Search the Community

Showing results for tags 'mod'.



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
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website

Categories

  • Developer Articles

Found 301 results

  1. Hi all, I'dd like to setup an action on each new year, the 1st of January. I've never moded KSP before, but have knowledge in C# and Unity. I have not found any pre-existing events, but suppose I could use the 'GameEvents Extension' (below link) to create such an event. Could someone point me in the right direction on how one would setup such an event? Thanks!
  2. Kerman Drive Technologies [v1.3]

    Kerman Drive Technologies proudly presents... version 1.3 of the Kerman Drive Technologies mod! CHANGELOG -Basic Drives and Limited Drives have been removed. -Kerman Drives now have two modes, LowG and HighG. LowG has a maximum thrust of 5000kn, and HighG has a maximum thrust of 20000kn. ISP has also been increased to 500000 for both modes. README Kerman Drive Technologies v1.3 By Wheatley13/UbuntuLinuxKing Reactor models from KSP Interstellar, liscensed under the KSP Interstellar Liscense Drive models from the Space Opera mod, licensed under CC-BY-SA 4.0 Fuel Processor and Fuel Tank models + CFGS by Squad RCS jet models from KSP Interstellar as well Kerman Drive Technologies flag/logo made on the Epstein Drive Technologies logo from The Expanse This mod is licensed under CC-BY-SA 4.0, but to be honest I don't really care what you do so long as you give me credit PARTS INCLUDED Kerman Drives (All form factors, two modes) Fuel Processor (All form factors) Fusion Fuel Tank (All form factors) Kerman RCS Jets (Radial, high efficiency/thrust) Reactor (All form factors) ALL PARTS USE FUSION FUEL - TANK INCLUDED Kerman Drives are high thrust and VERY high efficiency. (Basically for flying in a straight line really, REALLY fast) Fusion Reactors make lots of power with a little bit of FusionFuel. The fuel processor creates FusionFuel from ore DOWNLOAD Click here
  3. Adds a button in VAB/SPH to add the mass of a Kerbal to the External Command Seat. That's it. Mass added is temporary and doesn't stick around. Enjoy accurate dV and mass representations! Download from SpaceDock Source Code under the MIT License
  4. Is there an other good space shuttle mod other than Cromorant aeronology, CSS, etc If you know reply
  5. Fireworks for 2018

    Happy 2018! This New Year's Eve I started playing with the kind of fireworks that don't scare dogs or cats, only Kerbals. There is an old mod that adds fireworks to the game, and by some miracle, it still works in KSP 1.3.1. Enjoy! Mod: https://forum.kerbalspaceprogram.com/index.php?/topic/115069-kerbal-fireworks/&tab=comments#comment-2531513 Music: "Egmont Overture Finale" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/
  6. Space Atmospheric Flight Mod

    Hey is there a mod that adds some sort of atmosphere in space so you can fly around like an Airplane? [like in Star Wars?] I think that would be pretty cool ^^
  7. Delli's Tantrums & Drakenex Deluxe Counterfeits presents: Spacedock DROPBOX Following @Beale great overhaul of his work, together @Deltacand @Drakenex decided to share efforts and bring you Tantares in full color! So far this pack contains: Soyuz in many colors and combinations (includes both 2 and 3 crew variants) TKS in it's realistic military green Salyut parts in realistic colors Progress spacecraft in modern black and old green The Shenzhou spacecraft, resized and painted, includes craft file* The N1 moon rocket, in all it's green glory The Soyuz 7K ** Many more coming soon, feel free to make requests! -- Latest version of Tantares required -- Latest version of Firespitter required -- Changelog: V 1.0.1: Released on 2017-12-27 Updated incorrect engine textures Added RCS matching with colors * Requires CST-100 ** Requires Contares Progress, TKS, Salyut, N1 re-colors @Deltac Soyuz, Shenzhou re-colors by @Drakenex All works and modification permitted by the great and talented @Beale This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  8. airplanes plus review mod review

    this is just a review of the airplanes plus mod. Hope you like.
  9. Hey short Idea, I hope there is not add-on like this. I am planing a big Space Station with shipyard in Orbit of Kerbin. Therefore I need a lot of storage transports to the station. My idea: I build a test Rocket with an "Payload Container" on it. The Payload Container carries for example 1t of Cargo and has a specific amount of Space in it. Before I start the Rocket I have to Click record on an GUI. Then I fly the mission. If I reach the goal , I have to stop the recording. The Plugin saves: Stating place Amount of cargo ( e.g. 1t) How much fuel was used ( e.g. XX Lf+Ox, XX Monoprop) Assembly costs Target of the Cargo (Altitude, inclination,..., Docked/Landed,...) Target of the Rocket Amount of recyclable parts --> lower assembly Costs or deassemble by a Kerbal to get Material Kits Travel-time After that you can easily transport exactly 1t of cargo to the specific destination by clicking the saved flight. It will be delivered after the Travel time was counted down. I prefer, that before you can use the delivering support you have to fly a amount of missions with the same vessel. For Example: Runway to Kerbal ground (North Pole) with radius of 1Km by plane, unload the cargo, fly back an land, recycle 100% of the vessel (min. 2 successful missions) Launchpad to docking at Station at (120 Km hight and 0° inc), unload the cargo, fly back to Kerbal and land, recycle the landed stages of the vessel (min. 4 successful missions) Fly with a glider from Duna Station (With shipyard) to Duna ground, deassemble the ship, Cost will be payed from the MK and SK Cargo of the station (min. 2 successful missions) ... The costs of the service will be the Median of all manual flown Missions.
  10. I want to play with the Galileo's Planet Pack but I dont know how I install modpacks on the game. Can you help me?
  11. Mod mission

    Hello, Firstly I'm belgium so I'm sorry if my english isn't really perfect I write you today because I'd like to know if it exists mod who add new mission with KSP 1.3? Thanks for your answer
  12. https://youtu.be/tmpQT3SBobk
  13. Hi everyone! I've sent three kerbals on a mission to Minmus in a vessel made of a lander (an Mk1-2 Comm.Pod) and a second part with a Kerbitat. When i detatch the lander in order to land and it escapes the Kerbitat sphere of influence the value of habitat obviously decreses as now the kerbals are in a small place. The strange thing is that only the first kerbal to have previously entered the lander (the first in the list) gets the 7 days of habitat granted by the lander; the other two become homesick. It's a bit confusing, as i thought all of them had to get the 7 days.... is all right? Or should it works in a different way?
  14. Hello everyone. I have an idea for a unofficial KSP mission that shall include mods. This mission as you can guess from the title needs a mod (or mods depends feed back from all of you) that extends the Kerbal-Verse (Universe for the kerbals) and possibly adds extra terrestrial technology or enemies. Thats right, the Kerbals after conquering the Mun turned their eyes towards the other possible galaxies and such stuff and decided to start a new mission. Extended Galaxy Resaech Team 1 or EGR1 This mission is in prototype stages and wont be shared soon unless some of you volonteer to help me find mods and test them. This is and idea i might remind you so dont get to comfy on the idea. If i get lots of good feedback i will start EGR1 P.S: Anyone knows mods that can add planets to the Kerbal-Verse please either give a direct download or a site where i can download the mod or review it. P.S.S: The mods need to be in 1.3.1 (I use a Mac with Steam) Good luck to all who participate in this grand adventure.
  15. My North kerbin weaponry mods nuclear bombs have stopped working. It is only the bombs as nuclear rounds and rockets still work. I have tried deleting .dll's, re installing BD armory/NKW and installing different versions of each, as well as verifying KSP's cache, I would love to know if anyone can help with the bombs, as its really pitiful to see a tsar bomba hit the ground and spit out a tiny explosion that does nothing.
  16. Camera Mods?

    So Ive been looking for a camera mod that I can create cinematics of sorts with for my youtube channel. I tried kerbcam and camera tools but neither worked for 1.3.0 So I was wondering if theres anything else that I could use? Thanks
  17. I recently put a space station in orbit of the Mun, along with a few relay satellites. The next time I launched my game and went to the map screen, they weren't there. They were in high, stable orbits, and the icon list in the tracking station says that I have no stations or probes available. Using 64 bit KSP. Mods: KSP: 1.2.2 (Win64) - Unity: 5.4.0p4 - OS: Windows 10 (10.0.0) 64bit Filter Extensions - 2.8.1.2 Toolbar - 1.7.13 USI Tools - 0.8.17 B9 Animation Modules - 1.0.5 B9 Part Switch - 1.7.1 B9 Aerospace - 6.3.1 B9 Aerospace - 6.3.1 B9 Aerospace Procedural Parts - 0.40.11 BetterTimeWarpContinued - 2.3.7.4 Community Resource Pack - 0.6.6 CommunityTechTree - 3.0.3 CSIFreighter - 0.1.7 CryoEngines - 0.4.6 DistantObjectEnhancement - 1.8.1 Extraplanetary Launchpads - 5.7.1 Firespitter - 7.5.1 Interstellar Fuel Switch - 2.4.6 RasterPropMonitor - 0.28 Kerbal Attachment System - 0.6.2 Kerbal Joint Reinforcement - 3.3.1 KerbalAtomics - 0.3.5 Kerbal Engineer Redux - 1.1.2.8 Kerbal Foundries - 2.0.1.5 Kerbol StarSystem - 0.4.1 Kerbal Inventory System - 1.4.3 KSP-AVC Plugin - 1.1.6.2 KSPWheel - 0.9.4.15 Infernal Robots - 2.0.10 ModularFlightIntegrator - 1.2.4 NearFutureConstruction - 0.7.6 NearFutureElectrical - 0.8.7 NearFuturePropulsion - 0.8.7 NearFutureSolar - 0.7.2 NearFutureSpacecraft - 0.6.3 Kerbal Alarm Clock - 3.8.4 TweakScale - 2.3.4 UbioWeldingLtd-Continued - 2.5 Universal Storage - 1.2.2 KSP Interstellar Extended - 1.12.23 [x] Science! - 5.6 Logs: https://db.tt/GQW6xaOhqk https://db.tt/XRlo7zAxNm https://db.tt/pqGoFyzmye
  18. NOSTROMO is back !!!!!!!!!

    The Spacecraft insp. by ALIEN is back the name of this great Vessel is Nostromo and it works in KSP
  19. ksp interstellar extended is a good mod don't get me wrong but, I appear to constantly have trouble in setting up a functioning power transmission network. Ultimately it just boils down to me thinking that X will work with Y, while it actually works with Z and not realizing X requires W to work. All I'm asking for is some kind of chart/guide depicting what parts you need for both transmitting and recieving power, and for different wavelengths; perhaps even adding additional info as to which wavelength is better for atmosphere vs vaccum etc.
  20. TweakScale and Cockpits

    Hi guys! I want to know if its possible to resize some cockpits, i want to make Ke-111 from SXT mod to 2,5 m. I saw searching for new cockpits some planes with Ke-111 at 2,5 but i have tweakscale and i can't resize this cockpit. Maybe is the version?? I have Tweakscale 2.3 in KSP 1.2 and SXT Continued 0.3 The purpose of this is to make a big b-29 or something of this size Thanks to all!!!
  21. My KSP game has a few mods (Mostly USI mods) and was working fine until yesterday! Now when I attempt to launch a Vessel the game crashes. I’ve created new saves within the game, reinstalled the game all together, and reinstalled the mods but it still continues to crash. Any help? Mods I’m using: Habitat Pack, easy Vessel Switch, USI Pack, HL Airships, science relay, x science, KAS, KIS, Scan sat, Kerbal planetary base systems, environmental visual enhancements, stock visual enhancements, scatterer.
  22. Guys please help me, I can't figure out how to make RPM monitor screenshot, I found that I have a lot of screenshots files in screenshot folder that I made accidentally, but I didn't figure out what to press to make it
  23. THIS IS NOT ANOTHER VERSION OF CUSTOM ASTEROIDS. IT IS COPYRIGHTED AND I DON'T KNOW HOW TO CODE LIKE THAT. Hey all, this is my first mod. It's a planet pack that I have been working on for the past few days. I created it because I noticed the lack in mods that provide smaller celestial bodies in the Kerbol System. It adds a few small rocks similar to Gilly, Bop and Minmus (A few smaller!). It will attempt to provide you the gamer with greater challenge. Sorry of the lack of info, I did this in a rush. REQUIRED MODS: Kopernicus Module Manager SUGGESTED MODS: Outer Planets Mod Trans-Keptunian (Look at the final post, it is a version that works with 1.3.0+) What ever mods help you transverse the Kerbol System Pics: Plans: Another asteroid for Eve Moho asteroid Comets Rogue comets and asteroids for extremely experience players Trojans Trans-Neptunian objects (like TK, but different) Capabilities with OPM + TK and maybe KSS and GPP. This is unlikely, as I plan to make more planet packs. Make some Dres-like bodies, not weirdly shaped. Download © CC-ND-SA-DC
  24. I have this helicopter that I'm making with firespitter, and it keeps on flipping out whenever I launch. Any tips? FYI: My center on lift is on top of my center of mass.
  25. This tiny mod empowers your every day tourists for much more kourageous adventures. With a little bit of training they finally can disembark the space (and other types of) craft. For their efforts not to be left forgotten, they can picture themselves in the most distant places imaginable. And last, but not least - they're willing to pay some good money for their entertainment. Sample of picture of group of tourists visiting a Mün base. Note those happy faces. Some more screenshots: Now, some technical details. This mod temporarily promotes tourists to crew members in order to allow them go EVA. However, actual EVA ability is restricted based on current tourist experience level and vessel situation. These restrictions are configurable with defaults as follows: Level EVA allowed when Jetpack 0 Landed on Kerbin; not moving No 1 Landed or Splashed on Kerbin, Landed on Mün or Minmus; surface speed below 1 m/s No 2 Landed or Splashed anywhere; surface speed below 3 m/s No 3 Landed or Splashed anywhere or being on stable orbit; no speed restrictions No 4 Landed or Splashed anywhere or being on stable orbit; no speed restrictions Yes Level 5 tourists, if they survived to this, can do basically everything. Tourists gain experience just like regular crew, so for training them to level one, just take them to orbital spaceflight around Kerbin and recover. Level 2 could be obtained by Mün/Minmus landings and this is enough for every possible contract destination. You can also train them onsite using facilities that provide Level up crew function, albeit it does not seem safe enough. Jetpack fuel is drained if tourist level does not allow using it. Tourists still can not perform things like taking surface samples, collect experiment data or pilot ships, however they can carry stuff if KIS is installed and can take photos of themselves. All kerbals in the scene will notice that and express some emotions depending on their courage and stupidity levels. The photo could be found in standard screenshot directory and looks like Glerina Kerman-Mun-17-03-01-12:06:18.png, i.e. file name contains the name of the kerbal taking photo, planetary body and time when it was taken. This mod also adds three new types of contracts that depend on tourists ability to de-board the vessel. Walking on the surface of celestial body Taking picture of tourist group when they walk on the surface of celestial body Taking picture of tourist group when they stay nearby some point of interest (currently anomalies on Kerbin and Mün; exact location is not given, only some hints; make use of your scanners) Needless to say that all contracts require safe recovery of all involved tourists. Mod Compatibility This mod was tested and found compatible with following EVA-related mods: EVA Fuel Continued EVA Enhancements Continued EVA Follower With latest version of EVA Fuel, the jetpack fuel that was drained from vessel's tanks, is returned back, in previous versions it would be lost. Kudos to @linuxgurugamer for adding a patch for this. EVA Follower is rather old mod, but is very handy and was rebuilt for 1.3, look it up in the end of the forum thread. Issues Contract rewards are bit skewed, please suggest some improvements. Please report if you find any other issue. Bugs could be fixed faster if you provide your log file when debug is turned on - see GameData/KourageousTourists/Kourage.cfg Development thread (if of any interest) can be found here Changelog Future improvements I'd like to have real selfie-stick KIS prop, but lack modelling skills to make it. If you feel like you could do it, please contact me. Also, contract suggestions (or any other suggestions) are welcome. Side effect With ability to board and de-board vessels, you can really seize re-usability. See inside: Source code on GitHub License (MIT) Download Releases on GitHub, on CurseForge, on SpaceDock Latest release is 0.4.0 Happy planetary vacations!