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Found 123 results

  1. The Great Kerbin War By Arco123, and all the other people. Why I Made This: So, you found this little topic and are wondering "What is this?" Well, I have some answers. This is my own little series or cinematic for a Kerbal war. This took some ideas or things from Hatbat's own series and I'm kinda tired of waiting so I made my own. (I still love it. It's just he hasn't uploaded in a very long time and I love KSP.) Plans: This is gonna be a kinda big thing. The first movie is gonna be around 1 hour long. That is going to cover most of the prologue and how the war is going to start. The second movie is going to be the war. Hopefully another hour long. This is all generated by the players/factions in the game. I only set up the prologue, rules and some of the things in place for you guys. The last movie is going to be a summary/end of the last movie. Hour long and stuff. Currently, I'm working on some parts of the rules and forms, fixing up the docs to make it as a control/form/map room doc, Making a backup, Cleaning up info (Timeline and factions) plus making their own sections, building basic craft for people to buy/use, making logos and balancing/setting things up. How Much Are You Done With Plans?: This is how much I'm done with things. If it's not there then I've completed it. This is in percentage... Basic Craft: 35% Done. Ocean: 0% Done. (On Hold) Rules: The Great Kerbin War [Definitely more complex than Hatbat’s. No, you don’t have to follow them hardcore. These are just to cut down on the time to make videos and really just follow the forums rules… If you are just viewing or not putting ships in here then only follow 1, 2 and the forums rules. If you have any questions at all please ask!] 1. Follow the forums rules for this kind of stuff. This means no role-play or politics otherwise you may or will face punishments from the great and almighty mods. (I may add a small section for this kind of stuff. So, you can add to the story in some way as a character. We need something else than my small brain working on all of the characters. I’ll dilute things and I need some variation. MUST BE OKAY WITH THE MODS!!!) 2. Post! Please post on things I can improve on! If you want the best thing possible add as much as you can! I really have no clue how to build good anything and I would love land, air, space, ocean craft! Post your tips for cinematics, name of a Kerbal you really like, heck you can post a single Craft and give it to a faction! You don’t have to be a faction to add a Craft. Just follow the Craft rules and you may see it in there! I don’t want this to be a 2-d world! I want to spend actual time on the prologue as it sets the tone and what the consumer will expect it to be. Even the smallest faction can be here. A metal faction that mines mostly metal will be important as @HatBat seems to gloss over this. (He does state it wants to keep the focus on the main part instead of all of it.) All of this is important to make a world. Metal can be made into parts and spaceships. It isn’t just fuel or weapons. We need the resources to make those. We need to think of it as Earth. There are many factions. We need to add everything possible to achieve that real feeling. We need information on the tiniest of things to make this possible. Heck, I might just write a book. I know all of you are extremely dedicated to this game. If you could spend even a day or two commenting and giving ideas/criticism to this we could make this something incredible. 3. If adding a faction please only one post for that faction. I may allow bumps if it has some major changes in it. This does not include any small suggestions posts. You can change this by adding “I’ve read the rules and accept the terms.” [Only the words needed. Only needed to catch attention.] at the end of your post. Otherwise, this does not apply to you. Panzer1b you’re fine. Don’t worry bout it. 4. [IMPORTANT] If you want to add an official faction. Fill this form. (Below this.) This is needed to make your faction into this. All the info needed is below this. Please follow the order and everything in it. This will make you very easy to work with. Don’t push super unviable things in here. Oldest faction on Kerbin/We come from another solar system stuff will be ignored unless I find something that I like about it. If you think you have a faction name I want to fill out post it. I’ll fill the faction myself and if you’re adding Craft you don’t have to be a faction. You just have to follow adding craft rules and who’s gonna own it. You can also make multiple factions if you want. To tie in with stuff or to meet something. Read below this as well: (The form is below the info section) 4A. Craft: The craft can be designed on how the creator wants it to be. As long as to follows the Craft Rules/Adding them Rules. If any Craft are going to be added add a picture of the top, sides, front, back, bottom and an angled view of it. Craft need to have a title, a category, Info and overall what it is in this format: [All of them can be in the image] If you put the text in the image try to follow the order and put the info below the images instead of in them. The angled view image will appear first along with the others in spoiler boxes in order to cut the page spam. All of the images must be well lit and any combat images may be the main image(s). They must be 1.8 compatible and be able to be used as intended. Don’t make use of bugs to superpower your craft but bugs are allowed to be used in capital ships. Those kinds of ships must be allowed by me as they represent something in the series. Also, put the mod list in the Specs but keep it kind of low. BD Armory, Stock, Procedural wings, and all that stuff are fine. Keep the mod part list under 5 mods or keep it to well-known mods that work on CKAN. Keep part count’s low. The same Craft of the same complexity will be used. So, use Tweakscale to the best of your ability but keep the cinematicness the same. This doesn’t mean that you have to remove parts if you already built something. I allow leeway in part count but just keep in mind that craft of the same size will be in it. Just build whatever you want but keep that in mind. I love to see good builds and I don’t want to restrict you but keep in mind that other craft are gonna be there. So summary. You can go way above the limit but just note that other craft like yours will be in here. So only 50-100 above. Thanks! Title: Can be above below or in the image. Bigger than the rest of the text. Category: This is kind of important. Look at what counts as what? For more information on this topic. It’s official what it needs to be first and then like what you think it is. Gun carrier, Heavy tank, and refueler. That kind of stuff. If these do not apply to you since your Craft has no weapons put what you think is in the title. Like: SFighter, Gunship. The second one doesn’t have to be in there if your Craft can combat but if your Craft is non-combat please put something in there. Combat: SFighter, Gunship < Doesn’t need to be in there but I like it. Non-combat: Fuel Truck < Has to be in there now. What counts as what? Below this will tell you what your Craft is classified as. If on another planet (Other than Kerbin) add S to the front. (Not to the space category. So like: SLLightTank.) Planes that can SSTO can put a S to the front or whatever environment it can cross into. Space, Air, Land and Ocean. Space: 0-300 SFighter: Info: Light, small weaponry. Not much. But able to be used for cool events and battles. Usually fodder. Specs: 0-100 parts, Must be okay in firepower and not use bugs. It should be high in TWR by itself and have a small launcher. Delta-v must be not less than 500 and maneuver pretty well. Can ram as well. Cost: Small, almost nothing. Medium-sized companies can afford 100 of these. 0-500 SCruiser: Info: Not very light but not heavy. It should be able to carry fighters and be well-armed. Should be the flagship in most skirmishes and look cool when firing. Should mean something but not as much as capital ships. Specs: 200-300 parts. Delta-v must be above 1000 with all weapons attached. Able to use Kraken drive to move but not as weapons. A launcher to go with it and many weapons. Cost: Good chunk. Medium-sized companies should be able to afford 10 of these. 0-1000 SCapitalShip: Info: The heaviest ships. They are important in the series being larger than anything else and being able to carry fighters and cruisers and other things. They are the flagship in any battle. They’ll look the coolest and strongest in a battle. Specs: They are able to use any bugs and delta-v can be anything. They should be able to carry a lot of things in the hull and be very powerful. Only Main factions can afford them or when 3 sub-factions like Astech, Bcorp, and AKS team together to buy one. Also, people who make them in the main part must contact me. These ships are important to the story… 0-600 SOther Info: Other military things like transports or refuelers. Specs: Depends. Air: 0-300 AFighter: Info: The lightest of the aircraft. Very fast and can maneuver very well. It should be able to carry some air to air, air to ground weapons and a small amount of 50 cals on the nose. AI-driven... Specs: 0-100 parts, Fast and can maneuver while keeping speed. Very good at turning. 0-300 AAttacker: Info: A heavier version of the AFighter. Upgraded, more armored and carry bombs and missiles. A combination of the ABomber and AFighter... Specs: 100-150 parts, Fastish, armored and sturdy, lots of guns and weaponry. Not very good at turning but it has a lot of firepower. Also, More like your average fighter. 0-300 ABomber: Info: The heaviest of the heaviest. It should be able to carry any weapons. They can be big or small but they have the same idea. Bomb or destroy the enemy all in one package. They should be able to defend themselves. Specs: 50-200 parts, slow or fast, can move or not, giant weapons and lots of guns and weaponry. 0-400 AOther: Info: Large or small. Refueler or cargo carrier. Note: Gunships do count as something other. Doesn't include craft connected to it in par count... Specs: Depends... Land: 0-300 LLightTank: Info: Light, fast, and over all light and mobile. It carries light weaponry (up to 30m) and is cannon fodder to protect the heavier MBTs. It can be either Anti-Air or Anti-Tank and carry troops or small rovers. Specs: 0-200 parts, fast boi, light guns and missiles. Note: Go crazy with this one guys. I want it cool looking. That means hinges, missiles. You name it. But don't go into cannon territory. 0-300 LMBT: Info: The general rover of the battle. It’ll do general things like shoot and shoot even more. They all are almost the same. Specs: 0-200 parts, slow to fast, big guns and it should be general. It can be outfitted/changed in the building menu to fit purposes. 0-500 LOther: Info: Other, anything dedicated to the job like a refueler or supply truck. An antimissile battery. A base or any of that stuff. Specs: 0-500 depending on what it is. Ocean: 0-200 ODestroyer: Info: Specs: 0-500 OBattleShip: Info: Specs: 0-500 OOther: Info: Specs: Specs: Weapons, Delta-v if applicable, Max speed if applicable, Part count and just everything you think I need to know. Don't put nothing in there lol. Download link: If you are putting it on KerbalX do this: Put the faction it is in or main faction then add the title after it with the info below it. Also add it in the topic here as info and images would be here and there... For other things: A download link is needed. Try to be organized. Put the folders like this. [If you don’t have any craft in that folder don’t add that folder.] Also: We need a little bit of information, what faction it’s going to be in or # if you are just uploading a craft. Space > SFighter, SCruiser, SCapitalShip and SOther. > (In each of these folders.) SPH and VAB. [Tells me where to launch it otherwise things get messy…] Air > AFighter, AAttacker, ABomber and AOther. > SPH and VAB. Land > LLightTank, LMBT and LOther. > SPH and VAB Sea > [Soon] If you want to add multiple # to tie in with your faction do so following the same steps. You can also ally with other # if you want but please contact the owner or something. After this is the way you should put it in-game: In the game itself, the title should be in the top box with your faction name in front. After that in the smaller text box below the title, you should have. Craft: Faction: Category: Partcount: Specs: Controls/Actionkeys: History: Form: Title with Acronym: A branch of the faction or something like Orion. Logo or flag: This could be after or before or underneath the title. If you do not have one put some text on what you want or your idea and I'll work on one for you. Info: Summary and a little history. Motto: You know the deal. The purpose of the company and goals. Creator: The Kerbal that made it or the faction the branched it. Beliefs: Goals and what they believe in. Deals: Later, once we get more people/factions we can hold deals. I will do deals with other or main factions tho. Funds: Get to me first and I'll show you what you have. We are working a point system so you can spend those points on what you want. Then I'll take control and do the cinematic stuff. (All of this is later and I'll have to price your Craft and mine for you. If for example you are buying a Craft on the other side you must pay 1.5x rounded up of the price of the Craft.) Craft: Craft you currently have. This is after we get done with funds. After that there should be some text like this: Space: Air: Land: Ocean: Alliances: Not deals but instead allys. They can trade stuff without expecting stuff back and are there to support each other. Main focuses: What you are going to do or goals. Lesser focuses: What it sounds like. Craft: The Craft you've made. Make sure it follows the minimum of the Craft guidelines. These are the Craft you're going to put in the series. Just do all of your craft though. That's it... Main Factions: (More info coming soon.) Spoiler box for people who do not want to get flooded... [END]
  2. Final Frontier kerbal individual merits current version: 1.8.1-3479 Sometimes it's hard to choose a kerbal for a mission because they are all the same... well, they differ in courage and stupidity but they have no history, no personal merits they have achieved. Do you remember who was the first kerbal in space? No? Ok, who was the first kerbal on Mun? Still no idea? The Final Frontier plugin will handle this for you. Each kerbal will get ribbons for extraordinary merits. And the number of missions flown (i.e. vessel recovered), total mission time and total EVA time is recorded, too. Download: Spacedock Spacedock direct link for KSP 1.1.3 Mirror: Curse For modders: Version 0.8.12 and later includes an api to reward ribbons from an external plugin. You will find an adapter class and an example here: FinalFrontierAdapter Planet Packs (for use in 0.6.0 or later): PFCE: Download Kerbol Expanded: Download (WIP, last update 02.01.2015) Ribbon Packs (for use in 0.9.1 or later): RANKS and MILITARY RANKS FOR KERBALS (Base ID 1000) by Araym Expedition/Rank Ribbon Packs (Base ID 8000) bySmarterThanMe Armed Forces Ranks (Base ID 3000) by Shadriss If you want to create your own ribbon pack feel free to do so. But you should use IDs other than in the ribbon packs above. Just set the BASE in the config file to some other number and keep in mind that every ribbon must get an unique ID. (Screenshot of my development copy and not from a real game) To open the Final Frontier Hall of Fame window just click on the button labeled "FF" in the toolbar or press LEFTALT-F (hardcoded at the moment, so it's not assignable to another key). If you are using the stock toolbar you will find some kind of award icon. To browse all available ribbons just press the "Ribbons" button on the right of the hall of fame. Currently the following ribbons are awarded to kerbals: Orbit around a celestial body (including Kerbin) Landing on a celestial body (including Kerbin – kerbals do reward even simple tasks, because most of the time they fail...) EVA in around a celestial body without a stable orbit (including Kerbin) EVA in an orbit around a celestial body (including Kerbin) EVA on a celestial body (including Kerbin – let's hope they will survive...) Docking around a celestial body (including Kerbin) Collision in a vessel Dangerous EVA while not on ground and not in a stable orbit Get into a Kerbin orbit in less than 200, 150 or 120 seconds Accumulated mission time of at least 5, 20, 50, 100, 500, 2000 or 5000 days (20, 80, 200, 400, 2000 or 20000 kerbin days) A return from single mission that lasted for at least 20, 50, 125, 500 oe 2000 days (80, 200, 500, 2000, or 8000 kerbin days) At least 5, 20 or 50 missions flown (i.e. vessel recovered) Done a splashdown landing First kerbal in space A ribbon for entering the sphere of influence of a celestial body (new in 0.2.2) Planting flags on celestial bodies Launching with solid fuel boosters of 10%, 20%, or 30% ship mass Achieved gee-force of 3, 4, 5, 6,..., 17 or 18 g Entering the deep athmosphere of Jool Orbiting the Sun at half or less the distance of Moho Moving a vehicle (hopefully a rover) on the surface of a celestial body Crew member of a heavy vehicle of at least 250, 500, 750, 1000, 1500, 2000 or 4000 tons Launching a heavy vehicle of at least 250, 500, 750, 1000, 1500, 2000 or 4000 (!) tons Landing a heavy vehicle of at least 250, 500, 750, 1000, 1500, 2000 or 4000 (puh!) tons Ribbons for 1h, 2h, 6h, 12h, 24h, 48h, 96h and 192h in EVA Ribbons for flying a vessel at Mach 3, 4, 5, 6, 8, 10, 15 below 20,000m in Kerbin atmosphere (0.4.1 and later) Ribbons for EVA Endurance, i.e. a single EVA of at least 20, 30, 40, 50, 60, 90, 120, 180, 240 or 300 minutes. Ribbons for entering atmosphere of Eve, Duna, Jool,... A Ribbon for entering the sphere of influence of all celestial bodies (Grant Tour ribbon) A Ribbon for entering the sphere of influence of all moons of Jool (Jool Tour ribbon) Ribbons for completing contracts Ribbons achieving research (while in a mission) Ribbons for first completed mission as an engineer, pilot or scientist Ribbons for altitude, distance, speed and depth records A Ribbon for entering deep space beyond Eeloo (or whatever outermost planet may exist) Ribbons for landing in polar regions Ribbons for landing at high elevations on kerbin Ribbons for landing with less than 5% or 1% liquid fuel More than 500 ribbons in total! If a kerbal is the first one rewarded with a celestial ribbon, he will get the "First kerbal" ribbon of that kind (for example "First kerbal in orbit around Kerbin "). Some ribbons replace some others when earned. For example: The ribbon for EVA in an orbit around a celestial body replaces the ribbon for EVA around the same body without a stable orbit. The ribbon for 20 missions flown replaces the ribbon for 5 missions, etc. A tooltip gives a short description for each awarded ribbon. The ribbon graphics are inspired by the ribbons created by Unistrut (view this thread). But unfortunately I still do not have his permission to include his ribbon graphics into Final Frontier so I have created my own set of ribbons. They are using the same color and sometimes similar graphics (so they will look similar). If Unistrut will give his permission to use his ribbons, I will include them in a modified form with better graphics than mine. Some of the custom ribbons are created by SmarterThanMe and nothke and are used with their permission. Update: I finally got the permission to use the ribbons from Unistrut. But why is it called "Final Frontier"? Well, I'm quite surprised that nobody is asking, but I will try to explain it anyway. I was thinking about this plugin since the personal achievement mod by blizzy78. I liked the idea in general but in a sandbox game achievements for the player doesn't mean to much to me (but this is a personal opinion of course). Unfortunately I'm a Java/C++ programmer and C# is quite new for me, so time and missing skills/experience delayed the implementation until the first days of 2014. Then I decided to give it a try and created a small C# project for testing/learning the basics. The first decision to made was the name of the project. I do not exactly remember how I get the idea for the name, but I searched a bit in Youtube, Google and well, perhaps there was a replay of Star Trek in TV. I really don't know how I got the name, but I created a project "Final Frontier" and so it begun. And I don't like to change the name of a project afterwards without a specific reason. Installation: Important! Please read if you have trouble with Final Frontier. Just unzip the archive into the KSP folder. Don't move the FinalFrontier folder, it should be nested in the folder GameData/Nereid. If you are already using the toolbar you don't have to extract the toolbar folder. Do not change the installation path! Final Frontier must reside under GameData/Nereid Compatibility: Final Frontier should be compatible with most mods. There is one important exclusion from this rule: Mods that are changing names of celestial bodies or add new celestial bodies will cause trouble. All releases from 0.6.0 and later can handle the altering of celestial bodies. There is still one exclusion: All celestial bodies must have unique names. To get ribbons for new celestial bodies, you must install a planet pack (see above). Changelog: 0.7.15-1047: Fix for missing button in blizzys toolbar 0.8.1-1282: Fix for lost ribbons bug 0.8.2-1285: minor bugs fixed 0.8.6-1370: fix for Contract Configurator compatibiliy 0.8.8-1410: Update for KSP 1.0.5 0.8.9-1414: new custom ribbons from SmarterThanMe 0.8.13-1728: 7 new ribbons (includung deep space ribbon) support for external plugins that may award ribbons minor fixes 0.9.1-1749 support for user defined custom ribbons 0.9.3-1792 fix for not properly removed kerbals in hall of fame that were spawned by CC+ new ribbons: Lost And Found (untestet), Significant Contract, Exceptional Contract, Passenger Transport removed some uneccessary log spamming added optional logging of ribbons/achievements (to analyze incorrectly awarded ribbons; see last checkbox in config window) 0.9.4-1798 fix for Lost And Found ribbon and Passenger Transport ribbons (NREs in log) 0.9.5-1819 Minor fixes (if you do not enable the logging of ribbon awards you should be fine) Lost And Found ribbon disabled Reasearch ribbons tuned down a bit 0.9.6-1826 Fix for mission summary window 0.9.8-1882First North Polar Lander ribbon North Polar Lander ribbon First South Polar Lander ribbon South Polar Lander ribbon 5% Fuel Landing ribbon (only liquid fuel ist taken into account!) 1% Fuel Landing ribbon (only liquid fuel ist taken into account!) 1500m Mountain Lander ribbon 2000m Mountain Lander ribbon 2500m Mountain Lander ribbon 3000m Mountain Lander ribbon 3500m Mountain Lander ribbon 4000m Mountain Lander ribbon 1.0.2-2131 Update for KSP 1.1.0 1.0.3-2181 Update for KSP 1.1.2 Minor fixes (e.g. windows stay open in main menu) 1.0.4-2216 New First-Kerbal-In-Space and First-EVA-In-Space ribbons graphics by SmarfterThanMe Configurable hotkey 1.0.5-2223 correct URL for KSP-AVC no other changes 1.0.6-2301 Fix for Closer Solar Orbit ribbon and OPM 1.0.7-2319 Hotkey fixed (hopefully) 1.0.8-2443 no more 0%/5% Fuel Landing ribbons if a vessel is landing with deployed (or cut) parachutes logging of some keypresses to analyze the still not solved hotkey issue 1.0.9-2459 timestamps in log now in kerbin time, if enabled in KSP settings fix for FinalFrontierAdapter (kerbal type applicant now eligible for ribbon awards) hall of fame is now refreshed, if an applicant joins the crew roster 1.0.10-2467 Fix for hotkey issue (maybe) minor fix to prevent NRE 1.0.12-2505 Build for KSP 1.1.3 RSS compatibility 1.0.13-2539 Mountain Lander Ribbon for 4000m now superseedes 3500m fixed a typo in the description of the polar landing ribbons 1.2.1-2650 Build for KSP 1.2 1.2.3-2675 fix for the incorrect data in the mission summary window "show summary window" checkbox in config 1.2.4-2772 mission summary window only shown if crew recovered 1.2.5-2906 Fix for conflict with Contract Configurator 1.2.7-3080 KSP 1.2.2 (no significant changes) 1.3.1-3103 KSP 1.3.0 (no significant changes) 1.3.2-3155 no more science records for no science points earned low gravity landing ribbons 1.3.3-3172 KSP 1.3.1 logbook pages 1.3.5-3175 Rover ribbon no longer supersedes EVA ground ribbon 1.3.6-3189 Option to permanently disable ribbons in the Ribbon-Browser without tampering with the ribbon png files 1.4.0-3325 KSP 1.4.0 1.4.1-3335 KSP 1.4.1 1.4.2-3375 KSP 1.4.2 Fix for blurred ribbons in low quality settings 1.5.0-3380 KSP 1.5.1 1.5.1-3415 KSP 1.6.0 Squeezing of science points in hall of fame history (reduces data stored in save file) 1.5.3-3465 KSP 1.6.1 If a flight is reverted to EDITOR all ribbons are reverted too 1.8.0-3475 KSP 1.8.1 1.8.1-3479 Minor fix: sorting/statistics for ribbon count in hall of fame fixed The plugin is currently in some kind of alpha beta gamma stage. It works or at least I think it will work. But bugs may occur and don't try this plugin in a current game without a backup. And it its my first project in C#, so don't expect to much from the code . Kerbals are identified by their names. So don't add kerbals with the same name or Final Frontier will get confused. The plugin takes use of System.IO to store its data in the corresponding persistent.sfs of a game and its settings in GameData/FinalFrontier.dat. Release 0.8.x will do a scan for old save games in the saves folder and converts them upon permission by the user. There are no other write operations anywhere on the system. License: http://opensource.org/licenses/BSD-2-Clause Source is included in the zip archive. Final Frontier uses the toolbar created by blizzy78, see http://forum.kerbalspaceprogram.com/threads/60863-0-23-0-Toolbar-1-4-3-Common-API-for-draggable-resizable-buttons-toolbar. If you don't like the toolbar or just want to use the stock toolbar for Final Frontier disable the use of blizzys toolbar in the configuration dialog of Final Frontier. Bugs: Ike and dres ribbons are the same. (fixed in 0.4.20) Decoupling in orbit, leaving orbit and immediatly returning into orbit give Fast Orbit Ribbon (fixed in 0.5.4) A splashdown landing in water give Mach 10 Ribbon (fixed in 0.5.4) Typo" Grant Tour" instead of "Grand Tour" (fixed in 0.5.4) SOI ribbons (and maybe others too) are not awarded when in time acceleration (fixed in 0.5.6) Gee force ribbons don't work as intended if crew is changed in flight (still suspicious) Closer solar orbit ribbons don't work (fixed in 0.6.0) quickload may cause loss of ribbons (fixed in 0.6.3) Ribbons may get lost, after installing new mods (fixed in 0.8.1-1282) Kerbals may get cloned (fixed in 0.8.3-1361) mission summary incorrect in some cases (fixed in 0.9.6-1826)
  3. Download on SpaceDock or Github or CKAN, or Curseforge Solar Science (SS) Adopted by @zer0Kerbal, originally by Snoopy 20111 (@Snoopy20111) Salutations! May the sunlight always be upon you! A science part mod that adds two Deep Space Solar Experiments to Kerbal Space Program. Preamble by @Snoopy 20111: This small mod adds a couple new scientific instruments (such as the one pictured here) which do science specifically around the most wondrous body in the Kerbol system. Both of these instruments are based upon instruments currently aboard the SOHO and STEREO spacecraft. It also adds a few new flags. Remember to Praise the Sun! Installation Directions: Use CKAN Changelog Summary See ChangeLog for full details of mod changes Known Issues See Known Issues for full details of feature requests, and known issues Dependencies Kerbal Space Program may work on other versions (YMMV) Recomends Comprehensive Kerbal Archive Network (CKAN) Suggests Biomatic Docking Port Descriptions Shielded PicoPort On Demand Fuel Cells Field Training Facility Field Training Lab Transparent Command Pods Nuke Tiny Parts Scrap Yard DaMichel's AeroRadial DaMichel's CargoBays DaMichel's Fuselage DaMichel's Spherical Tanks SimpleLogistics! SimpleConstructon! Not So SimpleConstructon! Deadly Reentry Lite Vanguard ProbiTronics CTN B9 Stock Switches HotBeverages Supports Module Manager Kerbal Changelog Contract Configurator Conflicts none known red box below is a link to forum post on how to get support License aka Legal Mumbo Jumbo Source: GitHub License: *** All bundled mods are distributed under their own licenses*** *** All art assets (textures, models, animations) are distributed under their own licenses*** Original Thread Download Source: GitHub License: Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date v1.2.0.0 original: 01 Oct 2019 zed'K | updated: 17 Mar 2020 zed'K
  4. The task is to add modules to the Kerbal XX space station in low orbit around Kerbin. Note that certain modules will already be added, such as the crew module and cupola. But other than that, start building! (Lucida Sans Unicode for LIFE) My module: Life support module (You obviously need that to survive!)
  5. UNDER CONSTRUCTION Download on SpaceDock, Github or Curseforge. Available on CKAN. MoarKerbals (MK) Populate your colony in space! adopted for curation by zer0Kerbal - Originally created by strideknight Kerbthulhu Kinetics Program's MoarKerbals Populate your colony in space! This mod installs a Klone Bay that you can use to replicate new kerbals wherever you feel like. It takes a fair amount of electricity, and when combined with USI's MKS mod or TAC Life Support, it will require biomatter as well. There is a small chance for a freakish accident to occur, which can be disabled in the part's .cfg file, or you can just quicksave before kloning This is a fairly simple mod that adds the ability to use resources to create a new kerbal. Requires resources and the presence of a living kerbal. There's a small chance that an accident can happen - this is experimental technology after all. You can disable accidents or change the requirements in the part's .cfg file if you want, or just save before operating. MoarKerbals adds two parts: orbital station ground station (Klone Bay) It requires a large amount of electricity to operate, and [strideknight] has always played with Roverdude's MKS and TAC's Life Support, so it automatically integrates with them to require Biomass or other materials. Also, [strideknight] included configs for the Community Tech Tree. Both require ModuleManager to integrate. MoarKerbals was inspired by [strideknight]'s desire to have a small colony of Kerbals living in zeppelins around Jool who populate the planet, evolve their own society, and then to go to war with the "grounders" back on Kerbin. This is [strideknight]'s first mod and it runs fine installs, so let me know if you find any bugs. All constructive feedback/suggestions are also welcome. Enjoy! Known issue Because [strideknight] used the stock lander can for internals, which is only sized internally for two, if you clone a third kerbal into the bay it won't show up in the kerbal profiles at the bottom right. They will show up properly once you transfer them to another module though. Features No extra parts No RAM usage Added functionality for the Mobile Processing Lab in the late game Simple, configurable and adds levels of depth to the gameplay without a learning curve Installation Directions Use CKAN Changelog Summary See ChangeLog for full details of mod changes Requires Kerbal Space Program v1.7.3, may work on earlier versions Depends Module Manager Recomends KerbalStats Community Resource Pack Suggests Mining Expansion Hot Beverages Irradiated KGEx (coming soon) B9StockPatches Kerbal Inventory System Kerbal Attachment System Not So SimpleConstruction (NSSC) Infernal Robotics - Next SimpleConstruction Not No SimpleConstruction (NSSC) SimpleLogistics On Demand Fuel Cells (Refueled) Supports Kerbal Change Log USI-LS MKS SimpleLife Conflicts KKPsMoarKerbals Screenshots Javascript is disabled. View full album License Source: GitHub License: Attribution-NonCommercial-ShareAlike (CC BY-NC-SA) All bundled mods are distributed under their own licenses All art assets (textures, models, animations) are distributed under their own licenses DNA Icon made by Freepik from www.flaticon.com CC BY 3.0 Textures originally made by RoverDude distributed under the CC 4.0 BY-NC-SA, and modified by strideknight Original: Thread: Source/License: Source and license are included in the zip.) v1.3.1.0 original: 11 Aug 2018 zed'K | updated: 09 Feb 2020 zed'K
  6. What things do you think are the most kerbalike? I’ll start the thread by listing some things. ( Please try to number them off, continuing on other people’s posts ) 1: Jumping off the VAB. 2: Jumping off the VAB, crushing another Kerbal. 3: Shooting missiles at the VAB. 4: Going to the Mun only using flea boosters. 5: Shooting kerbals at each other. 6: Shooting kerbals at anything. 7: Use a jet engine to make a kerbal hover. 8: Kamakazi the KSC ( kerbals love the K )
  7. For some reason, whenever I have kerbals in their External Command Seats in 1.8.1, I can see them through all the parts. I have no parts/ texture replacement mods installed, just a couple of visual and some helpers. How do I make this stop? Here is a picture of this phenomena:
  8. KSP: HISTORIA ESPACIAL KERBAL Tras años de conflictos kerbalianos, que por suerte ya están en su mitigación por completo, el planeta Kerbin se empieza a sumar en la Paz y el desarrollo, y, estos conocimientos se expanden en cuestiones acerca de la existencia de ellos mismos, quienes somos?, a donde vamos? Porque somos verdes? Y muchas más preguntas que creen que pueden tener contestación, explorando el espacio negro que tienen alrededor de sus cabezas, y así surge su denominación, “El espacio”. Con el conocimiento adquirido en gran parte gracias a estos conflictos, y también acerca de su planeta (Kerbin), el desarrollo ha permitido que puedan empezar a explorar mas allá, que puedan ascender a ese espacio y explorar que hay, suponer e imaginar acerca de lo que se encontraran fuera, y, de este modo, empieza lo que se conoce como “La Historia Espacial Kerbal”. Tras su revelación y presentación al mundo, muchas han sido las autoridades y grupos que se han unido a este proyecto mundial. Tras estudiar las características, necesidades y capacidades de todos, la unión y resolución de estos ha creado su central de control espacial, la “KSP Central o KSC”, basada en controlar todo el movimiento, ideas, proyectos y necesidades para las carreras espaciales presentes. 1. KSC - Kerbal Space Center. El principal problema, es que no tenían suficiente capacidad de desarrollo solo en la central, al ser un proyecto tan ambicioso y de duración indefinida, necesitaban algún segundo aliado con capacidades según sus requisitos. Y así nació la “Rivas Espacial Research” (RES), que se centrarían en I+D e ingeniería de los proyectos (cohetes, propulsores e ingeniería constructiva en general), para empezar todo lo que se conocerá como “La carrera espacial”, empezando su Año 1 y sus primeras misiones reales. 2. RES - Rivas Espacial Research. Asimismo, mas tarde se creo el "Kerbal Sistemas de Inteligencia" (KSI), para garantizar y asegurar las condiciones mas preferiblemente optimas, minimizar riesgos, estudiar inconvenientes y tratar la salud de futuros y presentes kerbonautas a lo largo de todas las misiones. 3.KSI - Kerbal Sistemas de Inteligencia. Los integrantes ya los conocemos todos, y seguramente vendrán muchos más, en lo que se desarrolla toda esta historia de ambición y conquista espacial y en poco tiempo sabremos como empieza esta historia, sois todos bienvenidos a conocerla! Fdo. Miguel Angel Kerman (Director del programa KSP) INDICE DE MISIONES: Año 1: - Mision 1: Cohete V2 - Mision 2: Programa Kermes Año 2: - Mision 3: R7-Kemyorka - Mision 4: Satelite Sputnik 1 - Mision 5: Satelite Sputnik 2 Año 3: - Mision 6: Satelite Kexplorer 1 -Mision 7: Satelite Vanguard K -Mision 8: Satelite Sputnik 3 -Mision 9: Satelite Kexplorer 4 -Mision 10: Sonda Kioneer 0 -Mision 11: Sonda Kioneer 2 -Mision 12: Satelite Skore Año 4: -Mision 13: Sonda Luna K1 -Mision 14: Satelite Vanguard K2 -Mision 15: Sonda kioneer 4 -Mision 16: Satelite Kexplorer 6 -Mision 17: Sonda Luna K2 -Mision 18: Sonda Luna K3 -Mision 19: Satelite Kexplorer 7 Año 5: -Mision 20: Sonda Kioneer 5 -Mision 21: Sputnik 5 -Mision 22: Sonda Kioneer P3 -Misiones 23 y 24: Sondas Marks A & B (Duna 1/Duna 2) -Mision 25: Boletin de aviso! Año 6: -KSI: Boletin informativo. -Mision 26: Merkury 2 -Mision 27: Sputnik 7 -Mision 28: Sonda Venera K1 -Mision 29: Vostok 1 -Mision 30: Merkury 3 -Mision 31: Sonda Ranger KM1 -Mision 32: Vostok 2 Año 7 y sucesivos, archivos de misión: -KSC/KSI: Boletin informativo. -KSC informa: La estacion Polaris ESPRO -Archivo SENT.LS.E-V02.1-A7: Kariner 2 -Archivo SENT.LS.D-V01.3-A7: Marks 1 -Archivo SOT.LO.K-V06.1-A8: Vostok 5 & 6 -Archivo SONT.LO.M-V07.1-A9: Ranger KM7 -Archivo SENT.LS.D-V04.2-A9: Kariner 4 Año 10, archivos de misión: -Boletin KSC:10 años de exploracion espacial. -Archivo SENT.LS.MN-V08.1-A10: Ranger KM8 -Archivo SOT-LO.K-V04.2-A10: Voskod-Kemini -Archivo SENT.LS.E-V01.3-A10: Venera K3 *Cumplimos 10 años de exploración espacial Kerbal!! Inspiración: https://es.wikipedia.org/wiki/Carrera_espacial
  9. Hola a todos! Cuando el juego carga y aparece el primer menú, están los tres Kerbals flotando sobre Kerbin... asumo que el del medio es Jebediah, y a los lados están Bill y Bob. Mi pregunta es, quién será quién? Especialmente me interesa saber quien está de cabeza y sonriendo. Desde ya, muchas gracias!
  10. 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.
  11. Use a kerbal launching cannon to get to 5000m no thrust while in the air EVA packs allowed
  12. Münwalk! An acceleration-based motion system for kerbals This is my first C# plugin for KSP, so progress has been pretty slow. What works so far: Button that orients kerbal based on acceleration Animations Movement "Airplane mode" (Disable drag on kerbal) Pictures: https://imgur.com/a/WbGulQr Current problems: Kerbal "trips" every couple of steps. Jumping does not apply enough upwards force. Kerbal cannot un-ragdoll while on a moving vehicle in contact with the ground or ocean. On centrifuges kerbal will lean. Activating Munwalk while kerbal is on ladder may disable gravity on the kerbal for some reason... Download is here: https://spacedock.info/mod/2021/Kerbal Munwalk License: MIT Updates:
  13. ------------------------------------------------------------------------------> Kerbal network said THE KSP WORLD RECORD HAS BEEN BROKEN BOAT GOING AT 186 m/s boat this speed if you see 169.3 m/s thats when speed got killed in 1 sec .........................................................................................................................................................................................
  14. Have been wondering lately as to when the majority of people here started playing, so I created a poll. POLL i gave you guys one chance to use the "other" option...
  15. So I’ve scoured YouTube and haven’t found anyone who made a kerbal enhanced edition update video.... so I set out to make one Let me know what you think:
  16. Create funny and interesting names for your Kerbals Remember, they all need to end in Kerman!
  17. PICTURES HERE: https://imgur.com/a/8vkUA1D Hello. I'm not sure if i've installed some oddmod or whether KSP updated nuke engine info but look at the attached photo of the nuke engine? there's so much useless info i don't need to see, i can also switch fuel types and can fill them with things such as actinides, enriched uranium, plutonium-238 etc ... never heard of this before? Does anyone know what's going on? can i simplify the info? there's also another issue since i cannot use them in space, they don't fire, i've done all the checks and liquid fuel tanks are in the same stage but they won't turn on. any guesses? Thanks, Nick
  18. Idk if yall have noticed but there is a stunning lack of diversity in kerbal channels, none of them specialize in PLAYSTATION/XBOX kerbal... so i set of to make my own. come check me out, tell me what you think https://www.youtube.com/channel/UCkrhECdyyuDUReHIGkchbUQ
  19. Rover 6428

    Kerbal IVA

    Dear Reader, Please could you advise me how or where to change the settings for kerbal helmets. It is just that I want to make them wear their IVA helmets during launch or decent. Kind Regards, Rover 6428
  20. How did this happen? I blame kopernicus, but I can't delete it cause I need it for sigma. The reentry effects trigger about 20 m/s.... help.