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Found 19 results

  1. So I’m playing a 1.8.1 version of the game with 71 mods. When I land my vessel and try to click on the Recover vessel button nothing happens. I also can’t save , load saves, quick save, exit the game, go to the space centre. Mac OSX Launcher. Physics are in GameData/ModuleManager.Physics Here is the log if anyone needs it
  2. i already know about FMRS and how to use it, but when i try to land a booster, it flips over head-first and no matter what i do i can't recover it, also how do you balance the fuel/twr ratio? can i see some of your designs for inspiration?
  3. With the SM Marine mod seemingly defunct, a lack of other civvie ship mods, and a burning desire to bring "Death to the Green Button" (Credit to @RealKerbal3x for the idea), I've decided to start building ships capable of bringing crew capsules back to the KSC. However, I haven't a clue wher to start. I've never built any stock vessels capable of water transportation (not well, anyway), much less pick up a capsule and carry it home. I have an idea of the basic requirements: Bouyant parts (for floating) Non-bouyant parts (far not floating too much) Engines and air intakes (for
  4. The part failure node doesn't seem to work on probecores or command modules. I don't know if this was purposeful or an oversight, but it's a funtionality that I think is missing. I've found a way around it that somewhat accomplishes the same effect but, after doing it more than once in the same mission, it starts to look like exactly what it is; a contrivance. Of course, the Part Fail itself is a contrivance as well but, for storyline purposes during a mission, it works well. Recovery of a Kerbal, or even a ship, seems to be completely disabled for some reason. It says it's been disabled
  5. Okay, so I wanted to build a little funding before starting bigger ventures and I was in the mood to head someplace close to home, so I picked up a contract to rescue a Kerbal and their part from the Munar surface.* It looks like the part in question is a two meter by two meter object, so I am trying to think of the best way to get this thing secure and returned to Kerbin. There will obviously be some Advanced Grabbing Unit shenanigans involved, but how exactly I will perform this recover is tumbling around in my mind. I want to crowdsource some potential solutions to this contra
  6. I am not a Mod maker, Don't even have the first clue how to begin and no programming experience. But I have what I think is a cool idea for a Mod if anyone wants to take a stab at it. From what I have seen of other mods and what's been done, it shouldn't be too hard and not too involved. There are mods out there that work with the stock recovery and change it. I saw one which limits your recovered funds and such only if you land within X range of a beacon, etc... Other Mods work with the recovery process itself such as Stage Recovery and others. What I envision is a mod which will m
  7. We have a small problem The seas off of the Kerbal Space Center is getting quite cluttered with spent stages and solid rocket motors that have splashed down into the ocean. Lately some of the higher ups in the research and development offices have had a radical idea: "What if we recovered our first stages?" After so heated arguments with the engineers who said it just can't be done, they have turned to you! The Challenge: Recover the first stage of your rocket (this means SSTO's don't count). You can do this however however you see fit, whether you want to lan
  8. Hey all, been playing with Real Solar System (plus mods like KSC Switcher and FMRS) and have recently been doing the SpaceX style first stage boostback with a chute assisted powered landing and man, it's a lot of fun. I've gotten to the point with one particular design where I can land it within visual sight of the KSC fairly regularly, though I haven't managed a landing on the runway or pad yet. One thing I've noticed when recovering vessels in RSS (even with KSCS) is that it says they are over 3,000 km away from KSC, even when I can SEE the VAB on the horizon. Wouldn't over 3,000 km p
  9. KSS Ocean Master KerbalX .craft download I've always wanted to circumnavigate Kerbin, but the clumsy-glitchy nature of rover tires has always sort of turned me off to the idea. The KSS Ocean Master was designed to be able to circumnavigate via water, and also to recover crashed down debris. Uniquely included, is a stock recovery crane on the rear of the boat. I've built upon my previous "ball-joint hinge system" to increase reliability and reduce part count. Stage to set the crane onto the boat and use the "Free Pivot" option to give yourself free range of motion to recover deb
  10. I made a SpaceX's Falcon 9 launch simulation with the deployment of a dummy satellite and the recovery of the first stage on the drone ship. I always love seeing the lives launches from SpaceX and I just wanted to do it in KSP so we can see it from a better angle. I used some mods like : - SpaceX Launch Vehicles crafts - Environmental Visual Enhancements - Distant Object Enhancement - Stock Visual Enhancements - PlanetShine - Camera Tools - MechJeb
  11. In my recent career save, I tries to recover everything w/o disposable parts - separators, fairing, and heatshield. To achieve this, I usually design fully recoverable launch vehicles. e.g. I'm curious about how many of you plays like this - Have you played like this once? Is your playstyle involved with reusablity? Or would you rather dispose of anything you don't need?
  12. I mean, anyone remember of the ideas of using the main shuttle fuel tanks left in LKO to make space stations? We'll should be easy enough to do. The graphics shouldn't have to change at all. Also, the only part needed would be a re-purposing module, like five tons, it could even use the hitchhiker container at first. Just saying, I have been thinking of something like this for a while, hope I somebody can do it.
  13. ---the boring intro, feel free to skip--- I'm returning to KSP after a good year of a break. I had reached a point where my old PC just couldn't handle the constructions I was making on regular basis, I kinda burned out, completed the tech tree without really leaving the Kerbin system, my Duna mission, a huge train, was so crapping out on my old PC I just gave up. Now I got a new one. I've started from scratch, and playing more Kerbal style: no planning to last detail, no extreme redundancies, Just Do It. And it pays. The Mun landing was great, as I ran out of fuel barely reaching Mun orb
  14. Hello, when I try to launch a rocket via a stratolauncher, this stratolauncher disappear when the rocket reach 20 km from it... This make cost in carrer mode, and the kerbals inside the stratolauncher dies... Anyone have a solution ? Here is an example of a crewed startolauncher : Thanks and regards...
  15. After trying 13 times, I finally land a F9 on the drone ship! I have to say, it is REALLY HARD. Good job SpaceX .
  16. I have had many broken planes hopelessly plummeting toward Kerbin, and I wished the Kerbals inside had EVA parachutes. Not the round parachutes, but the parachutes that most everyone uses anymore. I believe that type is a parafoil, right?
  17. Hello all I recently started playing this game, and I must say that it's amazing, even though I feel it's not yet 'finished' (and hopefully it will never completely be). One big thing that has been bothering me is how vessel recovery works. When you land your ship safely on Kerbin, you click the big recover vessel button and you get some money for the parts. However, i think it would be much more fun if instead of only having those parts in money, you had the parts themselves (maybe stored somewhere around the KSC?). These are my suggestions: Have a sort of inventory for parts at th
  18. Is there a mod that adds a zone to KSC from where you can click recover, but outside of that zone you can't click recover?
  19. Hi, It'd be great to have a recover all vessels button so that we don't have to collect all the debris one by one. Perhaps this could be put into the tracking station or another screen.
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