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About me



Found 16 results

  1. Welcome to my second mod thread. If you haven't already noticed, I've pretty much halted development for RealExpansion due to low community interest and me wanting to persue Far Lands. Far Lands adds more star systems into the game in a similar style to KSS, with multiple filler stars for gravity assists and to look nice. Far Lands is defined as a mega project as I plan to add a large amount of systems working in between other mods. The goals are very much long term, and updates will be infrequent. Discord - Please join us, we need more people Wiki Download: Github: https://github.com/AR3S-Vega/FarLands Current Development Status: Queued Contact me if you find any bugs/copyright violations No pics no clicks: Special Thanks to: @StarCrusher96 for help with textures and kopernicus @GurrenLagannCWP for concepts and generally being a sound guy @Noah the Smol for ideas and concepts Release Schedule (rough estimates): This mod is licensed by the Creative Commons Attribution 4.0 International - http://creativecommons.org/licenses/by/4.0/. If there are any legal concerns message me preferibly on discord. I'm not the best with licensing.
  2. so imagine in the very far future, either we or another civilization decided to capture the entire output of the sun with a Dyson sphere. very cool. but what if you wanted to build your own star? I'm not talking like building a reactor on earth and creating a "mini-star", but rather i mean like collecting the gasses from gas giants and pooling them together onto a gravitational core like a dead planet till you had enough material that it would start the natural process of fusion? OF COURSE I know it is possible and probably not at all necessary for any purpose realistically, but I can imagine in the far future some super powerful species decides to build its own solar real-estate in the middle of interstellar space. just some shower-thoughts I had
  3. Download The Varuta System (v0.3.0): https://www.spacedock.info/mod/2088/The Varuta System The Varuta System is a mod that adds the planet Varuta and its many moons to the game. Kopernicus is required for this mod to work! What are the planets and moons are included in the varuta system you ask? Well here they are: Varuta: Is one of the larger planets in the kerbol system, located between duna and dres. It is host to many unique and intresting moons, all of which should be explored Theonus: Is the closest and of the more intresting looking moons of Varuta. Its surface is partially similar to Varuta. It also has some extreme terrain, so be careful when trying to land! Niven Olten: Is the second and largest moon of Varuta, at almost 1/3 the size of its planet. Olten might look boring at first, but it has awesome views of Varuta and other moons from the surface. Deaphus: Is one of the smaller moons in the Varuta System. It has regions of blue, which might be filled with Apatite under the surface. Like Theonus, it has extreme terrain. Rebos: The smallest moon of Varuta, it has a relatively smooth surface and is most likely a captured asteroid due to its orbit and surface And Oltimos: Its intresting in the fact that it is a sub-satellite of Olten. It orbits at an inclined orbit around Olten, and has a SOI of only 14km and is only 5km across. If you have any questions about the mod or any problems/glitches you have, ask me below. LICENSE: MIT
  4. Besides Real-Solar System are there systems that are made “real scale”?
  5. Presenting the Laythe Kosmodrome -- a full-featured space centre producing fuel and supporting exploration of the entire Jolian system, especially Laythe itself, naturally. All craft are also available on KerbalX, at https://kerbalx.com/hangars/29774. - * - Pelican: ro-ro medium cargo/utility SSTO (with Ostrich ISRU unit) The Pelican with the Ostrich ISRU and JUNO MIDGE scout form the core of the Laythe Kosmodrome. It is a roll-on/roll-off cargo/utility craft for medium-weight wide-load cargo. It is capable of lofting the Kosmodrome Kore to Kerbin orbit under its own power, although needs refueling and additional drop tanks to get all the way there. Its main mission is to deliver Kosmodrome modules down to the Laythian surface from orbit. It can deliver all of the Kosmodrome modules to the Laythian surface and loft significant quantities of fuel to orbital modules. It relies on a RTG for electrical power and has a probe core for autonomous operation, primarily to make loading/unloading operations easier if operated by a single crew member. Cargo is loaded and unloaded by rolling on and off with the landing gear retracted, the plane resting on its belly. Cargo modules attach to a docking port at the back of the forward fuselage; all the Kosmodrome modules (except the Laythabout) have one at the standard position. The Pelican is so easy to fly even an engineer can do it, but has the aerodynamic efficiency of a feather pillow -- it will not fly far with minimal fuel, so you do need to know how to make accurate re-entries to make use of it off-Kerbin. The Ostrich ISRU unit has two drills for better effectiveness in ore-poor areas. It has sufficient internal power and cooling to work autonomously indefinitely, and two Rockomax X200-8s for storage of fuel output. Notes: The version in the images and the craft files is the one that has been extensively tested and serves in the field on Laythe. A newer version, Pelican-B, is in development, which includes a number of refinements -- design improvements as well as more advanced technology. These improvements include: Wingtip ailerons are a combination of Elevon 2 and Elevon 3. These are better at taking the high thermal load of the wingtips, and allow for finer tuning of the craft's handling. Engine pods redesigned with TVR-400L stack quad-adapter for slightly better aerodynamics and lower part count. The Mk2 rocket fuel fuselages have been replaced with liquid fuel versions for a more sensible propellant mix. When operated by a skilled engineer, the Ostrich's internal power supply cannot keep up with the increased current draw: in this situation, it requires assistance from the Massive-Kerguson space tractor (see below). Fuelling operations are also much more convenient if the tractor and Surface Tanker 64 are available. - * - JUNO MIDGE: unicycle ultra-light short-range scout/prospector The majestic JUNO MIDGE is a surveyor built for Laythe, but it is excellent at any short-range scouting/recon missions which require rough bush landings in difficult terrain. It is equipped with a surface scanner for ore scouting, and was crucial to the success of the Kosmodrome by finding an ideal location for it in a shallow valley by a lake. Its unique feature is the Brikoleur-patented unicycle landing gear. It relies on reaction wheels for stabilisation and control. For landing and take-off, use action group 1 to set control to the upward-pointing node, and set SAS to Surface/Radial Out. This forces the craft upright on its single landing gear; however, the roll and yaw controls are reversed and of course the nabvall poitns up. When flying normally switch control to the command seat with action 2, and retract the flaps with action 3. For landing, reverse the sequence. Recommended touchdown velocity on Kerbin is around 35 m/s fully fueled. Note the steep glide angle and apply throttle to compensate if necessary. The JUNO MIDGE docks to the port on the flatbed of the Pelican for longer-range transport and storage. Roll up to it, brake, retract landing gear, and wiggle. Easy! Operating range is about 100 km or so. More efficient variants are possible by eliminating the control seat and snapping the fuselage together, as this eliminates most of the drag in the design. The JUNO MIDGE is capable of surviving Kerbin re-entry from orbit. Just in case you wanted to do that, for some reason. - * - Massive-Kerguson: heavy space tractor and power generator The Massive-Kerguson space tractor serves three roles on the Kosmodrome. The first is simple traction power: it is needed to manoeuvre the fully loaded surface tanker onto and off the Pelican and around the Kosmodrome generally. The second is supplementary power for the ISRU unit. While the ISRU is capable of running indefinitely with its internal fuel cell array when under autonomous operation, a skilled engineer raises its efficiency to the point that the array's power output is insufficient. The three arrays on the Massive-Kerguson fill this deficit. Finally, since the Laythabout does not have a Kosmodrome-standard docking port, the Massive-Kerguson's Klaw is able to refuel it from the Surface Tanker. The Massive-Kerguson is designed for traction power over all. Steering is all differential, which means it handles... like a tractor. A smaller variant with one pair of ruggedised rover wheels has been tested and is much easier to handle, but it lacks the pulling power required to handle the fully-fuelled Surface Tanker 64 over inclined surfaces, so ultimately that design was not selected for deployment to Laythe. The Kosmodrome reports that production quotas have been exceeded by over 300% since the Massive-Kerguson was delivered. Great job Massive-Kerguson and the Kosmodrome Kerbals! - * - Surface Tanker 64: fuel drum on wheels The Surface Tanker 64 is an extremely basic tanker, with a wheel in each corner, Kosmodrome-spec docking ports at standard height at each and, and minimal autonomous control. It is not capable of rolling onto the Pelican under its own power when fully loaded; this requires assistance from the Massive-Kerguson space tractor. When operating autonomously, it is not recommended to fill it over half its structural capacity. - * - Lakeside Mansions with Kitty Kitty Bang Bang: Command post, habitat, and utility/science rover Lakeside Mansions is the command and control post of the Laythe Kosmodrome. It stands on landing gear, which should be retracted when placing it, and is moved by towing with the handy supplied rover seating four: the Kitty Kitty Bang Bang. Both are RTG-powered. The relay antenna is sufficient to reach high-power relays in the Jolian system to provide a link home, and in case of black-outs, two pilots are able to use the command pod's remote-control feature to manage the entire Kosmodrome from the comfort of their command seats. When towing, the landing gear nearest the Kitty Kitty Bang Bang should be retracted, and it is safest to do so also when decoupling from the Pelican for long-range transport. Since it is currently the only Kosmodrome module with significant crew capacity, it is also rolled onto the Pelican for hauling to orbit and back when performing crew rotations. Kitty Kitty Bang Bang is a fast utility/exploration rover. It is used to tow the command post to place it where required and roll it on and off the Pelican, as well as for short-distance surface exploration of Laythe, to provide illumination at night, and to conveniently transport Kosmodrome staff around the base. - * - Laythabout: long-distance explorer jet If the rest of the Kosmodrome is strictly business, the Laythabout is a grand tourer. It is fast, efficient, and elegant, capable of long-range cruises exploring the Jolian moon, performing science experiments and scouting for points of interest. Its sole docking port is a shielded in-line Mk 2, which means it is intended primarily for in-orbit refueling. However, the Massive-Kerguson tractor is able to fuel it from the Surface Tanker at the Kosmodrome. Other than that, it's a fairly standard light spaceplane really.
  6. Reworked Stock System [v1.0] About Reworked Stock System is a modification that improves the stock system by changing by replacing terrain. Screenshots ( More screenshots in spoilers) Moho Eve Gilly Minmus Duna Ike Dres Laythe Vall Tylo Bop Pol Eeloo Changelog Coming soon... New biomes for reworked planets. New Duna terrain. Better surface textures. Installation To install this mod you have to: Install Kopernicus. Download mod release from Github Remove old mod directory from your game data folder ( If exists.) Unzip downloaded .zip archive. Move contents of mod GameData folder into your game GameData folder. Run the game. Dependencies This mod requires: Kopernicus Credits Ikarus and Demin uses Phobos height map from http://planetpixelemporium.com/ I also used textures from this page as a base for editing. Eeloo uses Moon map from http://depthfields.com/downloads/tag/moon-displace-heightmap-craters/ Eve uses Tekto height map from Outer Planets mod, all credits for this map goes to OPM developers and contributors. Special Thanks to: Thomas .P and other Kopernicus mod developers. CaptRobau and other OPM mod developers. Polish KSP community. Download Primary Download, Spacedock: https://spacedock.info/mod/1176/Reworked Stock System ========= LICENSING ========= The contents of this pack are distributed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (http://creativecommons.org/licenses/by-nc-sa/4.0/). Enjoy
  7. So, a few months ago I helped to @Artyomka15 with the graphics for mods Kargantua and Kolyphemus Systems... And... It is time to update graphics for these wonderful mods. Graphic Overhaul for Kargantua & Kolyphemus Systems What's included in the Graphics Overhaul for Kargantua System? Clouds for all atmospheric planets Lightnings Duststorms Auroras Atmospheric scattering for Limmer, Namm and Admun (you can take off your helments on Limmer and Admun) Underwater effects for Limmer Fully compatible with the GEA v6.1 Release Download Graphic Overhaul for Kargantua System from SpaceDock What's included in the Graphics Overhaul for Kolyphemus System? Clouds for atmospheric planets Lightnings Auroras Atmospheric scattering for Pandoor, Moei and Kolyphemus (you can take off your helments on Pandoor) Underwater effects for Pandoor and Moei Fully compatible with the GEA v6.1 Release Download Graphic Overhaul for Kolyphemus System from SpaceDock This mods licensed by CC-BY-NC-SA 4.0
  8. This mod is currently an idea, a couple of WIP configs, and 1 WIP corona texture. It doesn't even have a name yet, but I'm asking @SamBelanger to make a texture for the home planet. I will likely have the rest of the textures procedurally generated, but right now, it's not much. Hopefully, this will have a giant red star for the sun, massive enough to become a supernova. Your homeworld will be mostly desert, with green only in the coldest places on it. The Homeworld's name: Kirothoum. @SamBelanger has come through, and has given me a texture that works.
  9. I just want to know if I can run KSP with under 20 mods with the following system. Been looking online, but haven't come across anything. It's a desktop. Also My laptop keeps crashing and overheating. What can I do to fix that problem too? AMD Sempron 145 2.8 GHz8GB Ram750GB Hard DriveWindows 10Radeon HD dedicated graphics 64 Bit OS
  10. Hello all. Here I will post up all my latest vehicle mods for Kerbal Space Program. Hope you enjoy. License: GPL 3 Spacedock: https://spacedock.info/profile/keslaauto Website: https://thekesla.wordpress.com/
  11. Welcome to the official forum thread for ASSO. This is the main mod for all of my mods and currently has on addon: Ace's Galactic Expansion Version 0.1 Changelog: Screenshots: Download: https://spacedock.info/mod/1288/Ace's Stock System Overhaul Link for AGE Add-on:
  12. Hello everyone! Just a disclaimer before I write: I know game development is hard (I'm part of a game dev team myself) but I love giving suggestions and feed back, so that's why I post a lot in this section :P. My suggestion today is to improve the Kerbal Solar System a tiny bit today, and other things that I think would be awesome in the game. Add bigger asteroids that spawn randomly in Kerbol orbit (ones we can orbit, such like Bennu and comet 67P) The gravity there would be enough to have Kerbals walk on it. A sample return capsule to return experiments without returning the full craft. It would be a 1.25M part, with a parachute, the space for 2 experiments, and a little RCS for orbital corrections. Add another star system to the game, one very far away. (It doesen't have to be a big star system, but maybe a Binary with 2-3 planets and a moon of some sorts. With the new star system you need a warp drive, or the ability to go at a percentage of the speed of light. It would take a fairly long while to get there, talking an upward of 20 In-Game years, depending of course on the speed you're going. The Kerbals have invented the warp drive, and can go to a new star system, that means more science, and wasted science is...well wasted, so adding more futuristic parts such as very high reliability high ISP engines, with one major downfall, but isn't one so bad that makes the game unplayable. More powerful solar panels, etc. etc. Underwater Exploration. Seriously, water is cool and all, but we need some sort of boats and submarines, as well as some underwater easter eggs and geography. As in, maybe theres an underwater trench on Laythe or something. Either Revamp or Remove Dres. It's an extra science load, but it's a fairly boring dwarf planet. Make it have more geographically appealing features. I know there is a mod that revamps dres, but it should be in the base game. Give Rovers and Space Stations a purpose apart from experience and vanity. You could make it so that Kerbals will perform things better in EVA while experimenting in space stations. Rovers could be able to explore certain kinds of areas better. Make space stations have maintenance. I'm not the type of person to make things super realistic (although I do like a little element of realism) but Space Stations are not realistic at all. Space Stations should occasionaly have problems that would need to be fixed, like an oxygen leak or something. If not fixed, the space station segment will break off. A little bit of micro-management would be nice on Space Stations, even make it toggolable if possible IVA in command seats, or a first person mode. One other suggestion that people would like to be implimented but doesn't matter if it's not, is EVA'ing inside your bigger Capsules and Crew parts. It's not important, but it would add a nice little feature to the game, for giggles. Anyway, thanks for reading and let me know what you think. Also Squad, you're doing awesome work, and I wish you all the best!
  13. I have a decent idea for a simple but interesting new star system that players could explore (if they can reach it, of course). The system would be a gorgeous region of space where a star is being born from a small nebula. The star, an L-type brown dwarf, would be surrounded by ion clouds and asteroids as well as some very unique planets and other significant objects. Closest to the brown dwarf would be a nebula belt surrounding it, the young star's primary source of "food." The nebula would actually contain oxygen, allowing jet engines to function at a very low efficiency. The first significant object would be a small planet with vast deposits of lithium, a very thin oxygen atmosphere, and its own small, icy moon in an elliptical orbit. Thought to be created by a large comet grazing the young star, ripping away a good portion of lithium and other materials. The planet's small moon could be a remnant of the comet. The next two significant objects would be two relatively small gas giants in a binary orbit around each other. Two moons would have very high orbits around the gas giants' center of gravity. The first moon would have an inert atmosphere and cryovolcanic activity. The second moon would be an icy world with an atmosphere consisting almost entirely of ozone. The furthest object would be an ice giant. I'll leave its moons open to suggestions. What do you guys think? Good as a stock feature? Could be better? Any more ideas?
  14. I made Kerbin and the other planets orbit a binary star system. I plan to turn this into a more in depth mod. This is when the orange one is closer: And this is when the Yellow one is closer:
  15. Hi all. Is there any ISP scaling mod that works with KSP 1.0.5? Back in 0.9, I would install the real solar system mod and an ISP scaling mod (Kerbal Isp Difficulty Scaler) which I prefer to installing realism overhaul since it was extremely complex and requires too much planning that it takes out the fun for me. I remember the ISP scaling mod automatically calculates how much ISP it needs to multiply in order to make it feel like a "normal" KSP game. If there's a mod with this functionality that would be perfect.
  16. Basically I can't get the KAS struts to work on my space station. I got them to work on Kerbin while testing them out but when I got to space I have a flimsy part docked to the space station and no matter where I try to attach a strut it says "Target object not allowed". I know for sure that the ships are docked which means I'm not trying to attach two separate ships and I'm also using the correct struts, not the stock ones, I'm using the orange ones from the kerbal attachment system mod. I wouldn't bother the forums if I could find my answer somewhere else but I cant seem to find my problem anywhere.
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