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I'm trying to recompile an old mod so I can update and customise it (KSPlogiRGB). I've downloaded it, opened it in VS2019 and added all the assembly references but there are still errors in the error list: The name 'KSPAddon' does not exist in the current context The type or namespace name 'KSP' could not be found (are you missing a using directive or assembly reference?) Although those errors show in the list there are no actual errors in the code (no red lines) and I don't know what to do now. Edit : I figured out what's wrong but I don't want to delete in case anyone else has the same issues. Make sure your project is using the correct .Net Framework version (Project > Properties > Application - for Visual Studio Users). For KSP 1.9 you must use .Net Framework 4.5
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One thing BetterBurnTime / Basic ΔV / KER / MechJeb / et al are missing: a way to 'reserve' x amount of ΔV to 'burnback'/deorbit/land a stage. So what I am asking is an addon with a small footprint that adjusts the active stages ΔV to reserve a set amount of ΔV to deorbit that stage - that 'reserve' amount would not show up in ΔV burn time / available ΔV for that stage. (In a way , like landertrons are not included) so active stage has 1000 m/s ΔV burnback ΔV is set to 100 m/s ΔV active stage only shows 900 m/s ΔV and any autostage will see only 900 m/s ΔV and stage after 900 m/s ΔV is consumed. stretch would be actually compute required m/s ΔV for destructive deorbit/controlled deorbit/landing deorbit anywhere/
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So I want to install Araym's Stock-alike Advanced Suits along with Texture Replacer, but I don’t know where to put the texture pack. I’m not very dextrous with KSP modding. Any help is very much appreciated!
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Was thinking about this just now. Is there a way to have selective fuel crossfeed? Say you have RCS on a lower stage and don't want to put dedicated tankage for MonoPropellent on that same stage. Is there a mod or part that will allow selective fuel crossfeed? So in this case allows for MP xfeed and no other fuel?
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Hi there! I unsuccessfully tried to find addon, which helps create rover or small planes outside kerbal. I see this addon like little hangar which will deploy from rocket and landing to planet surface with limited parts were packed into this hangar at the construction stage (possibility of replenishment in future). Maybe somebody can help me in my finding.
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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...
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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.
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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
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Do you like using chatterer, but have grown tired of the sstv sounds whenever you transmit science? If so, this is the addon for you! Introducing Morse Kode, the chatterer addon guaranteed to make your experience a little more interesting! -How does it work? Well, it replaces the sstv sounds you normally get when you transmit science with CW (continuous wave [morse code]) sounds to provide you with a low-tech experience, making your science transmissions sound a lot more simple and a lot less significant! -How do I install? It's easy! go to the chatterer folder in gamedata, then to sounds, finally swapping the sstv folder already there with the one you downloaded, and thats it! For all you easter-egg aficionados: each sound file is a message written in morse code, containing messages both historical AND hysterical! Good luck on decoding the messages! Download Here!
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Are there mods to add more aspects to KSP's management? I feel like the budget system in KSP was just tacked on and never fully explored, and I hope some mods could change that.
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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?
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Hello! I am looking for a time-warp mod for KSP version 1.2.2. I can't seem to find any updated ones, but if someone knows of one. I would greatly appreciate a suggestion! Whenever I go long distances (Eeloo, or even Jool) sometimes it takes ages to time-warp to the next maneuver node or encounter. -Make sure your suggestion is updated to version 1.2.2!
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I would assume this has been suggested before but it just came to me and its too awesome not to suggest in the off chance no one has thought of it. It would be awesome to have a star wars themed planetary add-on. I've seen some youtube videos of star destroyers and stuff but I would love to see planets based on the star wars universe. Going further it would be cool to have places on said star wars planets, like a base on Yavin IV or a wrecked star destroyer on Jakku or canyons you can fly through on tat. My love of KSP mixed with my love of star wars would be amazing. Even if this never happens, the thought alone makes me happy! Thanks for reading, may the force be with you and safe flying out there kerbonauts.
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I have this one problem where all stock RCS tanks are gone. Now I have super thin modded ones. And stock landing legs have 100000000 stress tolerance. I don't know which mod causes this and if its intentional... PLS NO. I am so liquided cuz my entire Mun base is gone because it "contains inexistent or locked parts" I want to have mods that don't exploit the game like the weird durability on landing legs. Here are the mods I use: Airplane plus, Atmosphere autopilot, BDArmory, Cryo engines, DMagic science, Docking port alignment, Feline utility rovers, Flag decals, Fuel tanks plus, Glass things, KAS, KIS, Kerbal planetary base systems, Kerbal atomics, Kerbonov, Structure pack, MK4 spaceplane system, Modular rocket system, Near future construction, Near future electrical, Near future propulsion, Near future solar, Near future spacecraft, OPT, Orion, PlanetShine, SpaceY lifters, SpaceY expanded, SSTU, Station parts expansion, Tweakscale. Anyone know what causes the above?
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Hello, Is there a mod for ksp 1.2.2 that adds some kind of proximity sensor? That it beeps or something when another ship or object is nearby? Thank you
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Ok, so you have built your 37th space station and keep needing larger stations. You have built monstrous craft to try and find a way to lift most of the station in one go. By the time the craft is done, it contains hundreds of parts. You launch it, and your system starts laughing uncontrollably, and finally manages to say “You want to go where?” That is without any payload yet. If that describes you, then this is for you. You have proved you can do what it takes, you now just want to move on and colonize the universe. This is a single part SSTO cargo hauler. It started out as a Delta Wing, I swear. Don't even ask how it ended up this shape. Any way. It attempts to be all things to all men at all times. It contains most of what you need to get to orbit. I was tired of long thin transport vehicles, so it has a large squarish cargo bay. Still on the flat side, the craft does have to be at least wingish in shape. The top opens up either as 2 gull wings, or as a whole. Some form of mod, like FS hangar Extender, which allows you to build outside the VAB or SPH is highly recommended. It has a large number of attachment nodes on the back to try and satisfy almost any engine configuration you please. Yes I know near the middle, there are 4 pairs of nodes very close together, the reason is so you can either have a circle round the center engine, or the first row in line vertically like the rest. Inside the bay I provided quite a few nodes as well on the front, back, sides and floor. If you have trouble using the nodes inside, I have found, that bringing the camera very close to the node, helps. This can especially be necessary when trying to detach parts once placed. The camera has to be at least inside the bay. Kerbals can enter the bay through the airlock in the bay. There are a set of nodes on the side, but they will most probably not see much use, it is merely as a reference for the one flat area on the center rim, but use it as you please. On the front the nose folds down to reveal more nodes for things like sensors and folded up dish antennas. The center is large enough to fit a standard clamp-o-tron. The front space is cabin and control space, and can hold 20 Kerbals. The sides are for fuel. The built in tanks can be configured with Interstellar Fuel Switch (in fact it is required.) Mono Propellant is always available. Battery’s are built in, as are Solar panels. Reaction Wheel built in, full SAS, and some transmission capability. The plane Body is obviously also a lifting surface. At the moment there are two versions, one that has no control surfaces, the area around the engines provides lots of space to attach such. The second model has the back protrusions removed, and are provided as as control surfaces that can be re-attached. There is only pitch control enabled. Enabling Roll control as well tends to cause problems. Yaw control is envisioned as being attached on the side. (reference .craft file included). Bearing in mind this is a cargo hauler and not a fighter jet, the flywheel does a reasonable job of handling roll control. I decided not to build the RCS into the craft, large payloads, could seriously change the center of mass, and it was better to provide separate RCS blisters. Also I provided rather large Air brakes. I Included wheels, designed for the craft, that can carry the weight. With wheels wells, that smoothly merge with the body, and have a low profile. Two types are provided, the back ones attach to the flat surface at the back. The front ones have their angle and height designed to optimally attachment on the angled surface just a little forward from the flat section which should give you a reasonably level craft. Depending on the weight of you payload, you may have to increase the strength of the brakes in the right click menu, and even maybe play with the friction control. The top and bottom have air scoops that open and close, it is just cosmetic, the air intake is available whether they are open or closed. (have not looked at programing) The Windows have covers to close them for re-entry or retract them, once again just cosmetic. Being one part only, has the draw back that you are very much at the mercy of the system to configure dry and wet Center of Mass and Center of Lift despite config settings. This is where the 3 strange blue blocks come in. They are purely for moving the CoM to a more appropriate point if your payload does not. For that reason I have made the craft lighter than it should be, so don't be shy add some weight if needed. What else? So the craft has pretty decent temperature resistance, because of the nice black coating on the underside and around the leading edge. In fact most of the values in the config files have been boosted quite a bit above the standard. This is a monster after all. That said, this is a Beta. I need feed back, Most chosen values are an attempt at best guess for what would be needed or is appropriate. Please be kind, this is my first attempt at any thing like this. In case it is not monster enough, all the config files have tweak scale statements included, so if you have tweak scale installed, you can scale it up to 400%. It wont fit on the runway, but have at it any way. No ITS yet, I have made the cabin, but that is it. Top View Back View Side View More Images on Imgur Download from Spacedock Download from CurseForge Also available on CKAN now. *********************************** I have recently added support for TAC life support. Unfortunately this ends up filling your resource list with unused clutter if you are not using TAC, so the default config files does not contain the resource statements. To enable it, go to your KSP installation/GamesData/FlyingWing/Parts in there rename the FlyingWingNC.cfg and FlyingWingC.cfg to something like FlyingWingNC.cfg.noTAC and FlyingWingC.cfg.noTAC. Then rename the FlyingWingNC.cfg.TAC and FlyingWingC.cfg.TAC to FlyingWingNC.cfg and FlyingWingC.cfg. Restart the game. **********************************
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Hi, i am interested in making a planet mod, i have watched white owl's video but it did not show you how to import the texture and height map. Also i have no idea were the folder for the stock planets is. So please could you help me?
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Hello folks, just a pair of questions . 1) I see that many people link in their signatures the forum threads related with their own addons. Some of these links are in the form forum.kerbalspaceprogram.com/thread/6digits but, when I enter my own thread http://forum.kerbalspaceprogram.com/index.php?/topic/155653-wip122-realisticcomponents-suite-02-02-17/, I get this very long and bad URL; this is pretty annoying, also because it contains the title of my thread, which changes from time to time because I like to put there the date of my last update. How can I obtain the 6-digit code to refer to the thread independently of its title? 2) My RealisticComponents Suite is still WIP. As soon as I move to the release, do I have to keep the WIP thread in Add-on Development and create in parallel a new thread in Add-on Releases, or is it better to delete the one in Add-on Development and keep just the new Add-on Releases thread? Thanks in advance!
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Hi guys let's do a little fun survey.. Name your best top 10 addons (in order from the best to less good) that you can't play without this year. One more thing, module manager doesn't count coz it's required by most mods to run properly. Ok, here goes my list: 1. KIS (+module manager obviously) 2. Kerbal Engineer Redux (KER) 3. Atomic Age (nuclear engines + some parts) 4. Modular Fuel Tanks 5. Radar Altimeter (dark side landing? No problem) 6. Precise Maneuver (maneuver node fine-tuner) 7. Time Control (coz my RL time is precious) 8. Tweakscale 9. Planet Shine 10. Mechjeb 2
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I was wondering if someone could help me with altering a set of planet packs for personal use. I want to use Antares Solar System, Kerbol Star System, and Kerbol Origins, but they conflict with each other. Can someone tell me or link me to a video that shows me how to alter the planet packs to work with each other, move planets around, delete planets, etc. Also, can someone link me to a video/txt. Document that has a notepad file for a planet/body to use as a template for my own planets I want to create, like binary planets that are VERY close together in a horseshoe configuration that share an atmosphere.
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So basicly I know how to basicly code in Lua and Java. But thats it. I would love to learn more but it's kinda hard. Well anyways that's why I can't code a mod myself. I had the idea of revolutionizing science. So heres my Idea, step by step, I hope that some mod developer picks up my Idea and creates such mod So there would be different kinds of science. For example Atmospheric(maybe also specificly for different things in the atmosphere like Oxygen and Hydron or other stuff), Ground(Again, maybe different materials and even mod support, so for example Karbonite), Space, Magnetosphere, etc. Then you would need to completely remove the tech tree(you could also just integrate it into the tech tree but that wouldn't work as good maybe) and add a Menu where you have all Parts but split up into categories kinda like the current tech tree: Small SRB's, Small Science(Maybe more creative names), etc. and you need to unlock the group first. Then you can simply unlock these parts in the group. Now, to unlock different parts you need the different types of science. For example if you have a mod where you can freeze kerbals or store hydrogen into tanks which need to be cooled(yes, thats a refference), then you need "Freeze Science" or maybe "Cold Science" and you can only get it from cold places. On the cold poles on kerbin for example you only get smaller amounts not suitable for unlocking big things. But when you go to Eeloo, then you get waaaaaay more cold science because eeloo is freezingly cold. Then if you want to unlock a Hydrogen Tank with a cooling system integrated, you need to have, I don't know, maybe 200 Cold science, 100 Hydrogen Science and Some "Basic Science" which you can find everywhere. This basic science is something you also get. Its for stuff like the hull of the tank. Maybe if thats not fitting my idea, you could also just make a material science or even especially metal science. Now you would also need a ton of new science equipment. Liquid analyser for liquid science, Atmospheric Data for Hydrogen, Oxygen and maybe even Nitrogen, if necessary, A Telescope for Visual Science an so on. So yeah, that was swirling around in my head for ages and now I have finally signed up and posted my idea. I hope you like it. Have a nice day EDIT: I would design this mod kind of like the Interstellar mod with the reactors and warp drives etc. It looks really cool in my opinion.
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Hey I have some experience doing things like coding, 3d modeling, etc.. and I have been wondering how can I make a Kerbal Space Program Addon 1. What coding language do I use 2. What do I use to make 3d Models 3. How can I make textures for it 4. How can I put it all together and make it work on Kerbal Space Program
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I have noticed in the past, a massive lack of mod lists, and lists that have all the mods being compatible. So, I have decided to go where no kerbal has gone before, to embrace the motto of the Kerpollo program, "Failure is always an option" and have created my own list, these mods are all for 1.1.2, and can be found on spacedock, these mods will all work together on the average computer as well. Here is the official Kerpollo program mod list: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------- B9 Aerospace - I love this mod for all the parts it adds in, as well as how perfectly it blends with the stock parts. As well as this mod's cockpits have actually functioning buttons for sas, rcs, staging, and abort. I cannot imagine where I would be without this mod! BD Armory - This mod adds in something I have wanted for a long time, weapons! Say good by to the airfield on the Island because with this mod, you can bomb, shoot, shoot, bomb, missile the heck out of everything! DMagicOrbitalScience - Have you ever wanted to put a spy satellite into space and spy on your fellow kerbals? Well no you can, this mod adds in all the things a big brother needs to "protect" his kerbals HLAirships - IT HOVERS!!!!! Finally, A way to hold a Mid- atmospheric refueling station for all your small SSTO's that need a top off. Endurance - Like many of you, I loved the movie interstellar, and have always thought the ships in it were awesome, well this is your lucky day, because now you have the parts to build all the ships! Plus, they are also fun to mess around with. OPT - Do you like cool ships? Do you like SSTOs? Do you like Hyperediting large ships into space to have awesome space stations? Well, this mod helps with 2 of the 3 things! It adds a whole load of new parts, if you use SSTOs even occasionally, this mod is for you! Hyperedit - pfff, who needs engines to go to space, when Hyperedit will do it for you! PlanetaryBaseINC - This adds parts so you can build a nice base, anywhere! T.G.O.L. group - I love, love, love, love, this mod. It adds 3 engines, designed for the back, or bottom of ships, the work so well for V.T.O.L. craft, as well as, they are highly efficient for In space craft! KAS - Kerbal Attachment System - Have you ever wanted to lower or raise things, how about lowering a rover from a ship, that you don't want to land, or tethering you HLA Blimp to the ground, you can do all of this and more with KAS KIS - Kerbal Inventory system - This allows you do more with KAS, as well as eat a taco in an eva around the moon, completely worth it Jeb. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------- This is the list so far, I will release new ones as updates come out, as well as this list will get bigger, as I find more of the best mods for Kerbal, so until the next update "Failure is always an option!"
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My request is simple, I would like a link for the download of B9 Aerospace for kerbal 1.1.2