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Found 519 results

  1. I'm sorry if the title wasn't too clear, but in case you have never used Steam, you have an inventory full of cards that you can sell for money or "gems". Is there any way to earn these in the game? Feel free to yell at me if I'm unclear. Thanks.
  2. JohnsterSpaceProgram

    Career Mode: Mission To Kerbin's Highest Peak

    Hello. I recently attempted a mission to kerbin's highest peak to complete an objective in career mode and this is what happened. First, here is a look at the craft I used, its a pretty basic rocket, it was able to get into orbit easily. After the rocket was done, it was time to launch! The launch went pretty well, as seen in the next few images. (I used Jedediah Kerman for the daring mission) After getting above 70,000 m, I coasted to my apoapsis, and did a burn to enter into kerbin orbit. Now that I was in kerbin orbit, I prepared to do a burn to change my inclination so it would match with the mountain's inclination. But before doing that, I decided to do a EVA Spacewalk. With the EVA complete. It was time to get back In the ship and do the burn, but, as I found out, I ran out of fuel before I could finish the burn. After loading a quick save I decided to give up on the mission for now and return back to the ground (or sea, because that's where I splashed down) I will reattempt this in Career Mode in the future, but if you have any tips or ideas to help me out, tell me below! This is JohnsterSpaceProgram, signing off until my next post!
  3. I have a problem... I tired everything but I can't solve it.The particles don't stay on their place.I want a normal engine plume. [noparse] //Ren1 //d_s___3 PART { name = ds3_engine_Ren1 module = Part author = d_s___3 mesh = Ren1-M scale = 1 rescaleFactor = 1 node_stack_top = 0.0, 0.1, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.5, 0.0, 0.0, -1.0, 0.0, 1 fx_smokeTrail_light = 0.0, -1.6, 0.0, 0.0, 1.0, 0.0, running TechRequired = nuclearPropulsion entryCost = 450000 cost = 9000 category = Engine subcategory = 0 title = Ren1 manufacturer = #autoLOC_501627 //#autoLOC_501627 = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = --MOD-- Ein tolles Triebwerk! attachRules = 1,0,1,0,0 mass = 3 heatConductivity = 0.06 // half default skinInternalConductionMult = 4.0 emissiveConstant = 0.85 // engine nozzles are good at radiating, NTRs even better dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 9 maxTemp = 2500 // = 4000 bulkheadProfiles = size1 radiatorMax = 0.15 //Kühler tags = #autoLOC_500438 //#autoLOC_500438 = active atom efficient engine inter liquid (nerv nuclear nuke orbit propuls radio reactor vacuum MODULE { name = ModuleEnginesFX engineID = ds3_exhaust_Ren1 thrustVectorTransformName = particleFX runningEffectName = running_closed exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 90 heatProduction = 150 fxOffset = 0, 0, 1.5 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } atmosphereCurve { key = 0 800 key = 1 185 key = 2 0.001 } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.7 maxDistance = 50 falloff = 2.5 thrustTransformName = thrustTransform } EFFECTS { running_closed { MODEL_MULTI_PARTICLE { modelName = Exhaust2/FX/Ren1_Exhaust transformName = thrustTransform emission = 0.0 0.0 emission = 0.1 0.5 emission = 1.0 1.0 speed = 0.0 0.8 speed = 1.0 1.0 } } }
  4. RippledKerbal

    Just started my new mod c:

    A new Mod for KSP Planets Coming up! Help me choose a name if you would like to! Thanks c: P.S it is a mod about the kerbal system after it was destroyed and they have moved to a giant other start system
  5. Hi My name is CyrusPlayz.I have been making planet mods for years.But why now make a form Page?Because my past two planet mods are trash copyright mods(aka mods with copyrighted content). But here are the downloads anyway:The New Crew: [Link removed by moderator] CPPO: [Link removed by moderator] But review them with you own risks. Anyway,KIP is going break that and be a non copyrighted mod,Here are screenshots here is a 0.25 version release: https://www.mediafire.com/file/7t50kq21bm7x4mw/KIP.zip/file License: MIT
  6. planet-creations

    The Kerbal XX Space Station

    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!)
  7. I use Ksp 1.4.5 RSS and some other mods. Whenever I Enter the influence zone of the Moon my game freezes about 5 minutes and then it crashes. It doesn't matter either I enter the orbit legit or via cheats. https://www.dropbox.com/s/hmh7jx4meppsapi/Crash_2019-01-12_102800.rar?dl=0
  8. Hi, I hope that squad will finally add multiplayer in the next update, like they very long time ago said. Regards Changelog: - [25.12.18] changed version to 1.7 - [16.10.18] changed version to 1.6 - [09.03.18] changed version to 1.5
  9. Hello, I'm building 2 stage rocket similar to Falcon 9 with reusable first stage, but as I use decoupler showed on image, as I launch a rocket, second stage is wobbly and it immediately snap from first stage. What is wrong with it. I've built multiple 2 stage rockets before but it happened to me for a first time today. Under decoupler is Remote Guidance Unit to control that first stage at the reentry and Advanced Reaction Wheel Module. Thanks for some advice.
  10. Spartwo

    Kerbal Powers Roleplay

    Link Welcome to Kerbal Powers, an iteration of Kerbal Political Roleplay. A game designed to allow you your own little slice of the Kerbol System where you can create a nation, organisation, or private entity in the small system. Join a world of over 50 player nations and half as many NPCs Our play on the RP premise is based on an RP first method of gameplay with a strong KSP building ethos to back that up, we operate with a pre-approved modpack. The game runs at a slower pace, around a scale of about 18:1. It lets players stay engaged in the game regardless of how much time in the week they get. Discord Come to discord for quicker information than forum messages on how to play. Discord is not required to play. Advice for inexperienced players You're most likely not a superpower Losing a war isn't the end of the world, no nation has been annexed. Please use the flairs Larger the nation larger the target No coast means no navy Don't touch the KSC (Personal) Stop adding the letter K to things and calling it a day What is a roleplay? In the RP you play the role of a nation, corporation, or NGO. All decisions are yours to control. However be aware that other players might not like your choices and there may be consequences to your actions. The user creates their own nation within some limits established by the rules, and goes to work involving themselves in an interactive world established by other users like them. Change in leadership doesn't change that you control your role but it gives you an excuse to change national or personality traits. Everything within your nation is within your control. The game as a whole could be described as collaborative writing with KSP. How do wars happen? Warfare occurs using a large scale map for movements with individual battles being decided using the game itself as standard. Depending on the people involved it can vary from almost entirely writing to almost entirely inside the game. There is a fully detailed set of combat rules for any interested. Are there any NO-GOs? Some actions, while not against the rules, are poor form and will possibly get you invaded. Annexing great deals of land Going on leave while in a war Killing other player's named characters Copying craft Going to war for OOC reasons(semi-against rules) How do I make a country? You can apply to join HERE You just need a name, flag, and plot of unclaimed land before going in.
  11. UomoCapra

    The Holiday Spheres Of Kerbin

    Hello everyone, First of all we want to wish everyone Happy Holidays and a Happy New Year! This year we have had a blast and we are convinced that 2019 will be even better, so to celebrate we’ve made these wonderful holiday-themed Kerbal spheres that you can print, cut, and use to decorate your home, office, X-mas trees, or anything you like! Don’t forget to show off your kerbal sphere pictures with us and the community via this thread or using the hashtag #SpheresOfKerbin. Wishing you peace, love and joy this Holiday Season. Click here get the high-res spheres.
  12. Recently, @ShadowZone has released a video about the future of KSP, and as I personally agree with the points he has made, so I decided to spread the word. @UomoCapra and other developers, please hear me and him out:
  13. Janderklander

    VUESTRAS MISIONES.

    Muy buenas: Me he decidido a abrir este hilo para que subáis los enlaces a vuestras misiones, y así de paso compartir experiencias y conocimiento, de las diferentes piezas y estrategias. Además así podemos conocer más canales.... Voy a empezar con un aporte. Un vídeo sobre la navegación a vela solar, sale barato, aunque es un poco lento..... FOTON SAIL. HASTA EL INFINITO.....
  14. Welcome to the first annual KSC Car and Air show. This is a special contest for builders of cars, trucks, planes, and other wacky stuff. It is a community driven air show where KSP players can upload their craft here to be a part of this event. After all the slots are full, I will set up all the stuff in a save file, and then I will announce the winners of each category. I will also share the save file with everyone else, so they can find all the craft in one place. Have fun! Uploading guidlines: PLEASE INCLUDE A CRAFT FILE!! Also, please include screenshots, a good description, and the category of entry. (Cars/trucks/small aircraft/large aircraft/crazy wacky stuff) No more than 1 entry per category per user. STOCK ONLY! (Ven's stock revamp and BDarmory are allowed, as well as Airplane plus, KAX, Tweakscale, SXT.) DEADLINE: THERE IS NO DEADLINE! HA HA HAHA!! Open slots: Light Aircraft: 0 SLOTS OPEN. SUBMISSION IS CLOSED. Heavy aircraft: 0 SLOTS OPEN. SUBMISSION IS CLOSED. Cars: 3 slots open. Trucks: 4 slots open. Wacky stuff: 5 slots open. Sponsors: Thanks to our sponsors, Forests Inc., And Bullseye LLC. ALL RIGHTS GO TO SQUAD for the images. Current entries: "Heavy Aircraft:" Haruspex. (Condor) Thor_Wotansen. (Borr) drtricky. (ABH-17 Rapture) ShadowWolf56. (Boeing 737) Skylon. (SB-1 Dragonfly) EpicSpaceTroll139. (Airbus A380) DarkLion. (Batwing-SSTO) Draconiator. (KTR-10NP) DunDun92. (KC-1 Transport) ImmaStegosaurus. (AN-12E) "Light Aircraft:" Triop. (F-20 TigerShark) NotAnAimbot. (F-2F) LazySoUseHyperedit. (Cessna) TheEpicSquared. (AF-1) GDJ (Kraken-MK1-Disarmed) DunDun92. (F-10 Striker) Mumbro Kerman. (F-16C-50 Fighting Falcon) Draconiator. (Kerbtrolite-K-1) PaperAviator. (MIG-21) Draconiator. (IHNCWTNT) (I have no clue what to name this) "Cars:" Azimech. (Charger RT-31) tgaerospace. (TSG Zelion) qzgy. (BAC-Mono type 5) 53Miner53. (Formula-Solar-Stock) GDJ. (Avro-G-Prix Special) Dark Lion. (Kustom-Krazer) doggonemess. https://kerbalx.com/LevAerospace/M8-SpyRover-II-ORV(M8-Spy-Rover-II-ORV) "Trucks/tanks/trains:" KenjiKrafts. (10-15-Hllensturm-HDMT---32) Qzgy. (Mallard V3) NotAnAimbot. (Wolverine-2A1) EpicSpaceTroll139. (Oskar-Mayer-Wiener-Mobile) 53Miner53. (Deora-II) Ozelui. (Cargo-mate tractor) (Exo-Trailer) "Wacky stuff:" PaperAviator. (Canada Goose) EpicSpaceTroll139. (E-50A - Triton) DarkLion. (Bo) HB Stratos (BAC-Concorde) Andetech. (ADX-FJC Flying Car)
  15. 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!
  16. Hi. I have Kerbal Space Program 1.5.1 with Making History Expansion. I also have Realism Overhaul and its dependecies: Real(Chute, Plume, Fuels, heat), ModuleManager, Advanced Jet Engine, SmokeScreen, Kerbal Joint Reinforcement, and Ferram Aerospace Research. Although, the game says Realism Overhaul, Real(Plume,Fuels,Heat, and Chute), Kerbal Joint Reinforcement and Ferram Aerospace Research are only compatible with 1.3.1. All these mods takes away some needed components, and replaces them with different ones. But, not any from Realism Overhaul that I know of.Sure, there's an "SLS Tank", but it's just a few 3.75m Kerbodyne engines placed on to of each other. It even says that in the description! Do I have to downgrade to 1.3.1? I don't want to lose the features of the Making History expansion.
  17. Hojoz

    Hojoz's Videos

    This is basically my thread for posting my videos on, hoping that someone sees them, views them and likes them (Not like button like but like as in it's good content) My channel on YouTube is HojozVideos, and amongst other stuff I post random KSP videos and Cedara Fighting Competition ones, which is oriented at fighters made using BD Armoury continued. Please excuse me for any mistakes, I'm new to the KSP forums.
  18. The_Cat_In_Space

    Project: Summer

    It began, like so many others: A small solid rocket booster, attached to a command pod, a parachute, and some science gear. But we are moving past that, because that's how every space program starts. We are moving on to something else, something... different. Chapter 1: Who said that we can't have rocket planes? "I don't think this will work. I mean, it's so off balance! How can you have a rocket engine on such a small plane!" The engineers pleaded with the design team on a cold morning. "Well, if we don't try it, we won't know if it works or not. It's better to try and have a chance at success than not trying at all", one of the designers, Kroslev, said to the skeptical team. "Ok, we'll give it a go, but if this doesn't work then I'm not being held accountable for it" the lead engineer said. Approximately 7 hours later, the small craft was ready. "This is Kami Kerman, requesting takeoff for test flight, over" "Tower to Kami. You are clear to takeoff. We wish you luck, over" "Roger that, Kami out" As Kami began to touch different buttons, turn dials, and so on, she said a prayer. And then she flicked the 'FIRE ENGINE' switch https://photos.app.goo.gl/R2UNf5YfwMqUM3s48 A massive kick rocked the small plane, giving Kami a jolt. If it were not for the safety harness that she was contained in, she could of been easily thrown out of the cockpit by the force. She flew higher and higher, faster and faster, until the fuel was empty and the engine stopped. https://photos.app.goo.gl/YJDwMBdPsrDyY3FP9 Now she just needed to land it. In flight, the Dotso-1 was incredibly stable and responded easily to the controls. But without thrust and with the center of mass changed as a result of all fuel being used up, it was incredibly nose heavy. https://photos.app.goo.gl/tu8UjcdCFyVPYXWU7 It appeared that she would hit the ground hard, but could relax as she heard the sound of parachutes deploying. https://photos.app.goo.gl/Wh1rztdyHGRxhgsx8 After landing, and taking some readings and doing experiments, she made her way out of the Dotso-1, proceeded to plant a flag, and was promptly transported back to the KSC https://photos.app.goo.gl/pMVVjrvSkFBauXD26 She never looked so thrilled and excited in her life. No doubt that this first flight would serve as a basis to develop bigger, better, and faster things.
  19. jebidah'sleftthumb

    American landing site

    I think I found an American landing site on the mun. It's a large obliesk with an American flag with a small lander. Anyone know the history of it, why its there? Thanks in advance :) Also to confirm finding it was an accident. I've never heard about it before, and happened to stumble across it on my second mun landing
  20. 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
  21. Thelizard

    New Channel

    Considering creating a new KSP channel and would like suggestions for a first mission Thanks!
  22. Pawelk198604

    KSP vs Simple Rockets ?

    For me it would be always KSP even trough I not play as much I played a few years ago I still love it Recently I bought two games on Steam sale, games called Redshirt, and Simple Rockets, I was a bit disappointed to me is very much KSP rip-off
  23. Gryffen1971

    Sky Crane Series

    This is my attempt to create a Sky Crane using Stock Parts along with Modded Parts. Here it is: http://kerbal.curseforge.com/shareables/229079-sky-crane-mk1-unmanned The link above takes you to my project page. Let me know what you think and what improvements can be made. I will try to include them when i have spare time. Skycrane Mk1 ------------ Created By: Gyrffen9971 Copyright ©2015, Gyrffen9971 Specs -------- Skycrane Mk1 Mission --------------------- The Skycrane Mk1 is used for taking Heavy rovers' into orbit and land at there intended location. It can detach and take-off again to leave the rover behind safely. Vessel -------- Mass: 24,750kg (26.0t) Delta-V: 38,483m/s TWR: 8.26 (By Itself) Atmo^V: 38,483m/s Height: 7.7m Width: 10.2m Length: 10.2m Parts: 45 Resources --------- Electric Charge: 35.0 Reserve Power: 100.0 Monopropellant: 750 (3,000kg) Deuterium Fuel: 8,0000 (8,000kg) "2,000 per tank" Planned Versions ---------------- Mk1 (Manned) - On Drawing Board Mk2 (Mannned) - On Drawing Board. Mk3 (Manned) - Not yet.(No Kerbal Engineer is ready for the challenge! ) Mk3 (Unmanned) - Not yet.(No Kerbal Engineer is ready for the challenge! ) Planned Upgrades ---------------- For the Mk1 Manned Version - Command Pod For the Mk2 Unmanned Version - Adding of Solar Panels and Batteries. Possible Sci-Equipment, Lights. For the Mk2 Manned Version -Command Pod and all that will be placed on the Unmanned Version. For the Mk3 version - A Manned Command Pod, More Batteries, Solar Panels, Bigger Engines. Page will be updated as Testing/Designing/Building continues.
  24. Hello there, I am the guy that (almost) never posts, but I wanted to help the community at least a bit, so here's a list of which mods have been updated to work with KSP 1.3 Disclaimer : Not all of the listed mods have been tested. Most have just been updated and I included them here. Reply with the name of any "compatible" mod crashing the game and I'l remove it, or with a mod not included here and I'll add it List of mods in the spoiler, sorted by alphabet in sub-spoilers. WARNING: It's really long By the way, I'll be updating this list as often as I can Last Update : June 26th, 2017
  25. WanbasRibas

    What Happend with the demo?

    I was planning to buy the game this year but then i remember that the game had a demo,so i search in google ksp demo for testing the game before buying it. but i found nothing just the ksp web with UNDER MAINTENCE in the page. So i have some questions: Is the demo deleted? If not when is the back of the demo? So that is my questions. PS:sorry for the bad english im not from america.