Search the Community

Showing results for tags 'making history'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • The Daily Kerbal
  • General KSP
    • KSP Discussion
    • Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (PlayStation 4, XBox One)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Community
    • Welcome Aboard
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • Making History Expansion
    • Making History Missions
    • Making History Discussion
    • Making History Support
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


Location


Interests

Found 68 results

  1. I plan on making a new install for the first time with a bunch of mods installed, including 10x Kerbol system. I know how to install the mods, as I already have a few on my current installation. However, what I'm not quite sure about is how to install the game along with the Making History expansion without having to pay again. I know that you can download KSP as many times as you want after you've bought it. I got the game from GOG.com. Thanks in advance for your help
  2. Disparia Books

    Jeb's Life: A Kerbal Novel

    *Edit: I will list each chapter as it is available below. ALWAYS download from this post to ensure you use the most up-to-date version* Chapter 1 DXX Download Chapter 2 Download DDX Chapter 3 Download DDX Chapter 4 Download Beta Note: Chapters marked with DX are final and have been played by others and cleaned up of any glitches, errors, or generally broken bits. ------------------------------ Hey all, I've been browsing the forums and it looks like this is a pretty good place to share missions and mission ideas for Making History? I got the DLC day one and have been playing around with the editor ever since. It's powerful, but a bit tricky. That being said, I'm trying to formulate some cool ideas for unique missions and wanted to get your thoughts. I'm a writer by day and love sharing stories. Instead of just doing recreations or one-off missions I thought it would be cool to do a very narrative-driven set of missions that follow each other logically. For example, if you download and play mission 4 and finish it, when you start 5 everything would be in the same place you left it for a bit of continuity. I'm just curious if any of you would be interested in Kerbal missions with a lot of text and story based narrative (that is funny, don't worry) and a mini novel-like approach to missions with each one named with a chapter number in it. The story would follow Jeb from his first day after graduating the Kerbal Space Academy and a rather mundane mission, eventually leading to more elaborate missions exploring the solar system. My first test mission is almost finished and I will upload it here in the coming days for a quick example if anyone wants to see what I mean. I'm still trying to learn everything well enough to actually tell a story though. Thanks everyone! PS-here's Jeb leaving the academy and being swarmed by fans.
  3. The Legendary Saturn V, re-imagined in a more modern and cost saving way, now with the ability to be completely reused! Craft file: https://kerbalx.com/SparkeyFlarkey/Reusable-Saturn-V This behemoth has a few changes that make it stand out from the original, such as legs, wings, and extra boosters! 4 extra vector engines on the first stage second stage uses 5 vectors instead of skiffs as it needs to make orbit quickly Lunar module has only one stage instead of two to get the whole thing back service module is now a spaceplane capable of verticle landings, instead of a boring command pod no Launch escape tower (safety is for cowards) No mods required, other than the Making History expansion Here is a video of the craft flying: https://www.youtube.com/watch?v=MIy8cMku39Q&feature=youtu.be
  4. I post this in case anyone else ran into this problem and have been pulling out their hair over it. If you ever make the mistake of trying to remove a node by dragging it off the edge of the screen back to the left panel (because your instincts have been trained to do this by the VAB editor's way to remove a part), if you aren't careful it can hide the node very far off-screen where you think it's been deleted but it hasn't. It's still present and affecting your mission graph but not being drawn where you can see it. I did this ages ago to remove a node, but it was still there. So I had a hidden "always true, catch-all" node painted at coordinate(-5994.02539, 202.246094). That's several screenfulls of width past the left of the screen. No matter how far out I zoom, or how I pan the view, it never allows me to pan far enough to the left to see it, so I was ignorant of its existence. Since it was the reason the rest of my mission didn't work, being unaware that it exists made it impossible to diagnose anything. I finally got suspicious when the mission status during runtime kept saying I was on the node called "Always True", when I no longer had any nodes called "Always True", having given all my nodes more descriptive names, not the default names. Then I saw where it said I had 32 nodes in the mission loading screen, and I counted carefully, and every count I did by hand showed only 31 nodes, not 32. Finally I looked at the actual text file "persistent.mission" and only by doing that was I finally able to see the extra node that wasn't drawing in the editor.
  5. Story: Jeb forgot his Key Card for the KSC (again!) and Gene is about to fire him! Get Jeb's Key Card from the Island Runway and hurry back to the VAB Roof. Summary: - fly to the island runway - land - get out and pick up your Key card - fly back to KSC - parachute onto the VAB roof and run to the door sounds easy? true but HOW FAST CAN YOU DO IT? Can you do it in less than 3 minutes? DOWNLOAD v1.1: <HERE> CHANGELOG: 1.1 - you have to EVA and get close to CoolCat Kerman on the Island Runway now (getting close within a craft isn't enough anymore) - Kerbal Recovery removed as endgoal - parachute to VAB roof door as endgoal added
  6. I've heard there are some of cool new parts, and there is the really cool mission maker (which i am extremely interested in). But is it worth $14.99? I have $20 in steam money and was wondering if this at all would be worth it. Heck, is it even good? Would it even be worth picking it up at a steam sale?
  7. In my near to 1000h of KSP I have built many rockets (not that much SSTO or planes but rockets). I wasnt everywhere but where I was i did it with a return and as much science as possible. Interessted in space flight all the time and a fan of the Saturn V i built last month my own Lego NASA Apollo Saturn V (Set 21309). With that model i tried my first ever "real life build" in KSP (full stock! - i dont use part mods). I'm really happy with it so i want to share it with you! The NASA Apollo Saturn V is designed for Mun and is capable to do a equatorial landing. It should be much forgiving as i over engineered it a bit. Check the staging all the time because KSP make a mess with it after you redock the lander (LM) to the comand module (CM). For the return acending with the lander make sure do DEACTIVATE the main engine of the LM after touchdown on mun. Otherwise you can't throttle up and press space (staging) to leave with the top of the lander. Use the correct timing with the CM to have enough fuel for the rendevouz and docking. Now to the special one. After using the Saturn V i tried to pump it up a little bit to be cappable for Duna... and it worked! I also added a lot of science (sorry that i wasnt able to include also the science jr... i will keep going to try that in a B version)... This is the NASA Apollo Saturn VII. It's a little more challenging to fly and is able to do a equatorial landing on duna. The hardes point of the journey is the return from the Duna surface to the orbit. Make sure to deactivate the mainengine of the LM and enable SAS. Wait for the CM in orbit and lanuch. Make a proper acending and keep an eye on the Duna atmosphere. You dont have much fuel for this manouver. Probably practice this manouver with the use of the "CM+LM" craft and cheat it in a duna orbit (ALT+F12). For the descent of the LM don't go in to deep. Use maximum of half of the tank to slow down. Just use the engine to brake near the surface. Let the paracutes do the main work but they are not able to slow you down enough. They need time so keep the path flat. Its just a practice thing. After you are able to land, start and redock you can use the Saturn VII in carrer. With small modifications its usable in mid-to-late-techtree. Have fun with it! Edit: Pictures are the VII for Duna. No Action Groups needed except "ABORT!" this can be use if the s*it hits the fan until 2nd stage after that its not usable anymore (decoupled). You can do everything with "Space" (Staging).
  8. The Robot Soldier

    Making history for consoles

    So I learned that the Making History dlc just came out and I was wondering if or when this will come out for consoles. For people that are going to say “get a pc” “or why don’t you buy a pc?”. I had a pc but it not functional anymore and I do not want to spend over $1000 to get a computer that works as good as my Xbox one x. So all I’m asking is will this be out for consoles.
  9. ReigningKing

    Making History DLC

    I've been playing ksp for about half a year now (and i am still horrible at the game) and i am thinking of getting the Making History DLC, mainly to replicate the Saturn V rocket as it has a special place in my heart) but. is it really worth it? All though its only 15$ , i don't want to buy something that isn't that useful.
  10. My game frequently crashes when launching craft, reverting to the VAB, or when trying to load a save. My PC is well above the required specs, and I have no mods installed. I've tried uninstalling and reinstalling the game. Didn't have this problem during 1.3. I have the current version (1.4.1) and the Making History Expansion. Anyone else have this problem?
  11. I've been playing with the missions built in to Making History, and while some of them are fun challenges, the whole mess is filled with problems. The big one is that on two occasions I've encountered sudden out-of-nowhere "FAILURE" messages just before succeeding in the final mission objective. • Munar 1: I designed an excellent replica of the Saturn V, flew it all the way to Mun, landed my LEM, re-orbited the top half, docked with the Command Module, transferred crew, flew the Command Module back to Kerbin, started re-entry, disconnected from the Service Module, and everything seemed to be going fine, when suddenly FAILURE pops up out of nowhere. I closed the message, continued airbraking, deployed parachutes, and landed safely. Why the sudden FAILURE? My only guess is that the no-longer-needed Service Module (not even part of my vessel anymore) had just blown up from re-entry heat, and the program thought "oh wait, a required part has just blown up! FAILURE!" • Acapello 13: orbited Kerbin, went to the Mun in spite of the setbacks, landed Jeb in the lander, got Jeb back into the Command Module, returned to Kerbin atmosphere, got the "oh noes your parachutes have failed and you'll have to bail out and use personal parachutes" message, had all three of the crew bail out and deploy personal parachutes... and then suddenly got an "I told you you should've bailed out!" message from Gene Kerman and the FAILURE message out of nowhere. Again, I closed the FAILURE message and continued playing... Valentina (the one I was controlling at the moment) landed safely; the other two kerbals seem to have vanished into thin air (in spite of their parachutes having already been deployed); the crew capsule, ironically, made it to the ground completely undamaged! And yet FAILURE anyway. No clue why. I've also been having problems with the Service Module part that is required to be used in the Munar 1 mission. I loaded it up with fuel tanks (of the 1.25m variety), and discovered when I reached the appropriate stage that they weren't feeding fuel to the engine (connected directly to said Service Module) at all. I started over, discovered that the tanks were attached to the ceiling of the SM, and tried attaching them to the floor of the SM instead--the "fuel overlay" view confirmed that they should both be feeding fuel to the engine. When I actually flew it, though, only half of the tanks (either just left side or just right side; I forget) fed fuel to the engine; the other half remained full and untouched throughout the entire mission--and untouchable, too, since apparently the "transfer fuel from one tank to another" ability has been disabled?? By some miracle of engineering and the Tsiolkovsky equation I made it back to Kerbin anyway, but, well, FAILURE; see above. I hate to complain here, because KSP is such an amazing product and as a physics teacher I get so much use out of it both personally and professionally... but I'm getting really tired of these bugs. I'd expect to see this sort of problem in a hastily assembled mod, not purchased DLC that was in development for so long.
  12. May 5th 1961. Almost a month after Yuri Gagarin's loop around the globe, Nasa was finally ready for it's first rocket mission with human crew. Alan Shepard boarded his mercury capsule Freedom 7, strapped on a Redstone rocket and prepared for a Suborbital flight. Follow the instructions and recreate the mission, some parts are completely automated(stage separation, boostback and parachute deployment) Mercury-Redstone 3 at Launch Complex 5. Freedom 7 in space. Download here ---> https://kerbal.curseforge.com/projects/mercury-redstone-3/files
  13. I can't figure out how to install the expansion. I already got it from the KSP store but I'm not sure what to do next. I'm on PC if it matters.
  14. The year is 1975, and the rivalry is softening between the Kerbal Space Program and their opponents, Roskosmos. They've decided to put aside their differences and try to open up an avenue for future collaboration in space. To this end, the KSP has produced its last Tylo IB rocket, and Roskosmos has supplied a Kerbalev-U, upon which the Olympus 18 and Kerbalev-19 flights will take place. They will rendezvous and dock in Low Kerbin Orbit with a special docking adapter, and sign a treaty to bring their rivalry to an end. Or they would... but they need your help. That's where you come in. As commander of the Olympus-Kerbalev Test Project, you will perform the launches and rendezvous maneuvers, and then bring them home after! If high-inclination rendezvous isn't hard enough, there's also bonus challenges! NOW ON STEAM! WHOO! This mission is intended to be a replica of the Apollo-Soyuz Test Project, and comes complete with facts about the real mission! I hope you guys enjoy it. Download from KerbalX! Subscribe on Steam Workshop! Notes: Failure states should probably be added to help deal with sequence breaks and so on. Feedback would be welcomed so i can know what needs fixing
  15. Yesterday, I did find the time to eventually try out the new parts that came with the DLC and I must say that really like the new soyuz russian style pods. Best thing is that there's now a 2 crew pod available (through DLC). So I am curious - do you use the new DLC parts along with stock in your latest creations or do you go for stock-only parts, even with DLC installed?
  16. Jollyranger

    5m fairing stretch bug

    So I loaded up my Saturn V to try it out, and I find out the fairing between the S-II and S-IVB is bugging out, and it appears to be too large and the pieces are spaced strangely. I tried restarting to no avail, as well as replacing the fairing and placing it on another rocket. I do have KER, Trajectories, and KIS installed, but I doubt those have anything to do with it, because I had them and Making History before the bug. Does anyone know what's up, or have a solution? Try to make it simple, because I know almost nothing about computers or code.
  17. Hello everyone! Kerbal Space Program 1.4.2 is live! This patch includes improvements, bug fixes and more for both the base game and the Making History Expansion. Check out this patch's Changelog for further details: =================================== v1.4.2 ============================================================ 1.4.2 Changelog - BaseGame ONLY (see below for MH changelog) +++ Improvements * Variants now support multiple drag cubes. These are calculated automatically on a per-variant basis. * Updated the parachute model to more accurately reflect a real world ram air chute +++ Localization * KSPedia fixes: Fixed a wrong key binding in the English EVA controls page +++ Parts * The Mk1-3 Pod reaction wheel EC cost has been reduced for consistency with other parts. * Fix centering on the Rockomax Jumbo-64. * Tweaks to the EVA parachute shader and texture. +++ Bugfixes * Fix kerbals thinking they’re still on a ladder if they get knocked off at high speed. * Fix players not being able to quicksave when knocked off a ladder at high speed. * Fix parachute being loaded in at 1.25x the normal size when controlling a kerbal. * Fix player not being able to repack parachute if they rag dolled with the parachute deployed while hopping across the landscape. * Revised EVA parachute model and shader. * Fix kerbal being able to repack chute in the air while performing recovery maneuver. * Fix surface FX appearing when landing legs deployed even when not on the ground. * Fix LT-1 landing legs clipping the ground. * Fix to the loading screen getting stuck between scenes infinitely in some cases. * Fix contracts app icon to use it’s icon - not the new Missions app icon. * Fix switch editor button to check facility is open before switching. * Fix switch editor function to not load backup when all parts on existing vessel have been deleted by the user. * Fix switch editor symmetry setting. * Fix tourist contracts not completing correctly and messages for tourist contracts causing NRE and infinite rewards when failing. * Fix contract parameter completion to catch errors and contract parameters now log info messages when their state changes. * Fix UI layering for Debug menu. * Fix the camera IVA Overlay persistence between camera modes. * Fix NRE spam when vessel destroyed and gameobjects disappear while doing FX. * Fix icons in map overlapping over the Apps dialogs. * Fix NRE spam when launching a vessel on the Island Airfield. 1.1 Changelog - Making History DLC ONLY +++ Improvements * Show node type icon in the node header of all nodes in the Mission Builder. * Node category color defaults amended. * Improve CPU Load performance when placing nodes on canvas. * Awards display now doesn’t overflow with long texts and improved awards UI design. * Allow zoom in Mission Builder canvas to go down to 20% - can also be reduced more via settings.cfg. * Can now delete nodes and connectors in the builder canvas with the backspace key (in addition to the delete key). * Add mission difficulty setting to allow/disallow vessel recovery in a mission (default - disallow). * Add ability to go to vessels on LaunchPad/Runway when clicking the Launchpad or Runway in a mission game. * Add kerbal killed node. * Reordered Node parameters. * Upgrade difficulty setting for missions in the Briefing to a slider. * Stock missions improved (see missions section below). * Node expand/collapse button now only appears on Node headers when applicable. * Starting funds now has a text field and slider for setting the value. * Change vessel viewer in Mission Builder GAP to function like the VAB/SPH camera. Can be toggled via settings.cfg. * Change Filters in vessel viewer to completely hide/show parts rather than changing their opacity. * Change mission briefing dialog at start of mission to max-size the text. * Fix disabled shrouds on parts reappearing when changing vessels. +++ Localization * Mission meta files now support localization. This indirectly also solves an issue where the expansion folder was not being removed when uninstalling the expansion. * KSPedia fixes: Localized all images in the Making History section of the KSPedia. Added missing text to Chinese pages. * Fix localized text for resource name on vessel resource node. * Translations for GAP descriptions. * Fix for certain pinned nodes coming up unlocalized. * Fix missions not supporting non-ascii languages for mission names. +++ Parts * The Mk2 Pod reaction wheel EC cost has been increased for consistency with other parts. * The Wolfhound engine is now properly centered. * The truss sections of the 5m fairing and accompanying nodes are now scaled correctly. * Add IVA window cameras to new command pods. +++ Bugfixes * Fix revert to last build/editor session in missions not always saving and therefore not allowing revert. * Fix saving mission when entering mission difficulty settings. * Fix checking values on time control parameters. * Fix date handling greater than 235 years. * Fix orbit parameters when minimized in node display in the Mission Builder canvas. * Fix launch site being displayed when clicking on a vessel situation node with landed or orbit selected. * Fix spawning orbiting vessels in missions in some circumstances causing explosions. * Fix vessel restrictions not updating in Missions App in VAB/SPH when loading a new craft file. * Fix hovering the mouse on slider parameters in the SAP preventing the user to continue scrolling. * Fix copy-pasted nodes that spawn things not having unique IDs. * Fix handling of newline and tab in message nodes to display correctly when playing a mission. * Fix vessel resource amount node to work with unloaded vessels. * Fix Orbit Parameter and Orbit node value sliders and max values. * Fix Start Node activated time being always 0 UT, even when the mission was set to start at a different UT. * Fix Vessel Naming to set default type to be the parts default type. * Fix for vessel naming changes not updating ship name in editor scenes. * Fix node position not been saved when moving groups of nodes. * Fix mission not progressing when loading a create vessels node checkpoint when testing a mission. * Fix node name changes not being updated when loading checkpoints when testing a mission. * Fix music not playing after resuming a mission being played that was last closed in the VAB/SPH. * Fix arrange nodes function to rescale the canvas correctly so nodes do not go off the edge. * Scale node line connectors at low zoom levels so the lines can be seen. * Fix node connector lines not aligning correctly when parameters are pinned/unpinned. * Change key-combo for Copy Paste in the builder to Cmd-C, CMD-V for OS-X. * Fix import mission zip extract method for Unix based systems. * Fix Vessel text to correctly identify Active vs Any vessel. * Fix node connector pin buttons triggering drag. * Fix Orbit node to support correct accuracy testing. * Fix event node and objective hiding so these get hidden from players. * Fix end mission dialog coming up over a dialog message node that is set to pause the mission. * Fix vessel viewer filters in Mission Builder GAP to switch off colliders so player can select parts inside other parts. * Fix when selecting new or load mission in the Mission Builder with a node connector being selected breaking the Mission Builder. * Fix the Take Kerbal node not triggering correctly after switching vessel in some cases. * Fix the LAN orientation to match the Mission Editor in the Orbit node. * Fix the loading screen sometimes getting locked after transitioning between scenes. * Fix orbits sometimes getting rendered over the Mission Editor canvas after loading the tracking station or flight scenes. +++ Missions Dawn of the Space Age * Added missing end conditions. * Improved instructions with better hints. * Improvements in the objective lists in all launches. * Fix scoring for destroyed jebnik 1 in atmosphere. Trouble In The Void * Improved instructions. * Extra test for checking if the wrong kerbal has boarded. * Fix the explosion sequence. * Added failure condition. To The Mun Via Minmus * Improved instructions. * Removed time limit. * Fix a Time Since Node for the second Goo Experiment not working correctly. * Fix the objective list not updating correctly in the second launch. Meet Me In Zero G * Improved instructions. * Fix craft not exploding. * Low fuel message now appears in the second launch. * Fix orbit accuracy parameters having incorrect values. * Fix splash down not triggering successful mission. Blue Moon * Improved instructions. * Added 3 tons to the mass limit. * Changed the values for the fuel efficiency bonus. Munar 1 * Added failure conditions. Acapello 15 * Fix Time Since Node in splash test had an incorrect value causing a 5 min wait for the mission to complete. Happy launchings!
  18. Title. The mainsail has almost the same thrust at sea level as the mastodon but the mainsail also has far better max isp in vacuum so the mastodon is redundant both as a launch engine and as an orbital engine. The mastodon should really have a higher thrust ( thrust in the middle of the min and maxthrust for the mainsail (around 1400?) would be better then it's got a niche as a more powerful launch engine than the mainsail but with less efficiency) , it's supposed to be a launch engine, at the moment there is no point using it at all except for aesthetic purposes. Also I should add the skiff is pretty weak in terms of thrust too, I made a saturn v replica and the S-II and S-IVB stages with a full tanks of accurate size had terrible thrust to weight ratios, something like 0.3 which is useless for an upper stage in the atmosphere. It should probably have twice as much thrust as a swivel for what it is, it's a 2.5 m engine.
  19. I'm attempting to make another custom node for Making History, this time an action to change the focussed vessel. This one fires and changes the focus but seems to be causing an error in the MH code and preventing the next node from firing. Can anyone (probably @SQUAD) tell me what is wrong? The code for the node And the Logs
  20. Finally after the landing of the Orion lander that's done by Bob , and Bill who also had big role , because he was in the main module in orbit . The team want's to go back home , but unfortunetly of course , Bill forgot something , not knowing what he forgot he heads home thinking that everything is okay until he encounters a catastrophic problem . Download I hope you enjoy the mission, and please if you have any feedback tell me.
  21. As someone who is just setting up a teaching program for KSP with students, I have been really interested in the Mission Builder. I'm still in the early stages, but there are some very cool aspects to it, and naturally I got very distracted.The biggest one: you can build a launch pad nearly anywhere: any planet or moon other than Jool and any location on the map. Here are some pics. One of my many failed attempts to get a large rocket into orbit from Eve: On the side of a mountain on Kerbin At the bottom of lake near the ice sheet on Kerbin at the bottom of a river (notice they've modeled all the underwater topography.) Underwater cliff: Beachfront view: Parked on Pol: Takeoff fail: Flying through Eve's ocean: It crashed almost immediately after this shot. Taking off from Laythe It's all a bit silly, but I really found the EVE launch to be a great challenge, which I have not at all succeeded in solving. I'm pretty new to this, so I have a LOT to learn.
  22. I spent a lot of time trying to figure out how to do this before I concluded you just can't: Alter the score based on multiplying or dividing by another measurable value the mission builder knows about. i.e. "add (leftover funds / 10) to the score", or "subtract (distance from vessel 1) from score". The problem is that the closest I can get to this is to make "buckets" of score categories and then add fixed score amounts based on them, which gets really tedious and clunky. i.e. "if leftover funds > 100000 add 500 points else if funds > 90000 add 450 points else if funds > 80000 add 400 points else....(etc)" when what I'm trying to say is "add (leftover funds * 0.005) to score".
  23. How do get Kerbals to wear the new space suits added in Making History?
  24. I've created a couple of custom nodes for the making history expansion mission builder. They aren't ready for release yet but the source is here One node simply kills the warp when triggered, the seconds checks that the active vessel has a specified part on it. https://github.com/tomforwood/MHNodes I'm interested if anyone else is thinking about extending MH?
  25. I think the new structural panels planned for MH expansion should be made available to all players. I would not be picking up the expansion just for objects as simple as these, the expansion is about its historically-inspired engines and capsules. Not to mention the mission builder! These shapes are fundamental building blocks that I think every player should have, they work with any kind of design, historical or futuristic.