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Found 47 results

  1. Hello everyone! We are overjoyed and deeply proud to officially announce Kerbal Space Program 1.5: Dressed for Success! This update aims to continue with our goal of advancing KSP and improving our players’ game experience. Within Dressed for Success you’ll find brand new features and bug fixes for both the base game and the expansion, including a burn time stage indicator for maneuver nodes based on dV. Another key aspect in this update 1.5 is the standardization of the game’s parts in terms of geometry, pixel density (resolution), and resource optimization to improve performance, while also bringing the parts up to date and making them look better and be more cohesive with each other. This release also marks the start of our plan to deliver substantial updates on a regular 3-month basis, so stay tuned for all upcoming KSP developments. Let’s go through some of this update’s highlights: New Suits Both the recruit and veteran classic EVA and IVA Space Suits have been given a well-deserved overhaul. We knew that such an iconic element of the game needed to stay true to its identity, so we are keeping its style, while also giving it a sleeker look. Revamped Parts Many parts have been given a fresh new look in an effort to have a more cohesive parts catalog. While staying true to the game’s original essence, the geometry and texture maps of these parts were completely redone. Some of these parts also include new texture variants for you to choose at will, and others a new shader that makes their metallic bits interact better with light. Improved Burn Time information We improved the burn time indicator by recalculating based on dV and not acceleration. Additionally, we’ve added a staging indicator that shows which stages contain the dV needed to complete each part of the maneuver. Go to the advanced settings to turn on this exciting new feature. ... Update 1.5 has also a few improvements exclusive to the Making History Expansion: The Part Count Node This node makes a comparison between the state of a vessel in two separate moments and by defining the number of parts itself; with it you’ll be able to test whether a vessel has or hasn’t lost parts (destroyed or decoupled) during any point on a mission. Underwater Fly Through Nodes With Dressed for Success you’ll be able to place Fly Through Nodes underwater, expanding mission creation possibilities. To learn more you can read the full Changelog here: =================================== v1.5.0 ============================================================ 1.5 Changelog - BaseGame ONLY (see below for MH changelog) +++ Improvements *Optimized the game for 4K resolution and increased the UI scale to 200% * Added higher impact tolerance to retracted solar panels. * Deployable parts now use separate value for their impact resistance when retracted. * Implemented a new version of the kerbal suits for the base game. This includes IVA suits for recruits and veterans as well as EVA suits. * Revised the behaviour of asteroids within Kerbin's SOI and gave them better VFX. * Added a "What's New" dialog to the main menu, where you can quickly see the highlights of the release as well as the full change log. (you're probably reading this from that very dialog). * Improved Burn Time information on Maneuver nodes. Includes correctly calculated burn time and Stage Information; Burn bar indication when vessel does not have enough DeltaV to perform the maneuver. * Staging of docking ports now available in flight. Changing staging of docking ports allows the player to change the Delta-V of the vessel for docked vessels which changes the Burn Time Information on Maneuver nodes. * Kerbals can now be placed in external command seats in the VAB/SPH. * Wheel suspension now has auto spring/damper to combat bouncing wheels. This can be turned on and off via Advanced Tweakables per wheel (in symmetry). * Added a Burn Time Indicator slide to KSPedia. * In editor (VAB/SPH) switch symmetry mode back to what it was set to after hovering over a node. * Allow pinning of PAWs and resource transfer for highlighted parts from Resources App. +++ Localization * Fix lingoona gender tags in resource names in PAWs. * Localization of bulkhead size and other automatic search string tags. * Fix community localization feedback for the Fly Through? Node pt.2 * Fix Community localization feedback for fly through Node pt. 2 in Japanese. * Fix German community localization feedback for "Schwerkraft mindern", changed to "Sanfte Schwerkraft Aktivierung" * Did a general grammar and lexical pass on KSPedia. * Localized Debug menu UI titles. +++ Parts Updated Parts (reskinned): * Mk1 Command Pod * HECS * HECS2 * OKTO * OKTO2 * QBE * RoveMate * Stayputnik * FL-T100 * FL-T200 * FL-T400 * FL-T800 * RT-5 "Flea" Solid Fuel Booster * RT-10 "Hammer" Solid Fuel Booster Color Variants: * Mk1 Command Pod (New "Dark", "White" and "Gray and White" color variants) * RoveMate (New "White", "Silver" and "Gold" color variants) * FL-T100 (New “Dark”, “Black and White”, “White” and “Gray and Orange” variants) * FL-T200 (New “Dark”, “Black and White”, “White” and “Gray and Orange” variants) * FL-T400 (New “Dark”, “Black and White”, “White” and “Gray and Orange” variants) * FL-T800 (New “Dark”, “Black and White”, “White” and “Gray and Orange” variants) * RT-5 Flea (New “White”, “Orange” and “Yellow and White” variants) * RT-10 Hammer (New “White”, “Orange” and “Yellow and White” variants) Other Part changes: * Some parts now take advantage of the new "Bumped Specular (Mapped)" shader which achieves significantly better metallic reflections. * Fix issue where engine shrouds were becoming offset on vessel focus. * Improved OKTO and OKTO2 mesh colliders to fit them better. * Improved Stayputnik attach node positions to make better contact with other parts. * Rotated the RoveMate ninety degrees to make it match with its Navball orientation; also added 4 new attachment nodes to the sides. * HECS rotation fixed - rotated 30 degrees. - NB:This does rotate the control orientation for old vessels using this part. * Fixed Rockomax Jumbo-64 Fuel Tank normal map alignment issue. +++ Bugfixes * Fix issue where incorrect tooltip icons were being displayed in the R&D scene. * Fix icon blurring for flags, icons, tutorial images (and more) at different texture settings. * Fix mini-biomes persisting after touching one and then moving vessel away from it. * Fix mini-biome structure detection around the KSC. * Fix log spam and messages related to stock launch sites if Making History DLC is not installed. * Fix issues with decouplers in symmetry being staged via the Part Action Window. * Fix issues with decouplers in symmetry being staged separately. * Fix transparent materials in Part Picker Icons. * Fix Gigantor XL panel when using Undo in editor. * Fix transparent materials showing in part highlighting in editor. * FIx for ship orbit line not rendering when burning straight from a physics bounce on flight load. * Music volume settings are now applied as soon as the player leaves the settings menu in the KSC. * Ambient noise in KSC and VAB/SPH is now controlled by ambient volume setting and not the music setting. * Fix music problems when switching between VAB and SPH. * Remove Gender on Resource displayName in PAW. * The game no longer locks up when attempting to create a save file, vessel or mission using a reserved DOS name. * Fix for Kerbal EVA's clipping through vessel model when forcefully dismounted from an external command seat. * Fix for auto localization keys coming up in the target icon when a vessel with a localized name was targeted and moused-over'd. * The sun flare no longer shines through Jool. * Fix for reentry VFX disappearing when the camera is far from the vessel. * Fix for asteroids not displaying reentry VFX. * Fix bug where kerbal parachute lifting surfaces weren't active when loading a quicksave. * Fix camera positioning on entering editor scene/loading vessel to show vessel correctly. * Fix bulkhead filter strings to work for all valid sizes. * Fix when a part is selected and the user attempts to write a ship description the hotkeys will still trigger. * Fix In the editor-based tutorials, Werhner's window overlaps the ship so you can't place parts. * Fix hard points reporting the wrong stage to the StageManager. * Fix wheel friction being applied incorrectly based on Celestial Body G. Stops sliding on slopes. * Fix wheel suspension bouncing. * Fix exploding landing legs when docking/undocking. * Fix landing legs applying massive spring setting when fully compressed. * Fix Engine plates for all engine plates now show short on their first variant choice. * Fix Stations in orbit now complete contracts as they should. * Fix Map nodes, Maneuver nodes and other elements display correctly when changing the UI Scale while playing. * Fix Part filters with size 1.5 not being filtered when selecting size 1. * Fix double carets displaying in some Scenario text descriptions. * Fix log error removing wheel debris. * Fix error in docking tutorial when player unsets target vessel. * Fix jetpack rotates correctly in all scenes +++ Mods * ModuleDeployablePart now has KSPField impactResistanceRetracted. * ModuleWheelSuspension now has KSPField maximumLoad. * Added IsUIShowing property to UIMasterController. +++Miscellaneous 1.5 Changelog - Making History DLC ONLY +++ Improvements * Improved the Builder canvas system and connectors for speed and performance. * Fly through node volumes can now be set with negative values for the volume to work with submarines. +++ Localization * English grammar, spelling, and punctuation fixes. +++ Parts Updated Parts (reskinned): * SM-18 Service Module. Color Variants: * Structural Panels (Improved "Gold" variant and added a new "Silver" variant). Other Part changes: * SM-18 bottom lid uses the new "Bumped Specular (Mapped) shader". * Fix issue where engine shrouds were becoming offset on vessel focus. * Fix size 1.5 items showing in size 1 sort filter in VAB/SPH. +++ Bugfixes * Fix Updating Steam Workshop Missions were creating duplicated workshop items. * Fix for NRE when saving a mission where the craft files used in vessel situations have been deleted * Fix Kerbals Exploding when resuming a test mission checkpoint taken on a Kerbal EVA node * Fix issues with connector lines in Builder when changing planets in the GAP * Fix where when boarding the EAS command seats were not triggering when a kerbal boarded for the node to pass. * Fix when a vessel is spawned in an orbit, the orbit was getting the reference of the celestial bodies rotation, giving different results like a rotated orbit with the same orbit values on another node. * Fix connector lines when in some cases they were badly rendered. * "Selected part" option now appears when selecting one part in the repair node. * Don't reset available and unavailable part lists when changing the part filter and update the list to handle the required parts nicely. * Fix weights and costs of all the engine plate variants being the same. * Solved discrepancy between the start mission time in the Mission editor and in the actual mission. * Fixed GAP parts filter on some nodes so they work similar to the part restrictions on Vessel Spawn Node. * Fixed normal map on mobile launchpads, Woomerang and Dessert launchpad. * Fix for localization tags for localized vessel and node names coming up in various parts of the UI. * Fix for incorrect information about docked nodes order of evaluation in intermediate tutorial. * Fix mission Builder banners appear in low resolution with the 'Texture Quality' setting lowered. * Fix Clicking “Stay on Editor” in the Mission Builder, no longer auto-fills empty pod seats with available kerbals. *Fix *Clicking “Stay on Editor” in the Mission Builder, no longer removes the assigned kerbal on the EAS-1 Command Chair. * Fix Assigned crew dragged and dropped on the VAB and SPH, updates the crew count correctly. * Fix NRE when "Kerbal Rescued" node with "Any Crew/Tourist" option is activated during Missions. +++ Missions * Removed erroneous info about event node processing order from intermediate tutorial. * Added the Part Count node, so player can check a vessel's part count, even if the vessel is unloaded. +++Miscellaneous * Implemented new text for agent descriptions and mentality. 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 1.5: Dressed for Success. Happy launchings!
  2. jinnantonix

    Eve Science Challenge

    Eve is a big challenge, especially for collecting science. . Originally I posted this as a challenge, but due to lack of interest I have removed. Happy to put it back up if there is any interest. This thread is now documenting my big Eve Science Mission
  3. il mio problema è: dato che ho attualmente una versione KSP 1.4.5 x86, e vorrei fare l’upgrade a 1.5.1 x64,; è necessario disinstallare per poi reinstallare i gioco a x64? Oppure ce un'altra soluzione? Se non ci fosse altra soluzione: per salvare i miei Saves, basta che li inserisca nel gioco con la nuova versione? Oppure non è possibile farlo dato che i saves sono stati creati con x64?
  4. Hello everyone! Kerbal Space Program 1.5 Dressed for Success has launched and with it we bring new content that brings your game experience forward. We are driven to continue with our never-ending quest of making KSP the best game it can be through continuous support and substantial updates. Kerbal Space Program 1.5: Dressed for Success has something for everyone, as both the base game and the expansion are getting their share of enhancements. With that in mind, a key aspect in this update is the optimization and fresh makeover of various parts, as well as the classic EVA and IVA Space Suit. Additionally, players will find a number of brand new features, as well as good ol’ bug sweeping. Let’s go through some of this update’s highlights: New Suits Both the recruit and veteran classic EVA and IVA Space Suits have been given a well-deserved overhaul. We knew that such an iconic element of the game needed to stay true to its identity, so we are keeping its style, while also giving it a sleeker look. Revamped Parts Many parts have been given a fresh new look in an effort to have a more cohesive parts catalog. While staying true to the game’s original essence, the geometry and texture maps of these parts were completely redone. Some of these parts also include new texture variants for you to choose at will, and others have a new shader that makes their metallic bits interact better with light. Improved Burn Time information We improved the burn time indicator by recalculating based on dV and not acceleration. Additionally, we’ve added a staging indicator that shows which stages contain the dV needed to complete each part of the maneuver. Go to the advanced settings to turn on this exciting new feature. ... Update 1.5 has also a few improvements exclusive to the Making History Expansion: The Part Count Node This node makes a comparison between the state of a vessel in two separate moments and by defining the number of parts itself; with it you’ll be able to test whether a vessel has or hasn’t lost parts (destroyed or decoupled) during any point on a mission. Underwater Fly Through Nodes With Dressed for Success you’ll be able to place Fly Through Nodes underwater, expanding mission creation possibilities. And much more! To learn more you can read the full Changelog here =================================== v1.5.0 ============================================================ 1.5 Changelog - BaseGame ONLY (see below for MH changelog) +++ Improvements *Optimized the game for 4K resolution and increased the UI scale to 200% * Added higher impact tolerance to retracted solar panels. * Deployable parts now use separate value for their impact resistance when retracted. * Implemented a new version of the kerbal suits for the base game. This includes IVA suits for recruits and veterans as well as EVA suits. * Revised the behaviour of asteroids within Kerbin's SOI and gave them better VFX. * Added a "What's New" dialog to the main menu, where you can quickly see the highlights of the release as well as the full change log. (you're probably reading this from that very dialog). * Improved Burn Time information on Maneuver nodes. Includes correctly calculated burn time and Stage Information; Burn bar indication when vessel does not have enough DeltaV to perform the maneuver. * Staging of docking ports now available in flight. Changing staging of docking ports allows the player to change the Delta-V of the vessel for docked vessels which changes the Burn Time Information on Maneuver nodes. * Kerbals can now be placed in external command seats in the VAB/SPH. * Wheel suspension now has auto spring/damper to combat bouncing wheels. This can be turned on and off via Advanced Tweakables per wheel (in symmetry). * Added a Burn Time Indicator slide to KSPedia. * In editor (VAB/SPH) switch symmetry mode back to what it was set to after hovering over a node. * Allow pinning of PAWs and resource transfer for highlighted parts from Resources App. +++ Localization * Fix lingoona gender tags in resource names in PAWs. * Localization of bulkhead size and other automatic search string tags. * Fix community localization feedback for the Fly Through? Node pt.2 * Fix Community localization feedback for fly through Node pt. 2 in Japanese. * Fix German community localization feedback for "Schwerkraft mindern", changed to "Sanfte Schwerkraft Aktivierung" * Did a general grammar and lexical pass on KSPedia. * Localized Debug menu UI titles. +++ Parts Updated Parts (reskinned): * Mk1 Command Pod * HECS * HECS2 * OKTO * OKTO2 * QBE * RoveMate * Stayputnik * FL-T100 * FL-T200 * FL-T400 * FL-T800 * RT-5 "Flea" Solid Fuel Booster * RT-10 "Hammer" Solid Fuel Booster Color Variants: * Mk1 Command Pod (New "Dark", "White" and "Gray and White" color variants) * RoveMate (New "White", "Silver" and "Gold" color variants) * FL-T100 (New “Dark”, “Black and White”, “White” and “Gray and Orange” variants) * FL-T200 (New “Dark”, “Black and White”, “White” and “Gray and Orange” variants) * FL-T400 (New “Dark”, “Black and White”, “White” and “Gray and Orange” variants) * FL-T800 (New “Dark”, “Black and White”, “White” and “Gray and Orange” variants) * RT-5 Flea (New “White”, “Orange” and “Yellow and White” variants) * RT-10 Hammer (New “White”, “Orange” and “Yellow and White” variants) Other Part changes: * Some parts now take advantage of the new "Bumped Specular (Mapped)" shader which achieves significantly better metallic reflections. * Fix issue where engine shrouds were becoming offset on vessel focus. * Improved OKTO and OKTO2 mesh colliders to fit them better. * Improved Stayputnik attach node positions to make better contact with other parts. * Rotated the RoveMate ninety degrees to make it match with its Navball orientation; also added 4 new attachment nodes to the sides. * HECS rotation fixed - rotated 30 degrees. - NB:This does rotate the control orientation for old vessels using this part. * Fixed Rockomax Jumbo-64 Fuel Tank normal map alignment issue. +++ Bugfixes * Fix issue where incorrect tooltip icons were being displayed in the R&D scene. * Fix icon blurring for flags, icons, tutorial images (and more) at different texture settings. * Fix mini-biomes persisting after touching one and then moving vessel away from it. * Fix mini-biome structure detection around the KSC. * Fix log spam and messages related to stock launch sites if Making History DLC is not installed. * Fix issues with decouplers in symmetry being staged via the Part Action Window. * Fix issues with decouplers in symmetry being staged separately. * Fix transparent materials in Part Picker Icons. * Fix Gigantor XL panel when using Undo in editor. * Fix transparent materials showing in part highlighting in editor. * FIx for ship orbit line not rendering when burning straight from a physics bounce on flight load. * Music volume settings are now applied as soon as the player leaves the settings menu in the KSC. * Ambient noise in KSC and VAB/SPH is now controlled by ambient volume setting and not the music setting. * Fix music problems when switching between VAB and SPH. * Remove Gender on Resource displayName in PAW. * The game no longer locks up when attempting to create a save file, vessel or mission using a reserved DOS name. * Fix for Kerbal EVA's clipping through vessel model when forcefully dismounted from an external command seat. * Fix for auto localization keys coming up in the target icon when a vessel with a localized name was targeted and moused-over'd. * The sun flare no longer shines through Jool. * Fix for reentry VFX disappearing when the camera is far from the vessel. * Fix for asteroids not displaying reentry VFX. * Fix bug where kerbal parachute lifting surfaces weren't active when loading a quicksave. * Fix camera positioning on entering editor scene/loading vessel to show vessel correctly. * Fix bulkhead filter strings to work for all valid sizes. * Fix when a part is selected and the user attempts to write a ship description the hotkeys will still trigger. * Fix In the editor-based tutorials, Werhner's window overlaps the ship so you can't place parts. * Fix hard points reporting the wrong stage to the StageManager. * Fix wheel friction being applied incorrectly based on Celestial Body G. Stops sliding on slopes. * Fix wheel suspension bouncing. * Fix exploding landing legs when docking/undocking. * Fix landing legs applying massive spring setting when fully compressed. * Fix Engine plates for all engine plates now show short on their first variant choice. * Fix Stations in orbit now complete contracts as they should. * Fix Map nodes, Maneuver nodes and other elements display correctly when changing the UI Scale while playing. * Fix Part filters with size 1.5 not being filtered when selecting size 1. * Fix double carets displaying in some Scenario text descriptions. * Fix log error removing wheel debris. * Fix error in docking tutorial when player unsets target vessel. * Fix jetpack rotates correctly in all scenes +++ Mods * ModuleDeployablePart now has KSPField impactResistanceRetracted. * ModuleWheelSuspension now has KSPField maximumLoad. * Added IsUIShowing property to UIMasterController. +++Miscellaneous 1.5 Changelog - Making History DLC ONLY +++ Improvements * Improved the Builder canvas system and connectors for speed and performance. * Fly through node volumes can now be set with negative values for the volume to work with submarines. +++ Localization * English grammar, spelling, and punctuation fixes. +++ Parts Updated Parts (reskinned): * SM-18 Service Module. Color Variants: * Structural Panels (Improved "Gold" variant and added a new "Silver" variant). Other Part changes: * SM-18 bottom lid uses the new "Bumped Specular (Mapped) shader". * Fix issue where engine shrouds were becoming offset on vessel focus. * Fix size 1.5 items showing in size 1 sort filter in VAB/SPH. +++ Bugfixes * Fix Updating Steam Workshop Missions were creating duplicated workshop items. * Fix for NRE when saving a mission where the craft files used in vessel situations have been deleted * Fix Kerbals Exploding when resuming a test mission checkpoint taken on a Kerbal EVA node * Fix issues with connector lines in Builder when changing planets in the GAP * Fix where when boarding the EAS command seats were not triggering when a kerbal boarded for the node to pass. * Fix when a vessel is spawned in an orbit, the orbit was getting the reference of the celestial bodies rotation, giving different results like a rotated orbit with the same orbit values on another node. * Fix connector lines when in some cases they were badly rendered. * "Selected part" option now appears when selecting one part in the repair node. * Don't reset available and unavailable part lists when changing the part filter and update the list to handle the required parts nicely. * Fix weights and costs of all the engine plate variants being the same. * Solved discrepancy between the start mission time in the Mission editor and in the actual mission. * Fixed GAP parts filter on some nodes so they work similar to the part restrictions on Vessel Spawn Node. * Fixed normal map on mobile launchpads, Woomerang and Dessert launchpad. * Fix for localization tags for localized vessel and node names coming up in various parts of the UI. * Fix for incorrect information about docked nodes order of evaluation in intermediate tutorial. * Fix mission Builder banners appear in low resolution with the 'Texture Quality' setting lowered. * Fix Clicking “Stay on Editor” in the Mission Builder, no longer auto-fills empty pod seats with available kerbals. *Fix *Clicking “Stay on Editor” in the Mission Builder, no longer removes the assigned kerbal on the EAS-1 Command Chair. * Fix Assigned crew dragged and dropped on the VAB and SPH, updates the crew count correctly. * Fix NRE when "Kerbal Rescued" node with "Any Crew/Tourist" option is activated during Missions. +++ Missions * Removed erroneous info about event node processing order from intermediate tutorial. * Added the Part Count node, so player can check a vessel's part count, even if the vessel is unloaded. +++Miscellaneous * Implemented new text for agent descriptions and mentality. Kerbal Space Program 1.5: Dressed for Success 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. Click here to enter the Grand Discussion Thread for this release. Happy launchings!
  5. We know everybody likes to start a new thread with his/her own excited opinion on announcements like this. But when each person starts his/her own feedback thread, forum traffic gets hectic and there tends to be a great deal of discussion repeated and scattered among mutliple threads. So for the next few days we will be merging most opinions, discussions, and questions about this subject into this master thread. Thank you for your understanding and patience.
  6. planet-creations

    Improve and Help Advance The Space Program

    So I opened up a new space program yesterday. I came up with a good plan for advancements, and I have worked on upgrading the space program until it is fully functional and is publicly open for use. Place your newest addition to the space program please. (the next person down the line may continue) Added a basic VAB.
  7. Hello there, I've recently started modding KSP again, and I wanted to try out BDArmory and its addon mod North Kerbin Dynamics. As you can probably tell from the thread title, I've been having an issue. I've managed to install BDArmory, PhysicsRangeExtender and North Kerbin Dynamics in the most recent version of KSP. The items were all in working order, as far as I could tell, but I was missing a very important one: the Weapon Manager. I've re-installed the mods countless times, but the problem keeps reoccurring. I have either been downloading outdated versions of the mods, or I am doing something wrong with the installation order. If any of you could provide help, it'd be nice.
  8. planet-creations

    Some Works of the Celestial Bodies I Made

    So I decided to make some arts using PlanetMaker, which is a useful tool to create planet ideas, real planets, simulated planets, and even imaginary planets. I unfortunately can't show the results because the freaking thing won't let me for some reason. But hey, at least I can prove that links will work! Laythe Kerbin Mun Duna Eve Kerbol Water World Enjoy
  9. planet-creations

    Kerbal Space Program RP!

    You can RP as anybody from the KSP Universe. *Kerbin sits in the dark void of space, orbiting Kerbol*
  10. How do you like that in the kerbal space program there was a new sandbox add-on to create your solar system and to place it in your game? You can open the game, go to the tab "create a solar system," put a star with the characteristics that you want and so for all the planets and satellites. This will be cool!!!
  11. Hello everyone, We have very exciting news to share with the KSP community today: Take-Two Interactive has purchased Kerbal Space Program. The important thing to know is that this big news doesn’t change much for the KSP community. Squad and the current development team is still here and we’re hard at work on KSP and its future updates, but now we are fortunate enough to do so with the help of an experienced publisher like Take-Two, and we couldn’t be more excited and happy to see where our conjoint collaboration will take KSP forward. Right now, we’re still focused on the Kerbal Space Program: Making History Expansion and we’ll continue to keep you updated on our progress. And yes, we’re keeping our promise of free DLC for everyone who purchased KSP through April 2013! We’re continuing to work closely with Blitworks on the updated version of KSP for consoles, which will be available on the Xbox and PSN digital stores when it is complete. This will be a free update for anyone who already owns KSP on Xbox or PS4. We can’t wait for you to play what we’ve been working on in the coming months! This is a very exciting time for KSP and the Community, and we hope you’re as thrilled as we are. The team at Take-Two are big fans of KSP, who have been persistently knocking on our door trying to work with us for a long time. They share your passion for the game and we’re really eager to see what Squad and Take-Two can do together for Kerbal Space Program moving forward! Happy launchings! -The KSP Development Team
  12. Kerbal space program has been around for a while and there is still no official online multiplayer? Why? This feature is screaming to be added. For example an online sandbox mode where you can play with friends. Not only would this allow current players to enjoy this great game even more, it would generate the company more money. More people would be asking their friends to buy the game so that they can play online with them. So what is up with this?
  13. So i am working on a mod that adds HTP engines (High-test-peroxide) to the game.Some are absolutely tiny! I mean they are smaller than the ion drive! Much smaller(smallest making a tremendous 0.5 KN , that is already done) And i made one engine, full with configs, and a compressed air tank, because some of them will need pressurization because they are pressure fed, and the engines will eat the fuel, and some of the air in the tank.Some will not use the pressurization, because they will have a gas generator that decomposes HTP and pressurizes the tank with the gas. I have real life sounds, i will put them later here in sound cloud or something, and i plan to do RO configs (i already made RP configs). I plan to do like the BMP engine as an extra. Some of them will be bigger, and i plan to do a Falcon 9 amateur replica 1:10 scale sounding rocket. So , what do you think? SHOULD I CONTINUE? WILL ANYONE DOWNLOAD THE MOD? Please tell me your opinion. BMP 5 test fires: BMP 2 MY FAVS(pure htp engines)
  14. I just wrote a procedural galaxy generation app for Kopernicus. I am currently in the stage of expanding it to accommodate all the different major kinds of stars and a few minor ones. The program is functional and is currently being expanded. Full Imgur album here! My Co-Developer @seanth has largely taken over development. He's done awesome work already. You can thank him for the vast improvements TBG has received over the last few releases. And there is more to come! I'm still here though, and I've got plans Maximum recommended galaxy size: 200 stars. (KSP 64-Bit) THIS ALGORITHM SUPPORTS (OR WILL SUPPORT) Supports: -LoadingTipsPlus- By @JPLRepo Will Support: -Scatterer - By @blackrack (For use of the unique sunflares that scale properly!) DOWNLOAD FROM SPACEDOCK Seanth's Github Releases Special credit to @Red Iron Crown for fixing the width issue that has befuddled me for weeks Planned features (Not all will appear in future releases): License: GPL v2 Source: Available in the game Zip
  15. Salut à tous, petit topic pour vous dire que je lance un serveur discord KSP ouvert à tous le monde (de préférence francophone). Le Serveur vous permettra de rencontrer d'autres joueurs KSP, d'échanger des vaisseaux, de jouer en ligne (mods), mais aussi de partager sa liste de mods.... Bref j'espere vous revoir de l'autre coté ^^ Le lien : https://discord.gg/E7GMFVF
  16. UomoCapra

    KSP Making History

    Hello everyone, Over the past months, we’ve undertaken a huge endeavor to bring Kerbal Space Program towards its next leap forward. KSP is by now a mature game with tons of content and an immense modding community, which has devised all kinds of tools and creative additions to the game, so making something new and exciting for our players was a challenge that we faced head-on. We wanted to do something that could enrich the Kerbal experience, offer value to players, bring exciting new content and allow more creativity - all while bringing countless more hours of enjoyment. And with the 1.2.2 release we had a game in an optimal state to tackle an idea that has been in discussion for a while. We are thrilled and proud to announce Kerbal Space Program: Making History Expansion. This content filled expansion to the base game will include Mission Builder and History Pack. Mission Builder is an exciting new feature that puts the process of creating and editing missions in your hands. We wanted to give you the tools to get the sense of being part of a space program’s Mission Design Division by tailoring your own missions and narratives in a friendly and intuitive interface. Once created, you will be able to easily share your missions with the wider community. But that is not all, Kerbal Space Program: Making History Expansion will include loads of additional content to enjoy. This includes History Pack, which are pre-made missions for you to play immediately. You will have the opportunity to re-live historical missions from humankind’s own space history, all with that unique Kerbal Space Program twist! The pack will include a new set of parts and a new astronaut suit for your brave heroes. Imagine walking in the boots of the astronauts who witnessed the majesty of outer space for the first time or landed on other celestial bodies as the first of their kind. Keeping up with Kerbal Space Program tradition, Kerbal Space Program: Making History Expansion will be highly customizable and moddable. Key Features: Simple interface: Using an intuitive drag and drop node interface, you can easily create new and exciting new missions for yourself or others to enjoy. Creators can also add constraints such as time, fuel and parts limits; as well as unexpected mission events. Recreating history: Included in Kerbal Space Program: Making History Expansion is the History Pack. Players will be able to experience the trials and tribulations of the early days of Space Exploration on missions inspired by real life historical events. New parts: Aside from mission creations tools, Kerbal Space Program: Making History Expansion will have additional parts such as new fuel tanks, adapters, decouplers, fairings and command pods… inspired by both American and Soviet space programs! Kerbal Personal Parachute: Your astronauts will now be safer in case of imminent disasters with all new personal parachutes. So next time Jeb is in trouble and all systems are failing, you can simply eject him and activate his parachute. Then, you just have to hope, there’s an atmosphere to slow him down... Challenge other players: A new addition to Kerbal Space Program: Making History Expansion will be the concept of scoring. At the end of a mission you will get a numerical score to compare with your friends and the community. Kerbal Space Program: Making History Expansion is still in development and will be released as a paid expansion. Pricing and availability details will be announced at a later date. It seems as though our announcement two weeks ago was met with some disappointment, but we were just holding onto the good stuff. We can’t wait to see what the community is going to be able to create with this new creative tool within Kerbal Space Program, now more than ever with an enriched and diverse community of people from all around the world, who can now enjoy KSP in their own language! Keep tuned to KSP Weekly to learn about the ongoing development and upcoming details. Happy launchings! -The KSP Development Team
  17. Hello everyone! Continuing the endeavor of bringing KSP to as many people as possible, we are proud and excited to announce the release of Kerbal Space Program 1.4: Away with Words MK-2! The game has been fully localized in 4 additional languages: French, German, Italian and Portuguese-Brazilian. Texts, keyboard layouts, UI and textures were carefully localized to keep the essence of KSP in every language, so that even more players are able to enjoy the Kerbal experience in their native tongue. But that is not all! Kerbal Space Program 1.4: Away with Words MK-2 includes a broad range of improvements and new content for everyone to enjoy! We have upgraded the game engine to Unity 2017.1.3p1 and with that comes various performance enhancements, and an upgrade to the Engine Particle System. Improvements to the UI and quality of life upgrades have also been packed into this update. Here are some additional highlights: Kerbal Personal Parachutes Kerbals with level 3 and above experience now have fully steerable personal parachutes! A cool feature that will help to get your Kerbals out of tight situations or perform aerial acrobatics, it’s all up to you! Variant Switcher A number of parts have model and texture variations that you can switch during vessel construction. These variants can also be grouped in themes to apply across a whole vessel at once! Prioritized Vessel Naming With this new naming method, you can now attach naming information to command modules and vessel names will be updated based on the parts in each vessel. Now you can prename your CSM or burnback booster! VAB - SPH editor switching Switch between the VAB and SPH at will with this new feature! New Parts! 3 brand new parts and replacements for a dozen existing parts, including the Mk 1-3 Pod! To learn more you can read the full Changelog here: =================================== v1.4.0 ============================================================ +++ Improvements * Upgrade to Unity 2017.1.3p1 * Switch directly between VAB and SPH * EVA Chute - Kerbals of Level 3 and above have a personal steerable chute * Advanced Mode added to Messages App - Toggled via Settings menu. * Added Launchsites to the Map View and Filter * Engine Sounds updated * Particle Engine Upgraded to Shuriken. * VesselNaming - new method to attach naming information to command modules so you can prename portions of a vessel +++ Localization * Four new languages: French, German, Italian and Portuguese-Brazilian * Added support for Portuguese keyboard layout * List of bugfixes Facility names are now displayed localized in unable to launch dialogs. Resource names now display localized in screen messages and apps. Debug and settings menus are now fully localized. Localized pop-up warning when transmitting experiment data from parts that become inoperable if data is transmitted. Fixed unlocalized grammar connectors (and, or, of, etc) coming up unlocalized in Contract descriptions. Textbox size adjusted in various UI elements to account for localized text. Fixed long vessel names bleeding through the UI in KSC vessel marker dialog. Overall revision of display names for parts. Overall revision and improvement of autolocs and grammar rules. * List of KSPedia Fixes and Improvements Corrected a wrong key binding that was displayed in the EVA controls section. Localized key binding UI. Localized example images for most pages. Properly set symbols that were showing up as HTML encoding. Overall grammar and syntax check. * Lingoona upgraded to v1.5.6 * TextMeshPro Updated * Localized Debug Screen * Fix localization of KSC vessel markers * Fix Localization of Facility names and strings * Fix localization on sub assembly UI. * Fix localization on category filters. +++ Parts New parts: * Round radial fuel tank (R-11 'Baguette' External Tank) * Cylindrical radial fuel tank (R-4 'Dumpling' External Tank) * TS-37 Stack Separator Updated Parts (changed part files): * 2.5m RCS Tank Reskin * Fairings’ texture Replaced Parts - old parts hidden but still included for continuity of saves. They will be deprecated at a later date * TR-2V Stack Decoupler → TD-06 Decoupler * TR-18A Stack Decoupler → TD-12 Decoupler * Rockomax brand decoupler → TD-25 Decoupler * TR-38-D → TD-37 Decoupler * TR-2C Stack Separator → TS-06 Stack Separator * TR-18D Stack Separator → TS-12 Stack Separator * TR-XL Stack Separator → TS-25 Stack Separator * ROUND-8 Toroidal Fuel Tank → R-12 'Doughnut' External Tank * Rockomax X200-8 Fuel Tank → same name * Rockomax X200-16 Fuel Tank → same name * Rockomax X200-32 Fuel Tank → same name * Rockomax Jumbo-64 Fuel Tank → same name * Mk 1-2 Pod → Mk 1-3 Pod Variants * Parts can now have variations like textures and models * The variants can be grouped in Themes Other Part stuff * Adjustments to Xenon and Monoprop capacities on stock tanks * Parts and Vessels now have a PersistentID that lives with them for their entire life * Add TechHidden attrib to AvailablePart so parts can be hidden from R&D +++ Bugfixes * Fix alignment of external scenery in VAB/SPH scenes. * Fix runway not appearing outside the SPH doors when inside the SPH. * Fix a bug in Warp to Next Morning * Add guard clauses to detect invalid flightstate on vessel launch returning to the editor. * Fix applicant hiring costs appearing in games that don’t have funding enabled. * Improve vessel Jumping/positioning coming off rails. * Fix asteroid seed causing them to change shape. +++ Mods * Make dragpanel edge offset configurable * GameEvents added: onKerbalAddComplete, onKerbalNameChanged, onKerbalTypeChanged, onKerbalStatusChanged, onVesselPersistentIdChanged, onPartPersistentIdChanged, OnGameSettingsWritten, OnScenerySettingChanged, OnExpansionSystemLoaded, onPartUndockComplete, onPartCoupleComplete, onPartDeCouple, onPartDeCoupleComplete, onVesselDocking, onDockingComplete, onPartVesselNamingChanged, afterFlagPlanted, OnPQSCityOrientated, onEditorVesselNamingChanged, onEditorVariantApplied, onVesselRecoveryProcessingComplete. * DictionaryValuesList updated to expose the list as well as the dictionary We are excited for the 1.4 release and look forward to the launch of the Making History Expansion next week. For our mod creators, please note an additional update 1.4.1 will come alongside that release and will need to be integrated as well. The modding community is very important to the Kerbal Space Program team, and we continue to encourage and enable mods for KSP moving forward. Kerbal Space Program 1.4: Away with Words MK-II 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. Click here to enter the Grand Discussion Thread for this release. Happy launchings!
  18. Ok, for some reason my Kerbal Space program crashes and I have no clue why and it only happens about 50% of the time. I will open it up its fine in 1.3.1 but if I build a normal vessel im low teir it's hard to progress with constant crashes so under 50 parts on my spacecraft. I will try to load onto the launchpad sometimes it crashes, I will try and revert my flight sometimes it crashes, I will try and recover my crash sometimes it crashes, but rarely it will happen when I am in flight. The mods i use are as follows x science, contract config, distant object enhancement, kerbal engineer, REPSofttech (research bodies), strategia, trajectories, tweak scale, and KAC as well as Transfer window planner. ~~~Logs~~~ (i couldn't attach a file I'm new to the forums) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) DynamicHeapAllocator allocation probe 1 failed - Could not get memory for large allocation 44739248. DynamicHeapAllocator allocation probe 2 failed - Could not get memory for large allocation 44739248. DynamicHeapAllocator allocation probe 3 failed - Could not get memory for large allocation 44739248. DynamicHeapAllocator allocation probe 4 failed - Could not get memory for large allocation 44739248. DynamicHeapAllocator out of memory - Could not get memory for large allocation 44739248! Could not allocate memory: System out of memory! Trying to allocate: 44739248B with 16 alignment. MemoryLabel: Texture Allocation happend at: Line:383 in Memory overview [ ALLOC_DEFAULT ] used: 321898047B | peak: 0B | reserved: 374253351B [ ALLOC_TEMP_JOB ] used: 0B | peak: 0B | reserved: 4194304B [ ALLOC_GFX ] used: 558818238B | peak: 0B | reserved: 641950838B [ ALLOC_CACHEOBJECTS ] used: 116724B | peak: 0B | reserved: 10485760B [ ALLOC_TYPETREE ] used: 29488B | peak: 0B | reserved: 4194304B [ ALLOC_PROFILER ] used: 0B | peak: 0B | reserved: 0B [ ALLOC_TEMP_THREAD ] used: 30721B | peak: 0B | reserved: 4390912B Could not allocate memory: System out of memory! Trying to allocate: 44739248B with 16 alignment. MemoryLabel: Texture Allocation happend at: Line:383 in Memory overview [ ALLOC_DEFAULT ] used: 321898047B | peak: 0B | reserved: 374253351B [ ALLOC_TEMP_JOB ] used: 0B | peak: 0B | reserved: 4194304B [ ALLOC_GFX ] used: 558818238B | peak: 0B | reserved: 641950838B [ ALLOC_CACHEOBJECTS ] used: 116724B | peak: 0B | reserved: 10485760B [ ALLOC_TYPETREE ] used: 29488B | peak: 0B | reserved: 4194304B [ ALLOC_PROFILER ] used: 0B | peak: 0B | reserved: 0B [ ALLOC_TEMP_THREAD ] used: 30721B | peak: 0B | reserved: 4390912B (Filename: Line: 1029) Crash!!! 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'C:\WINDOWS\SYSTEM32\ntmarta.dll', fileVersion: 10.0.16299.15 C:\WINDOWS\System32\clbcatq.dll:clbcatq.dll (75410000), size: 532480 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\clbcatq.dll', fileVersion: 2001.12.10941.16384 C:\WINDOWS\System32\MMDevApi.dll:MMDevApi.dll (58A40000), size: 372736 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\MMDevApi.dll', fileVersion: 10.0.16299.15 C:\WINDOWS\System32\DEVOBJ.dll:DEVOBJ.dll (709A0000), size: 139264 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\DEVOBJ.dll', fileVersion: 10.0.16299.15 C:\WINDOWS\System32\PROPSYS.dll:PROPSYS.dll (643B0000), size: 1548288 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\PROPSYS.dll', fileVersion: 7.0.16299.15 C:\WINDOWS\SYSTEM32\wdmaud.drv:wdmaud.drv (640B0000), size: 237568 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\wdmaud.drv', fileVersion: 10.0.16299.15 C:\WINDOWS\SYSTEM32\AVRT.dll:AVRT.dll (58A30000), size: 32768 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\AVRT.dll', fileVersion: 10.0.16299.15 C:\WINDOWS\SYSTEM32\ksuser.dll:ksuser.dll (0FFF0000), size: 28672 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\ksuser.dll', fileVersion: 10.0.16299.15 C:\WINDOWS\SYSTEM32\AUDIOSES.DLL:AUDIOSES.DLL (58AA0000), size: 999424 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\AUDIOSES.DLL', fileVersion: 10.0.16299.248 C:\WINDOWS\SYSTEM32\wintypes.dll:wintypes.dll (623C0000), size: 831488 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\wintypes.dll', fileVersion: 10.0.16299.15 C:\WINDOWS\SYSTEM32\msacm32.drv:msacm32.drv (6B4B0000), size: 40960 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\msacm32.drv', fileVersion: 10.0.16299.15 C:\WINDOWS\SYSTEM32\MSACM32.dll:MSACM32.dll (77B30000), size: 102400 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\MSACM32.dll', fileVersion: 10.0.16299.15 C:\WINDOWS\SYSTEM32\midimap.dll:midimap.dll (6B360000), size: 32768 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\midimap.dll', fileVersion: 10.0.16299.15 C:\WINDOWS\SYSTEM32\xinput1_3.dll:xinput1_3.dll (00400000), size: 90112 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\xinput1_3.dll', fileVersion: 9.18.944.0 C:\WINDOWS\System32\SETUPAPI.dll:SETUPAPI.dll (77220000), size: 4349952 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\SETUPAPI.dll', fileVersion: 10.0.16299.248 C:\WINDOWS\SYSTEM32\TextInputFramework.dll:TextInputFramework.dll (56E40000), size: 487424 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\TextInputFramework.dll', fileVersion: 10.0.16299.15 C:\WINDOWS\SYSTEM32\CoreUIComponents.dll:CoreUIComponents.dll (567C0000), size: 2310144 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\CoreUIComponents.dll', fileVersion: 10.0.16299.15 C:\WINDOWS\SYSTEM32\CoreMessaging.dll:CoreMessaging.dll (56A00000), size: 573440 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\CoreMessaging.dll', fileVersion: 10.0.16299.192 D:\2ndHardDrive\steamapps\common\Kerbal Space Program\KSP_Data\Plugins\lingoona.grammar.kerbal.dll:lingoona.grammar.kerbal.dll (6CD60000), size: 774144 (result: 0), SymType: '-exported-', PDB: 'D:\2ndHardDrive\steamapps\common\Kerbal Space Program\KSP_Data\Plugins\lingoona.grammar.kerbal.dll', fileVersion: 1.5.5.511 D:\2ndHardDrive\steamapps\common\Kerbal Space Program\KSP_Data\Plugins\CSteamworks.dll:CSteamworks.dll (6ED80000), size: 139264 (result: 0), SymType: '-exported-', PDB: 'D:\2ndHardDrive\steamapps\common\Kerbal Space Program\KSP_Data\Plugins\CSteamworks.dll', fileVersion: 1.27.0.0 D:\2ndHardDrive\steamapps\common\Kerbal Space Program\steam_api.dll:steam_api.dll (6CD20000), size: 229376 (result: 0), SymType: '-exported-', PDB: 'D:\2ndHardDrive\steamapps\common\Kerbal Space Program\steam_api.dll', fileVersion: 3.42.61.66 C:\Program Files (x86)\Steam\steamclient.dll:steamclient.dll (32540000), size: 11771904 (result: 0), SymType: '-exported-', PDB: 'C:\Program Files (x86)\Steam\steamclient.dll', fileVersion: 4.28.51.7 C:\WINDOWS\SYSTEM32\Secur32.dll:Secur32.dll (70490000), size: 40960 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\Secur32.dll', fileVersion: 10.0.16299.15 C:\Program Files (x86)\Steam\tier0_s.dll:tier0_s.dll (23FA0000), size: 1150976 (result: 0), SymType: '-exported-', PDB: 'C:\Program Files (x86)\Steam\tier0_s.dll', fileVersion: 4.28.51.7 C:\Program Files (x86)\Steam\vstdlib_s.dll:vstdlib_s.dll (240C0000), size: 360448 (result: 0), SymType: '-exported-', PDB: 'C:\Program Files (x86)\Steam\vstdlib_s.dll', fileVersion: 4.28.51.7 C:\Program Files (x86)\Steam\steam.dll:steam.dll (6CBE0000), size: 1298432 (result: 0), SymType: '-exported-', PDB: 'C:\Program Files (x86)\Steam\steam.dll' C:\Program Files (x86)\Steam\Steam2.dll:Steam2.dll (2F860000), size: 2887680 (result: 0), SymType: '-exported-', PDB: 'C:\Program Files (x86)\Steam\Steam2.dll', fileVersion: 2.0.2117.156 C:\WINDOWS\SYSTEM32\DbgHelp.dll:DbgHelp.dll (73340000), size: 1576960 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\DbgHelp.dll', fileVersion: 10.0.16299.15 C:\WINDOWS\SYSTEM32\dbgcore.DLL:dbgcore.DLL (73310000), size: 147456 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\dbgcore.DLL', fileVersion: 10.0.16299.15 C:\Program Files (x86)\Steam\CSERHelper.dll:CSERHelper.dll (6DCD0000), size: 135168 (result: 0), SymType: '-exported-', PDB: 'C:\Program Files (x86)\Steam\CSERHelper.dll', fileVersion: 4.50.0.0 C:\WINDOWS\SYSTEM32\dhcpcsvc6.DLL:dhcpcsvc6.DLL (704C0000), size: 77824 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\dhcpcsvc6.DLL', fileVersion: 10.0.16299.15 C:\WINDOWS\SYSTEM32\dhcpcsvc.DLL:dhcpcsvc.DLL (709D0000), size: 81920 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\dhcpcsvc.DLL', fileVersion: 10.0.16299.15 C:\WINDOWS\SYSTEM32\mscms.dll:mscms.dll (53630000), size: 552960 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\mscms.dll', fileVersion: 10.0.16299.15 C:\WINDOWS\SYSTEM32\USERENV.dll:USERENV.dll (72560000), size: 139264 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\USERENV.dll', fileVersion: 10.0.16299.15 C:\WINDOWS\SYSTEM32\icm32.dll:icm32.dll (5DC80000), size: 249856 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\icm32.dll', fileVersion: 10.0.16299.15 C:\WINDOWS\System32\fwpuclnt.dll:fwpuclnt.dll (6E010000), size: 319488 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\fwpuclnt.dll', fileVersion: 10.0.16299.15 C:\Windows\System32\rasadhlp.dll:rasadhlp.dll (704B0000), size: 32768 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\rasadhlp.dll', fileVersion: 10.0.16299.15 C:\Windows\System32\Windows.UI.dll:Windows.UI.dll (56B20000), size: 843776 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\Windows.UI.dll', fileVersion: 10.0.16299.15 ========== OUTPUTING STACK TRACE ================== 0x01574A9F (KSP) RectT<int>::GetBottom 0x01038D46 (KSP) Texture2D::InitTextureInternal 0x01038F17 (KSP) Texture2D::InitTexture 0x0118113F (KSP) RenderTexture::SetBackbufferActive 0x09330B9D (Mono JIT Code) (wrapper managed-to-native) UnityEngine.Texture2D:Internal_Create (UnityEngine.Texture2D,int,int,UnityEngine.TextureFormat,bool,bool,intptr) 0x2B0DAA8F (Mono JIT Code) UnityEngine.Texture2D:.ctor (int,int) 0x3CFADA08 (Mono JIT Code) ProgressiveCBMaps.CelestialBodyInfo:getMeshTexture (bool) 0x3CFAD8F9 (Mono JIT Code) ProgressiveCBMaps.CelestialBodyInfo:setVisualOn (bool) 0x3CFAD6EA (Mono JIT Code) ProgressiveCBMaps.CelestialBodyInfo:setVisualLevel (int) 0x3CFAD801 (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_void__this___int (object,intptr,intptr,intptr) 0x100F1440 (mono) mono_set_defaults 0x1005D7EE (mono) mono_runtime_invoke 0x10062648 (mono) mono_runtime_invoke_array 0x1002F422 (mono) mono_domain_finalize 0x093B4693 (Mono JIT Code) (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&) 0x093B4449 (Mono JIT Code) System.Reflection.MonoMethod:Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo) 0x093B57EE (Mono JIT Code) System.Reflection.MethodBase:Invoke (object,object[]) 0x3CFAD1A5 (Mono JIT Code) ResearchBodies.PCBMWrapper/PCBMCelestialBodyInfo:setVisualLevel (int) 0x3CFACBD6 (Mono JIT Code) ResearchBodies.ResearchBodiesController:SetBodyProgressiveCBMap (CelestialBody,int) 0x2B0C47FE (Mono JIT Code) ResearchBodies.ResearchBodiesController:SetBodyDiscoveryLevel (System.Collections.Generic.KeyValuePair`2<CelestialBody, ResearchBodies.CelestialBodyInfo>,DiscoveryLevels) 0x2B0C4669 (Mono JIT Code) ResearchBodies.ResearchBodiesController:SetIndividualBodyDiscoveryLevel (System.Collections.Generic.KeyValuePair`2<CelestialBody, ResearchBodies.CelestialBodyInfo>) 0x2B0C452C (Mono JIT Code) ResearchBodies.ResearchBodiesController:SetBodyDiscoveryLevels () 0x2B0C3511 (Mono JIT Code) ResearchBodies.ResearchBodiesController:Start () 0x092DE571 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr) 0x100F1440 (mono) mono_set_defaults 0x1005D7EE (mono) mono_runtime_invoke 0x0105D2DE (KSP) scripting_gchandle_get_target 0x010E200A (KSP) ScriptingArguments::AddString 0x0104F799 (KSP) IClusterRenderer::IClusterRenderer 0x0104FAF5 (KSP) IClusterRenderer::IClusterRenderer 0x010502E0 (KSP) IClusterRenderer::IClusterRenderer 0x00F47607 (KSP) Behaviour::InitializeClass 0x010BA731 (KSP) RectT<int>::Contains 0x01150EAB (KSP) Append 0x0115360E (KSP) PlayerWinMain 0x0154C8D8 (KSP) RectT<int>::GetBottom 0x0157BD88 (KSP) RectT<int>::GetBottom 0x74138654 (KERNEL32) BaseThreadInitThunk 0x776B4A77 (ntdll) RtlGetAppContainerNamedObjectPath ========== END OF STACKTRACE =========== **** Crash! ****
  19. Vphurple.

    Glitches

    If you have glitches,[modded/unmodded gameplay] I would love to see them. So post yours Images/Gifs/videos her. And if you how a method to recreate/prevent them please include it as well. And why did it happen as well i am a nerd.
  20. 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
  21. Hello, I recently had to reinstall all my mods because I hadn't played since before 1.3's release. I didn't have much trouble updating all the relevant mods and getting them reinstalled and my game now opens and works correctly. However, the only issue I have is that when I tried to load up one of the specific ships I made earlier, it fails and says that it can't be loaded because it requires a missing component 'scienceModuleAdvanced'. Does anyone know what mod this component might be from as I may have missed one of my mods while reinstalling or something. Thanks Image of error
  22. StinkyAce

    Being a Kerber

    Ok, you know your a Kerber when you see a cars license plate like KSP 010, or VAB 121 or SPH 761 Nd it catches your eye. Or when you see a vehicle, or craft, and you wonder what the part count is.
  23. UomoCapra

    Pre-release 1.3.1 is live!

    Hello everyone! We're happy to announce the launch of the Public Pre-release of Update 1.3.1. This ‘pre-release’ test build is for everyone to have a go before we officially release the update, and you’ll be able to opt-in to get the Pre-release builds via the Steam betas and through the KSP Store for those who bought the game there. Naturally, you’ll need to own a copy of the game beforehand in order to access these builds. This opt-in branch will run for a minimum of two full weeks before the release date of the final update (the final release date hasn’t been closed, so changes may occur). Here's a link to the changelog for further details. To facilitate discussions of the Pre-release branch we’ll be opening up a temporary sub-forum for feedback. Additionally, a Pre-release project has been made available on the bug tracker to report bugs on. Remember that reporting a problem on the forum does not count as a bug report, unfortunately. We rely on a particular format and certain information that allows us to get to the problem as quickly as possible. So if you choose to help out, please read the wiki on the bug tracker where a guide to reporting bugs can be found. Attached logs are most important, and instructions detailing where these can be found on your platform are also in our wiki. Thank you and happy launchings!
  24. When I have landed my ssto or any other craft I cant recover it or go to the space center and I am forced to kill ksp_x64 and restart the game. And my console keep saying this: http://prntscr.com/ga9ujz PLZ HELP
  25. I need help! So far I have KSP 1.3 and I want to use CKAN but I have a mac If someone has a CKAN.app version of the CKAN.exe file then please send a link Also the same for the To boldly go mod !