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Found 44 results

  1. So, what new planets do you think will be in KSP 2? We know there is already the stock system, but it seems there will be even more planets and possibly stars to visit since it seems there will be interstellar travel in the game. I hope there will be a ringed planet system you can visit in some distant system away from kerbol, but what about you?
  2. So, what do you think the big feature of the upcoming KSP 1.8 update will be? 1.6 was a delta-v calculator and delta-v showing up in staging, 1.7 was a better and more precise manuever making system, called Room to Maneuver. So, what do you think 1.8 will be?
  3. So, what's the coolest thing you have done so far in Kerbal Space Program?
  4. So, what should I make a collab on? I had an idea of doing a collab on solar system exploration, in which every person would work together in a new stock sandbox (or maybe career) save to send missions to every planet and moon in the kerbol system. I'm sure if that would be a good idea for a collab though, so that's why I am asking.
  5. So, what is your favorite ksp challenge that you have done (if any)? One of my favorites would be the Kerpollo Science Career in 9 Parts Challenge because of how it was an interesting idea for a challenge and I like doing challenges. What about you?
  6. Figure I would get this particular topic rolling With lots of modders using custom categories, we're starting to bump into each other. Is there interest in establishing, similar to CTT and CRP, a Community Category Kit (CCK)? If so... What categories are you currently using? How are you placing your parts in those categories? (Paging @Angel-125 and @Nils277 since those are two off the top of my head where we may have conflicts). Discuss [Heads up - will move this to a proper release thread, but here's the current Github link for interested parties :)] https://github.com/BobPalmer/CommunityCategoryKit/releases
  7. So its been out offically for 1 year. The DLC of Making History. Besides Using The DLC parts, why does almost no one use making history for making missions now? Is it not good enough, or does it have too many problems?
  8. I don't know why but it looks dead
  9. Would it be possible to make a mission in making history based on the Apollo 18 movie? It would be interesting if you could... but can you?
  10. Some areas in KSP feel like they were never finished and/or could use improvements. IVAs, for instance, aren't fully usable. There aren't enough indicators to show all the needed data. Aviation is another thing that's not fully developed. Of course, KSP is focused on spaceflight, but if we already have atmospheric flight, why not expand it? Things like fly-by-wire support and airliner type contracts could really help flesh out this area of the game. So, what parts of KSP (if any) do you think are not fully developed?
  11. Using the mission builder what's your best ksp mission you have made, if any? (I have made a few myself, and currently working on another)
  12. Hello everyone! Put on your seatbelts, Kerbal Space Program 1.6: To Vee or not To Vee is here, and with it moar explosions and fun! With our 3rd major update this year, we are thrilled to continue with our goal of advancing KSP and improving our players’ game experience by delivering substantial releases. To Vee or not To Vee is filled with new features, beautiful revamps, a number of navigation tools, and a whole lot of bug fixes. We’ve also done some tuning work that includes stock craft improvements and the rebalancing and fine tuning of a number of Making History parts, particularly the engines. From the very beginning KSP has been shaped by the amazing community around it and we hope that To Vee or not To Vee serves as a testament to our appreciation of our players and our commitment to continue supporting, updating and improving our game. Let’s go through some of this update’s highlights: Delta-v per Stage and Delta-v Tool App Plan missions better and find flaws in your ship staging setup with this long requested feature that will let you visualize the Delta-v values along with a range of other technical data for each stage and the vessel overall. Plus, a Delta-v App that will allow you to see a vessels Delta-v information while you’re building it in different situations. No Kerbal will be left stranded now… or so we hope. Part revamps To Vee or not to Vee includes 20 fully revamped parts that have been optimized, re-shaped and re-textured, plus more than 40 color variants to make your craft look sleek and beautiful! Navigation Icons to Launch Sites A quality of life feature that will help stray pilots find their way back to any Launch Site or Runway. From the Map View players will now be able to activate navigation waypoints to get direction towards the KSC or any other launch sites. Helmets Off! You can now remove Kerbals’ Helmets, as well as their neck rings! But be careful, there is a reason why Astronauts wear Helmets for space travel… Click here to see an animated gif showcasing this feature. And much more! To learn more you can read the full Changelog here: =================================== v1.6.0 ============================================================ 1.6 Changelog - BaseGame ONLY (see below for MH changelog) +++ Improvements * DeltaV Readouts added to Stage Icons/Groups as well as DeltaV App. DeltaV available in Editor (VAB/SPH) and Flight scenes as well as a more detailed Debug menu option. * Stock and mobile launch sites are now navigable in all game modes. * Performance improvements for DV calculations that are used by Burn Indicator. * Recommended UI Scale for the current resolution is now checked on the Settings Screen, working the same as the mini settings where a not recommended UI scale will turn the text red. * Performance improvements for craft browser menus. * Craft browser menus now check for craft compatibility. * Added keyboard arrows navigation for main dialogs and menus. Highlight items with the directional arrows, Accept with the Enter and Space keys, and Cancel is Escape key. * Generate reflections of the environment to be displayed on shiny parts. * Improved part search in the editors to give more relevant results with short search terms. * Adjusted shadows from The Sun to be more precise. * Add new idle animations when the kerbal is standing in the ground. * The command parts now have an option to change their 'forward' direction in the PAW. * Kerbals helmet and neck ring can now be removed by right clicking the Kerbal while on EVA if it’s in a breathable atmosphere. * Automatic warp to next maneuver node now takes the player to a margin before the start burn time rather than the node itself. Said margin can now be overridden from the default 1 minute via GameSettings.WARP_TO_MANNODE_MARGIN. * Allow wheel spring and damper advanced tweakables to be set up to a value of 3. +++ Localization * Localize the phrase “Advanced Message App:” in the Mini-Settings dialog. * Some Community feedback for localization strings applied. +++ Parts Updated Parts (reskinned): * Mk2 Lander Can * 48-7S Spark * RE-L10 Poodle * LV-909 Terrier * FL-A10 * FL-A5 * ADTP-2-3 * Rockomax Brand Adapter * Rockomax Brand Adapter 02 * TVR-200 Stack Bi-Coupler * TVR-1180C MK1 Stack Tri-Coupler * TVR-2160C Mk2 Stack Quad-Coupler * TVR-200L Stack Bi-Adapter * TVR-300L Stack Tri-Adapter * TVR-400L Stack Quad-Adapter * Small Nose Cone * Aerodynamic Nose Cone * Advanced Nose Cone - Type B * Advanced Nose Cone - Type A * Protective Rocket Nose Cone MK7 Color Variants: * Mk2 Lander Can (New “Lander” and “Rover” color variants) * 48-7S Spark (New “Shroud”, “Truss Mount” and “Bare” color variants) * LV-909 Terrier (New “Shroud”, “Truss Mount” and “Bare” color variants) * FL-A10 (New “White” and “Orange” color variants) * FL-A5 (New “White” and “Orange” color variants) * ADTP-2-3 (New “White”, “Black and White” and “Orange” color variants) * Rockomax Brand Adapter (New “Black and White” and “Orange” color variants) * Rockomax Brand Adapter 02 (New “Black and White” and “Orange” color variants) * TVR-200 Stack Bi-Coupler (New “Black and White” and “Orange” color variants) * TVR-1180C MK1 Stack Tri-Coupler (New “White”, “Dark” and “Orange” color variants) * TVR-2160C Mk2 Stack Quad-Coupler (New “Black and White” and “Orange” color variants) * TVR-200L Stack Bi-Adapter (New “Black and White” and “Orange” color variants) * TVR-300L Stack Tri-Adapter (New “Black and White” and “Orange” color variants) * TVR-400L Stack Quad-Adapter (New “Black and White” and “Orange” color variants) * Aerodynamic Nose Cone (New “Black and White”, “Dark” and “White” color variants) * Advanced Nose Cone - Type B (New “Black and White” and “White” and “Orange” color variants) * Advanced Nose Cone - Type A (New “Black and White” and “White” and “Orange” color variants) * Protective Rocket Nose Cone MK7 (New “Black and White”, “Orange” and “White” color variants) Other Part changes: * Fixed the normals maps on the Stayputnik. * Fixed the normals maps on the Okto. * Fixed the visible texture seams on the Rockomax X series fuel tanks orange variant. +++ Bugfixes * Fix SAS on all probes in Sandbox and Science game modes to operate as per their config files. Game setting allows player to toggle SAS functionality on probes in these game modes. * Fix handling of docking ports and multiple nuclear or ion engines for DV calculation used in Burn Indicator. * Fix handling of stages with multiple engines and asparagus staging for DV calculation used in Burn Indicator. * Fix flashing Burn Indicator and display of DV when vessel are prelaunch. * Fix Vernor Engines now correctly use Liquid Fuel and Oxidizer on the Engineering report. * Fix all engines now say "Engine stops under: xx%", instead of "Flameout under: xx%" on their part extended info tooltips. * Fix Tutorials unable to proceed when the player has a part selected (attached to the mouse) in the editor scenes (VAB/SPH). * Fix fuel being drained from tanks when fuel availability icon is double-clicked. * Fix partially executed maneuver nodes gets the closest approach to the same orbit parameters. * Fix double quotes in stock craft descriptions. * Fix Contract/Parameters not updating for vessel ownership (such as rescue kerbal) when not in flight mode. * Fix Drills can operate and generate ore only when deployed and proper surface contact. * Fix Kerbal IVA crew mass calculation on crewable parts where user/mods have changed IVA crew mass to be > 0 (the default). * Kerbal IVA crew mass now reported in DV and Engineers report mass totals in editor (VAB/SPH). * Fix TVR-300, TVR-300L, Moving parts in symmetry works correctly. * Removed unnecessary horizontal slider in the mini settings UI. * Fix Summary window no longer appears empty when recovering a vessel with the UI scale at more than 150%, when in a non recommended UI Scale range. * Fix flickering of fairings in editor scene. * Further tweaked the sun behavior to stop it from dimming unnecessarily in the Jool Airbreak scenario. * Fix Intermediate Construction tutorial does not require confirmation when loading the required vessel. * Fix NRE is no longer generated when rockets crash on the Launchpad. * Fixed a shader issue that caused the Mk16 parachute to become transparent when within Aero FX. * Fix cost of fairings shells now is included with initial vessel load. * Landing gear LY-01, LY-05, LY-10, LY-35, LY-60 and LY-99 can no longer be the first part when you are building a ship. * Fix last part of interstage fairings not having correct variant applied when vessel is loaded. * Assigned the correct category to the cfg of all engines. * Limited the amount of undo/redo steps in the editors to prevent excessive use of memory while building large, complex vehicles. The amount of steps can be adjusted via GameSettings.EDITOR_UNDO_REDO_LIMIT * Fix Vessel without name cannot be saved in the editor and no longer generates an error. * Fix part hover highlighting no longers shows from inside IVA or Internal camera. * Fix inverted interstage fairings not being able to activate when a decoupler below them has activated. * Fix KSC building upgrade text padding on KSC Building marker UI for scroll bars. * Fix potential NRE when completing an orbital survey. * Fix Words no longer duplicate on contracts. * Fix Burn Bar and Orbit stays the same when a new target is selected. * Fix An NRE is no longer generated when trying to select the last save game in the save game menu after deleting previous saves. +++ Mods * Call OnWillBeCopied and OnWasCopied for children parts when their parent is copied in the editor scene. * Variants can now disable animations and events. * Alternative control point orientations can be configured on ModuleCommand. * Kerbal Helmet check values are controllable via cfg using stock rules or an extra step by overriding code methods: CanSafelyRemoveHelmet, WillDieWithoutHelmet, CanEVAWithoutHelmet * Kerbals now EVA with a set initial temperature equal to “room temperature” - I mean they were inside with no helmets - can be reverted via GameSettings.EVA_INHERIT_PART_TEMPERATURE +++Miscellaneous * Personal parachute kerbal unlock level requirement is accessible for modders in the traits.cfg file and the requirements have been updated to: 0xp for pilots, and 1 xp point for Engineers and Scientists. * Stock craft have been revised so that they no longer use deprecated parts. The revised vessels are: Aeroequus , ComSat LX , Dynawing , GDLV3 , Ion-Powered Space Probe , Jumping Flea , Kerbal 1 , Kerbal 1.5 , Kerbal 2 , Kerbal X , Learstar A1 , Orbiter 1A , Orbiter One , PT Series Munsplorer , Rover + Skycrane , Science Jr , Slim Shuttle , Space Station Core , Super-Heavy Lander , Two-Stage Lander , Z-MAP Satellite Launch Kit ,Rocket-power VTOL , Satellite Launcher , Stratolauncher. * Kerbals who board a command seat will make the command seat the vessel reference point only when no other part has control of the vessel. * The flight camera near clip pane is automatically adjusted when in IVA to correctly display external visuals. 1.6 Changelog - Making History DLC ONLY +++ Improvements * Open mission menus now check for craft file compatibility. +++ Localization +++ Parts * The following LFO engines were rebalanced : Wolfhound, Cheetah, Kodiak, Mastodon, Cub, Skiff, Bobcat. * The following Engine Thrust Plates were rebalanced: EP-25, EP-37, EP-50 * The following Structural Tubes were rebalanced: T-25, T-37, T-50 +++ Bugfixes * Removed the text “Not played yet” from the tutorial missions buttons in play missions dialog. * Fix to remove the add button in the Modify Score and Change Score nodes if there are no more options left. * Fix Kerbals now appear swimming in the correct position on the water when spawning. * Fix undo function will no longer ignore copied nodes in mission builder. * Fix handling of engine plates and self-decoupling parts for DV calculation used in Burn Indicator. * Fix NRE in Mission builder : Changing the "Location" settings in the "Spawn Vessel" node with the described procedure does not generate an NRE. * Fix Localization description of craft Valkshod 2 on trouble in the Void mission. * Fix Localization name and description of craft Soy-Ooze 10 on Sally-Hut 1 mission. * Fix Localization name and description of craft SWM-94 Communications Satellite on Trouble in the void mission. * Fix Copying Spawn vessel nodes with specific crew creates nodes without crew so they are not cloned. +++ Missions +++Miscellaneous Kerbal Space Program 1.6: To Vee or not To Vee is now available on Steam and will soon be available on GOG and other third party resellers. You will also be able to download it from the KSP Store if you already own the game. As with every release this thread will be used to bundle all general discussion about the new version so that the forums can continue to actively host threads on other topics as well. CLICK HERE for the official release announcement for Kerbal Space Program 1.6: To Vee or not To Vee. Happy launchings!
  13. Do you have a theory that you just want to let the world know about? Do you have ideas about the latest discoveries in astronomy, astrophysics, and cosmology? There aren't really many places to do this stuff on the forums, so here's a thread that includes it all. Users are free to post their theories (try to make them short), comment on others', and express their ideas/concerns about recent science news. Theories about the Kerbol system and planets from mods are also allowed, because what's a KSP Forum Thread without KSP? To give you guys some ideas of what theories are allowed, here's a list of topics: Atomic and subatomic physics. Evolution of solar systems. Early moments of the Universe. Exoplanets and exomoons. Dark matter and energy. Any theory about the stock KSP planets and moons. Realism of Kerbal Space Program. The four fundamental forces: Gravity, Electromagnetism, Strong Nuclear, and Weak Nuclear. Cosmic structures and clusters (open clusters, galaxies, nebulae, etc.). Our home galaxy! Dwarf planets and the Kuiper Belt. Planet 9/X/"Fatty" The evolution of the Universe. Alternate realities. Some other stuff. Go ahead an post your best theories! I probably will post some here, too, and edit the list of topics.
  14. What's your favorite version of Kerbal Space Program? Mine is 1.2.2, since that was the newest version out when I started playing. What's Yours?
  15. So, I want to start making planets and planet packs in ksp, but I don't really know how to do it. I currently have this (images below), but I would like someone to help me that knows how to do it with kopernicus. How do I do it?
  16. It seems like the great big Mars colonization discussion has leaked inside threads that are not really intended for it, so I'm making it a seperate thread. Mods, feel free to merge.
  17. Hello. I recently attempted a mission to kerbin's highest peak to complete an objective in career mode and this is what happened. First, here is a look at the craft I used, its a pretty basic rocket, it was able to get into orbit easily. After the rocket was done, it was time to launch! The launch went pretty well, as seen in the next few images. (I used Jedediah Kerman for the daring mission) After getting above 70,000 m, I coasted to my apoapsis, and did a burn to enter into kerbin orbit. Now that I was in kerbin orbit, I prepared to do a burn to change my inclination so it would match with the mountain's inclination. But before doing that, I decided to do a EVA Spacewalk. With the EVA complete. It was time to get back In the ship and do the burn, but, as I found out, I ran out of fuel before I could finish the burn. After loading a quick save I decided to give up on the mission for now and return back to the ground (or sea, because that's where I splashed down) I will reattempt this in Career Mode in the future, but if you have any tips or ideas to help me out, tell me below! This is JohnsterSpaceProgram, signing off until my next post!
  18. I was wondering if anyone else on the forums played D&D, and If anyone wanted to discuss it here/post stories.
  19. Hello everyone! For those years, as I played KSP, there were too many mods about Telemetry, Remote Gauge, etc. Some of them have used WebUI, some not. I think if they all have only one, similar to each another, mod protocol, we just can have only one backend and many frontends to it. Without total rewriting of frontends. What about it? I knew kRPC and Telemachus(I am active maintainer) comm. protocols, but I think we should create one unified protocol over HTTP/WebSocket based on JSON. Thx for attention
  20. I would like this discussion to be a place to share personal interests related to KSP. Aerodynamics, rocket science, physics, chemistry, etc. People can ask questions about real life topics they're interested in and learn about things others are interested in.
  21. So this summer break I went on a trip to C@N@D@ with United and on the way here I encountered a whole lot of crud like this: Being delayed by United Airlines Losing Greencards and getting them back at RIGHT BEFORE the late flight, which wouldn’t be able to go with my connection. Staying in a hotel with no working water Running out of Dill Pickle chips (yes, I actually like those) Realising I have to be stuck in the same clothes for three days straight since the trip took two days and United delayed my bags So what are you encounters with United Airlines? Good (unlikely)? Bad (likely)? Tell me your opinions on United.
  22. Discuss all the stuff you’ve done with HyperEdit!
  23. I'm just wondering what the oldest version of Kerbal Space Program you have is . For me personally, I'm pretty sure the oldest KSP Version I still have on my computer is the 0.90 Beta from December 2014. What about you?
  24. I am glad to start this thread out with a project which will come to fruition in a little while. Yes, yet another planet pack. But, still such a thing is an accomplishment of dozens of hours of work, if not more. I want to share my progress so far. Here is the basic map of the planet Pick as of now I know. Looks very messy, but still for a newbie like myself, quite an accomplishment. This is supposedly a planet topography map, with black being the lowlands and white being the mountains and the higher the place, the lighter the color. I would love to have some insight into the dynamics of planet building. So far, I have had some help from @Gameslinx, thanks to him, and I believe I have the adequate programs as seen in the spoiler below. Talking about Discord, I am starting a new one for this topic. If anyone wants to jump in, thank you. Here's the link https://discord.gg/8D6JVuj, Thanks for looking into this topic. Please bring your newbie, in-progress planet packs to see how others are faring. Happy Explosions!