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  1. Report bugs and suggestions here SSTO Project Overview SSTO Project adds very powerful engines to the Kerbal Space Program Part list Engines SuperJet - most versatile engine in the pack NSABRE - a nuclear jet/rocket hybrid engine XN-1 "Chernobyl" Nuclear Engine(below): Planned parts Engines SpaceSoarer - quad-mode (Reverse Jet, Forward Jet, Rocket and Interstellar) - engine intended for interstellar transport. The engine will come in SSTO Project Interstellar Pack Planned packs (after mod is cut up): Interstellar
  2. I'm trying to make Real Antennas work for OPM. It currently works for stock Kerbin and Earth on RSS. On OPM everything in the mod works fine, except that there are no ground stations for Kerbin in OPM, which makes the mod unusable. Real Antennas has a PlanetPacks folder with config files for stock and RSS which add the ground stations. I tried copying the config for stock and making it run for OPM to add the 3 Real Antennas ground stations to Kerbin, but it doesn't do anything. I don't know what to do, please help. Config File I made for OPM: @Kopernicus:FOR[RealAntennas]:NEEDS[Kope
  3. I'm doing a cinematic that required 24 frames per second, and I have a motion blur mod installed. The blur is therefore too "short" when capturing the game running at a higher framerate. Is it possible to set the limit this low?
  4. Is there a mod/way to make solar panles less effective? It's just that is sometimes feels like cheating because you don't really need panels that much.
  5. I am currently creating a part and it has many functionalities. One of it is a cargo door. Is there any way I can add a sound effect to the door opening animation. How would I go about doing this? Any help and feedback is appreciated.
  6. So I am trying to create Space-X's Starship in the game. I attach the ModuleDockingNode in the part's configuration file but in the game I can't see the decouple node option. I can see all the other options just not that one. But I can see it on the opposite side docking port I have connected it to. So what seems to be the problem. As fas as I can tell everything is done correctly. I thought maybe it was the NodeSize because it was size3 but even with the same piece attached to one another it still wouldn't do anything. PART { name = superHeavy module = Part author = Rukongai mesh = Su
  7. I want to write some Module Manager patch files for a 1.7.3 install that includes both Kopernicus, Bluedog Design Bureau, and Unkerballed Start. This install has well over 20k+ Module Manager patches applied - trying to read the individual config files for a part and individual part patches is proving to be a real headache. I'm wondering if there is a way to view / export what the part's config file looks like AFTER all of the MM patches have been applied. I want to be able to select a part, see what MODULES have been added / applied, then write my own config to do the final tweaking.
  8. Well, once again my install of KSP corrupted... The physics are whacked again and all craft pull to the right for no reason. A fresh install solved the problem (again) and it continues to work fine after putting my mods back (again). But now I've gotta redo all my game bindings and various settings. I have multiple installs of the game and was wondering which file(s) I might be able to copy across to the new install to bring back all of my graphics, game, joystick, and key binding settings? Anyone know which file(s) I would need to copy across?
  9. This mod is obsolete. Replaced by OPT_Reconfig A single config mod. Converts select OPT parts for use with USI Life Support. Requested by a handful but I'm sure will be welcome by dozens. It's not being offered as a patch to be included in the OPT downloads as USI LS may change drastically, rendering this (as a bundled patch) quickly outdated. Download it from: GitHub sandbox SpaceDock Includes MiniAVC so everyone can be aware of updates. Comments and suggestions welcome. Does this need a license? If so, CC-BY-NC-SA. Feature list:
  10. So, today i downloaded the 3.2x rescale mod, and I'm loving it for the rockets parts and imho is a nice middle ground between RO and stock, and is doable with stock parts (and for bigger rockets i have spacey/spacey expanded). However i would love to do also some SSTO, but here lies the problem: orbital speed at 3.2x rescale is around 4.1 kms/s ( from the 2.25 of stock) so i would love to rescale also the rapier engine so they can bring me around mach 8 at 25-30kms in air-breathing and then from there on switching to the closed cycle. I already know how to change the perfor
  11. I'd like to be able to create solid motor configs that have 100% thrust all the time in order to reduce gravity drag for orbital launch vehicles. However, I don't know how the thrust curves in the engine configs are structured. For instance, the AJ-260 FL: thrustCurve { key = 1 0.554323725 -12 -12 key = 0.99425197 0.692904656 -4 -4 key = 0.851189892 0.859201774 -0.952083496 -0.952083496 key = 0.681175941 0.985310421 -0.531426454 -0.531426454 key = 0.63542801 1 0 0 key = 0.498184216 0.985310421 0.255306394 0.255306394 key = 0.323060905 0.914634146 0.285245267
  12. Sorry to be bombarding this forum with questions, but I've got another one. This one is pretty straightforward, but I can't for the life of me figure it out. How do you patch an MM value with an exponent? e.g. If I want to multiply a value, I write: @value *= (a number) But how do I do that for an exponential value? Basically, I'm still trying to write a config that scales all parts up by a factor of 2. So, rescaleFactor = 2, but that means values like mass, volume and resource amounts need to be scaled up by a factor of 3. I'm not sure how to tell M
  13. I want to create custom configs for solid rocket motors to simulate fictional and alternate historical rockets, yet I can't locate anything that gives the propellant quantity in either mass or volume. Is it in a different file or what? Here's an example config file for the Castor 1 in case you want to take a look: // ================================================== // Castor 1 solid rocket motor global engine configuration. // Throttle Range: N/A // Burn Time: 28 s // O/F Ratio: 2.12 // Sources: // Thrust Misalignments of Fixed Solid Rocket Motors: http://rsandt.com/me
  14. I made my model and I tested it in game. To save space I want to use a texture that already is in the game and don't pack it in the mod. Maybe the textures used by another parts or may be used by the buildings. Can I do that? how?
  15. Ever wanted your stock parts to be moved to Community Tech Tree nodes, but don't know how to do it yourself? WELL LOOK NO FARTHER! CTTStockRebalance is a simple mod where stock parts are moved to CTT categories, as well as putting parts in different tiers for sensible progression. Dependencies: -Community Tech Tree by Nertea. Link here. -ModuleManager by sarbian. Link here FAQ: Q: I want *insert part here* to be moved to a new node! A: Ask me! I'll see what I can do Q: Will you support mod parts? A: Maybe. Current list of parts changed: Mk1 Lander Can (
  16. KSP Log: https://drive.google.com/open?id=1kgeoUZEDcq8SAABtZr_iNMVk2s4BtLnr Output Log:https://drive.google.com/open?id=1fsQl65CaPBrpV1DZvpwzgy_DQZpeQWpk
  17. Hi, Back in KSP 1.05, I did a cut n' paste job of the RAPIER engine config file. By splicing in stuff from the Juno and the NERV, I was able to make a nuclear turbojet with two operating modes : Mass 4T (one tonne heavier than the base NERV to allow for the turbomachinery). Includes built in RTG, 5 EC/Sec whether engine on or off Mode 1 (Air breathing) Used the Juno atmosphere and velocity curves, max thrust 80kn instead of 20kn. Acting as a nuclear turbojet, this mode requires no fuel, only intake atmosphere and can work in places like Duna and Eve where
  18. I am using KSP 1.3 with the RemoteTech 1.3 support, I have added it with CKAN as I have done with most of the mods seeing as I am using 100+ so it easier to keep track of them. I am seeking to add support for the HG-5B antenna to Remote Tech, which it seems to be lacking said support as shown in the photo below. it is the same as it says in its description as the HG-5 Antenna, but it just lacks the unfolding animation. I am trying to make a sleek Satellite and I would like to add the stats for the Hg-5 to it <image below> This should be as simple and copying and
  19. Need some help, comrades! But first, sorry for my ugly english I making aircraft and my fuel tanks contains 6 units of L. fuel (30 kg) Wanna use this 6 units for 45 minutes flying at 100% thr. I copy-pasted this module from Firespitter engine and changed a bit. MODULE { name = FSengine thrustTransformName = thrustTransform maxThrust = 0.55 powerProduction = 40 engineBrake = 15 powerDrain = 10 velocityLimit = 0,1; 20,0.95; 25,0 fuelConsumption = 0,0.00001;1,0.002 atmosphericThrust = 0,0;0.9,1;1,1 resources =
  20. I've made plenty of stable and meta-stable rockets with stock fuel flow in my time, but while attempting a fully reusable career play-through I decided that this particular mechanic had to go. I'm aware of the workarounds using fuel pumps, tank locking, and even the TankLock mod being maintained by the illustrious linuxgurugamer: However, what I would really like is for rocket engines to just behave like jet engines, having the "resourceFlowMode = STAGE_STACK_FLOW_BALANCE" property which causes fuel to drain evenly from all of the tanks in the current stage. To that end I made a Modu
  21. Hey all. As of late I've been playing around a bit with module manager and just editing .cfg files, mostly as a way of familiarizing myself more with KSP's back-end, and partly because I do have some interest in maybe developing some kind of mods in the future, even if only for practice/personal use. Anyways, I spent the better part of my afternoon and evening today playing around with resource definitions and modules, and as a practice exercise I've been trying to make a simple set of .cfg files for a resource pack (Stuff like water ice, carbon, uranium ore, and processing these material
  22. I'm trying to be clever with asset use (trying to be clever is how most issues start). I have a set of parts that all use the same mesh, and mostly the same texture, so I'm trying to use all the same model, except for different versions, apply a different transparent texture as a label. This should be stock behaviour when using the MODEL{model=, texture=} mesh references. And for the life of me, I cannot spot why it's not working for me. Example part snippet; PART { name = USAFOrionMag012kt920kN module = OrionMagazine author = WinchellChung MODEL { model = U
  23. For my contract pack Parts Unlimited (Soon to be renamed ZYX PartsULTD, but that's another story) I require better descriptions for parts. "A vaguely wing shaped board" is great and all when you can see the part, but trying to decide which wing to unlock when you don't have a picture available can make it quite a chore, especially when the wings you have to choose from are named "Wing Connector Type A" and "Wing Connector Type B". Actually, I take that back. It's NEVER fine for that to happen So I took it upon myself, and for myself, to go through and describe all the parts one by on
  24. So I recently got a new computer. I have download ksp and mods for it already, but when making a C-130, the wing was too small. I wanted to make it tweakscalable but, I did not have the like config file program. Does anyone know one that i could download?
  25. I've been trying to set myself up with a game that uses Outer Planets Mod and rescales bodies 3.2x, and orbits 6.4x (as I remember reading people had good experiences with that setup, ages ago). I actually started on a config (here, for reference, note that OPM already does its own rescaling of antenna power, and it is very basic), but was wondering if anyone has something more developed than this. I do already find getting to Kerbin orbit a nice sweet spot between challenging and annoying, but I have a nagging suspicion I'd end up tweaking the config in all directions later on.
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