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Found 344 results

  1. My game seems to be crashing only if I have certain mods installed. All mods I installed were through CKAN, and I checked to make sure they were up to date for 1.3.1 Mods included: KW Rocketry Re-balanced SpaceY and SpaceY Expanded Kerbal Engineer Near Future Propulsion E.V.E. I suspect the issues comes from the dependencies each mod installs, but I'm not sure. Here's the crash folder, with logs and the .dmp file:
  2. So, after some tedious searching, I’ve narrowed down the cause to my game’s crashing issue to it’s overuse of RAM. I’ve noticed that as soon as my KSP starts using more than 3.4 GB of RAM it crashes. How do people run so many mods without the profuse crashing issue? (I understand that KSP has a ram usage limit)
  3. I have recently taken an interest in making part mods for KSP, and I have made a couple of duplicate stock files with slightly different code. Only today have I downloaded the mu. blender importer to start making custom models. For some reason however, when I change the model in blender and export it in .mu back into my file, it shows up as invisible in-game. Is there an extra step? I am unsure about this, and is would be hugely appreciated if someone could help. Thanks. PS: Sorry If I put this in the wrong sub forum, I wasn't sure where to put it.
  4. why do some mods like to scatter around and now i have this mod stuck in my game and it make's things disappear when there detached
  5. I want to make my KSP look better, but my computer is a potato, so I need to choose a visual mod that would not destroy my PC while looking pretty.
  6. FASA?

    Is FASA going to be continued? I really want to try out the mod, but it's not up to date. Does anyone plan to continue this or know of any plans to continue it? Here's a link to FASA's post:
  7. No clue what's happening. I am trying to get BDArmory and MechJeb2 to install correctly. I have both of their folders inside KSP/GameData. I can provide more information if needed. Help!
  8. how to get mods???

    how to install mods? just wondering
  9. Effects in space?

    Space effects? Hey guys,i've been working in a mod last days, called Star trek 2063 Warp mod... The engines already work, them can co really fast than light... now i wonder, how do i make effects just like reentry in space? Just like that... Or like this, but blue and in space? cmon guys, help me, im not a real nice modder like you are... Thank you!
  10. This is a thread that is completely focused on the console version of K.S.P. I started this request thread because I feel that it is unfair that us console players are restricted from mods from a game that has one of the best mod support. So in this thread hopefully it's reviewed and considered by the devs is a list of mods that i think should be added to the console edition as stock parts and features. K.A.S (Kerbal attachment system) so players have better attaching options. K.I.S (Kerbal inventory system) so players can have more inventory items BD Armory continued to give players more diversity with flight. Giving them more things to do with space planes. Hullcams vds because what is space without telescopes. And cameras are everywhere now so let's bring kerbol to the 21st century. Magic smoke industries Infernal robotics so that we can have more robotic parts an control over them. B9 Aerospace and airplane plus giving the player a wider variety with space plane parts Kerbal planetary base systems giving the players better base modules to build on planets Feline utility rovers for better Rover builds. Tac live support (as a difficulty option) to give the players a more realistic space travel experience. If you support this notion please leave a list of your own requests or comment about why certain request should or shouldn't be.
  11. b9 aerospace problems

    I was playing ksp when I noticed that some of the b9 aerospace parts were grey. solid grey, no textures. I was wondering if you guys had any idea how to fix this?
  12. hi, i've tried every solution i've found on forums and posts everywhere i looked, but all of them seem to not work. i tried even to uninstall ksp (latest version, 1.3.1 64 bits) and reinstalling it, i tried to uninstall most of the mods, but the issue stays, it freezes for less time but still freezes, sometimes even every 2 seconds or so, in every part of the game (KSC, VAB, space, thrusting, not thrusting, reentry etc.). memory usage doesn't seem to be the cause of the problem, because with alt+F12 i can see that there are 1700 MB occupied while i have 16 GB RAM. i tried to modify the graphics configuration and it seems to have no effect whatsoever, both modifying the resolution or settings like anti-aliasing or v-sync, i tried even forcing the program to use opengl or setting the graphics from the nvidia panel following the guide provided by the community. i tried also to set the affinity of the processor to the game to prevent it from running on processor 0 but it had no effect. these are the specifics of my computer. Operating System: Windows 10 Home 64-bit (10.0, Build 16299) (16299.rs3_release.170928-1534) System Manufacturer: Notebook System Model: P65_P67RGRERA BIOS: 1.05.13 Processor: Intel(R) Core(TM) i7-6700HQ CPU @ 2.60GHz (8 CPUs), ~2.6GHz Memory: 16384MB RAM DirectX Version: DirectX 12 Card name: NVIDIA GeForce GTX 970M Manufacturer: NVIDIA Chip type: GeForce GTX 970M DAC type: Integrated RAMDAC Display Memory: 11141 MB Dedicated Memory: 3038 MB Shared Memory: 8102 MB this is the list of mods i've installed. i installed them one by one with CKAN and there were no errors in installing or loading them from the module manager. all the mods are up to date today 17/01/2018 { "name": "TacAtomicClockIrradiated" }, { "name": "TACLS" }, { "name": "ModuleManager" }, { "name": "CommunityResourcePack" }, { "name": "BackgroundResources" }, { "name": "AtmosphereAutopilot" }, { "name": "WaypointManager" }, { "name": "AGExt" }, { "name": "xScience" }, { "name": "ConfigurableContainers-Core" }, { "name": "SolarScience" }, { "name": "SCANsat" }, { "name": "RealChute" }, { "name": "RealScaleBoosters" }, { "name": "SafeChute" }, { "name": "B9PartSwitch" }, { "name": "KerbalAtomics-NFECompatibility" }, { "name": "NearFutureConstruction" }, { "name": "NearFutureElectrical" }, { "name": "NearFutureElectrical-Core" }, { "name": "NearFutureLaunchVehicles" }, { "name": "DeployableEngines" }, { "name": "NearFuturePropulsion" }, { "name": "NearFutureSolar" }, { "name": "NearFutureSolar-Core" }, { "name": "CryoTanks" }, { "name": "CommunityTechTree" }, { "name": "AT-Utils" }, { "name": "CommunityCategoryKit" }, { "name": "ContractConfigurator" }, { "name": "Toolbar" }, { "name": "FirespitterCore" }, { "name": "GroundConstruction" }, { "name": "GroundConstruction-Core" }, { "name": "Konstruction" }, { "name": "RN-SPP" }, { "name": "UKS" }, { "name": "USI-ART" }, { "name": "USI-Core" }, { "name": "USI-EXP" }, { "name": "USITools" }, { "name": "Hangar" }, { "name": "HangerExtenderExtended" }, { "name": "Impact" }, { "name": "ContractConfigurator-FieldResearch" }, { "name": "ContractConfigurator-KerbinSpaceStation" }, { "name": "ContractConfigurator-Tourism" }, { "name": "Kerbalized-SpaceX" }, { "name": "DockSafe" }, { "name": "ExtraPlanetaryLaunchpads" }, { "name": "FinalFrontier" }, { "name": "HideEmptyTechNodes" }, { "name": "Karbonite" }, { "name": "KAS" }, { "name": "KEI" }, { "name": "KerbalInventorySystemNoFun" }, { "name": "KerbalJointReinforcement" }, { "name": "DMagicOrbitalScience" }, { "name": "InfernalRobotics" }, { "name": "TweakScale" }, { "name": "TooManyOrbits" }, { "name": "ToughLove" }, { "name": "Trajectories" }, { "name": "MechJebForAll" }, { "name": "NehemiahMultiPurposeParts" }, { "name": "NehemiahScienceCommon" }, { "name": "OrbitalMaterialScience" }, { "name": "NearFutureSpacecraft" }, { "name": "NearFutureProps" }, { "name": "KerbalAtomics" }, { "name": "DynamicBatteryStorage" }, { "name": "StateFundingContinued" }, { "name": "DeepFreeze" }, { "name": "EskandareHeavyIndustries" }, { "name": "HeatControl" }, { "name": "InterstellarFuelSwitch-Core" }, { "name": "KIS" }, { "name": "BetterBurnTime" }, { "name": "REPOSoftTech-Agencies" }, { "name": "RSSeaDragon" }, { "name": "SpaceXLegs" }, { "name": "SpaceY-Expanded" }, { "name": "SpaceY-Lifters" }, { "name": "CryoEngines" }, { "name": "StationScienceContinued" }, { "name": "USI-NuclearRockets" }, { "name": "LandingHeight" }, { "name": "NavballDockAlignIndCE" }, { "name": "KSPInterstellarExtended" }, { "name": "AmpYearPowerManager" }, { "name": "CactEyeCommunity" }, { "name": "ModularFlightIntegrator" }, { "name": "KerbalAlarmClock" }, { "name": "MemGraph" }, { "name": "CameraFocusChanger" } edit: i tried to uninstall the game, reinstall it and every time install a few mods and start the game to see if it would freeze in the ksc screen. to test it i tried to start a new game and move the camera constantly. i reinstalled all the mods without issues, so i loaded my save games again and tried to continue my game, and it started freezing again every few seconds. maybe the issue is the KSC in its most developed form? how can i fix this?
  13. Help with KittopiaTech 1.3

    I am trying to create planets and I am almost done with it but I happen to notice that my KittopiaTech folder is missing a SaveLoad folder. I tried looking on the internet for it to no avail. How do I get the folder so I can place my cfg folder in it.
  14. today i want to install RP-0 i try it with CKAN but i cant because in CKAN the version of my game is 1.3.1 but in my KSP is 1.2 if anyone want screenshots to help me im in the RO sever in discord my name is SirNoobly
  15. I want to create custom configs for solid rocket motors to simulate fictional and alternate historical rockets, yet I can't locate anything that gives the propellant quantity in either mass or volume. Is it in a different file or what? Here's an example config file for the Castor 1 in case you want to take a look: // ================================================== // Castor 1 solid rocket motor global engine configuration. // Throttle Range: N/A // Burn Time: 28 s // O/F Ratio: 2.12 // Sources: // Thrust Misalignments of Fixed Solid Rocket Motors: // The Satellite Encyclopedia - Castor Series: // Used by: // Squad // ================================================== @PART[*]:HAS[#engineType[Castor-1]]:FOR[RealismOverhaulEngines] { %category = Engine %title = Castor 1 %manufacturer = Thiokol %description = The Castor 1 was first used for a successful suborbital launch of a Scout X-1 rocket on September 2, 1960. Castor 1 stages were also used as strap-on boosters for launch vehicles using Thor first stages, including the Delta-D. Diameter: [0.79 m]. @MODULE[ModuleEngines*] { %EngineType = SolidBooster } !MODULE[ModuleGimbal],*{} !MODULE[ModuleEngineConfigs],*{} MODULE { name = ModuleEngineConfigs type = ModuleEngines configuration = Castor-1 modded = false CONFIG { name = Castor-1 minThrust = 0 maxThrust = 286 heatProduction = 100 PROPELLANT { name = PSPC ratio = 1.0 DrawGauge = True } atmosphereCurve { key = 0 247 key = 1 232 } curveResource = PSPC // guesses (note: max is above nominal * thrust_curve_max) chamberNominalTemp = 1500 maxEngineTemp = 1745 thrustCurve { key = 0 0.2 0.6566457 0.6566457 key = 0.08 0.7826234 11.38028 11.38028 key = 0.12 1.091428 0 0 key = 0.177 1.072238 -0.3012535 -0.3012535 key = 0.832 0.9977316 0.2489114 0.2489114 key = 0.91 1.052388 1.565168 1.565168 key = 0.9730649 1.160696 0 0 key = 1 0.93 -4.794868 -6.284284 } } } !MODULE[ModuleAlternator],*{} !RESOURCE,*{} } @PART[*]:HAS[@MODULE[ModuleEngineConfigs]:HAS[@CONFIG[Castor-1]],!MODULE[TestFlightInterop]]:BEFORE[zTestFlight] { TESTFLIGHT { name = Castor-1 ratedBurnTime = 28 ignitionReliabilityStart = 0.91 ignitionReliabilityEnd = 0.994 cycleReliabilityStart = 0.94 cycleReliabilityEnd = 0.997 reliabilityDataRateMultiplier = 2 isSolid = True } } Also, how do you unscramble the thrustCurve for this? It's not simple like it is for the Star 48B or other motors?
  16. SC-F4U Corsair

    A glimpse of future releases from SKUNK WORKS. The SCF4U, Space Corsair, heavily armed fighter. Estimated release date, spring 2018 with other capitol craft.
  17. I am using KSP Version 1.3.1 and the game keeps crashing after I tried installing USITools, KW Rocketry, WarpPlugin (Interstellar), DistantObjectEnhancement, and TacLifeSupport. I installed them, they didn't work and then I uninstalled them. Then, the game keeps crashing after it gets to "MODULEMANAGER: FINAL" when loading. Log: Oops! I forgot to mention that I also tried installing FASA with them.
  18. I used to have graphic mods (EVE and SVE in that case) that worked fine but I had to delete them as I updated KSP to 1.3.1. I've been trying to install these mods back, but with no success so far. When I install EVE and SVE into GameData, no patches are applied to KSP. When I install EVE and EVE configs, Kerbin looks fine in the main menu (clouds) but when I play, a white orb covers Kerbin...
  19. Hello Everyone I have a question regarding the reporting of a issue with a mod. My question is where do I find the log to send to a mod developer so they can get to the bottom of my issue. I have screen shots to forward on, any other things I could pass on to assist ? I see some modders always ask for a log, but I have no idea where it is or how to do this. Any advice would be great thank you. Regards Decotime
  20. [W.I.P.] 1.3.1 Vessel

    An idea for an attack and research VTOL Vessel. Transportation: Attack: Exploration: Flight tests are running!
  21. In normal KSP, whenever somebody makes a save file with vessels that require a mod in it, they go *poof*. What if a small placeholder part, the size of the not-rocketmax cubic node thingy acted as a placeholder part instead being unable to load the vessels in the editor of in the world. This would greatly save annoyance in cases where you load up someone else's ship on your stock save but you don't have KOS/Mechjeb/Burn Together so you can't load in ships thanks to that one tiny modded part.
  22. Im trying to get KSS on KSP and i did everything right i installed the kopernicus files and downloaded KSS basic and then the error message came up and I have no idea why and it would be nice if someone could help
  23. Mods not working

    I have installed mods on my original steam edition and they work, but I want to use the mods on a copy of ksp that I made. I copied the files into game data like I did on the original version and then opened the application in the copy of ksp folder and the mod doesn't work. Someone please help me.
  24. Today the Pegasus X 99 project starts, after first flight tests, which were successful.The beginning of a new era of space exploration.The X99 the newest NASA project, reconnaissance, transport and apartment. First Flight ver. 0.7 First Rollout Ver. 0.9 Flight Test Ver. 0.9