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Found 42 results

  1. So, I boot up KSP with a bunch of mods, start a new save (this is my first save file on this copy), and am greeted with this "lovely" sight at a horrible framerate: I have no idea why, or how, but what I do know is what mods I'm using, and that there aren't any logs, unfortunately. Please help.
  2. 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
  3. Hi, I attempted to use RO so I downgraded to KSP 1.2 and that was all fun and games but today I tried to switch back to 1.3 it doesn't work and stays on 1.2, but when I uninstall the game and reinstall it goes back to 1.2. If anyone knows how to fix this please help me. Im running Windows 10
  4. DeltaDizzy's Planets n' Moons 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. An In-Development Planet Pack. It currently 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/1
  5. 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. -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  6. 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 adds atmospheres to planets and moons which don't have any. Check it out! Development Thread V
  7. The Internet Problem I looked at the weekly challenge and said, "This will be easy!". I was wrong. At first, I took what I like to call the direct approach. I decided to modify a Stratolauncher to carry the groundstation. I quickly dismissed this idea due to aerodynamics. I then thought to build a cargo plane. Then I realized the Stearwing A300 existed. I used it instead. Whenever I tried to eject it out the back, the antenna struck the tail and exploded, since a part of the tail sticks down into the cargo bay. I moved it into the BOMB BAY. It fell back into the cargo bay upon deployment. With its parachutes, it descended safely into the ocean with no damage from a height of 3km. Then I realized it had to land within 200m. *sigh* I downloaded Bon Voyage. Will it work now? Can I drive it into Position? Find out next time! Oh yeah, I have to make a truck!
  8. Help getting game crashed mistake while opening the game game crashed file link https://drive.google.com/open?id=0B6pNiIxsE7Jfd18wcks2bEx0LXM please help me
  9. I've been given @N3h3mia's blessings to officially support his excellent collection of Science Mods for KSP 1.x as he is currently unable to find the time to continue these. Please raise bug reports for this build to myself and not to N3h3mia. Official Thread (out-of-date)- overview and tutorial videos Micha's Development Thread- continued revision history, source code, bug reports, feature requests, help and support, ... Download links Updated to 0.7b2 on 2017.07.28 GitHub SpaceDock CurseForge Overview This set of mods consists of 4 main components: Kemini - early-game orbital science experiments in the Mk1 pod requires ModuleManager KEES - later early-game orbital science experiments for basic orbital stations. requires KIS recommends K2 / Corvus or similar 2-Kerbal pods OMS/KLS - full-station experiments, requiring heavy lifters and significant station infrastructure. The basic premise is that experiments are run in "Labs". Labs, Lab Equipment, and Experiments are launched separately. Equipment must be installed into the correct lab, and Experiments can only be run on certain Equipment. KEES and Kemini are simpler variants with some/all of the equipment/labs pre-integrated. Once an Experiment has been installed, it can be "Run", which will take some time. The idea is not to time-warp to completion, but to run other missions in the meantime. When done, an Experiment can be "Finalized" and must then be returned to Kerbin. Quick Tutorials Kemini KEES OMS / KLS
  10. 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!
  11. Hi, I want to make a KSP movie, but all the camera mods seem to be for 1.2 and below. Are there any that are compatible with 1.3? If not, is it worth it to install 1.2?
  12. Hi there. I've noticed that none of my batteries in game have any mass. They are all listed as 0.0, even the 1K rechargable I am running KSP 1.3 in Ubuntu Linux My game was started in KSP 1.22 The mods I am running are: Kerbal Engineer Redux Maneuver Node Evolved X Science Kerbal Alarm Clock Lab Upgrade Mod - six Kerbals instead of two I noticed the issue before I installed KAC and the Lab upgrade I can find no setting in the cheat menu that would be causing massless batteries nor in the game difficulty settings. Does anyone have any idea what might be causing this? Actually - I have just worked out part of the issue - The batteries DO have mass as the KER registers an increase in mass each time I add a battery. However the interface is telling me they are all 0 mass ( at least I don't feel ultra cheaty now and it's just an interface bug )
  13. PARS ŞEKERLERİ AC130-GUNSHIP B2-sprit KC135-Stratotanker Boeing-TX BOEİNG-E3 SENTRY AWACS C130-HERCULES CONCORD DASSAULT-MIRAGE2000 DASSAULT RAFAEL EUROFIGHTER-typoon GENEL DİNAMİK-F16 F117-Nighthawk F104-STARFIGHTER BOEİNG EA-18 GROWLER MCDONELL DOUGLAS KC-10 EXTENDER MİKOYAN GUREVİCH -MİG29 FULCURM NORT AMERİCAN X-15 NORTHOP-F5 TİGER NORTHOP GRUMMAN E-2 HAWKEYE SAAB JAS-39 GRIPEN SUKHOİ SU-30MKM MOD LİST: https://yadi.sk/d/pxnCI4Yf3LQdgY/MOD LİST DOWLAND: https://yadi.sk/d/pxnCI4Yf3LQdgY
  14. Image by Omega482 & Saybur Stuff 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. Download Links Spacedock Curseforge GitHub (also access to the sources) Changelog License CC-BY-SA
  15. I noticed in KSP 1.3 that parts using ModuleResourceHarvester type = 2 (atmospheric) no longer appear to harvest any resource if surface speed is exactly zero, such as if the craft is attached to a launch clamp or has wheel brakes engaged. If there's any motion, such as a heavy craft wobbling on its clamps, or with brakes engaged but can still be tilted side to side, then it'll harvest the resource. This seems to happen regardless of abundance. This differs from air intakes that can still take in a fixed amount of IntakeAir if perfectly stationary. I originally tuned my harvesters to match whatever the corresponding air intake would harvest in IntakeAir while stationary, then re-tuned that to match the IntakeAir rate times whatever MinAbundance was (assuming MinAbundance and MaxAbundance were equal). Now it seems I'll have to re-tune that based on a fixed non-zero speed. Or maybe there's an option for a stationary atmospheric harvester to still work. Where can I find changes to ModuleResourceHarvester?
  16. Earlier today, I decided to update my game to 1.3, because two of my favourite mods, BDB and Tantares, were updated exponentially, and I couldn't just sit there and gawk at the beautiful new parts without eventually deciding to go and update to the current KSP version. So, here's my question: What are the essential mods you need to update to have 1.3 work without crashing on startup? I already have modulemanager, Firespitter, BDB, Tantares, KER, and Cryogenic Engines updated to 1.3, but my game still crashes while loading. (Just so you know, I have a heavily bloated install of mods) I do have Ven's Stock Revamp installed, but there's no updated version for 1.3, and, even if I did, last time I updated it it broke all my crafts, so, I'm kind of trying to avoid that... EDIT: Nevermind, I've found the problem after a long and drawn-out process of elimination; It was an out of date Waypoint Manager.
  17. KSP crashes within an hour of starting, sometimes silently, with seemingly no rhyme or reason. I've seen it happen mid-flight on Kerbin, when reverting, and in the SPH. I have verified my cache in Steam to no avail. The error is always either KSP.exe caused an Access Violation (0xc0000005) in module KSP.exe or mono.dll caused an Access Violation (0xc0000005) in module mono.dll This looks a lot like bug #15646.
  18. Ok, this is attempt number umpteen to fix this. I could seriously use the help at this point. Ever since I upgraded to 1.3, my game will not launch. I've removed all mods that I can find that aren't 1.3-compatible in CKAN, and yet I'm still crashing to desktop during the initial loading screen. If I completely empty my Gamadata folder (except for the Squad folder, naturally), the game works... but even using (from what I can tell) all "1.3 compatible" mods, I'm CTDing every. single. time. Can someone take a look at my output_log and tell me what the heck is causing this issue? Thanks in advance. Log found HERE
  19. Hi all, I spent around 2 hours building a large battleship with SM Marine, WW2 Warships and NAS, and when I launched it, I just heard a large explosion, the screen went black, the altimeter went blank, and, because it's the Hell Kraken, the navball, instead of the blue and orange, was just black. Every few seconds the game would freeze, and I just closed it. Because the game didn't crash, but I encountered a serious bug, it didn't provide an output_log. Suggestions and possible fixes?
  20. For context, i have a list of mods installed Near Future Propulsion Near Future Solar MKS Colonization SSTU Trajectories Kerbal Engineer KIS 1.3 version Module Manager So what's the problem. At each startup, at the pre-init phase. The game crashes all of the sudden and this repeatedly happens.So this is the log Unity Player [version: Unity 5.4.0p4_b15b5ae035b7] mono.dll caused an Access Violation (0xc0000005) in module mono.dll at 0033:01100e18. Error occurred at 2017-07-04_115838. C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64.exe, run by funny_000. 61% memory in use. 8097 MB physical memory [3089 MB free]. 9377 MB paging file [2915 MB free]. 134217728 MB user address space [134216132 MB free]. Read from location 00000000 caused an access violation. Context: RDI: 0x3b0cb570 RSI: 0x35ed9290 RAX: 0x00000000 RBX: 0x00000007 RCX: 0xfffffffe RDX: 0x00000069 RIP: 0x01100e18 RBP: 0x00cfcdb0 SegCs: 0x00000033 EFlags: 0x00010206 RSP: 0x00cfccb0 SegSs: 0x0000002b R8: 0x1aaf369c R9: 0x00cfce28 R10: 0x3b0c9040 R11: 0x00cfcc40 R12: 0x3b0cb6f0 R13: 0x00000053 R14: 0x48cb1a40 R15: 0x00000002 Bytes at CS:EIP: 48 8b 10 48 8b ce 48 8b d8 e8 4e f7 ff ff 48 8b I tried KSP x64, but it came back with the same log. Also force opengl didn't either Is there any solutions?
  21. Before: returning from jool doing burn to return to kerbin. Had to turn off pc, (had other things to do) . So I quick saved (f5) and pressed the exit game button. In game Pop up says it saves automatically. Close down computer on ksp menu. (The one with the kerbal on the mun) bug: open ksp looks normal, press load save and press on my save game and press load. Nothing happens. My other savegames work. But I can't open this one. Not shure what to do. I can't find where the f5 quicksaves are stored in the game files. mods :kerbal engineer and kerbal reusability expansion. im in ksp 1.3
  22. 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.
  23. It's been a while since Ive played ksp so I jumped on the other day and had seen that the game was updated to 1.3. I began playing and as soon as I started up a game I was on the ksc screen(where you can choose buildings) and I noticed that the sun didnt move around smoothly like it always had done, it was jerking around (heres a video of it https://www.youtube.com/watch?v=icTd8nG9cpM) This issue also happens when you are in orbit around other bodies. I put a random probe in a close orbit around the sun and it still proceded to jerk around in its spot( a video for that https://youtu.be/f3keimKkGv0) After this occurred I deleted the game and redownloaded it, only to be presented with the same issues. The videos have been taken off private
  24. Hey everyone...and for those of you in the US (or just prone to celebrating) happy 4th of July weekend! Over the past months I have been playing KSP daily. I have been using CKAN to mess around with dozens of mods, and most notably I have been helping @The White Guardian beta test his massive Evolution mod TWG is making a massive overhaul of Evo, so I thought this would be a good time to unisntall everything, update KSP to 1.3, pick some new mods for the future (I want a very simulation-like experience with life support, stage recovery, and failures etc). So I uninstalled and deleted everything and then reinstalled KSP and CKAN. Every time I do that and go to play the game stutters terribly. I can go up to a minute without one, but sometimes it pauses for three seconds every 10 seconds. I did free flight the other day and it was less common, but on my career mode every time I tried to do some SCIENCE! it paused, thought about it, then eventually decided to go ahead. But that was for every experiment. It basically made it a science slideshow. Is there anyone here that has any idea what could be causing this or that can help me fix it? It's not my PC, let me say that (6700K, GTX 1070, 32GB ram, SSD) as it never did this before anyway. I have a very long list of mods, but it's not more robust than it was necessarily. Let me know if anyone has suggestions or can help me with this. I would be happy to provide a mod list if necessary. Thanks! EDIT: forgot to mention I've uninstalled and reinstalled several times and it still happens. It also happened with stock planets and another planet pack.
  25. I am fully aware that this question has been asked before so I apologize, but every forum post I've found has not worked for me. I am a heavy modder but this problem never happened to me before the 1.3 update. I've tried loading with mods only for 1.3, verifying game files via Steam, reinstalling KSP, and wiping KSP clean. However, after Module Manager finishes, the game just crashes and the error log says it has to do with mono.dll. Here are the logs: https://www.dropbox.com/sh/8c4vop3nklfpevb/AAAxG1PMPODUV-TjFgQqdutNa?dl=0 If it helps, it seems KSP crashes on the first mod that adds aerodynamic parts (or possibly parts in general).