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Found 7 results

  1. Hola. The Eve Rocks Challenge is, sadly, no more. Here's a "just for fun" yardstick for 1.05 - fly a crewed mission to Eve, bring the crew home. No Interstellar/near future mods, and you do have to fly it, so no Hyperedit (you'll note I managed to disqualify myself thanks to an OBS glitch - thankfully I had Hyperedit handy from testing lander prototypes). Hop out, plant a flag, get back in and go home. Really, though, this is just for fun and before Porkjet's new inflatable heat shield arrives and makes this so much easier. I assume. It may not? Anyway, wow us all with your awesome designs for Eve landers. I went for "over-engineered to the brink of disaster" mode. So my normal method. https://www.youtube.com/watch?v=a1528MDIGBU As per request, badges below if you like. To get one, post an image or video showing your mission from launch to return. It'll be on the honor system - if you feel like you've earned it, grab a badge.
  2. Extensive Engineer Report Extensive Engineer Report is a Kerbal Space Program mod that extends the Engineer's Report in the Vehicle Assembly Building and the Spaceplane Hanger with additional checks to ensure that your vessel has everything you need. This mod is available on CKAN or on the releases page on Github (https://github.com/jkoritzinsky/Extensive-Engineer-Report/releases/latest). IMPORTANT (NEW v0.5 INFO) File names have changed. Please delete your previous install before installing v0.5 or any newer version! (Would also suggest this for CKAN users). This mod now has hard dependencies! Without them, the mod will either not load or will function oddly. Make sure you install them! Dependencies (automatically installed w/ CKAN) ShipSections v1.1 or newer Can be downloaded from https://github.com/jkoritzinsky/ShipSections/releases/latest. ModuleManager (any recent version) Downloads available from the forum thread. Special Features (v0.5) Launch Button Color If any checked tests (applicable and severity enabled) fail, the launch button will turn red. It will still work, but it should catch your eye and get you to check your tests. Applicable Tests Tests only show up if they are considered applicable (required mods installed, has first part type of a combo) Screenshots! Current tests General Tests Unmanned With Science And No Transmitters High Heat Gen; No Radiators Landing Legs but no Lights Has Control Surfaces Suggest fixed power generation if only deployable Has SAS Labs Have Scientists Aboard Non resettable experiments have scientists or lab Probe core has backup battery Radial stages strutted Struts don't go to lower stages (only w/o FAR installed) TWR above 1 (crude calculation, possibly some false negatives) Unmanned probe has advanced flight computer (kOS or MechJeb, only if one of them is installed) RemoteTech Checks RemoteTech Antenna Checks (w/ RT installed) RemoteTech Flight Computer Checks (w/ RT installed) BDArmory Checks Weapons and no weapon manager Autopilot but no weapon manager Weapon manager but no flares Changelog FAQ Q: My ships that I created before installing v0.5+ take a second or two to load. Why? A: That's from a combination of ShipSections and any mod that utilizes it (which is currently only this one). When loading a ship that hasn't been loaded before, the modules haven't been initialized so there's some exception spam that is handled in the mod. There are no issues with loading these ships and they work totally fine. It just takes a second or two more than usual (depending on ship size). I am looking at ways to fix this in ShipSections. How To Report Bugs and Request Features If you find a bug or have a feature request, add an issue at https://github.com/jkoritzinsky/Extensive-Engineer-Report/issues/new on GitHub. This will have the fastest turnaround. I'll also respond on the KSP forum or on Reddit, but it might take a little longer.
  3. HI My new Career in 1.05 is going well, learning from my mistakes, but still showing them! I think I found the correct part of the forum this time? Feel free to comment on the lets play style as well as the kerbaling! Thanks for watching!
  4. After some testing, I've found the airbrakes make lithobraking a real possibility. When de-orbiting, if you deploy air brakes immediately upon entering the atmosphere it reduces the increase in velocity from gravity to the point where heat shields are not needed. While they do not reduce ground impacts to the point where kerbals would survive, with the proper design one can land a probe with no parachutes or engines. The craft I've used have landed at less than 30 m/s & survived. A set of landing gear or a sturdy landing structural will both work. Parachutes may be more useful for a soft landing, but the air brakes have some advantages: 1) Reusable 2) Instant deployment 3) Reduces mass. 4) Deployable at any altitude. 5) Reduces re-entry heating As for disadvantages, they require more parts to work effectively, are bulky, and tend to be more expensive. They don't work well for crewed or heavy craft. But now it's viable a design option. I've only tried it on Kerbin, but I look forward to testing it on Eve.
  5. Hey guys I have been playing ksp for some time and ever since I updated to 1.05, the new parts seem to be glitching out. For ex: The Mk. 1 cockpit. In the parts list I still see the old mk1 cockpit in the parts selection list (alongside the new one) to put on my planes, but I ignore it and attach the new mk. 1 cockpit to my plane instead. But when I load up the craft on the runway it loads up the old mk.1 cockpit. When I hit the IVA button, I see the IVA of the new mk.1 cockpit, but the exterior is the same as the old one. This same bug is persistent with the "Wheesley" basic jet engine, and sometimes happens with the "Whiplash" turbo jet engine. I have deleted and re-installed ksp 3 times now. This little problem was not present the 2nd time I re-downloaded ksp but the older parts were still in the part selection tabs. I have tried deleting the part files but it seems to not go away. Any suggestions?
  6. Hi guys! Just made a new stock replica for my youtube channel, and I thought I would share it here. Enjoy Video here: you can download this craft https://www.mediafire.com/folder/b4dg1za5ky6w1/US_planes very fast and maneuverable! please tell me what you think
  7. I'm just wedging this here in hopes it may be helpful for the rare new player lost in early career mode. I'm actually doing these for a couple of co-workers who have bought KSP following my endless boring stories about delta-V and blowing up a small green guy named Jeb. So yeah, now I feel like a cult recruiter. Anyway, I'll post them here as I finish them this weekend. Kerbal Space Program 1.05 Career Tutorial - Part 1 Kerbal Space Program 1.05 Career Tutorial - Part 2 KSP1.05 Career Tutorial Part 3 - Tourists and Satellites Tutorial 4: KSP 1.05 Career Mode - Rendezvous, rescues and more at the Mun KSP 1.05 Career Tutorial - How to not crash on the Mun for fun and profit Tutorial 6 - Going to Duna - Interplanetary transfer And at last: Tutorial 7 - ISRU and you're done These are NOT an exhaustive array of tutorials explaining the finer points of specific activities (docking, orbital rendezvous, SSTO design etc). They are intended to simply make sure those unfamiliar with KSP can get a reasonable start in career mode, and be in a position to fulfill their in-system contracts fairly quickly, and set the stage for exploring other planets. Also, I've discovered I'm terrible at tutorials, but they're excellent if you have insomnia! As of #3 I've also learned editing is your friend. Live tutorials are very much not.
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