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Found 412 results

  1. Welcome to the KSP Computer Building/Buying Megathread. Post your Specs and Builds of your Work in Progress, Current, or Future Builds; or ask for advice on computer purchases. This is also a place for constructive discussion, Please keep it an open and friendly enviroment. No fanboys just honest facts would be appreciated. Feel free to post Anything Computer Related here. Some hardware fixes. Some videos to help you with building your rig. How Not to apply Thermal Paste. How to correctly apply Thermal Paste. Looking to buy a Mechanical Keyboard? A Nice Form to fill out if you want help from someone with planning a build. When trying to recommend a build to you, there's some information that's extremely helpful for us to know. If you could answer these few short questions, we'd be happy to help! What are you planning to do with this compuer? Please be as specfic as possible. What is your budget? Does this include a copy of Windows? Does this include peripheals (a keyboard, monitor, mouse, speakers, etc.)? [*]Are you from the United States or a different country? Are you ordering from your own country or from across borders? Wherever you may be from, does the store that you are planning to order from have a website? It's okay if it isn't in English, we can manage. If you are from the United States, do you live nearby a Microcenter? Do you have any specific requests with the build? Do you plan on overclocking? If yes, do you have a specific goal in mind? Would you prefer the build to be particularly small? Would you prefer the build to be particularly quiet? In general, do you prefer this to be a computer that you can spend money on now and let it rest, or a box built for continuous upgrading? Do you ever plan on utilizing NVIDIA's SLI or AMD's CrossfireX technologies? These features, with a compatible motherboard, allow a user to link multiple identical graphic cards together for added performance. In real world terms, this lets you buy a second identical graphics card down the line as a relatively cheap and easy way to gain a fairly large boost in performance. However, this requires buying a SLI/CFX compatible motherboard and PSU now, which may result in slightly higher initial cost. (OPTIONAL) Have you already looked at or considered any parts (it's okay if you haven't)? If so, please list your top 1-2 choices for each category. If you've only picked out a few of the below, just list those. CPU Motherboard RAM Graphics Card Power Supply Case Hard Drive Solid State Drive (optional) Mouse (if necessary) Keyboard (if necessary) Monitor (if necessary) Speakers/Headset (if necessary) Once again, thank you in advannce for taking the time to answer these. My Build. My parts list can be found here. Look at these temps. LOOK AT THEM.
  2. My laptop came with 8 GB of RAM. While it is more than enough to run stock, my stupid ass installed 60+ mods. And you know, when you install your first mod, you just can't go back to stock. Of course i had multiple crashes and I couldn't run copernicous and KSPIE, but i always thought it was because of weak integrated graphics. However, i recently got additional 4 GB from a friend, and boy oh boy does it make a difference. It can easily run Kerbal Star Systems, KSPIE and 80+ other mods, and i am just so happy. So, how much do you have and what are your experiences?
  3. Gegb1912

    BDA for 1.6?

    Hi! I was just wondering if anyone knows of a BDA release for KSP 1.6. Hopefully, you do! Bye! P.S. If there are no releases, I know how to get a previous KSP version and use BDA on that.
  4. jkeller098

    Deep space mission

    ok so i sent 3 kerbals on a one way deep space mission to explore i have the near future tec mod instaled so for power they have a fusion reactor and a fule recycler but it has ither the reactor provides just a tiny bit to little power or heat. so I have an emergency solar array installed on it so i am wondering what have any of you done thats similar?
  5. Hi. I have Kerbal Space Program 1.5.1 with Making History Expansion. I also have Realism Overhaul and its dependecies: Real(Chute, Plume, Fuels, heat), ModuleManager, Advanced Jet Engine, SmokeScreen, Kerbal Joint Reinforcement, and Ferram Aerospace Research. Although, the game says Realism Overhaul, Real(Plume,Fuels,Heat, and Chute), Kerbal Joint Reinforcement and Ferram Aerospace Research are only compatible with 1.3.1. All these mods takes away some needed components, and replaces them with different ones. But, not any from Realism Overhaul that I know of.Sure, there's an "SLS Tank", but it's just a few 3.75m Kerbodyne engines placed on to of each other. It even says that in the description! Do I have to downgrade to 1.3.1? I don't want to lose the features of the Making History expansion.
  6. so pretty lately I have a problem while constructing my Duna base there is a random spazz out-Kraken attack when these conditions are met: 1.when something hit the base with force 2 m/s or more 2.sometimes when docking something at my base 3.always when the gravity disabled (alt + f12 menu) firstly I see the problem when I connected two (via docking ports on the ground)base modules after landing , i use the planetary base mod with kerbalism life support for these bases i also use ksp 1.5.1 mods: KSP: 1.5.1 (Win64) - Unity: 2017.1.3p1 - OS: Windows 10 (10.0.0) 64bit ClickThroughBlocker - Filter Extensions - TexturesUnlimited - Toolbar - ToolbarControl - Airplane Plus - 24.0 Animated Decouplers - 1.4.1 Aviation Lights - 4.0.5 B9 Part Switch - 2.4.5 BetterTimeWarpContinued - Community Category Kit - 4.0 Community Resource Pack - 1.0 CommunityTechTree - 3.3.4 AGExt - DMagic Orbital Science - 1.4.1 DynamicBatteryStorage - 1.3.3 ExtraplanetaryLaunchpads - 6.3.1 Firespitter - 7.6 HideEmptyTechTreeNodes - 1.0.5 Interstellar Fuel Switch - JanitorsCloset - RasterPropMonitor - 0.30.5 KAS - 1.1.6876.38030 Kerbal Engineer Redux - KerbalHealth - 1.3.1 Kerbalism - 2.0 Kerbal Joint Reinforcement - 3.3.3 HyperEdit - 1.5.8 Feline Utility Rover - 1.2.8 Kerbal Inventory System - 1.16.6876.37464 AdvancedFlyByWire - KSP-AVC Plugin - KSPWheel - NearFutureAeronautics - 1.0.2 NearFutureConstruction - 1.0.4 NearFutureElectrical - 0.10.4 NearFutureLaunchVehicles - 1.1.7 NearFutureProps - 0.3.5 NearFuturePropulsion - 1.0.4 NearFutureSolar - 0.8.13 NearFutureSpacecraft - 1.0.1 OpenCockpit - 1.2.1 PatchManager - Photon Sailor - Kerbal Planetary Base Systems - 1.6.6 AmpYear - 1.5.3 DeepFreeze Continued... - 0.23.9 SCANsat - TweakScale - KSP Interstellar Extended - Kerbal Actuators - 1.6 World Stabilizer - 0.9.3 here is an image with my base normally: and here is an image when my base being attacked from kraken-spazzing out of control: of course there is no log.So can anyone please explains me about which addon causes that spazz out or/and which addon or ways should i use to prevent that glitching and i forgot to mention that i use world stabilizer to prevent kraken attacks-spazzing out when loading vessel so tell me a solution
  7. I am new to the forums and have no clue on how to find any new info for the console version, I love the game and would hate to see it just abandoned. Also is there any new info on mods because the pc version seems to be their top priority, the console is great but just seems to be falling into the pit of no return. I'd just hate to see a fantastic game go to waste just because others players are having issues/ loss of interest.
  8. What are some really nice mods you've come across while playing KSP? I've got to say my favorites so far are probably KIS and KAS. What are yours?
  9. Useful Tips & Great KSP Content to Use with KerbalEdu KerbalEdu + KSP community: remarkable real world learning both in game & in the forums, human exploration, real rocket history, powerful aerodynamics & n-body gravitation models, beautiful artistry, physics studies, power of collaborative exploration & design. There is remarkable & inspiring KerbalEdu relevant KSP content on the www, I have provided links to some great examples as the second half of this post. General notes: EDU Mission Editor tips can be found at link. These observations are based on KerbalEDU in the Windows 10 (updated slow release channel) environment running on 2nd & 3rd gen Intel I7 chips (e.g. 2700k & 3820qm) with older GPUs ( e.g. Radeon HD 6970 or 6950 or NVIDIA Quadro K3000m, or K2000m ) KerbalEDU versions 1.3.1 & 1.4.5 have been more stable, less buggy, & more useful in my environment than prior versions especially when used with mods...taking time to upgrade to 1.4.5 recommended. this post aims to cover the most common & biggest in practice issues: Please reply with your top additional insights & I will add them to this summary. If you encounter unusual lags: New Portal: TGdesk KerbalEDU 1.3.1 & 1.4.5+ integration = REQUIRES INTERNET CONNECTION TO LOGIN EACH TIME but is PORTABLE & CAN BE RUN FROM USB DRIVES (versions 1.2.2 and earlier were "installer" based = not portable and only required internet 'once' for activation): Original Portal: KerbalEDU mission links: KerbalEDU made the original Mission Editor that uses its own EDU event system. stock KSP now also has a Mission Builder in its 1st 'extra cost' expansion. The Making History Expansion missions do run ok in KerbalEDU but are NOT linked to KerbalEDU event system. TG App & KerbalEDU: adding various forms of EDU Missions & KSP Community Mods to "TeacherGaming\games\kerbaledu\" Where are...? in the "TeacherGaming\games\kerbaledu\" About GameData, & EduMission .sfs Files & Kerbal Folders & KerbalEDU missions (note: these are different from KSP "Making History DLC" missions): USB drives & GameData & KerbalEdu 1.3.1 & 1.4.5 TGdesk login Portability: This is helpful when you are building your class/lesson can make & keep 'master" KerbalEDU folders or even just the GameData folder. Then copy these to your student computers (efficient ways to do that vary depending on the complexity of lesson mods, # of student computers) TGdesk versions of KerbalEDU ( = 1.3.1 & 1.4.5 ) are portable so you can easily copy/revert to whole preconfigured folders & you can even give each student a USB drive with KerbalEdu & your custom GameData folder (or even let advanced students modify their own GameData folder to meet their needs for the project)...students can run KerbalEdu from their USB drive from any sufficient spec computer with an internet connection. Saves, Ships, & GameData folders generally contain all you need to make one whole KerbalEDU 'install' folder the same as another (using the same kerbalEDU version, of course) if you do not want to copy the entire 2+ GB all the time). for example, I often create a folder "1Var" and put just the Saves, Ships, GameData & CKAN folders in dedicated folders for various configs...e.g. KerbalEDU, KerbalEduFAR, KerbalEDUroRSSprincipia, KerbalEduTRAPPIST1, KerbalEduPrincipia, etc...then you can just copy the folders as needed or drop junction links... Here is a screenshot showing an example folder structure: Mods I work with frequently in KerbalEdu (just a a tiny example of EDU Relevant KSP Community MODS & Crafts: KSP has mods to do just about everything, these are just some I use often with KerbalEDU ): Note: "Mods" are what you place in your GameData folder to add tools or otherwise change the Kerbal environment "Mods" come in versions so (usually) use the version of the Mod that was built for or most closely matches your KerbalEDU version, e.g. 1.3.x or 1.4.x etc. that said, I do use some 1.5.1 mods with 1.4.5 *.craft files are things you make in the VAB (Vehicle Assembly Building) or SPH (Space Plane Hangar) surprise complications: *.craft files are not always in the main Ships folder...they often are in a Ships folder inside your Saves folder Craft Manager is a mod that can help deal with that...e.g. load ships from anywhere *.craft files will ONLY load if all the parts are available, so *.craft with KerbalEDU function tools, energy spheres etc WILL NOT load in stock KSP ( KerbalEDU has its own Mod folders EDUegg & KerablEDU Mod folders after all ) so make sure all mods a *.craft needs are in your game data folder before KSP launch...for example, this include Tantares for EHC mission VI. ( & here are links to spreadsheet lists of many more mod combinations I sometimes use: TRAPPIST1, PlanesOnOtherPlanets ) KerbalX craft sharing; example modest Mod load FAR craft for 1.3.1: SU-35, Lockheed UAV, MiG-23 there are many unusual & amazing craft (including trucks, submarines, aircraft carriers with catapults & landing cables, helicopters, Interstellar Endurance, Star Trek ships, etc. often using additional mods. KSP's built-in DEBUG menu & 'Cheats': ALT-F12 easily toggle infinite propellant, electricity, unbreakable joints, no thermal destruction, etc if needed to focus time on a specific lesson topic that is not related to fuel mass, or limited electric, etc. Community created Online tools: Visual RemoteTech Planner for KSP Satellite Spacing Calculator.xlsx Convenience Mods: CKAN (the meta mod to 90% of the time manage most of the rest of your mods & DLC missions? ) (CKAN merged the pull request to recognize the new KerbalEdu 1.4.5 build ID, so make sure to update your CKAN ) Draggable Navball (yes, the old version still works even in 1.4.5) Craft Manager Control Mods: TimeControl (e.g. students can slow down scenarios for better study or control ) TweakScale MechJeb2, MechJebForAll HyperEdit RCS Build Aid Editor Extensions Redux Recover and/or splice a craft from save files (.sfs): ShipSaveSplicer (verified working in 1.3.1 but not yet figured it out in 1.4.5) instructions: Other potentially helpful tools for Students: Trajectories Landing Height Kerbal Engineer Redux (KerbalEdu comes with some of the code but I find the up to date full version more useful especially if other mods are installed) Surface Mounted Lights CorrectCoL (note this excerpt from post: "Stockalike CoL indicator for stock Aerodynamics, accounts not only for ILiftProviders. Please, don't try it with FAR (mod disables itself if FAR is found)." ) Kerbal Wind Tunnel ( only 1.4.5+ also support for FAR Continued is in development ) KAS EVA Enhancements Continued Easy Vessel Switch Transfer Window Planner, Astrogator Take Command Continued Kerbal NRAP - Procedural test weights! DebugStuff Some Popular Aircraft & IVA Parts Packages: B9 Procedural Wings (see B9 collection via CKAN ) Procedural Parts Airplane Plus R 24. works fine in 1.4.5 Nice MKseries Body ASET IVAs: ALCOR, , MK1 Cockpit, MK1-2 Pod, MK1 Lander Can I use the 1.5.1 version in 1.4.5 with Textures Unlimited v. (on windows use -force-d3d11 ) ASET Props & Avionics I use the 1.5.1 version in 1.4.5 Some Rocket Models (both historic & current): Launchers Pack SLS RealScaleBoosters (good for RSS, TRAPPIST-1. If using in Kerbin System add the 'stockalike' configs to reduce rocket power = no longer 'realistic delta-v' models ) RaiderNick maintains a bunch of historic rocket packs FASA with RO FPS & Physics Frame Time Ratio management: KerboKatzUtilities Mods that alter parameters that break some EDU event triggers in some Missions or change the solar system which obviously breaks all stock scenarios/missions/training : FAR (Ferram Aerospace Research) 1.3.1 & FAR Continued for 1.4.x+ by is an _old_video of FAR aero model experiments...also note for now do not use the EDU force Indicator with FAR: Realistic Atmospheres RSS (Real Solar System) SLIPPIST-1 RO (Realism Overhaul meta mods) 1.3.1 & 1.4.5 now supported! x64 KerbalEDU ONLY: Principia ( possible conflict with KJR ) precise n-body iterations...can even observe very nice real date & time solar eclipses in RSS: TRAPPIST-1, now a very good n-body gravitation model matching observed published planet transit data Fun (for example with a Kerbal School Club or extra-curricular event ): EVA footprints! with Kopernicus Backport & Kopernicus Expansion Continued: Planetary Domes We even assembled 'Bob's Bubble' @Thrimm: great for containing Kerbals & objects while kids practice EVA controls etc in space (or falling in atmosphere ;-) are some screenshots: Chatterer & Chatterer Extended Ship Sounds, docking sounds (search in CKAN) Omicron Flying Car (included this here because you can climb around inside these parts which is different...concept related to 'external command seats') Pood's Skyboxes or Oinker's Skyboc Brighter v2 or make me a properly aligned one with constellation markers using Space Engine (fyi for those newer to Kerbal...following KSP forum (and Github) members with mods you find interesting is one good way to find relevant KSP content, for example...linuxgurugamer has taken over maintaining a bunch of interesting mods ) Visual improvement mods: planetshine distant object enhancement heavier hitting = more strain your gpu but fun 'visual' mods: Astronomer's Visual Pack (AVP) SVE & SVT for the default Kerbol System RSSVE for RSS: note: works for 1.3.1 ONLY scatterer (we love it, but this is _the one_ biggest FPS slow down hit for our systems) again this is just a tiny sample of KSP community made mods, for those new to Kerbal, there are many more fun or useful mods by the KSP community...depending on class topic...lots of great aircraft parts mods EDU Relevant DLC missions: (to be determined) DLC is not currently included in KerbalEDU licences so requires additional purchase ( & 'install' = it is a "SquadExpansion" mod folder dropped into GameData) KSP "Making History" expansion DLC 1.4.0 DOES run its version of 'missions' in KerbalEDU 1.4.5 DLC missions are seperate & different from KerbalEDU missions DLC is not included by default with KerbalEDU. TT/SQUAD & TG should look into tax deduction opportunities for releasing this to KerbalEdu licenses...useful stock missions for grade schoolers. DLC 1.4.0 will run in even x32 KerbalEDU 1.4.5 RAM limitations BUT in Windows environment one must use -force-d3d11 to keep x32 KSP.exe RAM use at around 2.5 GB : see this topic Unity engine flags that I use all the time in the windows 10 environment: helps easily switch focus to other window programs (e.g. file explorer) while keeping KSP on the screen -popupwindow helps reduce memory use if stuck using x32 KerbalEDU, also good x64 KSP performance when used with Textures Unlimited: -force-d3d11 Here is a screenshot of what a shortcut to launch KerbalEDU looks like with these two flags (you can use as many or as few flags as you want): Community KerbalEDU youtube channels: EDU explore & observe channel includes playlists of select top remarkable EDU Aero-Astro content we have found so far on are a few examples of amazing & beautiful real rocket history & astronomy from the playlists: Community Kerbal youtube channels especially relevant to KerbalEDU: Tutorials: Scott Manley @illectro (links to his "tutorial playlist"...he has other interesting KSP playlists as well). two examples in box below of EDU relevant KSP talk through tutorials with key distinctions students could study at home History: Bob Fitch e.g. "Project Alexandria: the history of human spaceflight from the 1500s all the way to today, carried out in Real Solar System." and other series Matt Lowne @Matt Lowne has some interesting 'real' craft history explored in KSP & a 'special box' & 'related channels' that list KSP players making interesting KSP youtube content. (note: any may need a brief edit before use in the classroom, etc.) Example KSP Youtube Tutorials & History What is KerbalEDU v. KSP: Enjoy Exploring! & the KerbalEDU Flight Recorder ;-)
  10. Rover 6428

    Mod idea

    Recently i have been browsing on the internet and I have found this awesome fan art: This gave me an idea: what if there will be a mod that allows any landed "debris" to be "swallowed up" by the terrain? For example, if there is some piece of junk in the desert, it would be gradually covered up by the sand until it is fully covered up and then it would automatically be destroyed. Since i am not a programmer, and I think this is a great idea for a potential mod I, therefore, am calling out to anybody seeking for a challenge and/or inspiration to make this mod.
  11. 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
  12. HeyThisIsntFallout

    Looking to adopt a plugin/mod

    So, I've been scouring CKAN for mods that don't seem to be getting any love these days. It's difficult considering that a lot of the creators don't leave behind an email address or anything. However, I am really interested in learning how to program and mod; how best to learn than with my favorite game and it's respective community. Now, I could look through the 1,900-some-odd incompatible mods on CKAN or I thought I could come here and see if there are any mods you all wish were still supported because you enjoyed having the content. Point me in the direction of a mod (particularly a plugin or simple part mod, conducive for learning) that has been opened up for adoption and I'll take a look and try to contact the mod author. Thanks for the help and hopefully I'll be able to bring some of your favorite content back to life and learn along the way!
  13. Barzon Kerman

    Graphics Mod

    I would like to use a graphics mod, as the stock atmospheres are terrible. However, I have a potato laptop, and do not know of any graphics mods that I can use on said laptop. Would anyone be able to find/reccomend a mod for me?
  14. Zoger_Boi

    Huge wings

    Ive been trying to make the Arsenal Bird from the Upcoming Ace Combat 7, the thing is using twealscale even with the largest value of 400% the wing parts are way way way too small for it. I dont want it to have over 10k parts (i.already made the drones for it but by my calculations it will have over 3500 parts just in the 80 drones, and i dont have a NASA supercomputer in my basement to run a craft like that. I could change the tweakscale modifier to include 5000% scale but i still want to publish the craft on KerbalX for all of you to enjoy it still and play with it. So im placing a request here for any moder to make stock-alike wing parts just in 2000% or 5000% scale. I will make sure to add the moder in the credits of the huge craft on KerbalX. I would do it myself if i knew how, but sadly i have 0 knowledge in modding. I will post pics here Also all Suggestions will be welcomed, in the album you can see the drone that is done,
  15. Dear developers/people who know stuff about coding. For some reason, my ksp copy became unable to host any type of mod. It just doesn't recognise it. Please help me with that.
  16. After my son watched Episode 1 and loved the Pod Race, I had to build one. It’s an anti-Grav craft, and features actual wobbly control tethers thanks to infernal Robotics. It also possesses lore accurate top speed of almost 600mph! The Mk I Podracer! Craft Link Below the Video. Craft File:
  17. I'm finding as I am gaining more hours and experience playing Kerbal Space Program, that I am starting to impose rules, or at least methods of play on myself. For example, I don't like using additional reaction wheels in most aircraft (and I usually turn off stability-except for long distance cruising). I feel like my planes should at least be able to fly with as little aid as possible. That is not an absolute (I break that rule for some of my really weird ones), but it is an ideal. I know some people only play in stock. Others may eschew certain mods or only use mods like Realism Overhaul or FAR that make things harder. So, what is your limit? Are their certain parts you won't use or certain building methods you stay away from? Do you not allow yourself to revert flights? What line (if any) do you draw for yourself and why?
  18. Hey all, i was wondering how to edit / alter the texts displayed during EVA reports or when collecting surface samples, since I don't really like the standard ones - I'd love to write them myself. Has anybody got a clue how to customize those texts? If possible, without requiring any coding skills :D Thanks in advance :)
  19. For some reason mechjeb just broke on me. Here’s what happened, I launch KSP and all is well I fly some of my craft that are already in space and mechjeb works fine. Then I head into the VAB and make a rocket, from that point on none of my existing or new mechjebs worked. The tab that you extend down is gone however the thumbnail for the mod still appears in the bottom right corner and does nothing when clicked on. Is anyone else having this problem?
  20. Original tutorial on my website: Graphic Mods: SVE forum: SVE download link: SVE Textures: EVE Download: Scatterer: Kopernicus: SVT (planet textures): SVT Comparison: Stock Part Revamp (better part textures): Stock Part Revamp comparison photos: Real Plume: Smoke Screen: Raster Prop Monitor: Texture Replacer: Skybox (download from dropbox): Other skybox (not used in video): Galileo's Sun Flares: Installation: First of all you have to open up KSP installation directory. To do it open up steam, right click to kerbal space program, properties, local file and browse local files. I highly recommending you to make clean ksp installation just for this purpose. And all downloaded mods you will be putting into GameData folder. (Default KSP location is: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData) So let’s start by downloading first mod called scatterer which will add some awesome looking fog, reflection of water with waves and much more. So if you have it downloaded you will now need something which can work with archives, for example WinRAR or 7-Zip. So open up that downloaded scatter file and copy inside of a folder gamedata into KSP gamedata directory. Scatterer: Next up will be mod SVE or Stock Visual Enhancements. So download the base mod also with textures. From SVE textures you can choose between high, medium and low resolution textures but I will use high resolution. SVE forum: SVE download link: SVE Textures: Then you will also need to download EVE or Environmental Visual Enhancements but do not download configs. There are config files already in scatterer so if you will download and use both you will end up with overlaying textures and very bad performance. But if you will don’t have any clouds after I will show you all these steps you can try downloading EVE with configs. It may fix the clouds in some cases. EVE Download: So let’s install these mods. First one will be EVE, again open it up and extract its content inside the KSP gamedata directory. Do the same thing for SVE and SVE textures. Next mod will be Texture Replacer which was surprisingly updated and we will be using it for changing the skybox. So download it from GitHub then open it up and extract it into KSP gamedata directory. Texture Replacer: For that better skybox I will be using Rareden’s real 8k skybox. You can download it from dropbox also link will be in the video description. If you want to use different skybox you can but you need .jpg or .png file types. From what I know texture replacer will not work with for example, .dds files. There is also another skybox mod available but as I said it was not working for me, but you can give it a shot. To install it copy all photos inside the texture replacer/default folder. Skybox (download from dropbox): Other skybox (not used in video): Next up we have Galileo’s Sun Flares which will make the Sun or in KSP Kerbol looks much better and you will also have that nice realistic lens flare effect. To download it you can choose from a lot of different colors. And then just extract it into gamedata directory as every other mod. Galileo's Sun Flares: Now let’s install mod Kopernicus which is for modifying planet textures and other stuff. Again download it and then extract everything to gamedata directory. Kopernicus: To install better planet or terrain textures download SVT or Stock Visual Terrain and extract it inside the gamedata folder. SVT (planet textures): SVT Comparison: Now if you want some realistic engine effects, you can install mod Real Plume along with Smoke Screen. But the new KSP 1.4 with updated unity particles is already very good. So it is optional if you want to use it. But to install it download the latest real plume and smoke screen. And extract everything from Smoke Screen to gamedata directory but from Real Plume extract only Real Plume and Real Plume-Stock, do not extract smoke creen from real plume because it is outdated. Real Plume: Smoke Screen: Another mod called Raster Prop Monitor will make cockpits look much better and it will add functional displays. Installation is again the same. Extract JSI folder to gamedata directory. Raster Prop Monitor: To improve stock part textures, you can use this quite old mod called Stock part revamp and surprisingly version for ksp 1.2 it is working totally fine even on 1.4.1. So download it and now pay attention because from my old videos I know that this mod was causing a lot of problems because it was not installed properly. So when you will download it inside stock revamp master folder is folder gamedata, ignore all other files and folders only one important is gamedata which you need to copy into KSP installation gamedata folder. And now you should be done with the installation. Stock Part Revamp (better part textures): Stock Part Revamp comparison photos: Now I like to launch KSP from launcher only for the first time to set graphic preset to maximum and then you must use 64bit ksp launcher called KSP x64 located in the installation folder or you can just use steam and select 64bit version during the launch. If you will don’t use 64-bit version game will be probably crashing or it will don’t work at all. If you did everything correctly now you should have awesome looking kerbal space program. I want to mention that all new parts even from DLC are working totally fine so you can still change the color. Your Gamedata folder should look like this:
  21. So I got the EVE mod and didn't like the cloud textures for Kerbin. I would like to use the Laythe clouds for Kerbin but I couldn't find a way to do that. Help?
  22. Buenas a todos. Me gustaría recibir algunos consejos sobre esto: Dejé de usar USI Life Support porque se quedó en 1.3 y ahora estoy con TAC Life Support. Sin embargo no conozco ningún mod para complementarlo: mods de cultivos, agua, minería (en palabras simples, autosuficiencia)... Busco alguno compatible con la última versión de KSP. y con el propio USI Life Support. Cuantos más mejor.
  23. I don’t know if it is a glitch but when I eva my Kerbals and turn on rcs the Kerbal will not rotate. He/she moves forward, backward, etc without issues but they refuse to turn left or right. Does anyone else have this problem? I didn’t install/update any mods before then, it just happend randomly.
  24. Hi Everyone, Its my first post and I have only just got into Kerbal Space Program One omission I noticed is theres no ability to detect "life" or look for potential life on a scanner in Stock. Are there any mods that provide a module for a probe to detect life and add a ton of science? Or how about a mod that puts actual simple creatures on some planets? Maybe each time you load the game up its random where life will generate/ except on moons What do you guys think? Cant be that difficult to implement surely?
  25. So i've been using kerbal engineer redux for a while and recently i've realized that in some rockets removing or changing the weight of a test payload doesnt effect the delta-v and sometimes even affects counter intuitively. So im trying to test a new 2 stage reusable rocket in career and in kerbal engineer redux increasing the size of the monoprop tank only decreases the deltav of the first but not second stage. and removing the tank removes about 300m/s from the second stage. NOTE: rcs is of in the kerbal enginner redux readouts. Could anybody tell me why this is happening and if it is a bug how i can fix this??