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Found 52 results

  1. Hello guys, I'm a new user to the fourm. I've been playing KSP for quite awhile on Windows, and it works great, but when I try to run on Ubuntu with limited Mods, the game crashes half-way through loading. I will post my KSP.log below. [snip]
  2. Game crashes as soon as try to EVA crash.dmp error.log ksp.log output log
  3. ATTENTION: The Curseforge link has been removed since I no longer have the time to maintain it. Anyone who would like to maintain the Curseforge page, please PM me. This is mainly a repackaging and expansion of DeltaDizzy's Flag Pack. It consists of 11 flags by me and 14 by @cratercracker. Now compatible with Decal Stickers by @blackheart612. blackheart612 had no role in this mod's development. If you encounter a bug, report it with the Github Issue Tracker. If you don't, it will be ignored! You can use it in 1.3, but it has not been tested. cratercracker's flags are marked with the prefix "CC". Mine are Marked with the prefix "DD". It is compatible with all versions of KSP that support PNG flags. It only contains flags and the config files for the Decal Stickers. My flags were made in, and cratercracker's were made in MS Paint. Examples: All code is licensed under GPLv3. If you have contributions or suggestions, comment here: DOWNLOAD: Github These mods can improve your experience: You will need this if you want to take advantage of the compatibility. -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  4. Hello people of ksp! I have been having a problem with loading up ksp. its in both 1.2.2 and 1.3, and here are the mods I have: BDArmory, Cameratools, Hullcam VDS and scatterer. How do I post the crash log? thanks.
  5. Seeing as Principia is getting to the point where it is quite useable, it seems to be a good time to do this. The challenge is fairly straight forward. A space station has been placed in a magical square orbit around Mun. The objective is to pilot the cargo vessel, which is in low Kerbin orbit, and rendezvous with the station, using as little delta V as possible. You will need a 1.2.2 installation of KSP with a stock planetary setup, and Principia Catalan, then load this save file. Rules: No use of cheats or performance altering mods. Telemetry and visual enhancement mods are allowed. Since this is not a docking challenge, you only have to park within a 100 meter distance from the station, with a relative velocity less than 0.3 m/s. Submissions are scored based on how much delta V remains after rendezvous is complete. The Kerbals must not exit the station. Also crashing into the station to slow down is not allowed The time limit is 5 Kerbin years. This is just a technicality since I can't be certain the orbit of the station will be stable 1000 years from now. This is not a super serious challenge so extensive documentation is not really required. Just post an screenshot showing your overall approach, and one after you've completed the challenge showing how much delta V you have left. However, feel free to show your approach in greater detail if you complete the challenge with a small amount of delta V.
  6. Right after Christmas 2016, I made one Steam backup and one Windows 10 backup (that one by just copying the KSP folder and moving it into another folder on my desktop), then used the built-in Steam functionality to downgrade my game to 1.1.3 in order to install Real Solar System, Realism Overhaul, Realistic Progression Zero and all of the recommended mods using CKAN. What do I do now that KSP RSS RO RP-0 can be played on 1.1.3? How do I update the game? (I'm new here, so I'm being conservative on the formatting before I can develop a pattern.)
  7. Hello, I'm running the steam version of KSP and while I am able to run the 32bit version any attempt to start 64bit has resulted in an instant crash before even entering the loading screen. I have attempted to start in clean versions of both 1.3 and 1.2.2 to no avail. I am running 64 bit windows 10 version 1703 build 15063.296 with 16GB of RAM, Intel i7-4790 and a Geforce GTX 1060 SSC with MSI afterburner v. 4.3.0 and Rivatuner at v.6.5.0. 1.3 Crash logs 1.2.2 Crash logs If any other information is needed please ask. *UPDATE* Updated Rivatuner to 7.0.0 Beta 19 and Nvidia driver to 382.33. Issue has subsided, remove at earliest opportunity or leave open for future reference.
  8. What mods?

    OK. I'm a semi-new player, and i started with ckan because once i found the "advanced tweakables" option in settings, the game got pretty simple... on ALL difficulties. but, I'm still new and with the volume of mods... basically, I'm looking for a "must-have" list of mods that are realism based, add a bit more challenge, and DON'T add too many buttons. the 70 some mods i have are mostly parts (science mostly, but also bases and colonization-type), and seti/umbm/tac... but they seem to rely on other mods that create buttons on the toolbar that get overwhelming at this point. so,.. I NEED YOUR HAAALP! lol
  9. Hi, I'm playing KSP for 2 months and have Some Experience, But to Some cause, I needed to re-start my Game and Now I'm in Early-Mid Carrer. As in this Phase Many, Build subassemblies for Fast and Effective Missions. Most subassemblies are Launcher. I want to Request our Modders to Create a Mod that creates a Report for a Launcher about its Specification. I.E. Weight, Thrust, Delta-V, Thrust Vectoring, Speed and most Important for Choosing a Perfect Launcher, A Launch Capability Report, about, Weight to Low Kerbin Orbit, Kerbin Stationary Transfer, Stationary Orbit and Trans-Munar and Trans-Minmas Injection Orbit. Plz Recommended An Mod or Create one, Its an Idea for Modders not a Planned Project. Plz ,Thanks
  10. I have built my own engines for KSP by the usual methods; Blender, Unity, and then modifying a .cfg file to fit my specific engine. The engines work just great in KSP 1.1.3. However, when I install them in KSP 1.2.2, they have no thrust. They use fuel, produce smoke, and make noise; they just do not have any thrust on the pad and no thrust is computed on the stats in the VAB. I am using a completely stock install of 1.2.2, except for the engines, which are in their folder under GameData. Here are two photos of the same part in action in both versions. Here is my .cfg file: PART { name = hybridFirstStage module = Part author = Peter Balholm, after Kartoffelkuchen mesh = rescaleFactor = 0.7 node_stack_top = 0.0, 33.42, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -4.4, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = start entryCost = 0 cost = 2000 category = Engine subcategory = 0 title = Hybrid First Stage Engine manufacturer = Sarawak Tank Company description = A hybrid rocket engine which can be clustered to build the first stage of the Cassandra rocket. The oxidizer tank is bamboo plywood and holds nitrous oxide pressurized with gaseous oxygen. The fuel is paraffin wax and powdered aluminum. The sea-level nozzle made of Baekelite reinforced with asbestos fiber. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 // --- standard part parameters --- mass = 3.33 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 breakingForce = 200 breakingTorque = 200 maxTemp = 3600 RESOURCE { name = LiquidFuel amount = 6012 maxAmount = 6012 } RESOURCE { name = Oxidizer amount = 24048 maxAmount = 24048 } EFFECTS { running_closed { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_veryLarge transformName = smokePoint emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } MODEL_MULTI_PARTICLE { modelName = Squad/FX/ksX_Exhaust transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = smokePoint oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform engineID = AJ-26-62 runningEffectName = running_closed exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 924 useEngineResponseTime = False engineAccelerationSpeed = 20 heatProduction = 400 fxOffset = 0, 0, 1.5 PROPELLANT { name = LiquidFuel ratio = 0.4 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.6 } atmosphereCurve { key = 0 345 key = 1 268 } } MODULE { name = ModuleGimbal gimbalTransformName = AJ-62_Engine_Nozzle gimbalRange = 4 } MODULE { name = ModuleAnimateHeat ThermalAnim = --None-- } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 8.0 } } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 isTweakable = false hideFlow = true } }
  11. I trying to use realism overhaul and rp-0 and make a mod pack that works. I been trying to make one but I keep getting where u can't select parts in vab or sphere I need help
  12. Hi from the depths of Lag, i have a request for procedural parts to be revived and updated to ksp 1.2.2
  13. THIS MOD WILL ADD THE TAU CETI SYSTEM INTO YOUR GAME. IT IS CURRENTLY A WIP AND IS NOT YET RELEASED, BUT I HOPE TO RELEASE IT IN THE VERY NEAR FUTURE. -------------------------------------------------------------------------------------------------------------------------------------------------------------- Anyways, this mod adds in Tau Ceti, it's 5 planets, and 2 fictional moons at 11.9 (Kerbal) light years away, so it will take some real effort to get there! -------------------------------------------------------------------------------------------------------------------------------------------------------------- SCREENSHOTS: None ATM DOWNLOAD: None ATM THE SYSTEM:
  14. Hi, I'm new to Forums, asking. I have launched lots of Exploration Mission, in Early Carrer, Mostly were Science-Return and a small Parachute helped a lot. Now, I have started Crewed Exploration, and I'm facing Reentry problems, it's good at de-orbit, but I have plans to Direct Re-Entry like Appolo-Style, Controlled Ballistic Reentry. I have Tried It from Kerbin Stationary Orbit, Wirh 3 Drag and 3 Mains, Drags get it slow, but very high altitude, I'm planning such Entry from Minimus, with 1 Drag and 3 mains and after a long atmospheric flight at low angle. Can someone help me calculating the Speed Before Re-entry, AP is 50,000,000 M. Plz. I have Launched such first mission and is enrouted to Minimus, Plz.
  15. So, I finally came back to playing KSP, gradually and carefully built my mod list... only to realize that the game is unplayable with my mod setup (nothing excessive, mind you - all fits under 2Gb). I have not "the latest and greatest" but still a pretty decent CPU, GTX780, 16G ram. EDIT: Removed "observations from prior versions" comment because I did proper testing with 1.1.3 and found that it was just false memory on my part - tendencies are the same in terms of slowness (except that 1.1.3 is ~25-30% slower overall). Now in 1.2.2 (identical behavior in 1.2.9, at least for those mods that work with it) I see huge performance hits. Example: a 300-part airplane on the runway: 1. Full stock: 50fps, down to 35 over ocean (btw, why such a drastic drop in fps, when there is little to render and nothing has changed in physics/parts?) 2. Scatterer: 48-35 fps 3. Scatterer + Kopernicus + SVT: 41-29 fps 4a. SVE + SVT (+EVE, Kopernicus, Scatterer)): 21-12 fps 4b. Same mods, but flying Aeris 3a: 60-44 fps (!!!) 5. KJR only: 31-12 fps (!!) So, these are heavy visual mods and one physics mod, so one would expect a performance hit (even though it was not nearly as noticeable in 1.1.3). BTW, at no point do I get 100% CPU core usage - at most it goes up to ~75%, with a couple more cores at ~25-30%. Graphics is definitely not the bottleneck either (see 1 and 4a/b above). So, what if we install a few essential and light-weight mods that should, in theory, have minimal impact on in-flight performance? 6a. MM, Toolbar, Better burn time, Better time warp, KAC, CCK, CRP, CTT, AGX, EasyVesselSwitch, EditorExtensions, KAS, KIS, MechJeb2, Docking alignment, Vanguard Parachutes, no KJR, same 300-parts airplane: 31-25fps (just a reminder - 50-35fps in pure stock). 6b. Same mods, but flying Aeris 3A: 60 fps (limit!!!). At some point I tended to blame the total memory footprint as being the culprit, but it does not seem to be the case - although total RAM consumption and part count (existing in game, not on vessel on in the scene) does have some effect, it is nothing compared to number of mod DLLs installed. Conclusion: what (tf) is going on here? Why mods that should not work on per-part basis (visual enhancements, utility non-physics mods) slow the game down proportionally to the size of the craft? And even if, for some bizarre reason, they are called on each part, why the execution is so slow for what is essentially just a few lines of code (from my long-past days of hands-on programming, this feels like every call to third-party procedures is wrapped in several layers or extreme debug exception handling - btw, no exceptions reported in the log)? Do you experience something similar, or perhaps you have 200 mods and more than 5GB in GameData folder and yet everything runs just as smoothly as in stock? Either way, please report your experiences here (keep it civil, avoid excessive quoting, and include your rig configuration and specific test results if available).
  16. Coloring Stock Parts

    Dear Kerbals, I have been searching for a mod to change the color of parts (stock/vanilla); For example when wanting to make a SR-71. Can you help me find this mod? If that is not the case I would like to request it now, but that's not all! I am a first year programmer or 'software developer' (c#). I would like to team up with people to make this mod, else { just chatting about programming also is cool. } Greetings
  17. I love this game so much but I found one thing missing. I was wondering if there was a mod for 1.2.2 that has a structural plate that you can shift and morph like procedural wings. If not, if anyone would be kind enough to provice a step-by-step to modifying or adding the part myself. If not, pointing to something to help me do that, would be very nice. Thank you all in advance.
  18. Not ready to be reviewed on YouTube, still under heavy development Benjamin Kerman's Welding Supply Co. Is proud to present Ludicrous Propulsion Systems v. "Adding new throttleable hybrid engines and taller fuel tanks in all stock sizes since 4/11/17" Download here! (This alpha release includes just the hybrid engines and an interstage plate) Description: Have you ever felt tired of having to stack two Rockomax Jumbo-64's on top of each other? Have you ever felt like you could use a set of longer 0.625m Liquid Fuel Tanks? Have you ever wanted THROTTLEABLE SOLID FUEL BOOSTERS??? Well, you are in luck! Ludicrous Propulsion Systems adds all of these things to your game, as well as radial-size adapting LFO engines! Hybrid SRBs, longer and even longer fuel tanks, and more, LPS is the only solution to high part count. Pics!!! This mod is licensed under a MIT license. I have spent many hours working on the code, so I would appreciate it if you don't pass it off as your own work without at least mentioning me. Copyright (c) 2017, @Benjamin Kerman Source Code: The code is functional, but uses stock textures. We are still working on the final models and textures. I would be grateful for anyone to go through the code I have so far and make a bug report if you find anything wrong about it. Planned Features: Changelog: Known Problems: Compatibility: Ludicrous Propulsion Systems is currently compatible with: Engine Igniter: Download Engine Igniter Not compatible with KSP 1.3 RealPlume support coming soonTM Contributions: @hedgey579: Doing all the modeling and being my "partner in crime". @linuxgurugamer: Thanks for answering all my questions about .dll files. @Streetwind: Thanks for answering my questions about the differences between all the kinds of mods. @Nertea: Thank you for getting me into modding, as your mods were the first I downloaded. @Supercheese: Help with balancing part prices. Want to help? Feel free to make a pull request on my GitHub page for any of your mods. This mod includes ModuleManager (MM) and miniAVC, all credit for those goes to the authors @sarbian and @cybutek respectivly.
  19. Hello, I have TestFlight installed and screen shot of my very first rocket with the Aerobee engine. My Issue is the the Aerobee never burns for 50sec. It fails at about 10secs or 3.6km altitude every single time. I have doubled checked the fuel mixture and doesn't seem like an issue(see screenshot). I had the EngineGUI open and the Thrust/Drag ratio keeps dropping and the engine fails with the message "No more ignitions left". Is this is bug or a feature? I tried flying the same rocket multiple times hoping the failure rate reduces but it consistently fails at same point. So confused!! KSP: 1.2.2 RO: v11.4.1(Pre-release v2) TestFlight-Core: v1.8.0.0 Thanks
  20. [WIP][1.2.2]Black Hole Tanks Mod

    I will introduce the Black Hole Tanks Mod. (As soon as i have a picture of its modal i will upload it) The Black hole tanks mod allows one to use the Two tanks (One LFO and the other Ore) to hold large volumes of material (such as Ore and LFO) in a Smaller package than would normally be required. Make by Daquan Kerman the two tanks Dry mass is 20 tons (in order to discourage intrepid SSTO Users from adding 15 Mamoths to it) but holds an amazing 12000 LF and 14666.67 Oxidizer. the Ore tanks wet mass has yet to be determined. The tanks do retain their full wet mass, as in order to also discourage its use as a main stage fuel tank for it is meant for Satellites and ground stations Im trying to build some support and would happily accept anyone willing to help me test the tanks. I am also accepting anyones help in modeling, New ideas, or even just Balancing. All suggestions for parts would be happily accepted. Benjamin Kermen (My cocreator), Linuxgurugamer (Helping us with the .dll) and I are working together on this mod. It is my first so i have no clue what i'm doing, and am happy for all of the help they're providing
  21. Hello everyone! This is an upcoming addon that I plan to release ~April 2017! You lucky lads and lasses might get it earlier if I can work hard enough. Right now, we only have space engine alpha screenshots. I'm looking for Devs to help me (For free, it's voluntarily, as all coding is) as I am stuck. I can do stars at the current moment. Gas Giant Hedsa. Orbits star Kernius. Largest moon of Hedsa, named Flairion. Smallest moon of Hedsa, dubbed Encharged, as it contains a huge amount of Thorium. It was formed from a Mars / Duna sized rock that hit the planet that was primarily made from Thorium, Plutonium and Urainium, so as it decayed over thousands of years, it heated the planet so it was warm, resulting in a mini star. This is the remains of this. A mini gas planet, which was knocked off from Hedsa and clumped together, resulting this gas ball that looks like it is moving. Unnamed moon 1 That all so far! Hope you enjoy!
  22. DeltaDizzy's Flag Pack This thread has been moved and renamed at @cratercracker's request. The new thread can be found below.
  23. I'm on Linux: $ uname -a Linux metric 4.8.0-41-generic #44-Ubuntu SMP Fri Mar 3 15:27:17 UTC 2017 x86_64 x86_64 x86_64 GNU/Linux This behaviour occurs from both the 32- and 64-bit launchers. The game is stock, from Steam, with no modifications at all. The game starts, some logs are generated, but the output is a black screen. Not even the loading screen appears. The program hangs like this until either terminated, or after a minute or two at which point it silently dies on its own. Unity Log $ cat ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log ../common/pipes.cpp (769) : Assertion Failed: fatal stalled cross-thread pipe ../common/pipes.cpp (769) : Fatal assert failed: ../common/pipes.cpp, line 769. Application exiting. Assert( Assertion Failed: fatal stalled cross-thread pipe ):../common/pipes.cpp:769 _ExitOnFatalAssert crash_20170319164726_2.dmp[6854]: Uploading dump (out-of-process) /tmp/dumps/crash_20170319164726_2.dmp crash_20170319164726_2.dmp[6854]: Finished uploading minidump (out-of-process): success = no crash_20170319164726_2.dmp[6854]: error: cannot open shared object file: No such file or directory crash_20170319164726_2.dmp[6854]: file ''/tmp/dumps/crash_20170319164726_2.dmp'', upload no: '' cannot open shared object file: No such file or directory'' _polygon_offset GL_EXT_subtexture GL_EXT_texture_object GL_EXT_vertex_array GL_EXT_compiled_vertex_array GL_EXT_texture GL_EXT_texture3D GL_IBM_rasterpos_clip GL_ARB_point_parameters GL_EXT_draw_range_elements GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_separate_specular_color GL_EXT_texture_edge_clamp GL_SGIS_generate_mipmap GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod 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GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_shader_stencil_export GL_ARB_shader_texture_lod GL_ARB_texture_cube_map_array GL_ARB_texture_gather GL_ARB_texture_multisample GL_ARB_texture_query_lod GL_ARB_texture_rgb10_a2ui GL_ARB_uniform_buffer_object GL_ARB_vertex_type_2_10_10_10_rev GL_ATI_meminfo GL_EXT_provoking_vertex GL_EXT_texture_snorm GL_MESA_texture_signed_rgba GL_NV_texture_barrier GL_ARB_get_program_binary GL_ARB_robustness GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_precision GL_ARB_texture_compression_bptc GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_NV_vdpau_interop GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ARB_base_instance GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_texture_storage GL_ARB_transform_feedback_instanced GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_transform_feedback GL_AMD_shader_trinary_minmax GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_clear_buffer_object GL_ARB_copy_image GL_ARB_explicit_uniform_location GL_ARB_framebuffer_no_attachments GL_ARB_invalidate_subdata GL_ARB_program_interface_query GL_ARB_robust_buffer_access_behavior GL_ARB_stencil_texturing GL_ARB_texture_query_levels GL_ARB_texture_storage_multisample GL_ARB_texture_view GL_ARB_vertex_attrib_binding GL_KHR_debug GL_AMD_pinned_memory GL_ARB_buffer_storage GL_ARB_internalformat_query2 GL_ARB_multi_bind GL_ARB_seamless_cubemap_per_texture GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_stencil8 GL_ARB_vertex_type_10f_11f_11f_rev GL_EXT_shader_integer_mix GL_NVX_gpu_memory_info GL_ARB_clip_control GL_ARB_conditional_render_inverted GL_ARB_derivative_control GL_ARB_get_texture_sub_image GL_ARB_pipeline_statistics_query GL_ARB_shader_texture_image_samples GL_ARB_texture_barrier GL_EXT_polygon_offset_clamp GL_KHR_context_flush_control GL_KHR_robust_buffer_access_behavior GLX Extensions: GLX_ARB_create_context GLX_ARB_create_context_profile GLX_ARB_create_context_robustness GLX_ARB_fbconfig_float GLX_ARB_framebuffer_sRGB GLX_ARB_get_proc_address GLX_ARB_multisample GLX_EXT_import_context GLX_EXT_visual_info GLX_EXT_visual_rating GLX_EXT_fbconfig_packed_float GLX_EXT_framebuffer_sRGB GLX_EXT_create_context_es2_profile GLX_EXT_create_context_es_profile GLX_MESA_copy_sub_buffer GLX_MESA_multithread_makecurrent GLX_MESA_query_renderer GLX_MESA_swap_control GLX_OML_swap_method GLX_OML_sync_control GLX_SGI_make_current_read GLX_SGI_swap_control GLX_SGI_video_sync GLX_SGIS_multisample GLX_SGIX_fbconfig GLX_SGIX_pbuffer GLX_SGIX_visual_select_group GLX_EXT_texture_from_pixmap GLX_INTEL_swap_event Setting maxVSyncInterval to 4 GL: Detected 1024 MB VRAM AudioManager: Using PulseAudio: Default Output Device Begin MonoManager ReloadAssembly Platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/UnityEngine.dll (this message is harmless) Loading /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/UnityEngine.dll into Unity Child Domain Platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/Assembly-CSharp-firstpass.dll (this message is harmless) Loading /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/Assembly-CSharp-firstpass.dll into Unity Child Domain Platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/Assembly-CSharp.dll (this message is harmless) Loading /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/Assembly-CSharp.dll into Unity Child Domain Platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/Assembly-UnityScript-firstpass.dll (this message is harmless) Loading /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/Assembly-UnityScript-firstpass.dll into Unity Child Domain Platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/Assembly-UnityScript.dll (this message is harmless) Loading /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/Assembly-UnityScript.dll into Unity Child Domain Platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/UnityEngine.UI.dll (this message is harmless) Loading /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/UnityEngine.UI.dll into Unity Child Domain Platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/UnityEngine.Networking.dll (this message is harmless) Loading /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/UnityEngine.Networking.dll into Unity Child Domain Platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/Mono.Cecil.dll (this message is harmless) Loading /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/Mono.Cecil.dll into Unity Child Domain Platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/KSPAssets.dll (this message is harmless) Loading /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/KSPAssets.dll into Unity Child Domain Platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/TrackIRUnity.dll (this message is harmless) Loading /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/TrackIRUnity.dll into Unity Child Domain Platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/xmldiffpatch.dll (this message is harmless) Loading /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/xmldiffpatch.dll into Unity Child Domain Platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/XmlDiffPatch.View.dll (this message is harmless) Loading /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/XmlDiffPatch.View.dll into Unity Child Domain - Completed reload, in 0.074 seconds Platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/System.Core.dll (this message is harmless) Platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/System.dll (this message is harmless) Platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/Boo.Lang.dll (this message is harmless) Platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/System.Xml.dll (this message is harmless) Default vsync count 0 requesting resize 1680 x 1050 Selecting FBConfig GLX_FBCONFIG_ID=159 GLX_BUFFER_SIZE=32 GLX_DOUBLEBUFFER=1 GLX_RED_SIZE=8 GLX_GREEN_SIZE=8 GLX_BLUE_SIZE=8 GLX_ALPHA_SIZE=8 GLX_DEPTH_SIZE=24 GLX_STENCIL_SIZE=8 GLX_SAMPLES_ARB=2 GLX_SAMPLE_BUFFERS_ARB=1 GLX_STEREO=0 GLX_CONFIG_CAVEAT=NONE requesting fullscreen 1680 x 1050 at 0 Hz Desktop is 3280 x 1200 @ 60 Hz Using libudev for joystick management Importing game controller configs UnloadTime: 3.440000 ms Release Build (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [KSP Version]: (LinuxPlayer) ==================================== (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [Input Devices]: (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [Input Devices]: (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Launcher Settings File exists (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Launcher disabled? False (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Launcher after checking file: False (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) ******* Log Initiated for Kerbal Space Program - (LinuxPlayer) ******* (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Changing real window size to 1680 x 1050 Ignoring window size change to 1680x1050 : waiting for fullscreen at 1680x1050 Changing real window size to 1680 x 1050 Changing real window size to 1680 x 1050 Changing real window size to 1680 x 1050 Changing real window size to 1680 x 1050 Changing real window size to 1680 x 1050 Changing real window size to 1680 x 1050 PhysicsGlobals: Loading database (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) ActionCanvas MASK: 3458764513820540928 (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) AppCanvas MASK: 3458764513820540928 (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) MainCanvas MASK: 3458764513820540928 (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Load(Assembly): Squad/Plugins/KSPSteamCtrlr (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) AssemblyLoader: Loading assembly at /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/GameData/Squad/Plugins/KSPSteamCtrlr.dll (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Load(Assembly): Squad/Plugins/Steamworks.NET (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) AssemblyLoader: Loading assembly at /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/GameData/Squad/Plugins/Steamworks.NET.dll (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) AssemblyLoader: Loading assemblies (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Non platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/GameData/Squad/Plugins/KSPSteamCtrlr.dll (this message is harmless) Non platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/GameData/Squad/Plugins/Steamworks.NET.dll (this message is harmless) VesselModules: Found VesselModule of type CommNetVessel with order 999 (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) VesselModules: Found VesselModule of type FlightIntegrator with order 0 (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) VesselModules: Found 2 VesselModule types (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) ************************************************************************ Environment Info Unix 7FFFFFFFFFFFFFFF Args: KSP.x86_64 Mod DLLs found: Stock assembly: Assembly-CSharp v1.0.0.0 Stock assembly: KSPSteamCtrlr v0.0.1.35 Stock assembly: Steamworks.NET v9.0.0.0 / v9.0.0 Folders and files in GameData: Stock folder: Squad .DS_Store ************************************************************************ (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [AddonLoader]: Instantiating addon 'KSPSteamController' from assembly 'KSPSteamCtrlr' (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) KSP Log $ cat ~/.local/share/Steam/steamapps/common/Kerbal\ Space\ Program/KSP.log [LOG 16:44:25.580] ******* Log Initiated for Kerbal Space Program - (LinuxPlayer) ******* Kerbal Space Program - (LinuxPlayer) OS: Linux 4.8 Ubuntu 16.10 64bit CPU: Intel(R) Xeon(R) CPU X5450 @ 3.00GHz (8) RAM: 30914 GPU: Gallium 0.4 on AMD CAPE VERDE (DRM 2.46.0 / 4.8.0-41-generic, LLVM 3.8.1) (1024MB) SM: 30 (OpenGL 3.0 [3.0 Mesa 12.0.6]) RT Formats: ARGB32, Depth, ARGBHalf, Shadowmap, RGB565, ARGB4444, ARGB1555, Default, ARGB2101010, DefaultHDR, ARGBFloat, RGFloat, RGHalf, RFloat, RHalf, R8 Log started: Sun, Mar 19, 2017 16:44:25 Launcher Output $ ~/.local/share/Steam/steamapps/common/Kerbal\ Space\ Program/KSP.x86_64 Found path: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP.x86_64 Mono path[0] = '/home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed' Mono path[1] = '/home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Mono' Mono config path = '/home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Mono/etc' displaymanager : xrandr version warning. 1.5 client has 6 screens displaymanager screen (0)(DisplayPort-0): 1680 x 1050 displaymanager screen (1)(DVI-0): 1600 x 1200 Using libudev for joystick management Importing game controller configs Terminated
  24. Hello, Is there a mod for ksp 1.2.2 that adds some kind of proximity sensor? That it beeps or something when another ship or object is nearby? Thank you
  25. [1.2.2] The Dwarf Star (Kopernicus)

    The Dwarf Star is a mod that adds a tiny red dwarf carbon star1 that, as of now, adds 2 planets, which orbit the star (Which is named 'Phoenix'). I'm also going for a user-based approach, where users here can suggest planets/moons2 to be added around Phoenix. -------------------------------------------------------------------------------------------------------------------------------------------------------------- Current Objects: PHOENIX: Phoenix is a tiny, tiny L-type main sequence carbon star with a soot-grey3 atmosphere and 1 planet orbiting it. REKIESSE: With its great bulk, deadly features and great proximity to the star, this planet proves the most daunting of all the Phoenix worlds and it eludes all reasoning. The only supporting knowledge for its presence is that it formed at or beyond the outer border of the habitable zone and migrated in. SEPTIS: A planet just a tad larger than Kerbin, but with a bit less gravity. It's close enough to Phoenix to feel quite a lot of tidal friction, but isn't close enough to be a molten wasteland. The surface is dotted with volcanoes, as well as patches of blue-black bacteria. No water is on the surface, but there are pockets underground that the bacteria feast on. NEEBRILLE: Neebrille is a large planet almost entirely made of water, except for the iron core, and some small archipelagos floating ontop of the liquid water. Most of the water is frozen because of low temperatures or high pressures, but there is a wide equatorial 'river' that is liquid. ABRAXA: Abraxa is a cold, dark world with a hot side covered in liquid ammonia. The planet is smack in the middle of the ammonia based habitable zone, so it's feasible for hosting alien life, and Abraxa will likely be the last refuge for kerbalkind once the Sun dies. -------------------------------------------------------------------------------------------------------------------------------------------------------------- Thanks to: Me, for making the mod @ProtoJeb21, who helps with the planets. @JadeOfMaar, who makes the resource configs so you can mine the $%&# out of the planets! -------------------------------------------------------------------------------------------------------------------------------------------------------------- DOWNLOAD: Dwarf Star PICS: DEPENDENCIES: Kopernicus (Packaged with the mod) RECOMMENDATIONS: KSP Interstellar Revived RoverDude's Standalone Warp Drive -------------------------------------------------------------------------------------------------------------------------------------------------------------- 1: I specifically stated that it's a red dwarf, as most carbon stars are red giants. 2: They have to be plausible. So no moons or magnificent, Saturn-like rings around a planet that orbits Phoenix every 1 day. Also, try and make them unique, not something everyone and their mother has done before. Even better, if your planet is supposed to have life, research the solvent liquid for this life to confirm it can make life of some sort occur naturally. 3: Yes, I spell grey like that. Deal with it. -------------------------------------------------------------------------------------------------------------------------------------------------------------- Also, please note that Phoenix doesn't just have an ammonia-based habitable zone. It also has methane-based, water-based, chlorine-based, sulfur-based, etc habitable zones, just like every other star (Including the Sun).