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Found 101 results

  1. Sorry if this has already been posted, but I could not find a relevant post in my various searches. Given the current limitations of the stock rotors - namely the 5 rpm speed increment limit - has anyone found a workaround or mod that would enable me to make the rotors spin at either a float or integer rpm value? I am mainly looking for the ability to make a rotor spin at a slower speed somewhere between 0.1 rpm and 3.5 rpm for artificial gravity rings. Even at 5 rpm that is really too fast for it to be realistic. Ideally I would like to make the slider in the VAB logarithmic/exponential to get fine control of the rpm at low rpm and rougher control at higher rpm where the error is less pronounced. Anyway, thank you for your time, elind21
  2. Hey all I'm having a hard time designing a lander that can bring three kerbals to and from Eve low orbit. I'd love to see some successful designs form the community! Looking for stock ships that can deliver three kerbals and science gear to the surface, then bring them back. I'm having a hard time designing with the DeltaV and TWR readouts in the VAB, as the readouts dont seem at all accurate when testing the craft. Any and all uploads are welcome! Thank you!
  3. Hello KSPForums! I would like to request a mod that uses the modulemanager to increase the force needed to cause a part to disconnect from another part (via breaking) by a factor of 10, or 100, or 1000. I love to build spacecraft, but after even the slightest sheer forces cause my spacecraft to come apart like a stack of oreos, I feel like I need to modify something. So, my request for this 'mod': It should be a modulemanager file There should be 3 versions (x10, x100, and x1000) so a user could choose their breaking-force modifier The mod should effect ALL connection methods (radial or node) I would do it myself, but I have no idea how these mods work. Thanks in advance, and I am looking forward to seeing what y'all can come up with!
  4. Does anyone know if there's a collapsible EVA seat? This would be helpful, especially if we're trying to create an Apollo style munar rover, especially with the new robotics parts.
  5. Basically, just a short-ish ring block (2.5m), simple white texture, bigger would be fine to if I can tweakscale it down without an issue (blend in roughly with the style of the near future mods / vens part revamp). When not deployed, it'd be fairly smooth, just cylinderical, but the skin would open into short aerobrakes to provide a little drag, just to re-orient a rocket, not to stop it on their own. The part should be able to be deployed in the upper atmosphere and remain extended all the way down without blowing up. I'm just being fussy because I don't like putting big unnecessary lumps on for the normal aerobrakes when I really don't need them. (Quick edit: Ah yeah, it'd be nice to be able to install it via CKAN.)
  6. Hi all. I know @Snark has just found a use for some of the new features in 1.6... Could someone please work out how to allow helmets to be removed if a kerbal is within a closed cargo bay. The thinking is that if cargo bay is closed (hiding whatever is in it from aerodynamic forces, even unattached items) then the same ModuleCargoBay could be hijacked for helmet removal. So a kerbal on a command seat in a mk2 or mk3 cargo bay could remain helmetless from KSC into space. Then some idiot (say me), or evil computer AI (kOS/mechJeb/action group) opens the bay door and poof goes the kerbal. Hence the thread title. Then part mods like kerbal tubes, planetary domes, etc. could also have this module as part of their parts (never able to be opened) and we could then EVA helmetless on the Mün or Duna. Wouldn't be awesome to have Mk3 or Mk2 cargo bays with transparent pod doors without those other mods? What say you awesome modders and coders? Can this be done? Anyways, thanks for having a look and scratching your heads. Peace.
  7. The news of Voyager 2 reaching interstellar space interests me, leading me to wonder if anyone has made a mod that allows you to conduct science experiments in the ksp equivalent of interstellar space (that is, any orbits/trajectories beyond the apoapsis of Eeloo)?
  8. Hi, every solar system mod-maker out there, (especially ProtoJeb21) please can I request a new mod to be made (And to persuade KottabosGames to check it out when its done!)? No offense, it's just because I don't know how to make new solar systems. There are 5 new solar systems, but you can add them one by one. Thanks! Also, I'll submit the equatorial radius, to make things easier. Also, this mod is called Interstellar Defense planets rejiggered with moons, because the stars and planets are from a game called Interstellar Defence. I modified each one a bit , placed them with different stars and also added moons. I also modified the stars to be more realistic. Thanks for your consideration, and hope to see these enter KSP soon! The key: No hyphens: star 1 hyphen (-): planet 2 hyphens (--): moon 1. Alpha R24 system 2. Cygnus R10 system (Please add this one first) 3. Kepler R26 system 4. Europa R12 system 5. Fermi R25 system (please do this one after Cygnus R10) These are all the systems Interstellar Defense planets rejiggered with moons should add in! If you like the suggestions, you could start making this mod, and if you do, please let me know, thanks!
  9. Kerbal Aircraft Corp requests your specifications! Post specifications of the aircraft you want and have them delivered within one week if the engineers find the time. We will reply with a craft file once complete. At Kerbal Aircraft Corp, it is our aim to make sure your aircraft needs are fulfilled with quality and humor.
  10. 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,
  11. I recently had this splendid idea after I was pondering about the whereabouts of rocket parts and pretty much anything related to structures in the game as a whole. In real life we have i.e. coal, iron, aluminum, lithium, uranium, lead, copper, gold mines to make the hardware onboard our rocket. Then we have metallurgists and metalworking factories to change the resources into actual hardware. Then we also have Hi-tech chemical plants to produce carbon fiber composites, fluids for onboard systems. And speaking of Hi-tech, pretty much anything else. For instance, ignitors, circuit boards and digital displays. We also have land and off shore oil rigs plus refineries to create our liquid fuel which is likely RP1. Maybe there's also some electrolysis plant if we want to justify that any of our rockets carries hydrogen. Then we have the assembly plants where the rockets parts are made. That last one is kind of covered if you have the Kerbin Side mod that introduces some buildings just outside the perimeter of the default KSC complexes. I had always imagined these were the part assembly buildings before they were shipped to the vehicle assembly building for vessel construction. The way I envision this is as follows. I want to see a road system towards the mountains on the main continent where exterior caverns are rendered that are to mimic a mining system where the resources are gathered. I want a large local valley turned into a pit for coal and gold mining. I want to see salt/sand mines on the other side of the continent near the shore where the land is low and swampy so I can understand where Kerbals get their glass, lithium and their table salt for seasoning. I want to see a offshore oil rig in between the KSC and the abandoned airstrip. I want to see large factories with chimneys and heavy hardware to justify metalworking enroute from the mining system to the KSC. I want to see hi-tech plants in between the manufacturing industrial complexes like the metalworking plant and the KSC. I want to see a airplane, spaceplane and rocket graveyard or otherwise landfill so we know where all our crashed rocket parts have gone to. Any of the above ideas is good enough and more suggestions are also welcome. These structures will not be functional in any way, they're just to look at. But having all these complexes in situ will really add immersion to the idea that there's a system to Kerbal rocket development. I hope this idea is well received by either @Ger_space or @AlphaAsh or some anonymous enthusiast modder that is willing to work on it.
  12. I would really like to see a modular engine mod, which let's you design your own engine by changing nozzle size, combustion chamber size, fuel used and etc. Hopefully someone will take on this mod someday, thank you for reading.
  13. Hey, I've been really interested in SpaceX and its live streams. I was fascinated by their speedometer and altimeter in the top right, and I really want a mod that can do this, and I'm sure others have been wanting something like it as well. For those who don't know what I'm talking about, I'm talking about this thing If you take the time to make it, thank you so much!
  14. Is there anything you would like to see in KSP? This is the thread for you! INSTRUCTIONS: Basically, someone asks the community to build a thing, and then everyone who is interested can post their take. More specifically: Requesting: State your idea simply and clearly If there are any helpful images or drawings related to your idea, do share! Do not limit anything to stock or require a mod/expansion; I want as many people as possible to participate! Try not to be ridiculous or unrealistic (e.g. put a ring around Gilly or something) Try not to be too simple (e.g. instead of "a VTOL" do "an SSTO VTOL" or something) Fulfilling: Tag the user who you are responding to somewhere Tell us about your craft (especially how to use it) State any mods/expansions that you used, if applicable (Optional: link the mod's forum/curse/spacedock/etc. page) Post screenshots/videos! Link the craft! (I recommend KerbalX) Don't get territorial. Anyone can respond to any request they want. Don't be offended if someone uses one of "your" techniques. (If you are inspired by someone else's stuff, mention them somewhere!) Time to make stuff...
  15. What really is missing is the option to sort the crafts when you want to load one in the VAB. Sort by date would be soooo good to have, to see which vessel you worked on last time you played.
  16. Hello to whoever may be reading this. As you may know by the title, I would like some help in installing a mod, or updating the mod to use myself. It is a rather old mod under the name of HotRockets! Particle FX Replacement. This mod was an engine effects replacer, and has not been updated since 1.1. This mod was one of my personal favorites, and it broke in version 1.2 and upwards. Whenever i try to install it, either i get permanent engine effects showing in the wrong location (E.G. Jet engine thrust effects firing sideways from the engine) or no effects at all. As i stated, this is one of my personal favorite mods and i really would like to use it again. I tried editing the game files a little to try and get the mod to work, but, while i know a good deal about computers and hardware, coding is not my strong suit, and as such i was unable to get it working. There are also no revisions of the mod to help get it working in newer versions like i have seen with some other mods.. If somebody could help me with this, I would be extremely grateful.
  17. Hi all, So I'm aiming for a realistic-as-possible gameplay experience, and the stock ore system really takes away from that. I'm looking for a mod that replaces ore's convertibility into LFO with something like "aqueous hydrocarbon" or similar, without doing away with ore completely and keeping it so that it can still be used to make RocketParts with mods like Keridian Dynamics. I've considered Karbonite, Kethane, Karborundum, etc. but they all seem to be based in the same unrealistic principle as ore, if not worse, or that they assume that LiquidFuel is just liquid hydrogen and can just be extracted from water electrolysis. I intend to use Cryogenic Engines so this is obviously a problem. Any and all responses are greatly appreciated, please keep in mind that I am very incompetent when it comes to video games and deeper-level computer stuff and that obvious config-edit solutions / etc. may not be so obvious to me! Thank you for being one of the friendliest and most helpful communities on the web Shameless piggyback question: how do I ensure intake engines from mods only work on oxygenated planets?
  18. The file sizes for the cover photo and profile picture are far too small. I can't even use a screenshot from KSP as a cover photo due to the size limit. Everything has to be shrunk so much it looks bad. Please, hear me out here and change this! You can see the distortion in my profile photo by the way. I had to remove the background for my profile cause it was too blurry.
  19. do you ever have that problem where your stars from your Modpacks have SOIs larger than their SMAs? (hyperedit is a cause) well i have thought of a solution... what if you could choose which celestial bodies to Completely hide, out of reach and out of view. EDIT: i have figured out a far better way to do this. it could be and external program, to edit planet orbits outside of the game (and i don't mean editing configs directly) if someone could make a mod like this, i will greatly appreciate it.
  20. I was wondering if there were any mods that allowed for 2 different space centers and two separeated careers at the same time. Me and my little brother are going to play multiplayer by this method: It would be excellent to have 2 different careers running in the same game so we could advance at different rates and have a true space race. Dose anyone have any info on a mod like this? It would be much appreciated if you could share.
  21. I am a bit bored with the basic "put a satellite here" contracts, and wanted to spice it up. I use Contract Configurator for Clever Sats but even still it hasn't quite scratched the itch. I thought that being given a randomly generated satellite (sizes/parts/layout) and told where to place it might be a fun spin on the existing satellite contract model. It could be displayed as a popup when entering the VAB (similar to the passenger UI when on the launch pad) where you would select the contract and it would insert the part for you to start attaching items to. Alternatively, the contracts could specify satellite requirements themselves (similar to the space station check lists that already exist) Must generate power Must have x units of electricity Must have x science experiments on board Specific number of satellites per rocket (if even possible?) Could also name specific parts to be installed on the satellite, but might be problematic with multiple part mods installed. Does this exist as its own add-on or as an enhancement to an existing add-on?
  22. I've been looking for a mod like this and haven't found one, so I thought I should put in a request here. The mod I'm picturing would allow players to build complex factories to produce resources which can be recovered in a tank or something for money. There would be conveyor belts (glorified versions of the stock fuel transfer pipes) to take the resources from one machine to another, as well as complex resource gathering equipment like an oil pump and lots of machines for processing the various resources, too (It's basically a Factorio mod in KSP). So that's the idea. If anyone wants to make this, that'd be great.
  23. Could someone put together a mod that provided a "reset parachutes" button if there is an engineer aboard the active craft that could reset the parachutes? For a mod it seems straightforward, but it is beyond my coding abilities.
  24. Hello, I am having issues with some mods that shouldn't conflict with each other and yet some mods are not working properly. I have tried countless times to assemble a certain number of mods together and in one case it did work but ksp updated and now it's not working again. I understand that reproducing some mod content requires special permission from the mod creator, and I cant ask for a download, possibly an email would not violate their terms. I have the mod list below. If anyone can help thanks, BTW I just want a single gamedata folder. B9 Aerospace Community Category Kit Community Resource Pack Extraplanetary Launchpads Firespitter Interstellar Fuel Switch JSI KAS Kerbal Joint Reinforcement KerbetrotterLtd KIS KWRocketry Magic Smoke Industries (Infernal Robotics) Mechjeb2 Embedded Near Future Electrical Near Future Propulsion Near Future Solar Near Future Spacecraft OPT Planetary Base Inc Planet Shine RCS Build Aid SCANsat Module Manager ASET
  25. So I was in sandbox mode test out, how to setup Satellite array I noticed that my Rcs ports on my launch craft where pulling monopropellant from my Satellites tanks first and not the one nearest to them (they changed it to this in 0.23.5 and I did not notice) and yes I know you can disable the tanks so that fuel can not be pulled from them. I when't back to the VaB and did some testing using This and found out that 1. Monopropellant is pulled form the upper stages first 2. Even though you can do so, changing the fuel flow priority on monopropellant tanks, does not change any thing and 3. Monopropellant does not obey the crossfeed rules on decouplers. So I had some ideas for a mod that would change this and if knew how to do so I would make it myself, but I do not, so I throw myself upon the tender mercies that are the great mod makers in this community. (these ideas are listed in what I believe would be the most useful to the least useful) Idea 1. For stock decouplers create an option in the right click menu, i.e when you right click a decoupler there would be an option below crossfeed, that would say Monopropellant Crossfeed and when you clicked it, it would enable/disable monopropellant crossfed and would prevent any rcs ports below the decoupler from being able to pull fuel from the tanks above the decoupler, forcing the rcs port to pull fuel from the neatest tank it can. Idea 2. Make it so that the fuel flow priority system works for monopropellant tanks. i.e you could set, for example, a satellites monopropellant tanks to -1 and set the main crafts monopropellant tanks to 0 and it would pull fuel from the main crafts tanks first. Idea 3. Change how monopropellant works back to how it was pre 0.23.5, which in and of it self has some problems and can annoy you just as bad, why am i even listing this one, oh well. I am not sure how difficult this would be, but I do hop someone takes up the challenge, if anyone has any questions leave a comment. Thank you for reading this far , Kage Sendo.