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Found 7 results

  1. Unkerballed Start by SpinkAkron and theonegalen This is an unmanned start mod inspired by Yemo’s SETI, Unmanned Before Manned. It is structured around early probes and aircraft. Manned capsules become available as later tech. License is Creative Commons, so it can be continued if I go MIA. Download link is at bottom of this post. Overview Starting with the Stayputnik probe core, lack of control is the first challenge to overcome. The QBE is available at Stability (T3) and the OKTO at Flight Control (T4). RCS has been moved to earlier in the tech tree. Only .625m engines are available at start. More powerful engines have been moved up the tech tree. Multi-engine stages are essential. Making History's engine plates are made available earlier to facilitate this. Revamped tech tree - The tech tree has been de-squished, de-tangled, and rationalized. Orphan lines such as Nuclear Power and Colonization have been fully integrated. Additional nodes have been added to flesh out the early tree and where needed at various other points. The Precision Rocketry line has been expanded to cover additional tiers, splitting Rocketry into a Power/Boosters line and a Specialty line. This further slows rocketry advancement. NOTE: All inputs to a node are now required to unlock, not just one like stock. Links that didn't make sense have been removed. Just like the Community Tech Tree, on which this is based, most of the later nodes will have no parts in them unless mods using them are also installed. See the CTT thread for a mod list. To balance the delayed availability of powerful engines, many other parts such as docking clamps and station hubs have been moved up allowing for earlier station development. The intent is that the player spend more time developing the Kerbin SOI before heading out to the planets. Special thanks to @Pand5461 for the concept of later engine availability. That was the key that made the whole project come together. Early aviation with extensive mod support generously provided by UBM Extended's @theonegalen. Thanks! The Soviet-style Reentry Pods now have their own tech line. They are simple and cheap, but ultimately a dead end. In a low-income playthrough they become a real option. Only the tech tree node placement of parts is effected. No parts or resources are changed, reducing compatibility issues. Three new .625m engines have been added. The LV-T05 and LV-T10 are re-scaled versions of the LV-30 and LV-45. The RT1 SRB is a re-scaled version of the RT-10. They are removed when a mod with equivalent parts is installed. Added .625m Fairing generously provided by @PocketBrotector from his Extended Antenna Progression Mod. Thanks! OPTIONAL - Small parts means more parts so the upgrade costs for VAB/Launchpad and SPH/Runway have been swapped via Custom Barn Kit. This allows for earlier VAB upgrading. To activate this change rename CustomBarnKit.cfg.disabled to CustomBarnKit.cfg Spreadsheet showing what parts are in what node: UnKerballed Start Tech Tree Spreadsheet (google docs link) Screenshot (click for full size) Compatibility The only mods that are incompatible are other tech tree mods. All parts added by mods will work as designed but their position in the tech tree may not be consistent with the changes made by this mod. If you’d like a mod adapted, I’d be happy to make a config for it. Custom configs are provided for the following mods so far: Recommended Mods Making History - Official Expansion Missing History - Adds the parts that Making History missed Restock Plus - You're already using this, right? No? Go get it! Contracts - Having a good set of contracts that compliment the tech tree is crucial. The stock contracts assume the stock tech tree. For the career, I use SETI Contract Pack made by @Yemo, UKS's spiritual godfather . As an alternative, Exploration Plus is very good for those who prefer a less guided career. @theonegalen recommends Career Evolution Contract Pack I don't care for the stock contracts, so I use Stock No Contracts. I fill out the contracts with these contract packs Clever Sats Field Research Kerbal Academy Bases and Stations Reborn Remote Tech Contracts - currently not working. Unofficial fix HERE Rover Missions Redux Tourism Plus Giving Aircraft a Purpose Strategia - replaces stock strategy system Above all, use what gives you the greatest enjoyment. Make the game your own. There is no wrong way to play! mod list for my Let's Play Using UKS (YouTube playlist) UPDATES 1.0.5 Re-disabled the CustomBarnKit.cfg. In previous versions, I had mistakenly included the non-disabled version. Added compatability for 1.7 1.0.4 Fixed the fix for LV10 attachment nodes that I failed to fix. 1.0.3 Incorporated ModZero's fix for LV05 and LV10 attachment nodes when Restock is installed and Missing History is not. 1.0.2 Fixed Real Plume configs to eliminate MM warnings. 1.0.1 Fixed tier 13 costs Added RealPlume configs Added theonegalen's configs for AirplanesPlus, MAD, Mk3Airliner, ReStockPlus, KAX, TAC Self Destruct 1.0.0 Added theonegale's aero configs Adjustment of the starting parts suggested by MaltYebisu Standardized engine placement More mod configs added. Added Tier markers and wings nodes 0.9.1 Unscrewed up the engines. 0.9.0 Balancing. Added Config for Custom Barn Kit. Uploaded to Spacedock. 0.8.1 Fix for Antenna not showing at start Fix nodes for the new LF engines when Missing History is not present BARIS config added 0.8.0 Initial Beta release Required mods: Community Tech Tree Module Manager Custom Barn Kit - OPTIONAL for VAB/Launchpad & SPH/Runway upgrade cost swap. To activate this change rename CustomBarnKit.cfg.disabled to CustomBarnKit.cfg Installation Instructions: 1. Uninstall any previous version of the mod when upgrading to the latest version. 2. Copy the UnKerballedStart folder into GameData. Download: UnKerballed Start on SPACEDOCK This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  2. I recently started up my KSP, and got the screen in the image link. I had the version made before the latest update for Windows PC, so I thought upgrading would solve the problem. Well, it didn't. And the screen doesn't close like it normally does when the program opens. KSP Version: Version 1.4.3 Windows X64 download Computer particulars: Windows 8.1 64-bit version AMD A10-7800, Radeon R7, 12 compute cores (4C + 8G), 3.50 GHz 8GB RAM (6.95 Usable) Here is a link to the screen shot: https://imgur.com/Nyzo7AP I hope I'm doing this right. Any other info needed please ask and I will try to get it for you. Oh, BTW, the game plays fine.
  3. Hello, I am new to these forums so please excuse me if I have posted this in the wrong place or something After using the 32bit version of KSP for some time, I started installing lots of mods and eventually ran out of memory. I am trying to use the 64bit version of KSP, but, even with a completely fresh install (I have uninstalled the game twice), I am unable to even get to a loading screen before I am greeted with an error message that reads: "KSP_x64.exe has stopped working". Please let me know if there are logs or config files that I need to post in order for someone to understand what is happening. For the record, my computer has 16 gb of ram and a gtx 1060, if this matters.
  4. Hi! This is a small mod that I started mading by myself, but I thinkt that it could be nice to share it. I wanted a correction of the Stock Tech Tree that let me start with probes and then advance to crewed missions. The logic choice was the SETI UnmanedBeforeManned mod, but I don't like the way it changes the game. It just gives you a lot of usseless pieces at the begining, and is not very balanced in the science you need to unlock them. No, I wanted more stock-a-like experience, with a nice looking tree, and a balanced amount of unlocks for each node. So, instead of wait or ask anyone, I decided to make the mod by myself. Right now the mod is in "Beta", it may not be as balanced as I think it is, and I jet need to write a propper description with all the changes that I made, and also take some captures. You can download the beta here, in my Github. Special Thanks @Nertea, as I used (and modify) two icons from the Community Tech Tree for this mod. License (CC BY-NC 4.0) and attribution for them included in the download. @Ven, as I used (and modify) one SRB rocket from it's mod Ven's Stock Part Revamp to use in this mod. License (CC BY 4.0) and attribution for it included in the download. Required Mods Module Manager Recommended Mods This mod was thinked with these mods in mind, so they have special support and integration with this mod. However, you can still the mod without any of those. RLA Continued Ven's Stock Part Revamp PEBKAC Industries: Launch Escape System Community Tech Tree Suggested Mods Some mods that I think that can run smoothly with this mod (not tested yet). Science Revisited Revisited Mandatory RCS (Without parts pack). Recommended configuration: 2 or 10 times the realistic force. Stock Antenna Balance or Remote Tech with the SETI configs. SETI Contracts Things TO-DO
  5. This all started when I upgraded to Windows 10. Playing KSP at Windows 8 is butter-smooth. But now, I have to wait for like 30 seconds to wait until the start menu is responsive again. Same thing happens when I quit to main menu. Already did: Compatibility Mode (Windows 8, Windows 7) Running the program as an administrator Running the launcher as an administrator Running in 32-Bit and 64-Bit modes No, I'm not lacking at RAM.
  6. Sup, I've just got my new computer and tried to start KSP after redownloading all of my mods via CKAN. I have KSP through steam and when I try to launch it (64 bit) it spends about 5 minutes loading then crashes. I've read through the logs to try to pinpoint which mod(s) were causing the issue and (this is embarrassing for me as a software engineer...) I can't make sense of them for the life of me. One thing I'm fairly confident on is that it's not a memory issue. I've got 16GB of it running on the 64-bit version of the game so it really shouldn't be an issue. I also noticed that it always seems to crash as the game is trying to load the HG-5 High Gain antenna from the Squad folder but i don't know if that's at all relevant. Output log: https://drive.google.com/open?id=0B_S4qYaOhDc1Z0VacUQyeDlnRG8
  7. Flybuild

    Helloz

    So. This is my first post. Generally its here for help as to, Well, Get started, and, Like, Be able to do stuff... Actully the main thing here is: How do i get around better. Example: I want to find a specific post, Its a sort of old post, And isnt that popular, But i DO want to find it. Example 2: I want to find rather unknown systems for planetfactory/kopernicus. How do I find these posts quicker.