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Found 220 results

  1. Hello there, I am the guy that (almost) never posts, but I wanted to help the community at least a bit, so here's a list of which mods have been updated to work with KSP 1.3 Disclaimer : Not all of the listed mods have been tested. Most have just been updated and I included them here. Reply with the name of any "compatible" mod crashing the game and I'l remove it, or with a mod not included here and I'll add it List of mods in the spoiler, sorted by alphabet in sub-spoilers. WARNING: It's really long By the way, I'll be updating this list as often as I can Last Update : June 26th, 2017
  2. PLEASE NOTE THIS IS NOT A THREAD TO COMPLAIN TAKE IT ELSE WHERE THANK YOU So I am sitting here watching my modded KSP load and I wait patiently. I sit here and I wonder, what is the average time that everyone else waits for their client to load up? I am sitting pretty with about 106 some items in my GameData Folder. I usually wait for around, 30 mins for the game to load. What is the average wait time for you? By you I mean anyone that is taking the time to read this? I have a pretty modest gaming rig, I have an FX 8-core AMD processor, a dated Gigabyte Motherboard, 16 Gb of DDR3 Ram, and a Shiny New STRIX GTX 1060OC. I have thought about trimming my Mod Files, I am looking to make a Extensive Play-through Series. I will share what my GameData (see spoiler for link) Folder looks like, if anyone has some pro tips or what not, let me know.
  3. Ive noticed I use 2 parts of one mod and 3 of another but the rest i don't use. I tried simply deleting the parts but it messes with the parts I wanted to keep. Anyone know how to het around this or if there is a tool or mod?
  4. KSA | Kerbin Space Agency: This will be like @StupidAndy's post. There will be updates on this post when new missions are accepted, finished, or the overall details. There will be multiple every day; The world will be in career, so you may have to wait a while! Mods: EVE, Scatterer. Flight 01:
  5. Does anyone know how to fix this glitch, I have know idea how to fix this.
  6. I wasn’t exactly sure where to post this, but since this is technically an addon I am developing, it made the most sense to put it here. Anyhow… Yes, you read that right, a full size Gemini capsule retrofitted to be a “sim-pit” for KSP. The idea has been floating around in my head, basically since I started playing KSP years ago, but it just never really seemed like KSP, or I, was ready for it. Until now… The point of the project is to produce a Gemini sim-pit that anyone can build with supplies from a Home Depot (or similar) and access to general woodworking tools. The goal is not to create a perfect museum-quality replica of Gemini, but rather something which enables the Gemini experience for KSP without breaking the bank. I decided the best way to make the project happen was to crowdfund it with Kickstarter and in return all of the CAD, documentation, schematics, and software will be made open source for anyone to make their own capsule (or any subcomponent thereof). If the Kickstarter succeeds, I hope to bring the completed capsule to various events (MakerFaire, Gaming Cons, etc…) for people to take it for a spin. The design includes over 50 toggle switches, 10 buttons, mechanical panel meters, alphanumeric 14 segment displays, and 3D printed mechanical navballs (see NeoMorph’s work on his own navball here: his work inspired me enough to create my own navballs very similar to his design for this project). All of these will be connected to functions in KSP using kRPC. Knowing the awesome KSP community I thought this would give everyone a chance to get involved in what (at least I think) is a really awesome project, and I’ve also created some super cool rewards for te Kickstarter. I’ve included some graphics and pictures below of the project work so far. If you want to support the project here is the Kickstarter link (Thanks!): I’ll be posting here with updates on the project, but I’ll also be detailing the work on my blog: Ventures in Making Now, here are the pics: ***Disclaimer: I read through the forum rules (specifically about monetization), and I don’t think this violates anything forbidden, but if it does, I will gladly remove the post to comply with rules.***
  7. Hi. This is probably some really obvious thing I glossed over, but I've been installing a lot of mods as of late and every time I put the content of the mod's gamedata folder into my KSP install's gamedata folder. This has worked every other time, but not this one. I put BD armory's "BDArmory" folder into KSP's gamedata (This folder is all that's in the mod's gamedata folder) and the game was unchanged. I tried to take the contents of THAT folder and copy it over to KSP, and it crashed upon startup. Is 1.1 no longer compatible?
  8. Dear fellow helpers, I have run into an error. EVERY SINGLE time I run ksp (with wealthy modding), the game crashes at some point within the loading screen. That's right, the LOADING SCREEN. I can't even see the new parts (Don't tell me the new parts and features, please) I don't want to take a blind shot, and remove a mod that is innocent. Please try to help. Here is the link to the error text file:, and the output log: Sincere thanks, Astro
  9. NOTE: PHOTOS ARE LINKED FOR EASIER VIEWING AS EMBEDDING CAUSES ISSUES CHAPTER 1: K.S.S Valiant The EVA From Hell The Mystery Of Monban Station, Or How Jeb Wasted Millions In Five Minutes Icy Ike, But Catla Wants Ike-Cream The Duna Descent Work, Work, Work Home Away From Home Exploration, Part 1 Exploration, Part 2 Shuttling All The Way Icy Ike, But Catla Gets Ike-Cream A Grey Turn Of Events CHAPTER 2: Hello To Nowhere, Part 1 Hello To Nowhere, Part 2 It all happened one day... Jeb, Nacy, Catla, and Jonlong set out for the 'big orange thingy' in the sky. Boarding the 'Vixen', they soared through the atmosphere and into space, leaving Kerbin behind. It was going to be a long time... 'Yippee! I'm going to space!' Jonlong blurted out. It had been his first time in space. In no time, they had reached a stable, 97 - 103km orbit, and could rest for a few hours. 'Hold on, we need to dock with KerbPort to resupply and refuel', Nacy, who was the mission commander, instructed them. 'But until them, we can float around in here, if you want'. 'Yay!' Jonlong enthusiastically replied. Soon, they broke out the cans of Jool-Aid, Crater-Cookies, and of course, snacks, and were floating around the crew cabin. After what seemed like five minutes (it was really five hours), Nacy informed them to get ready for docking. 'Docking in 1 minute, open port'. '30 seconds, Jeb, engage RCS'. Jeb engaged the RCS, and small white puffs came from the thrusters. 'And....we're docked!'. Now, they would refuel and re-supply, switch to another craft (The 'Valiant'), and be on their way to Duna.
  10. I used to make star systems for ksp when planet factory was still a thing but now that kopernicus is here, i have no idea how to use it, I've tried many times to make a planet and nothing works so i decided to make this post to ask for help. sorry if this is the wrong place to post this, i'm new to ksp forums.
  11. Dang, there are so many mods, so hard to keep track... Anyhow, I'm pretty sure I saw a mod the other day that would alert you to science being available (but does not auto perform experiments). Am I crazy or does anyone know of such a mod?
  12. SO i was wondering if there was a way to copy the claw module from the claw part and to put it in a wheel config. It would be useful for things like aircraft carriers and things like that. Thanks (PS> I know that this is probably in the wrong forum so could a mod please move it into the wright forum)
  13. I can't install the opt space ship parts mod. Im on version 1.3 and I've tried downloading from like 5 different sites but it still won't install. I was told to put the file in the game data and that works with most other mods but it still won't install. can anyone help?
  15. I got KSP on steam about a month ago and the main reason I got it is because of the mods, well first I had problems on how to install them and where to put them and then they weren't working correctly but now I am close to having that all fixed but first of all where exactly do you put the contents of the files? I sort all the part in the squad folder but I heard u can just keep it in game data in its folder. second, i can't find the bd armory weapon manager, at first I couldn't find the parts in utility (where they should be) but if I go into the other search with manufacturers and such. I can find the ai pilot system and the Modular Missile Guidance but I am also missing so ammo packs and smokes and I have checked the folder and found the weapon manager. PLEASEEEE HELP
  16. I know this question had probably been asked many times, but I want to know what graphical mods I should get for my 1.3 install. I've seen many great mods, but I've had lots of trouble getting them to work with the latest version. What are you guys using? Thanks for the help!
  17. So I have a modded install of KSP(I will list mods below) and when I go to open the solar panels, there isn't an option to. I will post a screenshot below. Help please! Mod List: B9PartSwitch CommunityResourcePack(Also TechTree) Distant Object EVE FShangerExtender Interstellar Fuel Switch Planetary Base Systems Kerbal Joint Reinforcement Kopernicus MechJeb2 NearFutureElectrical NFPropulsion NFSolar NFSpacecraft PersistentRotation Scatteerer SVE Tweak Scale Warp Plugin Screenshot Link:
  18. Ive been trying to install all the Near Future mods, in addition to cryo rockets, kerbal atomics, and a few other mods by Nertea. With near future propulsion, engines show, but none of the fuel or fuel tanks that accompany. Some of them show while loading, but i can't find them at in the game. Please help
  19. Ksp is kinda getting repetitive. You know, launch, orbit, escape kerbin, and so on. So I'm looking for any mods that could help spice things up a bit. Things like RSS and solar system rescale mods. Things that add a whole new way of doing things. Things that add another aspect. If you know any good mods to shake things up post them here!
  20. The BD Armory section is there when I'm in a hangar and I can see multiple guns, rockets, bombs, and ammo, but no weapons manager. When I tried to use a gun, it didn't fire, even with ammo boxes. I used CKAN to install the mod.
  21. A mod I want to download RSS Expansion by pozine requires 1.0.5. Steam offers a revert but it wont work for me. It will download and say the version of KSP is 1.0.5 on steam but if I look on CKAN or Launch the game, it says the version is 1.3. does anyone know how to help? Cheers!
  22. Hello, I'm new here but I've played KSP for a while. I'm also a huge fan of Star Wars and I am a discussions moderator in the Battlefront Wiki. I just now started getting interested in mods and I have had lots of fun with them my favorite mods are FASA, Half RSS, and US Rockets pack- when I use this one now, the game crashes. NathanKells RSS doesn't have as many moons and dwarf planets that I wanted, so I downloaded Half RSS also by NathanKell. It has dwarf planets and more moons and I was happy with it for a while. Now I'm kraving more- see what I did there ;). I want to download Real Solar System Expanded by pozine It adds even more moons, asteroids, dwarf planets, and planetoids. The problem is that the max version the mod supports is 1.1.2. I download KSP from Steam and they give you the option to play the game in previous versions 1.0.5,1.1.3, and 1.2.2. I had to revert to previous versions before for certain mods and I had no problems. In order to download RSSE I had to revert to 1.0.5, which I haven't done before. It doesn't work. when I try to download In CKAN it says the version is 1.3, the same is true if I launch the game. So my question, is there a fix so I can revert KSP to 1.0.5 on steam? Is there any other way to revert the game to an earlier version? Has anyone downloaded RSSE before and can give their experience? Cheers!
  23. Essentially, it would be an extension of Procedural Parts. To prevent it getting overpowered, It would work like this: You enter size, propelant used, whether or not it requires pressurised fuel tanks (This would would be done with RF) Nozzle size, amount of time engine turns off and on (Or infinite) AND then using those calculations, it comes up with a range of thrust. You would select what thrust. Say, my pressurized, 0.5 meter, Aerozine and NTO burning engine has a thrust range between 5-20 KN (just an example) and I then select which thrust I want. from THAT, the computer figures out efficiency. What do you guys think? Can anyone make this? (preferably for 1.2.2, so I can use it with my RO save)
  24. Hi guys, I've not played KSP for a while and i'm starting again with what mods i use. One thing i've noticed adding a bunch of mods at once is that the module manager .dll is duplicated a lot. Should i let these duplicate with (1),(2),etc or overwrite? I'm assuming duplicate as I overwrote them last night and some mods didn't activate in game. Bonus question: Why do some modders leave the 'game data' folder in the zip file when you have to move the mod into your own game data folder?
  25. Hey there So I had some trouble with this career games first landing on the Mun. Figured I'd not got the balance of the lander correct. When I went in the VAB, I found that any rocket I designed had a lift vector. I tested with an unmodified game, and I guess it's not supposed to be like that, since it didn't happen then. Has anyone encountered this before? Thought I'd ask here first before I start trimming mods to find the problem. Possibly something that updated recently, as the unmanned lander I sent previous didn't have any difficulty landing. Thanks to anyone who takes a look. KSP.log output_log.txt