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Found 46 results

  1. "Turning KSP into Orbiter since may 24th, 2020" So I'm posting this since some users thought it was really cool and wanted to play with it. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Download: https://github.com/Katniss218/KatnisssCapeCanaveral/releases/tag/1.2.2 (copy-paste everything into the game-data and replace existing files) ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Da big list of disclaimers, info and trivia, etc: Requires Module Manager Requires Kerbal Konstructs for the LC39A/B launchpads. RSS-Textures (RSS) should be installed beforehand otherwise it will override the modified heightmap (and make visual glitches!). The mod (custom heightmap) ONLY compatible with the new textures (16bpp). RSS-Textures 18.2+ required! Seems that having KSCSwitcher makes the camera go underground (makes the screen black) - zoom out (scroll wheel) for a temporary "fix". This mod moves the KSC (and us_cape_canaveral in KSCSwitcher) and therefore might conflict with your other KK statics (I think it only affects ungrouped objects). Contains an 8k color & normal maps for the main mesh and 4k color & normal maps for LC39. Textures based off of Google satellite imagery (free for non-commercial use). Install Omega's Stockalike Structures (OSSNTR) to get a real VAB. This mod also contains Uranus rings (separate files, so if you don't want it, just delete it). Shuttle Runway comes with a collider, the rest of the cape does not. It's not 100% complete, and with me being me, it probably won't ever be, therefore it's a release already Cape mesh contains about ~19k manually placed vertices (37k + 2*24k triangles in total). I can't really verify compatibility with RP-0/RP-1 - LC39 should allow practically unlimited mass, size, etc, and cost $0, because balance! I don't know what I'm doing. D: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Screenshots: (Saturn parts and LUT not included, also featuring "EngineLightRelitKatnissified")
  2. Help! My rover cannot communicate with KSC. Two repeaters fly in orbit around Dune. The map shows that the rover is connected to the repeater, and the repeater is connected to the KSC. What's the matter?
  3. KSC Extended Expanding your KSC for all your space program needs. This is a collaboration between me and @Omega482 to give you the best possible KSC experience we can offer. This is a config based mod. You need to download the actual statics below this page! Ingame pic: More pics: Installation for KSC Extended to work: > Install Kerbal Konstruct (preferred latest version) > Install KSC Extended > Install OSS-NTR > Install Tundra's Space Center > Install Module Manager > Install KerbinSide Remastered ... Profit! Planned features Anyone's guess Known issues Roads can be bumpy, we are working on a fix! It doesn't impact performance much. You can expect an FPS drop from around 5-10fps Required Mods Kerbal Konstruct (1.8.x) Tundra's Space Center (2.0 or later) Omega's Stockalike Structures - NTR (0.0.12 or later) KerbinSide Remastered Module Manager Recommended Mods KSC harbor (For all your shipwreck needs)(By @JadeOfMaar) Tundra Exploration (For your rocket landing needs) (Also making your TLC-40 worth it! ) Scatterer (For all your atmospheric shine needs) Stock Visual Enhancements (For all your cloudy business needs) BlueDog Design Bureau (To make your TLC-41 Atlas V, TLC-19 Titan II and TLC-46 Minotaur ready) Cormorant Aeronology (To make use of the runway and TLC-39A) reDIRECT (For your SLS needs on TLC-39B) Modular Launch Pads (To make your rockets ready for launch) NOT (yet) supported: Kerbinside KSC++ GPP JNSQ
  4. Having been discussing this, and slowly fleshing out the idea further, I would like to suggest a set of level 4 upgrades for each of the KSC facilities should be available, as well as (as a reach-goal) some way to upgrade the alternative launch sites (the Desert Runway needs an upgrade to its length/width/surface, in particular). Why: - Gameplay progression and "reach" goals for longer-running campaigns by more advanced players (although, these should not be out of reach of any player, they should require even greater Funds cost than the lvl 3 upgrades). - Rule of Cool. Bigger and more impressive facilities are a worthwhile goal in themselves, if it doesn't harm immersion/fun. - Realism. Real space centers, like Kennedy Space, took DECADES to reach their current size/scale. - Mods. Some of the features these level 4 facilities would provide would make some of the harder mods- such as Real Solar System scale-up's, a bit more playable on Career without having to tweak the Difficulty settings yourself. What the upgrades do/ look like: - Lvl 4 Launchpad. Somewhat bigger than the level 3 pad. Located a bit (maybe 10-20 meters) further away from the other buildings for range-safety of colosssl rockets if this is possible- otherwise the default distances should be increased 10-20 m or more (they are too small for realism, and increasing the distances a bit would add more of a sense of scale/size to the space center...) Maybe also adds a big, bare concrete pad nearby that still counts as Launchpad biome (100% recovery) for SpaceX-style recovery missions (the lvl 3 pad is an INCREDIBLY small taget to aim for landing on, and most players, except the truly crazy-skilled ones, just aim for anywhere near the KSC grounds for landing launch stages as a result...) - Lvl 4 Runway. Wider and longer than the KSC runway (currently 2.5 km long, the KSC runway in real life is 4.5 km, and quite a lot wider than the KSC one in game as well. I suggest at least 3.5 km for the level 4 runway, preferably 4-5 km). Maybe a bit thicker surface, for realism of handling heavier planes on it (could also justify then making the lvl 4 runway being a bit harder to destroy than the lvl 3 one). Wider runways will allow players to safely launch wider planes. The runway separation from the SPH should also be increased a bit (at least 10-15 m) for landing approaches of ultra-wide planes, range-safety of massive planes full if rocket fuel, and so wings of huge planes don't collide with SPH if players decide to taxi around near the SPH a bit. - Lvl 4 VAB. Larger/taller inside than the lvl 3 VAB, so players can see more of their tallest rockets (and have less of planes overflow the VAB when they merge really long shuttles/flyback boosters built in SPH, before attachment) without re-rooting of parts and constant shifting of the rocket stack. Larger exterior dimensions too, for immersion/coolness. - Lvl 4 SPH. Longer/wider internal dimensions than the lvl 3 SPH, for even longer/wider planes (having really wide planes that you can't see the wingtips of in the SPH is *particularly* annoying). Larger external dimensions for immersion/awesomeness/impressiveness. - Lvl 4 Tracking Center. Provides higher-powered DSN (so players have a better way to increase this with more immersion/coolness than just pulling up the DSN slider under Difficulty settings. I won't argue the necessityof the DSN upgrade beyond saying it'a both more realistic, and less obnoxiousfor players than building their own more powerful ground-stations on Kerbin and an enormous relay network just to provide stronger comms to Jool, or mods that expand the # of planets beyond Jool) and larger/more impressive-looking satellite dishes for the building. Maybe give the Tracking Center a proper parking-lot too? - Lvl 4 Astronaut Complex. Should provide a discount to astronaut-hiring costs (maybec10-20% off the base cost. 30%? 40%?) By the late-game, when you have a large crew roster, it becomes PROHIBITIVELY expensive to hire more Kerbalnauts (and forces players to just spam rescue-contracts to get more) or replace any lost crew members (w/o respawn). An option to refresh the current list of available hires, for a cost in Funds, for the lvl 4 complex (if you're going to spend a fortune on hiring, maybe you want a Pilot with better Courage, or a low Stupidity scientist? Helps with immersion/fun). - Lvl 4 Science Center. Purely a handout to modders. Lvl 3 center could be given a tech node cost limit beyond anything in the stock tree- allowing modders to lock parts behind a lvl 4 science center (which would remove all limits) for Career Mode balance and realism for futuristic parts taking even longer to obtain... Could possibly be disabled by default (but re-enabled under difficulty options, with a tooltip "just for looks in the stock gsme") if would annoy stock players. Could be larger/ more impressive than the lvl 4 center, so even some Stock players might use it, for coolness. Would of course also be default level in Sandbox/Science modes (so most players would still benefit from the cool model). - Lvl 4 Admin Building. Should come with a moderate (20-30%?) discount to buy-in costs for all strategies, or *maybe* add a few new, more powerful strategies (or allow existing strategiesto be set to 100%- with lvl 3 only going to 80%, and the strategies all being buffed a bit). Would make the game a bit easier if players bought it- but at VERY low Return On Investment (as the upgrade would be very expensive). Besides, most players don't use the Admin building much. This might give players a *bit* more motive to do so. Could also cone with a larger/cooler building model, maybe also a bigger parking lot? (To represent the increased staffing demands of a more mature apace program, and all the complex clerical work that makes modern space programs possible...) These are just ideas for what each of the lvl 4 upgrades could do- amd I'm sure other players could come up with even better ideas! This is a great game, and little improvements like this (or in the case of players who struggle with launching/landing enormous rockets on the puny lvl 3 pad/runway, BIG improvements...) would make the game even better. I don't expect everyone will agree with me on thos, or all the details, but I would like people not to be closed-mindef about this, or respond "there's a mod for that!". Thank you all for reading this! I think some lvl 4 upgrades, as part of the base game, would be a nice way to show appreciation for the KSP community- and by showing players the game is continuing to grow/evolve in a VERY noticeable way to any playthrough, would keep them involved- and more likely to consider buying KSP 2 and any future expansions for KSP as well...
  5. From the video above we can make out a few things about the new KSC. -The first and foremost thing is that the KSC is now separated into islands in a marsh/pond like area. -Second, it has not 1, but 2 very larger runways, I would argue these are longer and possibly wider than KSC OG Runway. -Third, next to those runways are helipads, or if you're a propulsive landing fanatic, they could double as landing pads for boosters. I only catch a glimpse of 4 pads, but I assume there are five or more due to the placement and how equal distant they look along the runway. -Fourth, there are 4 launch pads, possibly 5 or more, all ranging in size and shape. At least one pad has a launch tower, but it can be argued they all do, ranging in size and shape. --The launch towers are on crawlers. Whether these crawlers are able to move or be controlled is unknown at this time. -Fifth, buildings, launch pads and runways do not have a destruction feature built into the game as of yet, but as they have said they want to put everything KSP 1 had and more in, I don't doubt that at release destructible entities will exist. -Sixth, the communication array at the KSC seems to be altered from three dishes to one massive dish. -Seventh, the rockets on the launch pad have chill or cooling effects. You can make out mist falling off the rockets, a sign of real world cryofueled rockets. This effect also lasts for a few seconds after launch, and possibly further. -Eighth, launch pads have or can be outfitted with engine igniters. This might be a sign that engines are more realistic and have starter fuel. This also might be a sign that fuel tanks might need to be settled before engine ignition can begin. Watch out for your upper stages if this is the case. -Ninth, the launch pad the rocket is sitting on may be a part. Modular launch pads my be stock in KSP2. "It didn't explode though." It may have a higher tolerance or may not have damage programed into it. It may be an immortal part as of this footage, but may change at launch or just before launch. -Tenth, The launch tower may be a part, modular launch towers may be stock. "It didn't explode though." See ninth point. -Eleventh, The crawler the launch tower is on may be a part, crawlers might finally be in game. "It didn't explode though." See ninth point. These are the things I noticed in the pre-alpha footage. If I missed anything, please do say so.
  6. RACE AROUND THE WORLD This is a challenge of speed and precision: Take off from KSC, fly around Kerbin, and return to KSC. Shortest elapsed time wins. The Fine Print: 1. Craft must be Kerballed. 2. Craft can launch from either the Launchpad or the Runway at KSC. 3. Craft must land on the runway at KSC. (At least 1 landing gear touching the paved area.) 4. HTOL and VTOL and any combination are fine. 5. Staging is fine. 6. No crash-landing or lithobraking. (no breaking parts on touchdown.) 7. No mods which add parts, or change physics (DLC is fine). 8. Time stops when the craft stops (<1m/s). 9. No glitch-drives, Kraken-drives, or drain-valve engines. ------------------------------------------------------------------------------------------------------------------------------------------------------ Submission: It's always more fun to watch videos. If you can't provide a video then show a photo of the craft at launch, the craft mid-flight, and the craft landed (stopped). ------------------------------------------------------------------------------------------------------------------------------------------------------ Leader-board: 1. @ManEatingApe 21:50 2. @jinnantonix 22:50 3. @RoninFrog 23:25 4. @mystifeid 24:19 5. @Mars-Bound Hokie 34:53 ------------------------------------------------------------------------------------------------------------------------------------------------------ Honorable Mention (got close or otherwise earned some extra attention): ... ... ------------------------------------------------------------------------------------------------------------------------------------------------------- Here is some inspiration to get you started. I won't put it on the leader-board, it'll just provide a benchmark at the beginning.
  7. Who doesn't like a good KSC race? This one is simple: Jeb needs to pee and the only working toilet is in the VAB. He's no layman so he isn't using the front door. Get him from the launchpad to the Helipad atop the VAB ASAP! It's just that simple, get from the Launch Pad, to the Helipad in the shortest time. Parachutes are acceptable. Aggressive lithobraking is fine. Kraken driven trebuches are encouraged. Rules: 1. Craft is "Manned." 2. Kerbal must arrive alive. 3. No non-stock parts, DLC okay. 4. Stock physics. Helper and aesthetic mods are fine. 5. No cheating: hyperedit, F12, etc. The time stops when either; Your craft is moving less than 1.0m/s, or your Kerbal is Standing on the helipad. That's standing, not laying down. Videos are always more fun to watch but a pic of your craft on the launchpad followed by a pic of it on the Helipad will do. Make sure you show the time. Get creative, I'm guessing this is going to be a very tight race. The 5 Second Club: The 10 Second Club: Leader-board (Glitch/Kraken): 1. @dnbattley - 2 Seconds ... ... Leader-board (Traditional): 1. @dnbattley- 4 Seconds 2. @Pro100kerbonaut - 6 Seconds 3. @ZZetho - 11 Seconds 4. @Klapaucius - 16 Seconds ... Here is a little inspiration for you guys. I'm sure this time will get stomped pretty quickly.
  8. So, I've been having a problem with some of the textures in KSC Extended (and it's dependencies I suppose). Namely, they've gone black. I've installed the latest versions of the listed dependencies on the 1.8.1 version of KSP with both DLC expansions. I'm unable to pin down the cause and I am also running my KSP in OpenGL, if that may be the problem. If someone can find a solution, that would be well appreciated!
  9. As you might know (and you probably do), there is an island airfield not too far from the KSC. But how often do you use it? For this challenge, you must put the island to use by making it a tourist attraction(due to the KSC spending all their funds on snacks)! This attraction can be anything! A hotel, a statue, a flying ice cream cone, anything! Then you must ferry at least 12 tourists to the KSC peninsula for a tour! From there you must visit every building in the KSC, including the launchpad and runway. The tour can be by surface or air, as long as you visit every building. The Expansion packs are allowed for transport to the island airfield to start, and visual mods are allowed. Hyperedit is allowed, HOWEVER, it can only be used to move craft to the island runway. To sum it up, your goal is to take at least 12 tourist Kerbals from the island airfield and attraction to the KSC to visit every building, or vice versa. Happy touring!
  10. As the title implies, your goal is to land on the roof of the KSC, however, this is not your every day land on the roof challenge: Tight engineering restrictions make this a true challenge, one for the can-do-all types. You have to be good not only at engineering an aircraft that fits the rules, but also have the hands required to put it where I ask you to, in the way I ask you to. You might post any attempt with any craft for fun, but competing runs must adhere to the following: Procedures & Rules: •To create a fair experience for everyone, mods are not allowed for competing runs, in any form, save for information mods like engineer. Parts, physics or skill affecting mods (such as airplane plus, FAR/NEAR or mechjeb's autopilot respectively) are definitely not allowed. Again, for clarification: NO MODS - Even if not doing so with malicious intent or even knowledge, you might be gaining advantages over all-stock entries. With the tight regulation margins of this challenge, that's something I can't allow. •Create an aircraft that meets the following criteria •Your aircraft, once built, has to take off from the default runway without any kind of assistance (towers for example), and land at the two helipads on the KSC rooftop. The flight and landing have to meet the following criteria: Lastly, to validate your entry, your aircraft must meet the following criteria after completely stopping: As you can see there's no score system, a successful landing with a craft that follows the rules is all you need. I'll probably make a badge or something to include in your signature. TL;DR - Short, precision landing competition for "standard" aircraft, except the runway is the two helipads on the roof of the VAB. Have fun. You can post entries that don't follow the rules as well, but of course they won't count. My attempt, includes F3 screen to show that nothing fell off after that little slide lol: https://streamable.com/7r7mm
  11. Right now i have a 110 km orbit, but i have 4 main questions: Where to put the maneuver node, where to aim the periapsis, how high the periapsis should be, and how to calculate with all that to the earth's rotation, and the drag what air makes. I made a test flight earlier on with the shuttle, and then i put the node 90 degrees ahead of the KSC and aimed the periapsis 90 degrees beyond the KSC, but i only used my eye, (just like i read somewhere in wiki) and when i reached the maneuver node, the KSC and the periapsis alligned up just to the right direction, but now, i have no idea how to recreate it again.
  12. Two quick and simple questions that I figured I'd stuff into one thread 1. When gathering science data around KSC in Career (or Science probably too), how in the world do you gather science from some of the places that only show up after upgrading buildings: The Pod monument at VAB, Round Tanks at VAB, each of the 3 satellites at Tracking Station..... I know there that science is available there, but, it seems like there is maybe a 1x1 pixel size you need to have your craft touch to be considered at those locations. I built a small rover that could go under the Round Tanks, and it still didn't trigger that I was at Round Tanks in Science X mod. On the satellites at the Tracking Station, I drove half my rover on the bottom base of the satellite, and it still wouldn't detect I was at the location. When I managed to do the Pod monument, I pretty much had to ram my rover into the monument, keep on the gas, and hold it there to keep the location as active to collect science data here.....not easy. So, am I missing something? Is there an easier way to grab the science at some of these locations? 2. I think I know the answer here, but was just curious......if I launch a scanning satellite and scan Mun for ore, if I start a new game, is the ore going to be in the exact same location? I'm thinking yes that technically, once you scan a moon or planet, you could actually just save off screenshots and use those every time you play, no matter what save you are loading. More of a curiosity question than anything.
  13. I made this and thought it's worth sharing: Downloads: https://github.com/maculator/Stuff
  14. Pictures soon.
  15. Does anyone want interactable buildings? Like buildings you can walk up to, open the door, and walk inside? I think it would be cool, as the astronaut complex and other buildings seem like cool places to be in. I also think there should be npc's inside that just walk around. Also, i think the space center would feel less abandoned if there were kerbals and vehicles moving around outside and having vehicles parked in the lot at administration.
  16. I decided to do what (to my knowledge) no one has yet done: instead of making a single mission, making a mission pack. The theme: Interning at the KSC. This mission pack features an intern as the main character. Start with some basic tasks, then work your way up to managing the entire space program. This is not released yet, and will likely take a significant time before it is, but I will show you the progress I've made so far: The only completed mission as of yet is Ore Gathering, in which the player must pilot a rover already on Duna and gather 75 units of ore before 10 hours is up. Again, pretty simple to start. I have another mission in the works, but I will reveal that when the time comes to do so...
  17. So I was just looking at the Changes for The Mun on the KSP Wiki and it says "Removed the KSC on the Mun (don't ask)" for v0.14.3 (https://wiki.kerbalspaceprogram.com/wiki/Mun#Changes). This means it must have been added in v0.14.2 which is also the version The Mun's terrain was overhauled and changed from looking like this: To This If you have any images or know anything else about the KSC on the Mun, please tell me. (https://wiki.kerbalspaceprogram.com/wiki/Version_history#v0.14.3)
  18. I would just like to be able to target runways/launchpads. It would be nice if I could just click on the KSC to target it. Especially since its now visible in map view. Just saying
  19. Hello, I just recently created my custom SpaceX like landing pad as a new part for my another mission. But can someone tell me how could I add it into the kerbal space center like another launchpad and it will be part of it? I'm talking about something like this: or I would really like to know from which mod is this: Album https://imgur.com/APuG0jq will appear when post is submitted My attempt (It was totally the first version and I will be improving it) : Thanks
  20. Whenever I try to select a KSC facility, either the Runway or Launchpad, it defaults to Dull Spot. Please help.
  21. Ever wanted to take out all the buildings at KSC? I have. But I find it hard to destroy them all (including runway) with a single stock vehicle. Here is a vehicle that can take out pretty much everything but the runway and survive if you are careful. It acts as a giant double sided battering ram and can withstand building impacts at full speed. The bumper is effective at protecting it, but pieces can sometimes be knocked off in explosions. It's best to hit things directly with the ram if possible. Share your vehicles too! DOWNLOAD HERE!
  22. The game sometimes crashes when returning to the KSC, especially when loading a craft with at least a moderate number of parts (space stations, ships with a lot of science parts) KSP: 1.3.1 OS: Windows 10 (10.0.0) 64bit Mods: Output Log KSP Log EDIT: I've noticed an exception error in all three logs a minute or two before the scene change. Haven't tried reinstalling the mod that appears to have caused it though.
  23. KSC SUPPORT STAFF Hey Guys/Gals/Kerbal-kind! I was searching for a mod that would allow you to have technicans and scientists on the ground for role playing purposes. Lets face it, Astronauts don't drive the fuel trucks and astronauts are not soldiers in the the war games. So here is a mod that will allow you to have those guys in the game. Since I could not find something like this, I decided to try to make it on my own. This is my first mod, so please be kind and I hop I do not disappoint. This mod does require Texture Replacer Replaced to work! Downloads: Spacedock: KSC Support Staff on SPACEDOCK.info Curse: Coming Soon! (approval process :/) This mod will be updated as I get more free time, see the included readme for details.
  24. Hello, everyone, I'm Rocket_man1234! I don't usually post on the forums but today I decided to make a race! The following images will show the short course that the race will take place on: https://imgur.com/a/LJs3g the requirements are: 1. you must have 3 or less Juno jet engines 2. the only propulsion system is the junos 3. you must stay below 115 m after the bridge 4. the craft must be your own and must be manned 5. submit the craft file and video or imgur album to enter (in the comments) If you have questions just ask have fun!
  25. Hello, everyone, I'm Rocket_man1234! I don't usually post on the forums but today I decided to make a race! The following images will show the short course that the race will take place on: https://imgur.com/a/LJs3g the requirements are: 1. you must have 3 or less Juno jet engines 2. the only propulsion system is the junos 3. you must stay below 115 m after the bridge 4. the craft must be your own and must be manned 5. submit the craft file and video or imgur album to enter (in the comments) have fun!