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Found 405 results

  1. Useful Tips & Great KSP Content that (usually) work with KerbalEDU KerbalEDU + KSP community: remarkable 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 towards the end of this post. General notes: EDU Mission Editor tips can be found at link. My observations are based on KerbalEDU in the Windows 10 (updated slow release channel) environment running on 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: In game GUIs like the EDU Flight recorder, FAR data, etc can sometimes cause FPS lag in some instances (Iwe regularly encounter such issues...just hide the GUI until you need it...) ships with many parts will strain the cpu physics calculations: each part has its physics calculated separately...so pay attention to part count, "single thread" benchmark rating for a cpu is what matters for this aspect of KSP a Matt Lowne youtube video example of crushing effect of huge part counts useful FPS concepts at this ksp forum post (note: 'terrain scatters' are the rocks, trees etc that 'dot' the ground surface) Max Physics Delta Time per Frame monitoring tools: KerboKatzUtilities scatterer mod is the heaviest visual mod hit in my setups...so much so I do not use it with the laptop Nvidia quadro GPUs... 'visual' mods like SVE, SVT for Kerbol system or RSSVE for RSS use much more resources e.g. vRAM than 'stock' KerbalEDU thus can slow things down. sometimes Windows DVR can be a problem New Portal: TGdesk KerbalEDU 1.3.1 & 1.4.5+ integration = REQUIRES INTERNET CONNECTION TO LOGIN EACH TIME (versions 1.2.2 and earlier were "installer" based = not portable and only required internet 'once' for activation): How to run a lesson with TeacherGaming Desk EHC & TG EDU missions are integrated into the TGdesk portal lessons KerbalEDU TGdesk Lessons (requires TGdesk login ) To be added...experience tips with using the new cloud save feature: cloud saves only looks at the "Saves" folder (NOT folders such as GameData, RecorderData, or FlightReports, etc.) 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 appear to run ok in KerbalEDU but are NOT linked to KerbalEDU event system. original public portal: kerbaledu.com direct to KerbalEDU EHC (Earth History Campaign) lesson missions direct to KerbalEDU community Mission Library ( "sort options" is broken...have requested TG to fix it) direct to KerbalEDU community Mission Editor (requires login), TG Mission Editor Tutorial, Mission Editor Forum Tips some example favorite community created EDU missions that still work in KerbalEDU 1.4.5: Orbits Challenge (I plan to make a Principia rebuild for 1.4.5 since Principia GUI is more informative & EDU relevant than stock maneuver nodes) TG App & KerbalEDU: adding various forms of EDU Missions & KSP Community Mods to "TeacherGaming\games\kerbaledu\" Where are...? in the "TeacherGaming\games\kerbaledu\" game saves/quicksaves|: In game menu "Resumed Saved" are located in the main "Saves" folder In game menu "Scenarios" are located in the subfolder "scenarios" in the main "Saves" folder & launch in a new folder created in this same subfolder (which can be deleted to revert the scenario mission) In game menu "Training" are located in the subfolder "training" in the main "Saves" folder & launch in a new folder created in this same subfolder (which can be deleted to revert the training mission) In game menu "KerbalEdu missions" contains the EDU EHC Missions and any other EDU mission which requires a _Folders_ not just a .sfs file. These are located in folder "DownloadedMissions" and launch in the folder "temp" COMPUTER CLUSTER NOTE: if you want to PUSH custom lessons to KerbalEDU, then one way sync to the "DownloadedMissions" folder is likely the easier path to do this... By making your own 'EDU mission' save folder you can even package mods into custom lessons/classes, push those to this folder, then have the students select the lesson you want then kerbal will install the packaged mods on the student machine and relaunch Kerbal note: check & see if KerbalEDU removes the mods it installs this way in your environment...installed mods may remain in the GameData folder (if they are cpu or memory intensive, you may want to delete them at some point) *.craft files = vessels can be in either the main "Ships" folder or in a "ships" subfolder in a game save folder which will be in the one of the folders just described above. EDU Flight Recorder Exports are in folder "FlightReports" (data is stored in folder "RecoerderData" ) DLC missions are in the main folder "Missions" About EduMission .sfs Files & Kerbal Folders & KerbalEDU missions (note: these are different from KSP "Making History DLC" missions): What you may not change without a reload while KerbalEDU is running: if the mission .sfs file also needs specific mods to run...then drop those in the GameData folder BEFORE launching KerbalEDU (otherwise reload Kerbal after putting them there) If your computers have enough memory and are fast enough then loading all mods (=always have those in your GameData folder) needed for the common scenarios you use (e.g. Tantares mod for the EHC missions) may be less disruptive than students constantly reloading KerbalEDU when they change missions. What you may change while KerbalEDU is running: Save folders or .sfs files files may be added to the Saves & Ships folders & immediately accessed via in game menus while the game is running...very helpful for adding/sharing craft or EDU scenarios/missions or saves without waiting to reload Kerbal (assuming no new mod load is needed). easiest is to just drop the single mission *.sfs directly into either the scenarios or training subfolders in the Saves folder... then from the main in game Kerbal menu you can go to & click the in game Training or Scenarios to see your new mission .sfs file(s) added the respective list (I usually just always use the Scenarios folder) NOTE...once you launch a mission from the Scenarios menu you will see a new folder created with the same name as the .sfs file...this you can copy to the Saves folder if you want to access the game from the normal ResumeSaved in game menu in the future where as, when you want to use the Saves folder, you must put the .sfs files in a subfolder of any name, such folder also needs the .sfs to be renamed to persistent.sfs NOTE:...EDU scenarios/missions placed in the DownloadedMissions folder behave differently (they launch in the 'temp' folder) than ones placed in Saves\scenarios or Saves\training (which create a new folder in the same place they are located). this is helpful for pushing custom lessons/missions to KerbalEDU in school computer clusters using one way sync Portability: This is helpful when you are building your class/lesson plan...you can make & keep 'master" KerbalEDU folders. The 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, or Saves, Ships, & GameData folders generally contain all you need to make one whole KerbalEDU 'install' folder the same as another (same kerbalEDU version of course) if you do not want to copy the entire 2+ GB). 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, KerbalEDUroRSS, TRAPPIST, Principia, etc...then you can just copy the folders as needed or drop junctions/symbolic links... Here is a screenshot showing an example folder structure: 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 ): (the following note is just In case anyone who is new to Kerbal & reading this is like me, where your last computer 'game' was 3 people at one keyboard playing 'Rampage" on a TRS-80 ) 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) make sure to use the version of the Mod that was built for or most closely matches your KerbalEDU version, e.g. 1.3.1 or 1.4.5 etc. *.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 mods I sometimes use: TRAPPIST1, PlanesOnOtherPlanets ) KerbalX craft sharing; example high performance FAR craft: SU-35, Lockheed UAV, MiG-23 there are many unusual & amazing craft (including trucks, submarines, aircraft carriers, helicopters, Interstellar Endurance, Star Trek ships, etc. usually using additional mods ) Convenience Mods: CKAN (the meta mod to manage most of the rest of your mods & DLC missions? ) (CKAN currently does not recognize the KerbalEdu 1.4.5 build ID, just use the KSP 1.4.5 build ID instead) 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 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 Surface Mounted Lights KAS EVA Enhancements Continued Easy Vessel Switch Transfer Window Planner Take Command Continued Some Popular Aircraft & IVA Parts Packages: Airplane Plus Procedural Wings Modified Nice MKseries Body ASET Props & Avionics ASET IVAs: ALCOR, , MK1 Cockpit, MK1-2 Pod, MK1 Lander Can Some Rocket Models (both historic & current): Launchers Pack SLS RealScaleBoosters (good for RSS, TRAPPIST-1. If using in Kerbin System for add the 'stockalike' configs ) RaiderNick maintains a bunch of historic rocket packs FASA (now requires 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) (GitHub 1.4.x topic ) 1.3.1 works via CKAN, 1.4.5 is a fork via GitHub, 1.5.x resumed by another person...video of FAR aero model experiments: Realistic Atmospheres RSS (Real Solar System) SLIPPIST-1 RO (Realism Overhaul meta mods) 1.3.1 is supported, but RO team will skip 1.4.x due to FAR and resume with 1.5.x x64 KerbalEDU ONLY: Principia ( conflict with KJR ) precise n-body iterations...can even observe very nice real date & time solar eclipses in RSS: TRAPPIST-1 Fun (for example with a Kerbal School Club or extra-curricular event ): 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 ;-)...here are some screenshots: Chatterer Chatterer Extended Ship Sounds, docking sounds 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 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: SVE & SVT for the default Kerbol System RSSVE for RSS 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 at the moment included by default with KerbalEDU. ADDING License SHOULD BE CONSIDERED BY TT/SQUAD & TG as these are really rather 'student' focused types of missions & make a useful addition to KerbalEDU. 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: 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: -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 youtube...here 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: Licenses: KerbalEDU is login based multi-user per one license; where as KSP is a personal single user license. Economical pricing packages for EDU/public institutions sold by TeacherGaming a Package of Teaching Lessons & Missions & TGdesk integration (from versions 1.3.1 on) to make teaching with KerbalEDU easier cloud saves of important game files for each unique login identifier ( = getting better at device independence ) the original Mission Editor...anyone with a KerbalEDU license may make & post a KerbalEDU lesson/mission in the EDU Mission Library this is connected to the KerbalEDU event system which also sends info to TGdesk KerbalEDU includes "Mods" like the great EDU Flight Recorder (much better than MechJeb's) & EDU Function tool & Energy Spheres tool, etc... Updates about 1 year behind the main KSP releases & skips minor KSP updates. KSP mods run in KerbalEDU note: some Mods ( e.g. FAR ) will change conditions so that some specific stock & EDU missions events will not trigger (e.g. parachute settings) or work e.g. RSS or SLIPPIST-1 change the solar system so missions in the Kerbin system will not work & explosions abound ;-) The "Making History Expansion 1.4.0 for KSP 1.4.5" runs in KerbalEDU 1.4.5 but is not currently included in the KerbalEDU license so requires an additional purchase....remains a gray area not yet worked out. Enjoy Exploring! & use the EDU Flight Recorder ;-)
  2. Rover6428

    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.
  3. 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.
  4. 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
  5. 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!
  6. 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?
  7. 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,
  8. 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.
  9. 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: https://kerbalx.com/GillyMonster/Star-Wars-Podracer-Mk-I
  10. 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?
  11. 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 :)
  12. 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?
  13. Original tutorial on my website: https://goo.gl/iKnDfp Graphic Mods: SVE forum: https://goo.gl/cn1JwC SVE download link: https://goo.gl/Qpd3Bi SVE Textures: https://goo.gl/hJkXEx EVE Download: https://goo.gl/a4NPTM Scatterer: https://goo.gl/Jb9vGg Kopernicus: https://goo.gl/3CCizu SVT (planet textures): https://goo.gl/g5CgZv SVT Comparison: https://goo.gl/6riT8W Stock Part Revamp (better part textures): https://goo.gl/JCDmZQ Stock Part Revamp comparison photos: https://goo.gl/btPr3b Real Plume: https://goo.gl/XbjjPS Smoke Screen: https://goo.gl/SiHBEU Raster Prop Monitor: https://goo.gl/omVt5V Texture Replacer: https://goo.gl/dLNu4V Skybox (download from dropbox): https://goo.gl/dzGmaE Other skybox (not used in video): https://goo.gl/hMRjZY Galileo's Sun Flares: https://goo.gl/fu9eV5 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: https://goo.gl/Jb9vGg 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: https://goo.gl/cn1JwC SVE download link: https://goo.gl/Qpd3Bi SVE Textures: https://goo.gl/hJkXEx 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: https://goo.gl/a4NPTM 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: https://goo.gl/dLNu4V 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): https://goo.gl/dzGmaE Other skybox (not used in video): https://goo.gl/hMRjZY 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: https://goo.gl/fu9eV5 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: https://goo.gl/3CCizu To install better planet or terrain textures download SVT or Stock Visual Terrain and extract it inside the gamedata folder. SVT (planet textures): https://goo.gl/g5CgZv SVT Comparison: https://goo.gl/6riT8W 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: https://goo.gl/XbjjPS Smoke Screen: https://goo.gl/SiHBEU 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: https://goo.gl/omVt5V 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): https://goo.gl/JCDmZQ Stock Part Revamp comparison photos: https://goo.gl/btPr3b 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:
  14. 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?
  15. 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.
  16. 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.
  17. 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?
  18. 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??
  19. Hey, I've installed RSS n stuff, but i have no idea what im doing. So far, I haven't been able to find much. Does anyone know any good tutorials for RSS? (I use 1.3.1 btw)
  20. Ok so i have seen a lot of mod showcases recently, and some seem really cool to me and i think they should be added into the stock game. I know this topic it mentioned a lot, but this list of mods is truly special. 1. Kerbal Reusability. Currently in the stock game, it it difficult to land boosters without completely destroying them. The mod Kerbal Reusability being added into the stock game would make reusing spacecraft much easier. 2. Trajectories Mod. The trajectories mod is a great mod that adds atmospheric trajectory predictions to make landing easier. 3. That one mod that adds boat parts. Sorry i forgot the name of this mod, but it would be useful in cooperation with Kerbal Reusability. 4. KER. This mod adds readouts and is very helpful. So yeah. Thats the list of mods i want to become stock. Feel free to comment and suggest additional mods to be added. Oh and also i think the MK4 part mod should be stock
  21. Duck McFuddle

    Missing parts

    So I wanted to download a few mods, specifically Environmental Visual Enhancements, Kerbal Engineer Redux, and Outer Planets. I put them all in the Gamedata Folder, as well as the squad folder, and only KER Worked properly. EVE and Outer Planets did nothing. I then gave up and tried to simply delete the mods and play without them but soon found that I could not get rid of KER and Outer planets. EVE Went away, however. If I watch the files while KSP is loading, I can see them re-downloading into the folder. So I decided to leave it and forget anything happened. BUT, when I went into the game I found that all of the "Thermal" Parts were missing, the storage bays reverted back to their old models, and a duplicate RCS tank without a texture. I have tried many times to uninstall the mods but no luck. Can anybody help me?
  22. Partperpart

    What mod do you use?

    The mods I currently use are: ProbesPlus, Mechjeb, Module manager, Kerbal Inventory System, Kerbal Attachment System, Planetary Base Inc, DMagic Orbital Science, And Finally, Space Taxi.
  23. Carzy2998

    Mods

    Hi can any one recommend any mods to enhance my current career save mods I already have include all MkS/usi including ls, opm, kis/kas, pathfinder, scansat, planets shine, eve, extra solar, scatterer, chatterer, all near future, svt, dpai, doe, planetary base, kerbal engineer kac, sep, d magic, ferram and too many others to name off the top of my head have over 3000 hours looking for complicated mods to further build up my colonies or other planet or systems that will not conflict with the ones i already have any recommendations would be greatly appreciated. Currently using version 4.3
  24. quasarrgames

    "The Essential" Mods List

    So i've been wondering, if someone was to put together a "universal" or "essential" mods pack, for mods that only ever add to the quality and breadth of the game and are compatible with pretty much everyone's playstyles, what mods do you think would be in this pack? I know it's a pretty wide stroke to paint, but i'm sure there are some mods that could fit in the list. I think the best "essential" mods would be Kerbal Engineer and TimeControl, followed by slightly slimmed down versions of Firespitter, EVE, NearFuture, InfernalRobotics and OPM, maybe with some B9 in there too. What do you think?
  25. dedelamitaine

    Recherche de mods

    Bonjour je me sent un peu limiter dans ksp c'est pour ça que je vous demande si vous connaissez des bon mod de pas de tir et de tour de lancement avec cordon ombilical, etc.. Merci.