Search the Community

Showing results for tags 'modded'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • The Daily Kerbal
  • Kerbal Space Program 2
    • KSP 2 Discussion
  • 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
  • Breaking Ground Expansion
    • Breaking Ground Discussion
    • Breaking Ground 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 162 results

  1. At Year 0, Day 0, a few companies made it their mission to explore space. Each one wanted to be the first to go where no kerbal has dared to go, armed only with boosters, struts and a whole lotta luck. But they were not alone in their endeavors, and they would have to compete against one another for mastery of the Kerbol System... Kudos to Ultimate Steve for the original RSS/RO Space Race, which is absolutely awesome. Go check it out! This is originally made for peeps who really enjoy the RSS Space Race, but really aren't skilled enough for the challenge of RSS. People like me! So feel free to join in. JNSQ SPACE RACE Contestant 1: Dressian National Rocketry Association Created when a group of Universities in Dressia united together to eat snacks send a rocket into space. The Dressian government soon noticed them, and gave them funding to help Dressia become a spacefaring nation. Despite a government grant of over100,000 to develop the required tech, DNRA remains a private company. Contestant Two: Agencia Espacial Kanada (because kerbal backwards Spanish & beer) The AEK's tired of building arms and legs for everyone else. Time to reach space on our own, leaving empties on The Mun and beyond. Led by the fearless Chris Kerman, fighter pilot and badS extraordinaire, and backed up by original four-member Bob and his hosehead engineer brother Doug, these kanucks emerge from behind the successes of others to take the spotlight on their own. Contestant 3:Notebook Space Program *insert bio here* Pending Competitiors: KerbalKore Rules and Mods The way this race will be judged is through the milestones in Pap1723's Career Evolution Contract pack, one of the mandatory mods of this Space Race. The first person to complete 20 milestones of this pack will win the race! NOTE: This is in Game time, not RL time. Meaning one participant could finish a week before another and not win the race. Required mods: -JNSQ (obviously) -Career Evolution Contract Pack -Kerbal Construction Time -UnKerballed Start & CTT. -Kronometer, but only after your first two launches, because reasons. -Plus all their dependencies. The rest of your mods are up to you! Non-OP parts mods are allowed and encouraged, I'll be using Tantares, Taerobee, CRE and PParts. Oh, and one final thing... at least one of your 10 milestones has to be kerballed, doesn't matter which one, and apart from that one milestone, launch probes to your hearts content! Coming soonish (I.E when I get this all set up, and we have enough participants.) Reply if you want to join!
  2. My latest 1.6.1 KSP install is running really smoothly, so I'm surprised that all of the sudden I'm getting a ton of logspam and KSP is CTD'ing, so I'm trying to understand what I'm seeing in the log. Can anyone identify what this error is coming from? Is this mod-related or something with Unity? Here's a portion of the spam which (I assume?) is contributing to my CTD problem: [LOG 20:47:57.396] [PartSet]: Failed to add Resource 374119730 to Simulation PartSet:13702 as corresponding Part FL-TX1800 Fuel Tank-290656617 SimulationResource was not found. [LOG 20:47:57.396] [PartSet]: Failed to add Resource 374119730 to Simulation PartSet:13702 as corresponding Part FL-TX1800 Fuel Tank-290656617 SimulationResource was not found. [LOG 20:47:57.396] [PartSet]: Failed to add Resource 374119730 to Simulation PartSet:13652 as corresponding Part FL-TX1800 Fuel Tank-290656617 SimulationResource was not found. [LOG 20:47:57.396] [PartSet]: Failed to add Resource 374119730 to Simulation PartSet:13652 as corresponding Part FL-TX1800 Fuel Tank-290656617 SimulationResource was not found. [LOG 20:47:57.396] [PartSet]: Failed to add Resource 374119730 to Simulation PartSet:13601 as corresponding Part FL-TX1800 Fuel Tank-290656617 SimulationResource was not found. [LOG 20:47:57.396] [PartSet]: Failed to add Resource 374119730 to Simulation PartSet:13601 as corresponding Part FL-TX1800 Fuel Tank-290656617 SimulationResource was not found. Here's the full log file for reference: KSP Log 032719 T2148.log Background: I'm getting this now when I'm playing a Sandbox game, which it doesn't seem to happen in my Career game The CTDs are happening since I've been building a large spacecraft that has ~ 500 parts, plus adding a bunch more (attached station) So far this is only in the SPH, since it's just been since I'm building this craft. I haven't had any problems in Map/Flight or KSC/Menu. My system specs: i5 6600, GTX 1060, 16GB RAM, Win10 Also, here are the mods I'm running: Thanks for any help ya'll can provide!
  3. Please vote on the THIRD poll by clicking here --- It happened again. Those well-meaning kerbals up and forgot about their space program. Maybe they met evil alternate versions of themselves. Maybe they were blinded on the edge of the cosmos. Maybe their home was eaten by anomalies. Maybe an asteroid brought the mysteries of outer space to their doorstep. Or maybe they're just pieces in a game that nobody cared about anymore. Unfortunately, we'll never know because, hello, we don't care. Space? Whazzat? Years passed. Or was it days? Better mash that backslash, or they'll be the same thing. A new idea. A tale of triumph. A crazy, mashed together creation. A daring challenge for those who should know better. Something draws them back. Something raises the flags and fills the fuel tanks. Something new. Something glorious. A new story unfolds, filling in the gaps. To make space, the old is discarded. Thrown aside. Forgotten. - But this time, something remembered. R E M Ǝ M B E R A KSP Collaborative Game based on @Cydonian Monk's Forgotten Space Program (snazzy banner coming soon!) What is this? Forgotten Space Program is set in a world where the process of updating Kerbal Space Program has drastic implications for the Kerbals. Each version change resets Kerbin to a pre-determined time, right before the space program starts, but curiously, leaves all objects in space untouched. I had the idea to start a collaborative game similar to the Collaborative Station, in which each player controls the space program during one "cycle" of the reset process. Each player will start their game from scratch, building and teching up... until their turn ends, at which point Kerbin is wiped clean, their vessels in orbit become relics of the past, and the save file is sent to the next player. You can play as normal and come across the efforts of previous players, or somehow work together to preserve progress across resets. (This type of game may be better known as a succession game to some.) Some specifics include: The game will be lightly-to-moderately modded. It won't be computer-melting, but it'll be based on a few well known, stable mod sets. Interface or cosmetic mods (Scatterer, KER, Trajectories, etc.) can differ between players. I'll write some kind of program to take a savefile, extract the data for ships and kerbals, perform the necessary manipulations (such as changing kerbal names to avoid conflict or setting vessels to unknown). All you'll have to do to play is create a new savefile, and push a button. For obvious reasons, we can't have the reset cycle be the update cycle of the game. Instead, it will be a random amount of in-game time, determined randomly at the start of your turn. Somewhere around 2-5 years, it might be changed later. Either way, it's unpredictable and unchangeable. When the timer buzzes, your turn is over. (I think I can get Kerbal Alarm Clock to do that.) I'd like to check interest in this idea before starting it, however, so if you: Would be interested in playing a turn of this game Have comments, questions, or concerns regarding the idea Are a mod, and know the proper place for this post (fun fact: I have no idea where this goes. Challenges and Mission Ideas, because Collaborative Space Station went there? Mission Reports, because it'll be soon filled with (many) mission reports if it goes right? Fan Works, even though it's not a typical fan work? General Discussion, because that's all it is right now?) ...then please reply below saying so. If enough people want to play, I'll replace this blurb with a full intro post in a few weeks. What's that weird E symbol in the title? That's a turned E. It's supposed to be an approximation of the logical symbol for Existential Quantification, and represents "for one". It denotes a statement that applies to at least one object in the universe. It is specifically contrasted with Ɐ, the symbol for Universal Quantification, which represents a statement that applies "for every" object in the universe. Essentially, if you can't remember everything, at least remember something. ...in all fairness, I just threw it in because it looks cool.
  4. Forgotten Space Program Latest Post: 2019-07-30 - Alone on Duna -- It's happened again. Those well meaning kerbals ran off and completely forgot about their space program. Maybe there was a global crisis. Maybe they ran out of funds. Maybe the Kraken ate the ship Jeb and the Bs were in. Or maybe it was just snack time and the cheese dip was really, really good. Unfortunately nobody remembers what went wrong because nobody remembers being there. Space? Whazzat? And so years pass. Eventually an eccentric millionaire stumbles on the ruins of the long-forgotten program. Trailers. Sheds. Run-down labs. A dirt runway. Factories scattered here and there in the nearby countryside. Exploding barrels of fleas. Sharp metal bits. Gumball machines. Nuclear waste. The usual rust of a long forgotten industry. A few quick phone calls and some thousand signatures later and The Boss became the owner of their very own space program. And that's when the fun started. -- Thread of the Month: May 2016 -- Table of Contents Volume 1: Forgotten Volume 1 Sequence 1 2015-12-03 - Forgotten Space Program, The Hydrogen Flights (this post) 2015-12-04 - Hydrogen's Last Blast, Noble Helium, Orbital Helium 2015-12-06 - Sweet Lithium, Beryllium Spheres, Boron to be Wild 2015-12-10 - The Age of the Universe, Boron Into The Mün, Beryllium Relic 2015-12-11 - Carbon Testing, The Carbon 6, Carbon 1 2015-12-16 - Carbon Scoring, High Carbon 2015-12-17 - The Dangers of C-4, Carbon For Who?, Beryllium-Coated Lies 2015-12-20 - More Boron Contract Missions..., :C=C: 2015-12-22 - 95 Years, 139 Days, 27 Minutes Volume 1 Sequence 2 2015-12-24 - A Nitrogen One, Thing C 2015-12-26 - A Little More Nitrogen, And A Dash Of Oxygen 2015-12-29 - Fluorine 1 2016-01-01 - The Six Moons of Kerbin, Nitrogen T-4, Thing A 2016-01-02 - Fixing Kelgee, Walking on Thin Nitrogen, Nitrogen Take 6, More Fluorine For Better Teeth, Oxygen Perfected 2016-01-05 - Nitrogen T-7 Volume 1 Sequence 3 2016-01-11 - The Bright Bright Neon Lights, Neon Sizzle, Neon Clones, Under The Heavy Neon Glow 2016-01-12 - Delayed Return 2016-01-16 - Salty Minmus 2016-01-18 - Taking Pictures For Fun and Profit 2016-01-20 - Release!, Return to Flight 2016-01-23 - Asylum Run, ... By Lunatics, ... Running An Asylum 2016-01-25 - Ferry Ride 2016-01-28 - The Aluminium Gang, Aluminium X-0 1, Aluminium X-0A 2, Aluminium X-1 3 2016-01-31 - Strange Request 2016-02-02 - Sonic Sensei, The Mother Of All Space Telescopes, Nitrogen X 2016-02-04 - Aluminium Cans of Boom, Housekeeping 2016-02-06 - More Housekeeping Volume 1 Sequence 4 2016-02-13 - Mission Improbable, Reduce Reuse Recycle, Nitrogen TC-12, Silly Silicon 2016-02-14 - Balanced Imbalance, Some Assembly Required 2016-02-16 - More Silicon More Recycling, Some More Assembly Required 2016-02-21 - Queen of the Airwaves, Tour of the Junkyard, Trafficking Hot Goods 2016-02-23 - A Phosphorescent Return to the Mün 2016-02-26 - Second Verse Same As The First, A Little Bit Louder And A Little More Rehearsed 2016-02-27 - Twenty Thousand Leagues Under The Mün 2016-03-05 - Slow Moves, Nitrogen Transfers 2016-03-08 - Memories of Tomorrow Volume 1 Sequence 5 2016-03-11 - The Mystic Mün 2016-03-19 - Operation Ice Castle 2016-03-20 - Contracting Smallprobes 2016-03-23 - Reentrant Aluminium 2016-03-28 - The Mün of Our Youth 2016-04-11 - The Crater of the First Kerbals Volume 1 Sequence 6 2016-04-15 - Ghosts and Things 2016-04-18 - Memories of the Storm 2016-04-24 - Two Star Detour 2016-05-01 - Familiar Voices, Building Anticipation 2016-05-05 - Anticipation Building 2016-05-10 - Titanium Flight Test, Titanium Boxes, The Münquake is in Another Castle, Kerbal Kerbals 2016-05-14 - Stellar[is] Launches 2016-05-20 - Silicon Sulphur Snack Strategy 2016-05-28 - Finishing Touches 2016-05-30 - Little House on the Minty Prairie, And Another Thing... 2016-06-01 - Departures Volume 1 Sequence 7 2016-06-05 - GLORY TO KERBIN! 2016-06-27 - Bugs 2016-07-10 - 99 Years, 343 Days, 2 Hours 2016-07-13 - Your Robots Are Ignoring You 2016-07-20 - Captain Kerman and... The Robot Invasion of Jool 2016-07-26 - Setting Up The Fireworks 2016-07-28 - One Hundred Years At The Edge Of Infinity, Thomlock's New Year's Rocket Eve, Infinity's Edge Volume 1 Sequence 8 2016-08-07 - Answers In Time..., More Pieces For The Jumble 2016-08-14 - ... Time In Riddles 2016-08-14 - No Kerbal's Sky 2016-08-22 - Wings of Fire 2016-08-25 - Sulphur Descending Volume 2: Continuum Volume 2 Sequence 1 2016-10-03 - Somewhere In The Dark..., Kerbin: North Mountain 2017-10-07 - Continuing From Where We Started, Continuum Volume 2 Sequence 2 2016-10-16 - Continuing From Where We Left Off 2016-10-20 - I Could Fly Here Forever 2016-10-30 - Fire In The Sky 2016-11-08 - The Jebediah Kerman, Remotely Controlled Kerbal 2016-11-26 - One Final Sunset, Leaving Laythe Volume 2 Sequence 3 2016-12-04 - The Bosses, Ghost Attack, Data Recovery Services 2016-12-11 - Chrome Plated, Missing Minmus Mishap 2017-01-22 - Adaptation, Burning Manganese, Cobalt Testing, Iron Birdie 2017-01-31 - Iron Supplements, Manganese Mün 2017-02-10 - Cobalt Blue, The Award, Into The Unknown Volume 2 Sequence 4 2017-02-25 - Infinite Departures 2017-04-16 - Finite Arrivals 2017-04-25 - As Is Only Fitting And Proper 2017-05-08 - Whispers Volume 2 Sequence 5 2017-05-14 - Mission Report, Wooden Nickel 2017-05-23 - Crazy Talk, Manganese Station 2017-06-19 - Science Supplies / Lucidity / Downwards / Through Fire Volume 2 Sequence 6 2017-07-03 - Ghosts On The Ice / The Other Side 2017-07-14 - Into The Abyss 2017-09-13 - The Hook 2017-10-19 - Out In The Cold 2017-10-23 - Late Arrival 2017-11-28 - Late Departure 2017-12-04 - Exit Vall, Stage Outwards / Pol-italicized Pol-lution2018-01-31 - Children of Bop 2018-03-19: Where There's a Whip... / ...There's a Laythe 2018-03-27 - Will the Last One Leaving Jool... / ...Please Turn Off the Lights / Year 100, Day 336, Hour 2 Volume 2 Sequence 7 2018-07-16 - Shadows and Whispers / Nickel and Dimed 2018-07-24 - Council of Copper / Another Nickel's Worth 2018-08-03 - Controlling Copper / Supplying Chaos 2018-08-12 - Project Copper / Culpa de Cuprum 2018-08-19 - Copper Loss 2018-09-16 - Titanium: The Next Generation 2018-12-03 - Where We Left Off / Copper Gains / Friendly Warning 2019-05-08 - Planning Pioneers / Living with Copper / Copper 12 2019-05-27 - Copper Supply 2019-06-09 - Titanium Y-6 / Iron Transfer 2019-06-12 - Iron Enrichment / Titanium Y-7 / More Irons on the Fire 2019-06-18 - Titanium Sky 2019-07-22 - Interlude - Course Correction Volume 2 Sequence 8 2019-07-30 - Alone on Duna (Shift + Enter. NOT Crtl + Enter. Shift + Enter.) -- In something of a departure from my usual routine, this will be a mod-"heavy" playthrough focusing largely on the wonderful Engineering Tech Tree. Expect frequent and smaller posts, usually the same day of the mission or a very short time later. I will attempt to keep this save going for the indefinite future, but can make no promises that I won't forget what I've done and start over again. Again. And, seeing as none of the kerbals know what's out there, we may see some relics and wrecks from my previously forgotten space programs. Difficulty is my usual fare, a Career Mode game with the normal difficulty settings, no crew respawn, etc: Mods in Use (as/of KSP v1.4.5) Note: Many parts from mods not listed (or listed under previous versions) are still present on spacecraft, in flight, but are "retired" and have been edited (by me) so they no longer appear in the VAB. Older Mods in Use (for previous KSP v1.3.1) Older Mods in Use (for previous KSP v1.2.2) Older Mods in Use (for previous KSP v1.1.3) Older Mods in Use (for previous KSP v1.0.5) Let's get this show on the road now, ok? -- The Hydrogen Flights The "exploding barrels of fleas" were apparently not made of fleas, but were instead created to dispose of them. (Which might explain the fire and smoke.) As far as the geniuses in the engineering department could determine, the intent was to aim the open end of the barrel at the fleas and "watch them burn." The Boss thought of a different use after three interns and one such barrel flew violently through the wall of the lab and into the waters of Booster Bay. The little green geeks quickly dug around to find the parts they needed: gizmos to measure air pressure, a gumball machine painted a dark grey with a "computer" stuffed inside, a flea barrel to strap it all atop, and a large silk blanket to carry the gizmos safely back to the ground. The "computer" was little more than a couple of vacuum tubes and an alarm clock, all held together with loosely assembled wires. The clock was to ignite the flea barrel, trigger the gizmos and detach the gumball machine; the vacuum tubes were there to make it look awesome. Lacking a clever naming scheme, The Boss painted "Hydrogen 1" on the side and the three formerly flying interns rolled it to a nearby mound of dirt. Only they must've messed up the clock while moving the H-1, as the flea barrel ignited late, flew off in a weird direction, and the gumball machine detached early. Regardless, the gizmos took proper readings and proved The Boss right: These barrels weren't built for killing fleas, but for helping them fly. Science points galore! Somewhat unexpectedly, a representative from the Kerbal First Record Keeping Society showed up to give The Boss a few shiny plaques: First Launch, new Speed Records of 25m/s and 80m/s, and First Landing. The prize money was spent on some bags of corn chips and the interns were sent back to work. There was still time enough in the day for another launch. Same gumball machine with a big barrel of science (which had been previously tested on the mound), all atop yet another flea barrel. The Boss named it the "Hydrogen 2" and everybody lined up to watch it fly. The H-2 flew higher and slightly faster than anything yet recorded (that one catapult accident doesn't count), resulting in yet more plaques from the record keepers: Altitude records of 500m and 2km. The money was just enough to buy some queso dip to go with the corn chips, and The Boss kicked in a few extra kerbucks for soda. And so on the first day they partied, and The Boss was happy, for The Boss saw it was good. Navigation: Next Post
  5. What is this? In real life the Space Shuttle Program was originally supposed to make access to space cheap and easy, flying up to every two weeks and being the US’ sole launch vehicle. For various reasons the Space Shuttle never lived up to these early goals, but in this KSP play-through I’m recreating the program somewhere between what it was supposed to be and what it actually was. I’m probably never going to get to a launch every two weeks, but I’ll be flying frequently and including payloads planned for the Shuttle but never flown like the Shuttle-Centaur liquid-fueled upper stage. While I’m not going to be keeping detailed tracks of budgets or anything, I am going to be assuming that my budget is larger and supports more planetary/science missions than the IRL NASA budget did and plan fun payloads accordingly. (Mid-1980s Viking 3 lander to Duna? Moved-up and expanded Mariner Mark II Program? Yes, please!). The Game I’m playing in Sandbox because I want all of the shuttle parts available immediately, and generally want to do things as I see fit for my recreation (which is not always the way KSP wants to do things). I am, however, self-imposing other rules for verisimilitude; for instance, the Space Shuttle Main Engines cannot be re-started. I am not allowing reverting to launch or VAB, and while I am quicksaving at key points I will reload a quicksave ONLY in cases of gross pilot error during launch or landing. I’m renaming most of my Kerbals (except for Jeb, Bill, Bob, and Val, obviously) using a random name generator, mostly so that my mission patches don’t just say “Kerman Kerman Kerman Kerman Kerman ….” Mods: TAC Life Support, Dang It! Continued, Decal Stickers R2.0. I may add other part mods later but don’t intend to significantly change the functionality of the game beyond the mods I already have. The Metagame In order to do my own homebrew simulations of things not included in the base KSP game, I’ve written Python scripts to tell me how long the Shuttle needs to spend being processed after each mission, and whether the weather is clear for launch or landing on each day, including a forecast for the next week (based on real-life Kennedy Space Center and Edwards Air Force Base weather data for the dates in question). I’m also using the calendar Year 1=1981, Year 2=1982, etc., and split the 426-day Kerbin year into 12 months, each of which has 5 more days than our real-life calendar (except for February, which has 6 more). The Dirty Secret The shuttle’s crew compartment is actually two Mk3 cockpits clipped together It was the only way I could get the orbiter’s balance right so that it would be stable during both hypersonic flight and landing, and has the added benefit that I can fit the same crew of 7 or 8 used by the IRL Shuttle. Mission Reports For each mission I’ll provide a mission written from the perspective of the kerbals, including mission patches and screenshots. Once I start flying I’ll edit this post to include a table of contents/quick-links below. Preview Following extensive simulator tests for craft design and years of construction of testing, the Space Shuttle Columbia was rolled out to Pad 39A at Kerbal Space Center on February 34, 1981. After a successful Flight Readiness Test Firing during which the three Space Shuttle Main Engines were fired for 23 seconds on the pad on March 20, the shuttle now stands ready for its first flight. Astronauts Jebediah Kerman and Abe Dykstra are scheduled to launch on April 3 to take Columbia on a 2-day test flight. All eyes on Kerbin turn towards the brave astronauts and the shining winged rocket straining towards liftoff… Columbia completes Flight Readiness Test Firing, March 20, 1981.
  6. Overview: Kerpton (kerp-tawn) Future Media was a software development company which created the popular singing synthesizer program "Kertsune (kert-SOO-neh) Miku", which many Kerbals had used to make their own songs. But lately, its founder, Hiroyuki Kerman, had considered starting a space program after playing a realistic space simulator for several months. Using the wealth he had acquired from selling so many copies of music software, he started a new organization called the Kerpton Aero-Space Development Agency, and hired several young aerospace engineers. This thread will document the various missions of KASDA. KASDA insignia, depicting a green onion (negi) flying through space KSP Version: 1.1.3 (originally 0.20.2) Mods currently in use: Kerbal Engineer, Kerbal Alarm Clock, Precise Maneuver, MechJeb, Ambient Light Adjustment, Flight Manager for Reusable Stages (doesn't seem to be for 1.1.3 anymore but I have a copy), Kerbpaint (with update for 1.1.3), Docking Port Alignment Indicator, Near Future Construction, Asteroid Day, Habitat Pack, HyperEdit (for testing only), TAC Fuel Balancer, Trajectories, Taurus HCV, RCS Build Aid, Environmental Visual Enhancements, Scatterer, Stock Visual Enhancements, Kopernicus, Outer Planets Mod, Pood's OPM-VO, Planetshine, in-game Transfer Window Planner, Engine Lighting, Flag Decals, Kerbal Inventory System, NavHud, EVA Follower Useful calculators: Launch window calculator, Aerobraking calculator, Parachute calculator Robotic programs: Crewed programs: Mission list (if you end up in the wrong place when you click a link, click the address bar and press enter) Timeline of interplanetary mission milestones prior to the manifestation of Sarnus, Urlum, Neidon, and Plock, and everything that happened in between (Y1 to Y29) (1-100) (101-current) (By the way, how do you people take screenshots? I can't move the camera to the camera angle that I want if it is paused, and I can't move the camera and fly the rocket at the same time.)
  7. I'm wondering what your GameData folder looks like. For those without mods, all there will be is a "squad" folder. I'm curious about how many mods you guys use. Here's mine: EDIT: does this go in the modded discussion, or is it good here?
  8. i have about 6-7 mods as im running this on a 2017 macbook air (yes i know, amazing that my house hasn't burnt down yet!) adn i tried putting a new one on that replaces some item textures, however it didn't work and now i am missing these pieces: docking port cupola hitch hiker storage mobile processing lab if anyone has the original game data and hasn't installed any mods that replace the textures of original parts could you pls message me, i need to fix this asap but i dont wanna lose my other mods or progress.
  9. This is inspired by a lot of Kerbal Mission Reports, and I've been wanting to create my own content for a while, but the real instigation was Angel-125's Heisenberg mod and his mission report. Then I found Plan Kappa, and I knew for sure that I wanted to do some sort of Mission Report / fictionalization of my main game save. Mod List Overview I wasn't a big fan of the existing nation maps of Kerbin, so I made my own. I've been using Kerbal Konstructs for some time, so this version of Kerbin contains Kerbinside, Kosmodrome, the BAD-T airfields, and possibly additional bits and pieces. The basic history is analogous to ours, sort-of. The Kerman Empire 2,000 years ago built roads all over the place, setting up the preconditions for truly world-wide trade. There was an equivalent to the Hanseatic League, and there was a Great War, which is sort of a combined WWI/WWII without the genocide. The sudden appearance of the monoliths brought everyone to the table to resolve their differences at least temporarily, and now there is an uneasy truce and a joint effort to explore the source of the monoliths. The general public isn't aware of the monoliths (yet). PSA - The Panarchist Space Alliance The PSA was formed at the end of the Great War to investigate the origin of the monoliths. Kerbin Kerbin at the time of this story has 22 nations - 5 major powers and 17 minor ones. Most of the national flags are from @UAL002 's awesome flag pack, but a few are my own design or adapted from materials online which are CC BY-NC licensed. (see comment below for details) The Major Powers Kermania: Kermania is an analog to Earth's Germany. Originally a loose federation of barbarian tribes in the days of the Kerman Empire, they overran and defeated that power before collapsing back into a dark age of anarky. Later, under Konstantine Kerman, the tribes consolidated into several warring nation states until Kaiser Vilhelm Kerman united them into the nation of Kermania. Kermania was a major player in the Great War - part of the Triaxial League: Kermania, Imperial Kermanovia, and Yitalia. Kermania started the war with the invasion of Polan in year -5. (Year 1939 in the old calendar) After the Great War, Kermanian scientists were instrumental in advancing rocket science to the point where manned space travel was possible. Kermanian rocket technology was pioneered during the war, and at the war's conclusion, on Year One, Day Three, Kermania launched the first orbital satellite - the first peaceful use of rocket technology, using a booster intended to launch a new weapon against the USK. South Kijani: The nation of South Kijani was originally neutral in the Great War, until Kermania invaded their territory to launch an offensive against the USK. South Kijani then sided with the USK to drive back Kermania and take the pressure off their occupation of Keltica. Union of Kerbalized Kommunist Republiks (UKKR): Formerly the Kingdom of the Kermanovs, Imperial Kermanovia became a member of the Triaxial League during the Great War and led the offensive against United Kerbdom until Kermanovian workers rose in revolt against their imperialist masters during the Red Oktober uprising. The new Kommunist state immediately sued for peace with the UK and signed a non-aggression pact which made them neutral for the remainder of the Great War. After the war, the UKKR established Area 110011, the preeminent test flight facility on Kerbin, and the KKVLA, a new radio telescope to detect signals from space. United States of Kerbin (USK): The USK was one of the Allied Powers in the Great War, and led the bulk of the fighting against Kermanian expansion. United Kerbdom (UK): United Kerbdom, in a flip of "real world" history, was originally a colony of the USK Which declared independence and established a constitutional monarchy. The Minor Powers Arabnia: The Kingdom of Arabnia has been ruled by the Al Kaud family for generations, and has been home to desert nomads and kamel farmers for far longer than that. The Kingdom appeared destined to remain a minor power until the discovery of Liquid Fuel. Exploration revealed that Arabnia contains Kerbin's largest reserves of Liquid Fuel, and the Kingdom has successfully leveraged that fact to earn a place at the table. Cratery Coast: (more detail to come) DPRK: The Demokratic People's Republik of Kerbin is a misnomer, as it is neither demokratic nor a republik. It is instead a military diktatorship established during the Kaoist Skism of 115 (Old Rekoning). The DPRK has no launch facilities of its own, but contracts with Republiko Simios for use of the facilities of Sanctuary Mouth. The Simios government has largely stepped back from the use of that facility, happy to keep the cash flowing. Goreyo: Goreyan culture is one of the oldest civilizations on Kerbin, and perhaps the least changed from its origins during the Big Split - the initial divergence of Kerbalkind from their pre-historic origins. Erryday: Erryday is known for their world-famous bobsledding team, their world-famous koffee, and their world-famous relaxed attitude. Indeed, it's amazing they ever get anything done. The nation is an island paradise, and their citizens work only an hour each day. (or as the residents say, erryday) Erryday's space program started the same way their bobsled team did - someone cracked a joke and said they'd never have one, so they went out and started one. Erryday contracts with New Batavia and the Cratery Coast to use their launch facilities at The Shelf and Hanbert Cape, respectively. Finnlund: Finnlund maintains the largest commercial fishing fleet on Kerbin. (more detail to come) Free Republik of Kerbin: The Free Republik of Kerbin split off from the USK many years ago, after the UK successfully broke away. Some of the early rebels wanted to call the new nation "Kexas", but were shouted down by those who thought there were already too many kountries with a "k" in their name. The Free Republik is a large island, and prides itself on the best beef in all of Kerbin, and was also the heart of the USK's Liquid Fuel industry before breaking away. Since becoming independent, that industry collapsed due to over-mining, and now the primary economy is beef, leather, outdoor equipment and enormous belt buckles. The Free Republik managed to stay out of the Great War, but because they wanted to - not because they were cowards. (and if you imply they are, they will give you "what for") Since the war, the FRoK keeps saying they're going to launch people into space, and that they have a great plan - the best plan ever, the highest rated plan anyone's ever seen. Rumor has it they have built a Top Secret facility in the island's interior. Hellenik Republik: The Hellenik Republik is the kradle of demokracy and the birthplace of Kerbal philosophy and science. Sokrates Kerman, Arkhimedes Kerman (before he moved to Syrakuse), Pythakoreus, Aristokle... the list goes on and on. The Republik wasn't always a republik, however - in years past it's been a kingdom, a military diktatorship, an oligarchy, matriarchy, patriarchy, a true democracy, and a libertarian dys/utopia (depending on who you ask). Every type of government has been tried, because the Helleniks are nothing if not experimental and ready to try anything. Most of the time, however, they have been a republic, though many think they are an autonomous collective. During the Great War, the Hellenik army successfully held off several Kermanian advances, and ultimately caused enough casualties that the Kermanic offensive found an easier target: South Kijani. The deciding battle was fought by 300 Kerbals under Leonidas Kerman in the battle of Kermopylae. Leonidas and his brave Kerbals all died, but the Kermanic advance was halted and several thousand Kermanians perished. The Helleniks have a small facility at Sea's End, on the inland sea. The facility is known more for its research than any real attempt at getting into space. Kanada: Kanada is another former colony of the USK, but one which was intended to be independent from the start. It was a place for every Kerbal who found the USK to be far too warm. Kanada is sometimes called the land of milk and honey, due to all the goats and the bees there. Kanada is also Kerbin's largest supplier of waffle syrup. Prior to the Great War, Kanada lost its southern province when Imperial Kermanovia expanded northward. Since the Revolution, Kanada has opened talks several times with the UKKR to get the regions around Boostershire Farms and Dundard's Edge back, but the UKKR has so far refused to hand back the land they took. Kanada has a small space program, but one of the best astronaut training centers on Kerbin - the Polar Research Center on the northern ice cap. Kanada is currently training the next crop of Kerbonauts for a mission to Duna. Celtika (or is it Keltica?): New Batavia: (more detail to come) Polan: (more detail to come) Republika de Santa Kruz: (more detail to come) Republiko Simios: (more detail to come) Skaibern Empire: The home in exile of the Kermanovs after being forced out of Kermanovia by the Oktober Revolutionaries. (more detail to come) Skotslund: Skotslund is Kerbin's airship capital, and home to all things considered strange on Kerbin - hakkis, kiltz, bagkipes, and golf. It's also home to ridiculous amounts of lifting gas, which not only got Skotslund's airship program literally off the ground, but provides hours or fun at parties when people breathe lifting gas and talk in high-pitched voices until they pass out. Yitalia: The home and birthplace of pasta, and the world's greatest shoes. Yitalians also originated lawn bowling. Yitalia was a member of the Triaxial alliance during the Great War, but when they learned that Kermania was planning to launch rockets against the USK, they defected from the alliance and claimed the Kwiss alps region of Kermania, moving troops up to capture the Messerkerman factory there. After the war, Timekeeping on Kerbin: 1 "Astronomical Unit" (AU) on Kerbin is 13,599,840,256 m (45.4 LS) Kerbin sits in a circular orbit with a 23.5° inclination respective to the ecliptic, which means Kerbin has seasons similar to those on Earth. It has a 600km radius, which is 1/10 that of Earth. Year 1, Day 1 coincidentally is the first day of Spring in the northern hemisphere. (thanks to the mod "Harder Solar System" for the inclined orbit!) Sidereal Orbital Period: 9,203,545 s (426d 0h 32m 24.6s) Sidereal Rotation Period: 21,549.425 s (5h 59m 5.9s) Solar Day: 21,600 s (1d / 6h) Kerbin Year: 9,203,545 s (426d 0h 32m 24.6s) Kerbin has a "Leap" year every 12 years unless that year is divisible by 180 - but every 900 years *is* a leap year, and every 21,600 years is NOT. 1 year - 14 months of 30 days each, plus "Holiday", a 6 day intercalary month. (7 days on leap years) 1 light year (Kerbol LY) = 2,759,153,377,863.61 km 1 light year (Earth LY) = 9,460,730,472,580.8 km (3.43 Kerbol LY) Year 1, Day 1 is actually 1950.12.27 under the previous calendar, which dates back to the founding of the Kermanian Empire. It's been nearly 4,200 years since the beginning of recorded Kerbal history. Days: (5 weeks of 6 days each per month) Sunday | Munday | Dunaday | Joolday | Evesday | Sarnusday
  10. So iv'e had this question for a while but only recently have really been working with planes enough for it to really nag me; when you're using procedural wings there's a slider to increase "Mass-Strength Ratio" which i tend to set at 2 to prevent hypersonic shock from tearing them into pieces. But it's had me wondering; how realistic is this? Are there materials that exist now with such ratios? Are there any in common use with higher ratios? Are they metallic or composite?
  11. I wouldn't really call this a full graphic novel because it's pretty short, and it's my first one so it's probably not the best, but I still hope you all enjoy it! This will be the first part of a series taking place in the "Beyond Home" version of the Kerbol system. I was inspired to make this part specifically because of Tribute's in-game description, which is really great. Well, all the descriptions are great, really, as well as--actually, you know what, just play the darn mod, it's amazing. Here it is: Sorry about that typo on page 4, btw. I'll try to make as little of them as possible (Yes, English is my native language--I just suck at writing/typing it sometimes lol). Finally, some criticism would be nice--I want to know how I can make the future parts better, after all! (Credit to @Gameslinx for the amazing mod "Beyond Home"!)
  12. My game crashes halfway trough loading I have a very powerful pc and i'm running windows 10 My first thought was that I was running out of RAM(I have 16GB) while my game is trying to load the Many Many mods i have installed. Any help would be appreciated. Thanks in advance.
  13. Hi all, hopefully someone can help me troubleshoot. I'm getting pretty frequent "crashes" where KSP will stop responding and then Windows tells me to Close or Wait for the Program. Over the past couple years of playing KSP, occasionally I'll get these, but now it seems a lot more frequently. I have a suspicion it's related to completing contracts in my Career Game, at least I'm getting semi-consistent crashes when I've completed my last 2-3 contracts. Of course, here's my latest log file: KSP 030719 Time 2159.log Here's my mod list (yes, there's a lot): I'll probably just end up going through the usual weeding through mods to get this more stable. But I'm hoping that someone can shed some light on what actually might be going on with my log and contributing to these crashes?
  14. To satisfy their unceasing desire to launch themselves into the void of space on top questionable rockets, the kerbals rushed to form a space program. But in their haste to get started on this great endeavour, they forgot* to give it a name. Thus, it became known only as "the space program". *) I was too lazy to come up with one. =================================================================================================== This is a career I started in KSP 1.3.1 (later updated to 1.4.5) about a month ago, and that I thought I'd share here. I'm using a heap of mods (list in the spoiler below), with MKS and USI-LS being two of the main ones. It's my first time using these in a career playthrough. I'm not sure to what extent I'll use the kolonization parts, but life support will play a big role. Running out of supplies will lead to death, and death is permanent. I'm also sticking somewhat rigidly to the rule of no reloads. The presentation style will most likely be short descriptions of events, accompanied by lots of pictures, 'cause who doesn't like pictures. Hope you enjoy! MOD LIST FLIGHT LOG VEHICLE LIST
  15. I did this music video for Kenny Loggins' Danger Zone a while back. https://www.youtube.com/watch?v=_rY0vNDgEGw
  16. I recently installed realism overhaul with RSS and have been wondering what the optimal ascent profile is. I’ve made it into orbit a few times but each time it was a different ascent and a different orbit. What would be best for a rocket with around 9.5-10k dv, 1.5-1.7 TWR, and end up in a 150km orbit? Like what should my pitch be at different altitudes and speeds, etc.
  17. I have a relatively heavily modded install of 1.6.1, every few seconds in the editor it freezes for about a second or so, it is making the game basically unplayable and i dont know how to fix it Edit: now happens pretty much every half a second Edit: It only lags if i have a part in the editor, if it is empty there is no lag
  18. Hello, Whenever I get into an orbit around kerbin, I lose the ability to place maneuver nodes along the orbit path. Before I reach orbit, this is not an issue. This is a science game with the following mods: Interstellar KAS KIS MechJeb2 NearFutureElectrical NearFutureSolar NearFuturePropulsion Kerbal Planatary Base Systems Community Tech Tree The mods were manually installed. I have not played in a while, so has there been a change that I don't no about that requires me to do something else to use the nodes in orbit? Update: Going to the space centre then back to the ship lets me place another node, testing whether getting into another orbit breaks the system again. Update: Moving into a second orbit doesn't require the "reset", however entering orbit on a different flight (launched after the first one) does. Update: The problem seems to have slightly stopped. It no longer happens every time, but it still happens occasionally upon a Mun flyby
  19. Welcome to my Podracer Page! After quite a long hiatus I’m pleased to bring you the ONLY legitimate and functional Podracers from a Galaxy Far Far Away complete with demonstration videos and some light commentary on certain aspects. First is the father of my podracer line: the aptly named MK I: Craft File: https://kerbalx.com/GillyMonster/Star-Wars-Podracer-Mk-I The Mk I was a concept I had to make a podracer with loosely connected engines and a command pod that could move freely, it is the first successful combination of balancing drag, weight, thrust, and some mild control surfaces. It’s maneuverability is relatively limited, HOWEVER it is so far the fastest pod I’ve made topping out at 592mph!
  20. Hello everyone, I hope you can help me fix this so I can land on Mars for the first time! BUG REPORT: Version: KSP Windows-64bit 1.4.2.2210 Mods installed (installed through CKAN, dependencies not included, all mods is up to date): Ablative-Airbrake Engine ISP x 2 FullAutoStrut HangarExtender InlineBallutes Kerbal Engineer Redux Kerbal Reusability Expansion KSC Switcher MechJeb 2 MechJeb and Engineer for all! Module Manager Physics Range Extender Precise Maneuver QuickGoTo Real Solar System (Texture - 4096x2048) RealChute Parachute System RSS DateTime Formatter Toolbar Toolbar Controller Trajectories TweakScale TweakableEverythingContinued Zero MiniAVC Reproduction Step: Use this spacecraft (Attached below), go to orbit, and rendezvous with Mars. Time-warping to Mars' SoI Entry and the bugs kicks in (Not responding, unable to do anything, even took me 5 minutes after pressed the Power button). Files: Craft file Log file
  21. The issue am having is that my game crashes in the middle of startup, I am trying to find out what mod(s) caused it, ill link the output log below~ https://drive.google.com/file/d/1AcC06OMwxefKFEGkZ0BRACWtUCrsEPKX/view?usp=sharing
  22. I just recently made a large modded install of KSP (1.5) after a long break and the game usually runs fine even with 120 mods. (32gb Ram, GTX 1060, i5 7600k). The problem I'm having now is when ever I'm in the VAB and place down more then one command module, or any other part with crew space, the games frame rate drops down to sub 10. The memory usage maxes out to the point where it's unplayable. As far as I know all my mods are up to date and the only pre 1.4.x mods are just part mods. Log: https://ptb.discordapp.com/channels/408786446535884815/408786446535884818/506911935707611157 Here's the mod list:
  23. I was inspired to make a Mig 15-like plane in my career mode. Here it is: It is called A-3 Buzzard. It is my third aircraft in the career and like the first 2, named after a bird. Top Level flight speed (at 11km): 434m/s Absolute Top Speed (diving): 523m/s Max flight altitude: 13 km Altitude record: 15.6 km This here is the long winged version, the A-3B Buzzard: In High atmosphere: It is slower than the short wing version but can fly 2km higher. It is a weapon to surpass Metal Gear. Craft File for Short Winged version: https://drive.google.com/open?id=1P9b9jAFHiB-xfM7xt7oyJlQ8Pxsu6B6j Craft file for Longboye: https://drive.google.com/open?id=1eTvoj3BXmm-6wyNY6-stcTegQUDRjM7i Required mods: Procedural parts, Procedural Wings B9, USI Life Support, Ven`s Stock Part Revamp (find the newest fork), Unmanned before Manned, SXT I seriously see no reason to download this but I included the craft files just in case. It does require some messing with mods so it is more work than it's worth.
  24. Something weird has happened to the 2.5m RCS fuel tank (the FL-R1). In my install, it looks like this, and it's been this way since 1.4. As far as I can see, it's using the new texture on the old model. I'm not sure how to fix this -- I've even had a look in the config file for this part, but I'm not sure what to change in there to fix it. I'm using Firespitter Core as a dependency for another mod and that's the only mod I have that could be causing this. (I can give you my full modlist if you want though). Any ideas??
  25. I’ve been happily messing with KSP for several years now, regularly returning to start a grand new campaign with a slew of interesting mods. For one reason or another (real life, .exe instability, mod quirks) I’ve tended to hit a wall shortly after going interplanetary in previous attempts, but with the (relatively) recent arrival of the 64-bit client on Windows and a more mature crop of mods I’m gearing up to try once again. I intend keep a diary of sorts here, in part to motivate myself and in part to act as a sort of tutorial to others who are interested in playing with similar setups but are unsure how to bolt all the pieces together and convince them to play nicely. Situation I’ve chosen to start these reports a little way into the campaign, as there is already a wealth of material covering the first steps of a campaign. I have just unlocked the first KSPIE technologies, Nuclear Propulsion, Nuclear Power and Advanced Electrics. These nodes contain the earliest nuclear engines, reactors and beamed power parts respectively. There are currently small ‘Tortoise’ rovers carrying basic science equipment on both the Mun and Minmus (BonVoyage is my new favourite toy) crawling around doing science. In addition, the ‘Makellan’ series of early SCANSat satellites remain in orbit around Kerbin and its moons to act as makeshift communication satellites until more permanent infrastructure is in place despite having served their original purpose of mapping the surface. Going into month 5 (I’m working with 30-day months), there are two main projects I’m planning to work on. First and foremost, deployment of some lightweight interplanetary probes powered by the recently developed CANDLE engine in time to catch transfer windows to the Urlum and (possibly) Neidon. This might also require the deployment of a dedicated communications network around Kerbin to ensure continuous connection. RemoteTech's Root model (under which antennae can communicate at a range equal to the square root of the product of their individual ranges) means you don't need much of a network to get out to the moons provided you use the flight computer to make sure you don't miss your capture burns. Due to the immense range of the ground station at KSC, probes can maintain a connection for about 50% of the time. I am going to have to put at least a simple network around Mun in order to explore the far side with the munar Tortoise rover though. Secondly, and perhaps more interestingly in the long-term, development and deployment of a basic beamed power infrastructure around Kerbin, with the aim of using thermal receivers to launch lighter payloads to orbit more cheaply than currently possible. This is going to involve a fair amount of experimentation to find a sensible arrangement (I haven't messed with this area of KSPIE since it was reworked), but that's part of the fun, right? Mods My CKAN list currently shows well over 100 mods installed, before counting my personal tweaks and a few older mods that remain compatible despite their protestations to the contrary, so I’ll just provide the highlights here and leave the full list in a spoiler below. Interstellar Extended by Freethinker et al. I’ve loved the idea of this mod ever since I got it way back when Fractal was still developing it, and I’m looking forwards to playing with the new toys that have been added in the mean time. This is the mod I think people might find most interesting when covered as a tutorial, since the existing documentation is either scant, obsolete or simply absent. RESCALE 6.4x by Galileo Or more accurately a very slightly tweaked personal version that produces a Kerbin with a 12-hour day and a 540-day year. It makes orbiting a little more interesting and gives all those beefy advanced drives from KSPIE something worthwhile to do. MKS (and most of the rest of the USI suite) by RoverDude This has just gotten more and more enticing over time, and the integration of Extraplanetary Launchpads and Ground Construction provides some interesting possibilities for a budding space program. I’ve recently switched over from TAC-LS after finding it doesn’t mesh particularly well with Kronometer and after learning USI-LS now has habitation timers. Monthly Budgets by severedsolo I’m a sucker for strategy games and this mod provides both a pleasant bit of medium- to long-term planning and reduces the necessity of grinding contracts for funds. I have it set to decay reputation each month and have Play Your Way (Galileo) set to provide reputation with gathered science. The intention is that as I clear out Kerbin and its moons, I’ll need to set up other revenue streams (munar/asteroid mining operations perhaps). Kerbal Construction Time by magico13 This mod actually makes a campaign feel like a grand undertaking as you watch your space program grow over time. The broad customisation options don’t hurt either. SETI Rebalance & Unmanned before Manned by y3m0 I like what this set of mods changes about the game generally, and have had an interesting time with the new custombarnkit settings in the recent version. RemoteTech 2 by neitsa et al. Mostly because I haven’t dived in to learn the ins and outs of CommNet, and from first impressions RemoteTech is more intuitive and I’m already used to it. I have it configured so extra omnidirectional antennae do increase range and am using the Root range model. In addition to the above mods, the main other factor altering gameplay is a tech tree plugin of my own design that massively increases the cost of the more advanced tech nodes and adjusts the science available on each planet. At time of writing, the final tier of KSPIE technologies cost 100,000 science each. The intention is to force me off Kerbin and to avoid unlocking the entire tech tree with a few missions to the Mun and Minmus. Accompanying this are a variety of tweaks to where parts appear on the tree so I don’t, for example, need to finish a Joolean tour before being able to unlock thermal rocket nozzles. Full Mod List