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Found 505 results

  1. Thelizard

    New Channel

    Considering creating a new KSP channel and would like suggestions for a first mission Thanks!
  2. 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!
  3. 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
  4. 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.
  5. 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)
  6. 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
  7. 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.
  8. il mio problema è: dato che ho attualmente una versione KSP 1.4.5 x86, e vorrei fare l’upgrade a 1.5.1 x64,; è necessario disinstallare per poi reinstallare i gioco a x64? Oppure ce un'altra soluzione? Se non ci fosse altra soluzione: per salvare i miei Saves, basta che li inserisca nel gioco con la nuova versione? Oppure non è possibile farlo dato che i saves sono stati creati con x64?
  9. So over on the "Alternate History" forums (https://www.alternatehistory.com/forum/threads/how-early-could-we-get-interplanetary-spaceflight.454400/) we have a discussion going on about possible 'ways' to have an extended and expanded Space Program with early and sustained Interplanetary Travel to which I've been pointing out in our world ("Our Time Line" or OTL in the lingo) even the rather obvious possibility of species death and planetary mass extinction wasn't really 'incentive' enough to get that effect. Now let me say that one of the FIRST things that caught my eye from Kerbin orbit was the "BDC" (Big-Dang-Crater) on the surface but since they added asteroids I have to ask why in Squad's sake do you put an inhabited planet on the inner side of an Asteroid belt? I'd never really payed close attention, (and can't seem to load my screenpic) but I'm already (turned on object tracking and spent a couple minutes at x1000 speed 'cause i was curious) and I've already collected a couple new moons and several near misses and they still keep coming! Kerbals have LOADS of incentive to get into space and astronamers must take antacids by the truck load! Randy
  10. Flightgames66

    Jebediah-A KSP Story CHAPTER FOUR!!

    Hello, I have decided to make a story. It will be a multiple part story, and its name is Jebediah. The story follows Jebediah Kerman as he embarks on the biggest quest he will ever take part in. Also featured are Valentina, Bill and Bob. Hope you lot are hyped, it's gonna be a pretty good story! PROLOGUE When Wernher Von Kerman published his groundbreaking works on rocket design and orbital mechanics, did he know that he was going to become one of the worlds biggest celebrities? No. He didn't. Did he know that his findings would create the worlds first space agency, KSA? No. He didn't. He had ideas for rockets to be used to give people a new glance at the universe. To, how would one put it? Branch out. In terms of turning Kerbalkind into a space faring civilization. As technology advanced, so did space achievements. the Kerbin Space Race brought many accomplishments; first satellite into orbit, first man in orbit, first space station, even the first landings on the Mun and later, Minmus, Duna and Eve. After that, the public relations boom ended. No one really cared about the space programs around the world. International budgets were lowered and space travel became mostly limited to LKO/KEO travel. The Year is Year 62, and heres where we start. Chapter One: The Last Crew It was another boring launch. Of course, there was a turnout to watch the launch, but it wasn't big. Big turnouts had died off years back. Kerbmerikan Space Station crewed launch 32 was on the launchpad, preparing for takeoff. It could be the very last mission to KSS, as it was far from modern and the alotted budget for the KSA was shrinking every year. MC FLIGHT: "Launch in T minus 5 minutes. You lot good for launch?" KSS 32: "Valentina here, roger." KSS 32: "Bob here, roger." KSS 32: "Bill here, good to go!" MC FLIGHT: "Good to hear you lot are good for launch." MC FLIGHT: "Launching in T minus 4 minutes." MC FLIGHT: "ETHOS, CRONUS, ODIN, ADCO, CATO." MC ETHOS: "Go." MC CRONUS: "Go." MC ODIN: "Go." MC ADCO: "Go." MC CATO: "Go." MC FLIGHT: "Excellent." MC FLIGHT: "T minus 3 minutes." KSS Bill: "Why was Jeb scratched from the mission again?" KSS Val: "He had an important board meeting, since hes on the board. I think its about the heavy budget cuts last week. Half my friends have been fired." KSS Bob: "Sounds about right. Anyway, the KSS awaits!" KSS Val: "Might be the last mission there, this one. I heard rumours that they're re-entering KSS soon." MC FLIGHT: "T minus 2 minutes." MC FLIGHT: "T minus 1 minute." MC: "10, 9, 8, 7, ignition sequence start! 5, 4, 3, 2, 1, ENGINE IGNITION!" MC: "LIFTOFF! WE HAVE A LIFTOFF!" KSS 32: "We are alright here, G Force is doing us good!" * * * Jebediah: "You can't do this to us! Where do we go if we are fired?" Wernher Von Kerman: "We have no choice, Jeb. They aren't giving us enough money. I BEGGED. " Linus: "I agree with Jeb. Do we just give up on the dream? We need to do something." Wernher: "I'm sorry. My decision is final." The room burst into outrage, people lunging at Wernher. He managed to get out, where he made a swift exit to his office in Administration. Jebediah left the room, feeling worthless. Then, he had an idea... Chapter Two: Jebediah's Plan "Alrighty boys, docking sequence initiate!" Valentina, being a young but talented pilot, was mission commander for KSS Expedition 32. She hit a switch above her, illuminating a docking port about 75 metres away. Her displays lit up with {[Automated Docking: Engaged]}. "Things are looking good!" Said Bill, the mission's engineer. As their LKOCS (Low Kerbin Orbit Crewed Spacecraft) drew closer to the space station, mission control were watching carefully from the KSS' hull cameras to ensure the docking was successful. "Dock in 50 metres. 40. 30. 20. 15. 10. 5,4,3,2,1. Dock complete!" exclaimed a very happy Gene Kerman, having the first good news in days. He had attended the board meeting discussing the recent budget cuts, which would make any Kerbonaut (or retired one) pretty sad. * * * Jebediah Kerman was not an ordinary Kerbal. He had traits that not many kerbals have in high amounts. He was a very smart, imaginative person. The previous day, he'd found out the budget cuts had the chance of dismissing multiple Kerbals, demolishing areas of the Kerbal Space Center and well, pretty much withdrawing Kerbmerika's presence in space. This had given him a very, very crazy idea. So crazy that if he was ever found out he would most certainly be arrested for high treason. His plan was, well, to start a war! "What could go wrong?" He mumbled. His plan would be subtle at first. He would have a trained spy infiltrate the Kussian Federations rocket manufacture plant. He'd have the spy drill a very small hole in one of their craft set to launch within the month. If all went well, it wouldn't be detected until it was too late; when the hole had sucked the majority of the atmosphere out of their space station Величественный орел. The federation would immediately launch an investigation, being lured by a metaphorical breadcrumb trail which would lead straight to the Kerbmerikan armed forces... Chapter Three: Infiltration "Jebediah, Jebediah, old friend! How are you?" Jebediah had set up a meeting with his old friend, Phildorf Kerman. They'd been friends since they were kids, growing up in the same town, near Baikerbanur Space Center. They'd watch the early unmanned rockets of Kerbalkind, engines crackling as they ascended into space with awe. Of course, only one would end up in the astronaut corps; Jebediah. Phildorf was a secret agent. He'd do any job flawlessly, so long as one had the money. "So, what want from me, eh? You didn't call me for reunion! Tell me!" Phildorf questioned. * * * "Infiltrate Krussian Space Agency... Very difficult. But I can do." Phildorf gave a warm hug and a handshake to Jebediah, and he was off. How would he do this? Ah. Fake ID. He'd imitate being a native Krussian, which wouldn't be too hard, considering his thick Krussian accent. He caught a flight to Krussia. The next day, he successfully entered the Krussian Space Agency, as a rocket technician. He casually went into the capsule of the Krussian P-1 Crew Transport, got out his drill, and drilled a miniscule hole, which he then glued shut. A seemingly good seal, but once it entered space, it would become brittle and shatter. If all went to plan, it would cause cracking of the hull, causing an explosive decompression. If they were lucky, they might survive. say they were close to the station when it occured, they could either use their EVA jetpacks to get to safety, or the seal might break at the final moment of docking, causing a huge chain reaction, which could blow the station up as well... Phildorf made a swift exit after covering up his trail and laying a false one. Mission complete. Chapter Four: Devastation It was a sweltering day. Of course summer days are, when you're in a desert. The Krussian Space Agency was launching its P-1 rocket from their space center, Desert Spaceport. Jebediah Kerman was watching the launch, of course from a live broadcast at the Kerbmerikan Space Agency. As the numbers counted down, the low grumble rose to a deafening crackle and roar, as the giant rocket rose. Emblazoned with Космическое агентство (Krussian Space Agency), the P-1 rocket was their pride and joy. It had not experienced a major problem since Year 54. The rocket was now about 1250 m high, when something terrible happened. Something that would shape the history of Kerbals as a species. The rocket suddenly became a fireball, or was it? It seemingly hovered there, a flaming, red ball. It looked like a star, only tiny! Mission control was going crazy. Both. Thats how peculiar this was. Kerbmerikan and Krussian watched closely. Suddenly, a monitor in the Krussian Mission Control Room flashed with some text. {[WARNING: NUCLEAR RADIATION LEVELS: EXTREMELY HIGH]} {[PLASMA LEVELS: CATASTROPHIC]} It exploded. All measurements were acting erratic. There seemed to be a tear. What could cause this phenomenon? Jebediah was utterly shocked. Did Phildorf do this? Was it supposed to do this? What science could this... thing hold? The tear seemed to fall down to the ground. Little did the kerbals know that someone, an intelligent species 7 billion light years away, had commenced a nuclear experiment, which so happened to coincidentally occur when the explosion happened. It caused a rift in spacetime, a wormhole...
  11. Link Welcome to Kerbal Powers, an iteration of Kerbal National Rolplay. So you've read the tagline and come to look at a thread that's pitching yet another RP. You will also rightly note that this isn't the first KSP RP and will likely not be the last. Many members are experienced with these roleplays and can assist new players get themselves integrated into the game as well as be active members in the game. 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 more information on how to play and join. Advice for inexperienced players You're not a superpower 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. 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 in a similar fashion to the Fall of Kerbin youtube series. Depending on the people involved it can vary from almost entirely writing to almost entirely inside the game. Most of the time two people will test craft against one another to determine the outcome of any future fights. Then when the time comes for war the two will come to an agreed outcome. If they can't, then the fight may have to be done inside the game. How do I make a country? You can apply to join HERE
  12. I am doing one of the explore Duna contracts, one of the criteria is that I 'Enter the atmosphere of Duna'. I have landed my probe now on Duna and It is still unchecked.
  13. Hi, I hope that squad will finally add multiplayer in the next update, like they very long time ago said. Regards Changelog: - [16.10.18] changed version to 1.6 - [09.03.18] changed version to 1.5
  14. So I recently updated my mac to MacOS Mojave and realised that my KSP game stutters like crazy, with black lines appearing everywhere. Some helpful guys in the forum advised me to use the "-force-openGL" command to restart the game, and it worked! However, the sad part is that I am running KSP realism overhaul with real solar system and the whole mish mash, and every-time I created a ship and tried to launch it from the vehicle assembly building, it just gave me the black loading screen with the planets rotating icon in the bottom right. It never tends to get out of that position and gets stuck there. I managed to isolate the problem a bit, as only when I used any of the procedural parts, this problem occured. Oddly enough, it's not the same for some of the stock FASA craft files like the Saturn V. They work just fine, along with other normal KSP installs (unmodded) with open-GL. Can somebody help me with this problem, as it's gonna be a while until I get a windows dedicated gaming laptop, and I have to work with my mac in the meantime. Thanks in advance:)
  15. Hello everyone! Kerbal Space Program 1.5 Dressed for Success has launched and with it we bring new content that brings your game experience forward. We are driven to continue with our never-ending quest of making KSP the best game it can be through continuous support and substantial updates. Kerbal Space Program 1.5: Dressed for Success has something for everyone, as both the base game and the expansion are getting their share of enhancements. With that in mind, a key aspect in this update is the optimization and fresh makeover of various parts, as well as the classic EVA and IVA Space Suit. Additionally, players will find a number of brand new features, as well as good ol’ bug sweeping. Let’s go through some of this update’s highlights: New Suits Both the recruit and veteran classic EVA and IVA Space Suits have been given a well-deserved overhaul. We knew that such an iconic element of the game needed to stay true to its identity, so we are keeping its style, while also giving it a sleeker look. Revamped Parts Many parts have been given a fresh new look in an effort to have a more cohesive parts catalog. While staying true to the game’s original essence, the geometry and texture maps of these parts were completely redone. Some of these parts also include new texture variants for you to choose at will, and others have a new shader that makes their metallic bits interact better with light. Improved Burn Time information We improved the burn time indicator by recalculating based on dV and not acceleration. Additionally, we’ve added a staging indicator that shows which stages contain the dV needed to complete each part of the maneuver. Go to the advanced settings to turn on this exciting new feature. ... Update 1.5 has also a few improvements exclusive to the Making History Expansion: The Part Count Node This node makes a comparison between the state of a vessel in two separate moments and by defining the number of parts itself; with it you’ll be able to test whether a vessel has or hasn’t lost parts (destroyed or decoupled) during any point on a mission. Underwater Fly Through Nodes With Dressed for Success you’ll be able to place Fly Through Nodes underwater, expanding mission creation possibilities. And much more! To learn more you can read the full Changelog here =================================== v1.5.0 ============================================================ 1.5 Changelog - BaseGame ONLY (see below for MH changelog) +++ Improvements *Optimized the game for 4K resolution and increased the UI scale to 200% * Added higher impact tolerance to retracted solar panels. * Deployable parts now use separate value for their impact resistance when retracted. * Implemented a new version of the kerbal suits for the base game. This includes IVA suits for recruits and veterans as well as EVA suits. * Revised the behaviour of asteroids within Kerbin's SOI and gave them better VFX. * Added a "What's New" dialog to the main menu, where you can quickly see the highlights of the release as well as the full change log. (you're probably reading this from that very dialog). * Improved Burn Time information on Maneuver nodes. Includes correctly calculated burn time and Stage Information; Burn bar indication when vessel does not have enough DeltaV to perform the maneuver. * Staging of docking ports now available in flight. Changing staging of docking ports allows the player to change the Delta-V of the vessel for docked vessels which changes the Burn Time Information on Maneuver nodes. * Kerbals can now be placed in external command seats in the VAB/SPH. * Wheel suspension now has auto spring/damper to combat bouncing wheels. This can be turned on and off via Advanced Tweakables per wheel (in symmetry). * Added a Burn Time Indicator slide to KSPedia. * In editor (VAB/SPH) switch symmetry mode back to what it was set to after hovering over a node. * Allow pinning of PAWs and resource transfer for highlighted parts from Resources App. +++ Localization * Fix lingoona gender tags in resource names in PAWs. * Localization of bulkhead size and other automatic search string tags. * Fix community localization feedback for the Fly Through? Node pt.2 * Fix Community localization feedback for fly through Node pt. 2 in Japanese. * Fix German community localization feedback for "Schwerkraft mindern", changed to "Sanfte Schwerkraft Aktivierung" * Did a general grammar and lexical pass on KSPedia. * Localized Debug menu UI titles. +++ Parts Updated Parts (reskinned): * Mk1 Command Pod * HECS * HECS2 * OKTO * OKTO2 * QBE * RoveMate * Stayputnik * FL-T100 * FL-T200 * FL-T400 * FL-T800 * RT-5 "Flea" Solid Fuel Booster * RT-10 "Hammer" Solid Fuel Booster Color Variants: * Mk1 Command Pod (New "Dark", "White" and "Gray and White" color variants) * RoveMate (New "White", "Silver" and "Gold" color variants) * FL-T100 (New “Dark”, “Black and White”, “White” and “Gray and Orange” variants) * FL-T200 (New “Dark”, “Black and White”, “White” and “Gray and Orange” variants) * FL-T400 (New “Dark”, “Black and White”, “White” and “Gray and Orange” variants) * FL-T800 (New “Dark”, “Black and White”, “White” and “Gray and Orange” variants) * RT-5 Flea (New “White”, “Orange” and “Yellow and White” variants) * RT-10 Hammer (New “White”, “Orange” and “Yellow and White” variants) Other Part changes: * Some parts now take advantage of the new "Bumped Specular (Mapped)" shader which achieves significantly better metallic reflections. * Fix issue where engine shrouds were becoming offset on vessel focus. * Improved OKTO and OKTO2 mesh colliders to fit them better. * Improved Stayputnik attach node positions to make better contact with other parts. * Rotated the RoveMate ninety degrees to make it match with its Navball orientation; also added 4 new attachment nodes to the sides. * HECS rotation fixed - rotated 30 degrees. - NB:This does rotate the control orientation for old vessels using this part. * Fixed Rockomax Jumbo-64 Fuel Tank normal map alignment issue. +++ Bugfixes * Fix issue where incorrect tooltip icons were being displayed in the R&D scene. * Fix icon blurring for flags, icons, tutorial images (and more) at different texture settings. * Fix mini-biomes persisting after touching one and then moving vessel away from it. * Fix mini-biome structure detection around the KSC. * Fix log spam and messages related to stock launch sites if Making History DLC is not installed. * Fix issues with decouplers in symmetry being staged via the Part Action Window. * Fix issues with decouplers in symmetry being staged separately. * Fix transparent materials in Part Picker Icons. * Fix Gigantor XL panel when using Undo in editor. * Fix transparent materials showing in part highlighting in editor. * FIx for ship orbit line not rendering when burning straight from a physics bounce on flight load. * Music volume settings are now applied as soon as the player leaves the settings menu in the KSC. * Ambient noise in KSC and VAB/SPH is now controlled by ambient volume setting and not the music setting. * Fix music problems when switching between VAB and SPH. * Remove Gender on Resource displayName in PAW. * The game no longer locks up when attempting to create a save file, vessel or mission using a reserved DOS name. * Fix for Kerbal EVA's clipping through vessel model when forcefully dismounted from an external command seat. * Fix for auto localization keys coming up in the target icon when a vessel with a localized name was targeted and moused-over'd. * The sun flare no longer shines through Jool. * Fix for reentry VFX disappearing when the camera is far from the vessel. * Fix for asteroids not displaying reentry VFX. * Fix bug where kerbal parachute lifting surfaces weren't active when loading a quicksave. * Fix camera positioning on entering editor scene/loading vessel to show vessel correctly. * Fix bulkhead filter strings to work for all valid sizes. * Fix when a part is selected and the user attempts to write a ship description the hotkeys will still trigger. * Fix In the editor-based tutorials, Werhner's window overlaps the ship so you can't place parts. * Fix hard points reporting the wrong stage to the StageManager. * Fix wheel friction being applied incorrectly based on Celestial Body G. Stops sliding on slopes. * Fix wheel suspension bouncing. * Fix exploding landing legs when docking/undocking. * Fix landing legs applying massive spring setting when fully compressed. * Fix Engine plates for all engine plates now show short on their first variant choice. * Fix Stations in orbit now complete contracts as they should. * Fix Map nodes, Maneuver nodes and other elements display correctly when changing the UI Scale while playing. * Fix Part filters with size 1.5 not being filtered when selecting size 1. * Fix double carets displaying in some Scenario text descriptions. * Fix log error removing wheel debris. * Fix error in docking tutorial when player unsets target vessel. * Fix jetpack rotates correctly in all scenes +++ Mods * ModuleDeployablePart now has KSPField impactResistanceRetracted. * ModuleWheelSuspension now has KSPField maximumLoad. * Added IsUIShowing property to UIMasterController. +++Miscellaneous 1.5 Changelog - Making History DLC ONLY +++ Improvements * Improved the Builder canvas system and connectors for speed and performance. * Fly through node volumes can now be set with negative values for the volume to work with submarines. +++ Localization * English grammar, spelling, and punctuation fixes. +++ Parts Updated Parts (reskinned): * SM-18 Service Module. Color Variants: * Structural Panels (Improved "Gold" variant and added a new "Silver" variant). Other Part changes: * SM-18 bottom lid uses the new "Bumped Specular (Mapped) shader". * Fix issue where engine shrouds were becoming offset on vessel focus. * Fix size 1.5 items showing in size 1 sort filter in VAB/SPH. +++ Bugfixes * Fix Updating Steam Workshop Missions were creating duplicated workshop items. * Fix for NRE when saving a mission where the craft files used in vessel situations have been deleted * Fix Kerbals Exploding when resuming a test mission checkpoint taken on a Kerbal EVA node * Fix issues with connector lines in Builder when changing planets in the GAP * Fix where when boarding the EAS command seats were not triggering when a kerbal boarded for the node to pass. * Fix when a vessel is spawned in an orbit, the orbit was getting the reference of the celestial bodies rotation, giving different results like a rotated orbit with the same orbit values on another node. * Fix connector lines when in some cases they were badly rendered. * "Selected part" option now appears when selecting one part in the repair node. * Don't reset available and unavailable part lists when changing the part filter and update the list to handle the required parts nicely. * Fix weights and costs of all the engine plate variants being the same. * Solved discrepancy between the start mission time in the Mission editor and in the actual mission. * Fixed GAP parts filter on some nodes so they work similar to the part restrictions on Vessel Spawn Node. * Fixed normal map on mobile launchpads, Woomerang and Dessert launchpad. * Fix for localization tags for localized vessel and node names coming up in various parts of the UI. * Fix for incorrect information about docked nodes order of evaluation in intermediate tutorial. * Fix mission Builder banners appear in low resolution with the 'Texture Quality' setting lowered. * Fix Clicking “Stay on Editor” in the Mission Builder, no longer auto-fills empty pod seats with available kerbals. *Fix *Clicking “Stay on Editor” in the Mission Builder, no longer removes the assigned kerbal on the EAS-1 Command Chair. * Fix Assigned crew dragged and dropped on the VAB and SPH, updates the crew count correctly. * Fix NRE when "Kerbal Rescued" node with "Any Crew/Tourist" option is activated during Missions. +++ Missions * Removed erroneous info about event node processing order from intermediate tutorial. * Added the Part Count node, so player can check a vessel's part count, even if the vessel is unloaded. +++Miscellaneous * Implemented new text for agent descriptions and mentality. Kerbal Space Program 1.5: Dressed for Success is now available on Steam and will soon be available on GOG and other third party resellers. You will also be able to download it from the KSP Store if you already own the game. Click here to enter the Grand Discussion Thread for this release. Happy launchings!
  16. Hey all, i was wondering how to edit / alter the texts displayed during EVA reports or when collecting surface samples, since I don't really like the standard ones - I'd love to write them myself. Has anybody got a clue how to customize those texts? If possible, without requiring any coding skills :D Thanks in advance :)
  17. Try using this as your system to start off with in Career mode. Every planet in a highly elliptical, inclined orbit Have them all be on different sides of Kerbol Change moons around and planetary settings for lower gravities Make them far enough apart that you really need to be planning if you want to properly intercept a world Only use the first few tech tree levels (5-ish tiers) If it's too hard or easy let me know because I want a reasonable challenge. Thanks! -Noah
  18. For some reason mechjeb just broke on me. Here’s what happened, I launch KSP and all is well I fly some of my craft that are already in space and mechjeb works fine. Then I head into the VAB and make a rocket, from that point on none of my existing or new mechjebs worked. The tab that you extend down is gone however the thumbnail for the mod still appears in the bottom right corner and does nothing when clicked on. Is anyone else having this problem?
  19. ¡Buenos días! ¿Como están?, Vengo a darles una invitación para entrar a un grupo de Whatsapp en español de ksp. Si están interesados mandarme un mensaje al privado Saludos
  20. I don’t know if it is a glitch but when I eva my Kerbals and turn on rcs the Kerbal will not rotate. He/she moves forward, backward, etc without issues but they refuse to turn left or right. Does anyone else have this problem? I didn’t install/update any mods before then, it just happend randomly.
  21. 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.
  22. 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
  23. 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.
  24. Hello there, I've recently started modding KSP again, and I wanted to try out BDArmory and its addon mod North Kerbin Dynamics. As you can probably tell from the thread title, I've been having an issue. I've managed to install BDArmory, PhysicsRangeExtender and North Kerbin Dynamics in the most recent version of KSP. The items were all in working order, as far as I could tell, but I was missing a very important one: the Weapon Manager. I've re-installed the mods countless times, but the problem keeps reoccurring. I have either been downloading outdated versions of the mods, or I am doing something wrong with the installation order. If any of you could provide help, it'd be nice.
  25. Hello, and I am making Boeing 787 parts for a mod. I am using Blender to model the parts. My problem is how to make the windows flat, because whenever I use the knife tool to cut out the shape according to the 3-view diagam, it still is curved, when it isn't supposed to be that way. Thanks, BottleRocketeer