and came back in fall of 2015 after learning a bit of physics and I was able to get to orbit, go to Minimus and land on Minimus and return. I soon after that went to the Mun though it was very overbuilt and after that went to Duna and back. (although this took several attempts.) I went off again after landing on Duna, Ike and Dres, to
  24. Chapter 1: Up the Rabbit Hole The VAB’s Cargo Bay 3 is a secluded concrete box behind a massive sliding door, but on that day, it nevertheless resonated with the ruckus as Jeb flipped over one of the empty fuel valve crates bearing his name, and perched on it. Bill shook his head, and joined him; Bob kept mulling about, while Val simply plopped onto the cold concrete floor, protected by the aramid fabric of her orange suit, gutted and stripped of badges. Around them stood the crowning achievement of KASA; but KASA itself was no more. The Kerbal Space Center was being stripped of anyt
  25. Ok, the title is vague but here is my criteria for 'inspiration': - 1st it needs to look cool... - 2nd It needs to be able to make it to Duna + Ike at least! - 3rd FUNCTIONALLITY! - 4th I'd prefer ideas to be thrown at me providing images for possible designs but ultimately I make the final post and compose what I did here... That is it pretty much Crafts inspired by this post... awfulcraftdesigns, Signing Out!
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