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  1. So today, after getting the Kerbal Historic Institute mod that adds the old (pre-0.18) parts back, I decided to do this: I will go to Minmus next, then beyond!
  2. Planet Dunope v0.2.0 by Johnster Space Program is my first mod for kerbal space program which adds a new planet to the kerbin system, Dunope! Enjoy exploring this small, nearby planet! Watch my official first trailer for the mod here: Ever needed a planet that was in close proximity, had relatively low gravity, and is small, but not too small? Well then, Planet Dunope is what your looking for! Kopernicus is required to use this mod, which can also be downloaded on CKAN along with it. Dependencies (You need this for the mod to work): Kopernicus 1.6.1-2 https://github.com/Kopernicus/Kopernicus/releases What I'm hoping to add in future releases: A Moon or Two Around Dunope A Different/Improved Texture for Dunope Some Improvement Changes To Dunope This is my first mod so if there are any problems with downloading or using the mod, you can't download this anymore anyways. Download Planet Dunope v0.2.0 Here: https://www.spacedock.info/mod/2085/Planet Dunope
  3. Is there a mod that is supported or at least works in the newest versions that adds a cinematic camera? I have tried Camera Tools, but the icon just doesn't appear in the side menu. Any advice?
  4. I want to do a zoom through space. Basically: I want a hyper-drive-type mod for 1.6.1, the latest version. What do you suggest? (P.S. "easy" meaning no dependencies or complicated setup, not meaning just easy to use in-game)
  5. Sooooo I heard about Kopernicus recently (~1 week ago) and attempted to write my own planet code, using The White Guardian's tutorial. It would be nice if somebody posted example code or looked at my code. I am creating a planet called "Hysphenia", a terrestrial planet with no atmosphere orbiting a polar orbit around the sun. (Using a spoiler format here because it's long) I think that's right...
  6. So, I want to start making planets and planet packs in ksp, but I don't really know how to do it. I currently have this (images below), but I would like someone to help me that knows how to do it with kopernicus. How do I do it?
  7. Weld Mod Resurrection??? I’m incredibly late to the game. I saw a post where the development stopped, then I read one about it being picked up and using a tool to check for updates. Is this mod completely dead? O.o No updates for the latest version - that I’m aware of. It’s too bad. While the mod is open source, someone could make some real coin by maintaining and offering these updates as a SaaS or something. I’d pay! Anyway, I hope it’s not and that my Google-Fu is merely weak. Thoughts?
  8. I was looking into Kopernicus planet pack mods compatible with 1.6.1 (because mine was a fail - apparently i was using 1.4 instructions) and all the good ones were outdated (good ones: planet factory, kerbal galaxy, etc). Are there any ones you know of (or have created) that work with 1.6.1? Just wondering.
  9. Greetings! This is my very first post in here, and I've already got a mod in progress! You see I've made a Code in VSCode to compile and a ready APU sound I've recorded and modified (removed ambient sounds n wind) to be used, and I want it to work with DECQ's space shuttle system. The problem is that I can't compile it due to Windows 7 not wanting to update to SP1 for drivers problems eventually making VS requiring it soooo whatever... this made me hit a dead end. Anyway, the only solution I've got is by getting anyone who made a plugin before, and compile the code for me (Text or .cs file) to a .dll. Note that I'll only provide it in private not in public, but the mod itself will be released as soon as it's ready to, and the guy who made this possible will be mentionned. Best Regards, Bayou M.
  10. A new Mod for KSP Planets Coming up! Help me choose a name if you would like to! Thanks c: P.S it is a mod about the kerbal system after it was destroyed and they have moved to a giant other start system
  11. I've got a copy of KSP with a ton of mods on it. (along with 3 others, namely my semi-stock, RO/RSS, and Kerbal Kommander ones) And it takes a reeeeeally long time to load. I've got over 150 mods on it, all of which aren't exactly disposable. So, my question is, what mods are there that'll speed up loading times? And no, removing the big mods is not an option here.
  12. The new Terrier design introduced in version 1.6 is awesome and reminds me a lot of Porkjet's Terrier revamp. However, Porkjet's design had fuel in a ring around the engine bell, so I was wondering whether it would be possible to add fuel to the Terrier, but only in the shrouded variant. Maybe it could be done with a Module Manager patch or a fuel switch mod (like Firespitter or B9 Part Switch).
  13. Hi! I was just wondering if anyone knows of a BDA release for KSP 1.6. Hopefully, you do! Bye! P.S. If there are no releases, I know how to get a previous KSP version and use BDA on that.
  14. hi so I use KJR and I CANT PLAY WITHOUT IT as for now, ferram has not update the mod. is there any alternate mod that can do the same? ps: I hate strut connector, its stupid, ugly, annoying, and inefficient
  15. I believe there's a mod which allows thrust-limiting engines through action groups, but I can't remember its name for the life of me. Could someone post a link? Thanks
  16. 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)?
  17. The mod would consist of 2 parts: they will be Environmental Exposure Laboratories (E.E.Ls ). There will be a space and surface version of that part. Space E.E.L : Would be a deployable 2.5m wide module. when deployed, it would still be able to fit inside a 3.75 container. The main idea would be able to conduct 3 experiments (one on a plant, the other on an animal, the other on a fungus) by exposing them to the environment around them. Unlike any other experiments though, It would have a capacity of 2 kerbals, (0 when undeployed) and would have to have at least one scientist to conduct. The experiment would also take 1 kerbal day to conduct. It would have on-board electric charge and an openable container to store stuff (much like a service module.) However, it will refuse to inflate when on land due to "low structural integrity to be deployed in a gravitational sphere of influence" Land E.E.L : Would have almost the same features as the Space E.E.L, but it would only be able to be deployed on land due to "parts requiring gravity to operate" and would also have a different texture. Finally, it will have deployable little legs at the bottom. Both E.E.Ls would have separate logs for every accessible biome and would be designed by "Core Industries Research & Exploration Laboratory" or C.I.R.E.L This is so far only an early concept, and I personally lack the programming skill to execute it myself, so suggestions are fully welcome!!!
  18. (Project files, names, and everything else have all been given to @TrooperTK_0421) Click For Screenshots! Remember to rate FAIRLY! Now Available On CKAN!(not anymore!) CurseForge Link Click This For My Discord Channel for An Easy Way To Post Bugs or Ideas! SpaceDock Link To K.G.R. Completed Star Systems With Planet Names: -Abbadon System --Aphrodite --Icy --Nix --Violetta -Erevate System --Eden --Helios --Sehera -Gargantua System --Edmund's Planet --Mann's Planet --Millers Planet -Nim System --Nothing Yet! -Oblok System --Aelion --Phoenix --Sunflower -Opete System --Hypat --Krush --Krush-B --Poseidon -Osiris System --Ida --Isus --Rocko --Volco -Polaris System --Cite --Hoth --Pandora --Ryla ---------------------- Thanks To: GotBread for updating from 1.0.5 to 1.1.3 _Augustus_ for creating StarSystems config Samio for creating Possible Planet Additions Thomas P. for creating kopernicus Retrograde for creating the amazing logo! Included mods: Kopernicus Module Manager ----------------------
  19. Are there any up to date mods that introduce either ambient air breathing nuclear jet engines, the kind of things that could be used on Eve, and/or a mod that introduces nuclear pulse propulsion parts in the style of the original Project Orion, not the dinky little capsule. And I prefer mods with as few dependencies and new parts as possible, and no new resources.
  20. Got a problem with flacon heavy script, its saying "Cannot find sensor for ACC", and sending to this lines of script: SET vertAcc TO sProj(SHIP:SENSORS:ACC, UP:VECTOR). SET dragAcc TO g + vertAcc. //vertical acceleration due to drag. Same as g at terminal velocity What is ACC, and how to fix this error ? KSP version 1.5.1 (macOS), and latest kos. P. S. Its not my script I just download it so don't be very mad for my stupidness.
  21. Hello, I have a problem, I've installed texture replacer for ksp 1.5.1 and I don't have reflections. I would like to have the same reflections as texture replacer replaced for ksp 1.3.1. Can you help me ?
  22. THIS IS NOT ANOTHER VERSION OF CUSTOM ASTEROIDS. IT IS COPYRIGHTED AND I DON'T KNOW HOW TO CODE LIKE THAT. Hey all, this is my first mod. It's a planet pack that I have been working on for the past few days. I created it because I noticed the lack in mods that provide smaller celestial bodies in the Kerbol System. It adds a few small rocks similar to Gilly, Bop and Minmus (A few smaller!). It will attempt to provide you the gamer with greater challenge. Sorry of the lack of info, I did this in a rush. REQUIRED MODS: Kopernicus Module Manager SUGGESTED MODS: Outer Planets Mod Trans-Keptunian (Look at the final post, it is a version that works with 1.3.0+) What ever mods help you transverse the Kerbol System Pics: Plans: Another asteroid for Eve Moho asteroid Comets Rogue comets and asteroids for extremely experience players Trojans Trans-Neptunian objects (like TK, but different) Capabilities with OPM + TK and maybe KSS and GPP. This is unlikely, as I plan to make more planet packs. Make some Dres-like bodies, not weirdly shaped. Download © CC-ND-SA-DC
  23. Nuclear Aircraft Engines Download Thermonuclear Turbines (for KSP 1.1.2) on SpaceDock! A new hot way to get into orbit! This is a small engine mod that adds nuclear turbine aircraft engines based off of this concept, Aircraft Nuclear Propulsion, Project Pluto and the similar Soviet program Tupolev Tu-95LAL, also with a little influence from the Choujikuu Yousai Macross anime series and sequels to give two of the engines space capability. The concept behind the engine is that thermal energy is transferred through a heat exchanger into the "can" (combustion section of a turbine) instead of using combustion to rapidly heat up gasses to turn the turbine and provide thrust. Features for ver 1.1.0 (KSP 1.3.1) Update: COMING SOON! MOAR! Engines: 4x Nerv, 2x Nerv, Fusion Plasma Impulse, M.A.S.A.M.U.N.E., Back Draft, Fire Storm, and Fire Whirl. Two radial mount VTOL engines, Nuclear Vacuum and M.A.S.A.M.U.N.E. style. Bussard style Fuel Scoops, Size 1 and Size 2 varients. Radial space plane fuel scoops, Bussard and atmospheric. More fuel tanks to support the engines. Four Fuel-O-Tron converters, Size 1, 2, & 3, and Mk 2. Example Crafts Custom Sounds Custom FX Current Issues: A few minor bugs I'm working on fixing, otherwise the engines work as it says on the tin. CHANGE LOG 1.0.12: 1.1.2 Compatible, Updated Module Manager Dependency 1.0.11: 1.1 release, updated packaged *.dll plugins (Module Manager, FireSpitter, Smoke Screen). Minor changes to the Example Craft. 1.0.1P: Fixed location of FX folder, Fixed some issues with Example Craft. 1.0.0P: Release for 1.1 pre. Additional Credit: nli2work: for his awesome propeller meshes. Nazari1382: Hot Rockets (And the tutorial to make my own.) Snjo: for FireSpitter (*.dll Packaged with Thermal Nuclear) sarbian: for Module Manager, & Smoke Screen (*.dll Packaged with Thermal Nuclear) RoverDude: for Community Resource Pack (Packaged with Thermal Nuclear) This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  24. Not sure what is causing this, but on Kerbin at Space Central the entire map is glitchy as heck. At any you try to move the camera around it looks like parts of the ocean are bleeding through the ground. Making any of the facilities unclickable. Another graphics glitch is around Eve. It makes the planet look like a gas giant when you try to zoom in. If anyone recognizes any of these types of Symptoms please chime in to let me know. Here is the entire list of Mods I have installed: https://ibb.co/mbpyBe https://ibb.co/nFMBWe https://ibb.co/nR9LPz https://ibb.co/dw1TBe
  25. Structural Wings v1.0 What does this mod do? Structural Wings is a VERY simple mod, which duplicates most of the stock wings, but removes their aerodynamic properties. This makes them structural, and are a great alternative for panels. This allows you to build large, sci-fi like spaceships without aerodynamics messing it up. They are all located in the structural category. They're all called "Structural Wing Part", so do not get them confused with actual wings. Download: https://spacedock.info/mod/1733/StructuralWings
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