Search the Community

Showing results for tags '1.3'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • The Daily Kerbal
  • General KSP
    • KSP Discussion
    • Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (PlayStation 4, XBox One)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Community
    • Welcome Aboard
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • Making History Expansion
    • Making History Missions
    • Making History Discussion
    • Making History Support
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


Location


Interests

Found 60 results

  1. Image by Omega482 & Saybur Stuff Version 1.3.2 - Released 2018-03-15 This is the community continuation of @Orionkermin's fantastic 2-Kerbal Corvus Command Pod for a Size-1 (1.25m) launch stack (with adapter for the optional Size-1.5 (1.875m) launch stack). Description Corvus is a small parts pack based around a 1.25m two-seat capsule. It has been made to be a "Kerbalized" interpretation of Gemini and features a unique IVA. Included in the pack is an appropriately themed parachute/ docking port combo, a service module which features a monoprop generator, a heatshield, a slimline decoupler, and a small in-line monopropellant engine. It also contains an adapter featuring storage space and integrated decoupler to the non-standard but popular 1.875m size. Pictures and Videos Imgur album link: http://imgur.com/a/nLqSL Fantastic review by @Kottabos on YouTube here. (although he can't pronounce my name ) Installation Instructions Download the archive and extract the contents of the "GameData" folder into your KSP's "GameData". The Corvus Mod contains the following 2 folders for "GameData": Corvus - the mod itself HGR - a sub-set of the "Home-Grown Rockets" mod (also by OrionKermin) required for the IVA. Recommendations The HGR mod has been maintained and re-released since OrionKermin relaxed the license. See the forum thread for more information and download details. Animated Decouplers to have the Corvus Adapter shield its contents when using the Stock Aero. Download Links Spacedock Curseforge GitHub (also access to the sources) Changelog License CC-BY-SA
  2. The Challenge Planet Pack(CCP) is A Kopernicus-Based Modification that adds a total of 4 New Objects(As of v 0.1). From the hottest oceans to the lowest gravity, CCP is sure to give some challenge! [more soon] Note: When Downloading V 0.2, download 0.1, run it once, and then replace the textures provided by 0.2. Download from Spacedock! Compatible mods : OptionalAtmosphere by @SamBelanger This mod is interesting... Development Thread V
  3. Supported Versions: 1.2 | 1.2.1 | 1.2.2 | 1.3 | 1.3.1 | 1.4 | 1.4.1 | 1.4.2 | 1.4.3 | 1.4.4 If played KSP for longer than, I don't know 4 minutes you could have noticed that the performance can be a bit bad, because I also suffer from these problems I compiled a list of useful ways to improve the performance. Index: 1. Software 1.1: KSP Graphic Settings 1.2: KSP Physics Settings 1.3: Mods 1.4: Graphic Driver Settings 2. Hardware 2.1: CPU Overclocking 2.2: Computer Parts 2.3: USB-RAM-CACHE trick 1. Software 1.1 KSP Graphic Settings (+10 FPS) 1.2 KSP Physics Settings (+15 FPS) 1.3 Mods (+15 FPS) 1.4 Graphic Driver Settings (+5 FPS) 2. Hardware 2.1 Overlocking 2.2 Computer Parts 2.3 USB-RAM-CACHE trick (Windows ReadyBoost)
  4. Title. I wanted to spice things up a little bit on my KSP install to make it look better. What mods are good? which ones do you use?
  5. Clockwork13

    [1.3.1] InterKalactic [1.0]

    While this pack has been discontinued since 1.1.3, I have tested it and it still works fine on 1.3.1. I have also changed the version # to 1.0 to signal the end of development. I have updated and bumped this forum thread one last time for if anyone's interested. You can visit the forum thread for InterKalactic 2 here: (Original Description) This Kopernicus planet pack puts all of the old KSP bodies into new locations, plus adds 2 new ones. More will be added in the future. The goal of this pack is to make sure there isn't a single planet in the game that isn't worth visiting. Development started on 6/4/16. NOTE: If you choose to use this mod, I highly recommend a faster timewarp mod as well. If you go without one, it could take up to an hour or more on full timewarp to get to some planets. I will add more here as I expand the mod. If you would like to download it, click here to go to the Spacedock page (Updated to 1.1.3, probably will also work with 1.2 and beyond) or alternatively, the download it directly from here. The curseforge page will no longer be updated as I have lost me CurseID. Also, I highly recommend you download from Spacedock if you can, as I like to keep track of exactly how many people have downloaded it, which as of writing this is around 900-1000 people. -- Known Problems: Green = Can be fixed | Red = Can't be fixed - The sky at the KSC stays static, instead of moving based on time of day. (minor) - Kethane overlay on the main menu doesn't appear. Only affects you if you have the Kethane mod (minor) - Contracts sometimes show up for landing on Kirius. Just decline these and you should be fine. - A black screen may occasionally show up for the KSC when loading a new save. This likely only happens when running the planet pack for the first time. To fix, just reload the save. (minor) Please let me know if you encounter any bugs or other weird anomalies that I should add here. Extensions OPM Compatibility InterKalactic already is technically compatible with OPM, but all the new planets orbit the black hole and not Kirius or any other star. This extension should work with any KSP version and any version of the mod, and simply put, it makes Plock and Sarnus orbit Kirius, while Neidon and Urlum both are rogue planets, having modified orbits around the black hole. To prevent messing up the saves of anyone who already has OPM installed prior to this mod, the moons of all the planets remain untouched, with the only exception being Eeloo, which would otherwise be a moon of Sarnus. In order to download this extension correctly, delete your existing OPM mod and replace it with this version. In case something gets messed up, backing up your saves is highly recommended. To download the extension, click here. Jupiter This extension adds 1 new planet and 4 moons, which as you could probably guess, are Jupiter, Io, Europa, Callisto and Ganymede. These planets are relatively featureless and have generally a flat terrain, and are all very far from Kirius which Jupiter orbits. However, Jupiter and its moons could make for an excellent multiplanetary base, as well as a supply stop for traveling even deeper into space. To download, click here. Changelog Spoiler that I STILL can't get rid of for some reason:
  6. Hi all, This is a challenge meant more for the newbies however given what I did the other day it might also be interesting for the experienced as well. Basically, perform a rendezvous maneuver with two crewed craft in a new career save in as little amount of launches... Without upgrading the tracking station. (Fulfill the Contract Explore Kerbin - Rendezvous). Rules: 1. Open a new career save on Normal Difficulty (you can have any G-Force or CommNet options on, doesn't really matter). 2. Never upgrade the tracking station. 3. No mods allowed. 4. KSP 1.3, 1.4 or enhanced edition allowed. 5. Cancel velocity of the two crafts within 2.5km of each other. Scoring: Number of total launches required to achieve rendezvous is the scoring. Might come up with a better scoring system because this technically allows rendezvous at the second launch. Lowest score gets first. Please post evidence of all launches and their highest achievement, as well as the resultant rendezvous. Also name each craft. Example Scoring: Six craft: Hopper I, Hopper II, Hopper III, Stayputnik, Hopper IIIA, Hopper IIIB Score: 6
  7. Hello there, I am the guy that (almost) never posts, but I wanted to help the community at least a bit, so here's a list of which mods have been updated to work with KSP 1.3 Disclaimer : Not all of the listed mods have been tested. Most have just been updated and I included them here. Reply with the name of any "compatible" mod crashing the game and I'l remove it, or with a mod not included here and I'll add it List of mods in the spoiler, sorted by alphabet in sub-spoilers. WARNING: It's really long By the way, I'll be updating this list as often as I can Last Update : June 26th, 2017
  8. So I've seen these optimal engine charts for helping select the best (set of) engines for a mission/craft, based to the TWR and Delta-V requirements, and (tried to) use them extensively to design long range missions and the like. Until I noticed that these are all horrifically out of date! https://meithan.net/KSP/engines/: for KSP1.1.1 https://imgur.com/a/OS6bk: for KSP0.23.5 So I am looking for some up-to-date charts, some tips on an at-home version of meithan's chart, or failing that, contact information for meithan so I can help update his web-app.
  9. I've crashed my game every single time i've gone into fullscreen mode on Kerbal Space Program 1.3. I'm trying to figure out if it's a problem with my computer or the game and if there is an easy solution
  10. Adds a button in VAB/SPH to add the mass of a Kerbal to the External Command Seat. That's it. Mass added is temporary and doesn't stick around. Enjoy accurate dV and mass representations! Download from SpaceDock Source Code under the MIT License
  11. I made this video tutorial which should help you install all visual mods for better textures, clouds, reflections, etc. If you have any questions leave it under this forum post or in the video decription and I will try to help you.
  12. I know this question had probably been asked many times, but I want to know what graphical mods I should get for my 1.3 install. I've seen many great mods, but I've had lots of trouble getting them to work with the latest version. What are you guys using? Thanks for the help!
  13. KSP: 1.3.1 Windows 10, 64bit Problem: I updated to soon. Mods installed: Way too many. Reproduction steps: Update do 1.3.1 without thinking it through. See that all the mods you need for missions you were actively working on are as suited to version 1.3.1 as mercury-thermometers are to commercial airliners. Log: Not really necessary, nor useful. Okay, to put my question, as elaborated above, as simply as I can: How can I revert to 1.3? Technically, I actually know. Get the 1.3 installer, backup the "ships", "saves" and "gamedata" folders, install it all fresh and dandy, dump my bloated backup in there, load it up, and smile like the clumsy oaf that I am. Problem: the Download site on kerbalspaceprogram.com offers many flavors of installers and patches. Even the installer for ya olde version 1.2.2. But not, as of this writing, an installer for 1.3. Anyone. Please. Where can I find ye older v1.3(x64) installer, for Windows? I don't even need some official place. If anyone just happens to still have it, and would put it on Google Drive or some other file-host for me to download, I would be most grateful. I might name one of my ships after you! Pleasepleaseplease, help a guy out!
  14. I finally got my latest video done from my biggest mission so far where I visited all KSP easter eggs with my friend on local ksp server (KSP dark multiplayer). So if anyone is interested you can check it out and tell me what to improve or your opinion. OR I made also longer version of it just in case you want to see me and my friend how do we made our small KSC with all hardware and some timelapses. https://youtu.be/QASo0D_Spl8 My home KSC
  15. Feel free to Join the KSP Planet Mods official Discord! Features: Live support Screenshots Voice Chat Fun System(ic) Body Colection Now looking for volunteer to translate into Russian. If you would like it in another language that English, French or Russian, please tell me, or volunteer. No volunteering anyone other than yourself. A Small Planet Pack. It only contains Iontopia, a minmus like object orbiting Kerbin at 35 Mm. It is very rich in a strange new substance called Zenon, which can be relatively easily refined into Gaseous Xenon, provided your ISRU software is up-to-date. It is VERY flat, which combined with the Zenon Reserves, makes it a Great target for Ion-related activities.(Hence the name) You must download Kopernicus and it's dependencies for this to work. It can be found here: If you are using KSP 1.2.2, use Kopernicus 1.2.2-9, instead of 1.3.0-4. Special Thanks: @Gameslinx for texture help and biome map assistance. @Galileo for the final piece of the texture puzzle. @SamBelanger for French Translation. Download: If you want to contribute to development, just help with the checklist below: https://github.com/DeltaDizzy/DeltaDizzysPlanets_n_Moons/issues/
  16. With kind permission of @blizzy78 , and continuing on from his excellent work, I've taken on this plugin which is otherwise essentially the same as before This is a minimalist plugin that allows to adjust the ambient lighting on the fly. This should come in handy when you can't see your docking ports because you forgot to bring lights. It should also be useful to Youtubers and streamers that want to brighten things up a bit for their viewers. This plugin optionally supports Toolbar Plugin version >=1.7.0 (no longer bundled with the download - don't forget to grab it separately if you want it) How to Use You have two settings you can toggle between. To adjust the ambient lighting in the current setting, click on the toolbar button to open the slider. Then drag the knob of the slider around. Click the toolbar button again to hide the slider. To reset the ambient lighting in the current setting to KSP default levels, right-click the toolbar button. To switch to the second setting, click the toolbar button using the middle mouse button. Each time you click using the middle mouse button, you toggle between those two settings. Both settings are persisted between scene changes and KSP restarts. Download Ambient Light Adjustment Plugin :- Github KerbalStuff Spacedock Source code on GitHub: https://github.com/timmersuk/ksp_ambient_light This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin. Change Log 2.6.3.8 - Rebuilt for KSP 1.3.0 2.6.2.7 - Applied fix for toolbar wrapper assembly parsing 2.6.1.6 - Rebuilt for KSP 1.2.0 2.5.8.5 - Rebuilt for KSP 1.1.3 2.5.7.4 - Rebuilt for KSP 1.1.2 2.5.6.4 - Rebuilt for KSP 1.1 2.5.6.3 - Added tooltips to Reset and Toggle buttons. Added Null pointer check around RemoveModApplication when destroying button. Updated assemblyinfo version. 2.5.6.2 - Changed default position when using stock toolbar. Save slider position to settings.dat. 2.5.5.2 - Added buttons for toggling between setting A and B, and for resetting current setting to default ambient level. Fixed proliferation of spurious applicationlauncher buttons after changing scenes. 2.5.4.2 - Rebuilt for KSP 1.1.0 prerelease Added support for stock applauncher 1.5.4.2 - Rebuilt for KSP 1.0.5 1.4.4.2 - Rebuilt for KSP 1.0.4 [*]1.4.4.1 - Rebuilt for KSP 1.0.3 1.4.3.1 - Rebuilt for KSP 1.0.2 1.4.2.1 - Added toolbar button on spacecenter scene. 1.4.1.1 - Rebuilt for KSP 1.0.0 1.3.1.1 - Fixed incorrect mod name in AVC version file. 1.3.0.1 - Switched to timmersuk fork - Updated for 0.90.0 - Switched to KSP-AVC/mini-avc for versioning - no longer retrieves current version from blizzy.de 1.2.0, 2014-08-21 - The plugin now also works in the tracking station. - The slider will now auto-hide automatically after a few seconds of inactivity. - The toolbar button is now only accessible in the relevant game scenes rather than all game scenes. 1.1.3, 2014-07-27 - The plugin now does an automatic update check, and also gets KSP versions from the update check server. In case the currently running KSP version is one of those versions, the plugin will not complain about being incompatible with this KSP version. This saves both players' and the plugin author's time. - Updated for KSP 0.24.2 and Toolbar Plugin 1.7.6 (included.) 1.1.2, 2014-07-18 - Updated for KSP 0.24.1 and Toolbar Plugin 1.7.5 (included.) 1.1.1, 2014-07-18 - Updated for KSP 0.24.0 and Toolbar Plugin 1.7.4 (included.) 1.1.0, 2014-03-06 - Added the ability to toggle between the current and the previous setting by clicking the toolbar button using the middle mouse button. - Both settings are now persisted between scene changes and KSP restarts. 1.0.0, 2014-03-05 - Initial public release. The Ambient Light Adjustment plugin is licensed under the GNU GPL v3.
  17. Hi, So, I'm trying to scale the model for one engine to fit the 3.75M form factor. The original model is 2.5M, and I would like to resize it in the CFG so that both the attachment nodes and the model scale to match. Anyone know how to do this? Thanks!
  18. Hi, So I'm working on making my Fusion Tech mod all pretty. I'll probably use one of Nertea's Near Future Magnetoplasmadynamic Engine models if he/she says I can use them, but I'd really like to change the exhaust plume to something more fitting. Does anyone know where I can find a list of all the engine animations and how to make my engines use them? (preferably with screenshots) Also, if anyone knows of plume animations that are REALLY big and fiery, it would be great if you could direct me to them. Thanks, UbuntuLinuxKing
  19. MrRoMe

    [1.3] Procedural Pods

    Procedural Pods Tired of monotonous command pods in KSP? Want to go to space (or not) in style? Introducing Procedural Pods, your one-click solution to fancy Kerbal canisters! With Procedural Pods, you can create command pods of any shape and texture, as long as they are available for Procedural Parts. Use this to imitate real-life capsules, or create your own! Review by Kottabos Thanks a lot, Kottabos! Pictures Procedural Command Pod with airlock door by Tiktaalik's Airlock Collection A white procedural pod with decorative parts during propulsive landing VAB editor view These look normal... And safe... But you can do something whacky also! Alien egg with Kerbals?... ... Or a habitable apartment! https://imgur.com/a/w5PSL Dependencies Procedural Pods requires Procedural Parts to be installed to work. Recommended Mods Tiktaalik's Airlock Collection - for EVA capability. Freedom Textures - for more texture options. Other PP texture mods also apply. Compatible Mods (should have the same compatibility as Procedural Parts) Real Fuels (PPods is balanced for RF) Tweakscale Short-Term Plans - Dynamic crew capacity and dynamic SAS power relative to size - Procedural probe cores? Long-Term Plans - Custom textures - Dynamic IVAs Download https://github.com/MrrRoMe/procedural-pods License: MIT
  20. What mod Gives Iva Moving In 1.3?
  21. I can not find this part in the technological tree. Saved ships they already own, can not be thrown (even in the sandbox). How will I recover science from my probes? Note: Sorry for spelling errors, I'm translating on google.
  22. I'll just put this here as a record of troubleshooting a problem with KSP 1.3 on Linux Mint 17.3 Cinnamon 64-bit. I hope it helps someone else, someday... Hardware: Sandy Bridge i7-2600, 12GB, 1TB, GXT1050 (2GB VRAM). Shell: Bash. Process to produce the problem: $ cd ~/games/ksp_1_3/ # folder to which KSP 1.3 was unzipped. $ ./KSP.x86_64 Result: A completely blank/dark grey screen flashes up a couple of times, and then I am returned to the command line. A core dump is produced. $ echo $? 127 $ find . -type f -name "*.log" $ #no results. "127" is the universal "user-defined error" return code. Not much help. Nor is the core dump of much help, without the source code or a binary compiled for debugging. As shown, no log files are produced by KSP. Solution Steps: Required packages: strace and mlocate. $ sudo updatedb $ strace -s 256 -o strace.log ./KSP.x86_64 As before KSP runs and crashes, but this time a file strace.log is produced. The "-s 256" means record up to 256 bytes of strings in the program, so you can get full file names. $ less strace.log Press 'End' to go to the end of the file. Working backwards from the end of the trace log, the last significant thing was an error within the file "libkeyboard.so". $ ls -lh `locate libkeyboard.so` -rwxr-xr-x 1 manaiaK users 13K May 26 04:54 /srv/home/manaiaK/games/ksp_1_3/KSP_Data/Plugins/x86_64/libkeyboard.so* -rwxr-xr-x 1 manaiaK users 7.7K May 26 04:54 /srv/home/manaiaK/games/ksp_1_3/KSP_Data/Plugins/x86/libkeyboard.so* -rw-r--r-- 1 root root 56K Jun 25 2014 /usr/lib/gnome-settings-daemon-3.0/libkeyboard.so -rw-r--r-- 1 root root 31K Mar 8 2016 /usr/lib/x86_64-linux-gnu/cinnamon-settings-daemon-3.0/libkeyboard.so So, there are different versions of this file. $ cd KSP_Data/Plugins/x86_64 $ cp libkeyboard.so libkeyboard.so.bak $ cp /usr/lib/x86_64-linux-gnu/cinnamon-settings-daemon-3.0/libkeyboard.so . $ cd - # returns to ~games/ksp_1_3 $ strace -s 256 -o strace.log ./KSP.x86_64 KSP runs and crashes as before, but inspecting the strace.log file as before reveals a different problem! Progress!. This time the problem is with a file liblingoona.grammar.kerbal.so, which is unique to KSP I downloaded the KSP 1.3.1 pre-release, and sure enough the liblingoona.grammar.kerbal.so file was different. Copying the 1.3.1 liblingoona in place of the one in my 1.3 install using the process described above fixed that problem. After that, KSP ran normally but produced a SIGSEGV and core dump when I quit the game. To not get core dumps when I run KSP, but still get them when required for debugging my own stuff:- $ ulimit -c 0 ; ./KSP_x86_64 ; ulimit -c unlimited
  23. STOCK BOMBER CHALLENGE Challenge: Make a bomber that drops as many bombs as possible! Rules: 1. stock ONLY 2. no F12 menu 3. no mods that add or modify parts! i should be able to fly the bomber if you gave me the save file! mechjeb, KER and other info/visual mods are ok 4. you bomber should be able to bomb the inland KSC and because we are savages, they do not have to return!(unless you want extra points) Points: 1 point/mini bomb: mk0 liquid fuel tank(FULL TANK) with a small nose cone/fairing on each end 2 points/regular bomb: mk1 liquid fuel tank OR small ore tank(FULL TANK) with aerodynamic nose cone/fairing on each end 4 points/mega bomb: Large ore tank(FULL TANK) with protective rocket nose cone/fairing on each end 10 points/potential nuke: Rockomax jumbo-64 fuel tanks aka the orange tank(FULL TANK) with protective rocket nose cone/fairing on each end 30 points/tsar style bomb: a bomb of your design that includes a FULL Kerbodyne S3-14400 fuel tank Extra points(each worth 1 point): 'smartass' - add up your score 'home sweet home' - return home in one piece(except without all the bombs that you dropped) 'woah thats big' - have a plane over 200 parts 'accidental circumnavigation' - bomb the inland ksc, go back the long way! Submission checklist: -craft file on kerbalx -at least 15 screenshots preferably on imgur(video proof if you can record your screen) Leaderboard: 1. 2. 3. 4. 5. 6. 7. 8. 9. 10.
  24. I'm still pretty early in my first career game (been playing KSP for around 9 months, mostly in a science game, never done a career before). I just sent Jeb up for three orbits (a little challenge there, going to orbit with fewer than 30 parts), and after he landed, I accepted a contract to test a "Swivel" engine in flight above Kerbin -- 61-65 km altitude, 410-590 m/s, if I recall correctly. Okay, built a rocket (Thumper booster w/ fins, decoupler, "Swivel" engine, 400 tank, decoupler, Mk. 1 pod, Mk. 16 parachute) -- pretty basic stuff. Launched Val almost vertical, staged away the booster at burnout, waited. Apoapsis was going to be a little short, so I kicked a little with the Swivel. Made altitude going too fast, so turned tail first and burned to slow down, passed through the velocity range while well within the altitude range, had both parameters ticked green in the contract display before I shut down the engine and staged. Got back to splashdown, contract unfulfilled. What'd I miss?
  25. 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 paint.net, and cratercracker's were made in MS Paint. Examples: All code is licensed under GPLv3. If you have contributions or suggestions, comment here: https://github.com/DeltaDizzy/Lambda-Station-Decals/issues/2 DOWNLOAD: Github These mods can improve your experience: You will need this if you want to take advantage of the compatibility. -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------