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I am a complete beginner to making custom EVE content, and I want to use clouds to enhance my planet pack Precursors. I've been looking for a step-by-step tutorial on how to make an EVE cloud map for a long time, but I haven't been able to find anything. Every custom texture I've tried to make fails to load in-game. How do I make a cloud texture for use with EVE? What file type should I use? Do I need to use alpha channels? How exactly do I do that? Is this process supposed to be really easy? Where are some additional resources I can look at? I'm very stumped and frustrated. Any help would be appreciated. Thanks!
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I unlocked liquid engines and they were working but now when i put throttle up, they flash the fire and stop. I restarted the game twice and they won't work in sandbox either and after I launch the rocket in the VAB it dosen't show delta v
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Pls send help
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(new member) I've been tearing my hair out over this for the past 2-3 days. I'm currently making a simple mod that calculates if a flight is possible given current delta-v's. However, I cannot figure out how to get the delta-v's of a ship in an editor, nor able to even get any sign of a ship being detected. I think it has to do with ShipConstruct, but I can't figure out how to get current vessel as a Ship. It could also be Vessel that handles editor, but I found nothing suggesting that to be the case. I've skimmed through the class index on the API site, and found nothing. Does anyone know about this? I'm very new to C# modding.
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everytime i try to use tweakscale. the crew dissapears making the craft unusable, i can only use unmanned probes. can anyone help?
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Hi all, Recently I have been having problems with specific engines on Waterfall. It's quite hard to explain... here's a screenshot (bit hard to see) https://imgur.com/a/k8p6XrO Mod list: --START MODS-- [x] Science! 000_ClickThroughBlocker 001_ToolbarControl Astronomers Visual Pack B9 Part Switch Better Time Warp CactEye Space Telescopes 2: Refocused Distant Object Enhancement Environmental Visual Enhancements [EVE] Eskandare Heavy Industries Kopernicus Kraken Science Kronal Vessel Viewer Modular Flight Integrator MSP-3000 Material Science Pod Persistent Thrust ReStock ReStock+ Scatterer Scatterer Atmosphere Cache Sigma Space Tux Library SSCEP Stock Waterfall Effects Waterfall Zero Mini AVC Module Manager Module Manager Config Cache --END MODS-- All mods are the latest version the last time I checked. I have not touched the files, they were all installed by CKAN. .log file: https://we.tl/t-Ijgh4FBFYC Any help would be appreciated.
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Game crashes right before the title screen (SOLVED)
probe137 posted a topic in KSP1 Mods Discussions
When the game is about to finish loading, it crashes. I'm assuming that it's something to do with my mods. Mod list: -
As says the title, i'm only really looking for the best of the best, so i have some requirements that the mods needs to fit in if someone has any suggestions that i haven't documented yet, they are: I would prefer for them to have no space engine textures, since it feels kind of cheap, at least for advanced modders; Most (preferably all) of the textures need to have at least mid or high resolution, because i don't really like looking at pixels or bad looking terrain, however it doesn't need to be 8k resolution or whatever, it just needs to look at least a little bit good; All of the celestial bodies added need to have proper descriptions on the tracking station, by that i mean that when i check the "knowledge base" i don't want to see a blank space with nothing written on it except for the usual stuff like, radius, mass, etc, since that is mandatory for any planet mod to work anyways; And it needs to have proper grammar on the descriptions, i'm fine with a few typos since that is basically unavoidable and i can fix them myself on the configs if i want to anyways, such as switching its with it's, missing periods at the end of a sentence, minor stuff like that is okay, although i would prefer the quantity of typos to be low, however major stuff, like entire sentences written incorrectly or even mixing up the description of one body for another that is in a different place (yes, that happens, although i only saw it once, and the mod was simply too good to not put here, hopefully that gets fixed in the future) kind of annoys me in a game about exploring space, i would at least like to have descriptions i can mostly understand and that keeps typos to a minimum. Here's all of the ones i have found that mostly fit into these criteria: Alternis Kerbol 1.7.3 Asclepius 1.5x Corelian 1.11x Dres moons 1.8.1 Eve moons 1.7.3 Galileo Planet Pack 1.12.1 Gameslinx Planet Overhaul 1.4.3 Ghekta 1.11.2 Heracleitus 1.12.2 Kronkus Planet Pack 1.5x Minor Planets Expansion 1.12.2 New Horizons Outer Planets Mod 1.11x Real Solar System 1.8x Xenonclave's Planet Collection Revived 1.7x After Kerbin 1.7.3 Before Kerbin 1.4.2 JNSQ Planet Pack 1.12.1 Kerbol Origins 1.8.1 Beyond Home 1.9.1-1.10x Blinding Light Levels 1.10x EventHorizon 1.7x Extrasolar: Planets Beyond Kerbol 1.7.3 Galaxies Unbound 1.12x Grannus Expansion Pack 1.12.1 Low Light Levels Blue 1.8.1 Low Light Levels Red 1.8.1 Precursors Planet Pack 1.9x-1.11x Seven Worlds Around Slippist-1 1.7.3 Whirligig World Planetary System 1.11.2 Endless Expanse 1.12.3 Other Worlds Reboot 1.6 Real Exoplanets 1.8.1 Strange New Worlds 1.8x-1.11x Are there any good planet/star pack you guys know that is not in this list? Thanks to whoever read this wall of text and have a good day!
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A place to add useful insights you encounter while using the KerbalEDU Mission Editor....post them below & I will add key insights to this following list... @MarkZero Summary of useful insights from TG collected over the years: KerbalEDU Mission Library & Editor: https://kerbaledu.com/missioneditor/ TG's Mission Editor Tutorial (links): Useful Reminders: Questions from KerbalEDU 1.3.1 Send TG Desk Mission Event Click Corner to expand Mission Editor Text Boxes EDU Function Tool--custom data plot in EDU Flight Recorder Set the Flight Recorder parameters Has TG ever hosted a mission "competition"... Share all the TG Mission .craft files Mission Variations Notes Create KerbalEDU youtube playlists New KerbalEDU 1.3.1 login 'SAVES" details KerbalEDU 1.3.1 ReadMe.txt Questions from KerbalEDU 1.2.2 I have not been able to get images to display in message windows via the Mission editor...what folder should I put the images in? Are there image size or dimension limits, file type (jpg only?), etc.? Can I make the Mission Library 'Launch in KerbalEDU' button launch the x64 version (it always launches the x86 on my machines which is not licensed since I activated the x64) I assume KerbalEDU must load Mods during main program launch rather than loading a mission launch? Or? KerbalEDU appears to handle .sfs in /saves/scenarios|training differently than folders in /DownloadedMissions Is there a difference between the message boxes in the KerbalEDU mission system v. the 'TutorialEditor' called by the 'Training' .sfs saves in stock KSP
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Useful Tips & Great KSP Content to Use with KerbalEdu KerbalEdu + KSP community: remarkable real world learning both in game & in the forums, human exploration, real rocket history, powerful aerodynamics & n-body gravitation models, beautiful artistry, physics studies, power of collaborative exploration & design. This topic thread is a summary of remarkable & inspiring KerbalEdu relevant KSP content that the KSP community has created. You are welcome to post your recommended additions. NOTE 2022 January: With TeacherGaming closing its doors, the login based KerbalEDU 1.4.5 & 1.3.1 are no longer available. Private Division has released, to current holders of KerbalEDU, the old installer based KerbalEDU 1.2.2 with a much more flexible license. This keeps KerbalEDU alive. The information below remains relevant in concept (just not the version numbers any longer) as many of these mods below have versions compatible with the old KSP 1.2.2. Consequently, I recommend using CKAN to help find KSP 1.2.2 versions of any mods you desire to use with KerbalEDU 1.2.2 A few example ideas: Study Friction by Exploring with KSP Study Atmospheres, Airships & 'Rockoons' while Exploring with KSP Compare Jupiter & its moons to a transit accurate n-body gravitation model of M class star system TRAPPIST1 Quick TGdesk KerbalEDU Reference Links: How to view lesson slides on TeacherGaming student app How to edit a lesson Links to the Files needed for TGdesk's lessons & also to the KerablEDU Earth History Campaign (EHC) How to install the TeacherGaming Student App Section 1) 'EDU Helpful Mods & Tools' Listed below are select KSP Tools & Mods that I work with frequently in KerbalEdu this is just a tiny example of EDU Relevant KSP Community MODS & Crafts since KSP has mods to do just about everything, these are just some I use often with KerbalEDU: Note: "Mods" are what you place in your GameData folder to add tools or otherwise change the Kerbal environment "Mods" come in versions so (usually) use the version of the Mod that was built for or most closely matches your KerbalEDU version, e.g. 1.3.x or 1.4.x etc. that said, I do use some 1.5.1 through 1.7.3 mods with 1.4.5 *.craft files are things you make in the VAB (Vehicle Assembly Building) or SPH (Space Plane Hangar) surprise complications: *.craft files are not always in the main Ships folder...they often are in a Ships folder inside your Saves folder Craft Manager is a mod that can help deal with that...e.g. load ships from anywhere *.craft files will ONLY load if all the parts are available, so *.craft with KerbalEDU function tools, energy spheres etc WILL NOT load in stock KSP ( KerbalEDU has its own Mod folders EDUegg & KerablEDU Mod folders after all ) so make sure all mods a *.craft needs are in your game data folder before KSP launch...for example, this include Tantares for EHC mission VI. ( & here are links to spreadsheet lists of many more mod combinations I sometimes use: TRAPPIST1, PlanesOnOtherPlanets ) KerbalX craft sharing; example modest Mod load FAR craft for 1.3.1: SU-35, Lockheed UAV, MiG-23 there are many unusual & amazing craft (including trucks, submarines, aircraft carriers with catapults & landing cables, helicopters, Interstellar Endurance, Star Trek ships, etc. often using additional mods. KSP's built-in DEBUG menu & 'Cheats': ALT-F12 easily toggle infinite propellant, electricity, unbreakable joints, no thermal destruction, etc if needed to focus time on a specific lesson topic that is not related to fuel mass, or limited electric, etc. Community created Online tools: a list of community built calculator tools for all sorts of requirements: https://wiki.kerbalspaceprogram.com/wiki/Calculation_tools for example, Resonant Orbit Calculator KSP Trajectory Optimization Tool (MATLAB) @OhioBob's remarkable "Make your own Atmospheres for KSP" & "Modeling Atmospheres in KSP" (advanced real atmospheric modeling discussion/lesson) other solar constants RemoteTech Player’s Guide Visual RemoteTech Planner for KSP link to a great online list of KSP mods sortable by category: Community Mods and Plugins Library Convenience Mods: CKAN (the meta mod to 90% of the time manage most of the rest of your mods & DLC missions? ) (CKAN merged the pull request to recognize the new KerbalEdu 1.4.5 build ID, so make sure to update your CKAN ) Draggable Navball (yes, the old version still works even in 1.4.5) Craft Manager Boot Print Tracks: (a.k.a. 'See! I really was there, but then....') EVA footprints! with Kopernicus Backport & Kopernicus Expansion Continued: KEX-EVAFootprints-1.7.1-5.zip Control Mods: TimeControl (e.g. students can slow down scenarios for better study or control ) TweakScale MechJeb2, MechJebForAll HyperEdit RCS Build Aid Editor Extensions Redux Recover and/or splice a craft from save files (.sfs): ShipSaveSplicer (verified working in 1.3.1 but not yet figured it out in 1.4.5) instructions: Other potentially helpful tools for Students: Science related: KerBalloons Trajectories Kerbal Engineer Redux (KerbalEdu comes with some of the code but I find the up to date full version more useful especially if other mods are installed) CorrectCoL (note this excerpt from post: "Stockalike CoL indicator for stock Aerodynamics, accounts not only for ILiftProviders. Please, don't try it with FAR (mod disables itself if FAR is found)." ) Kerbal Wind Tunnel ( only 1.4.5+ also support for FAR Continued is in development ) Transfer Window Planner, Astrogator Useful Tools: Landing Height All Y'All Continued - One-Button Common Action Grouping Surface Mounted Lights KAS EVA Enhancements Continued Easy Vessel Switch Take Command Continued Kerbal NRAP - Procedural test weights! DebugStuff Some Popular Aircraft & IVA Parts Packages: B9 Procedural Wings (see B9 collection via CKAN ) Procedural Parts Airplane Plus R 24. works fine in 1.4.5 Nice MKseries Body ASET IVAs: ALCOR, , MK1 Cockpit, MK1-2 Pod, MK1 Lander Can I use the 1.5.1 version in 1.4.5 with Textures Unlimited v.1.2.3.17 (on windows use -force-d3d11 ) ASET Props & Avionics I use the 1.5.1 version in 1.4.5 Some Rocket Models (both historic & current): Launchers Pack SLS RealScaleBoosters (good for RSS, TRAPPIST-1. If using in Kerbin System add the 'stockalike' configs to reduce rocket power = no longer 'realistic delta-v' models ) RaiderNick maintains a bunch of historic rocket packs FASA with RO FPS & Physics Frame Time Ratio management: KerboKatzUtilities Mods that alter parameters that break some EDU event triggers in some Missions or change the solar system which obviously breaks all stock scenarios/missions/training : FAR (Ferram Aerospace Research) 1.3.1 & FAR Continued for 1.4.x+ by @dkavolis...here is an _old_video of FAR aero model experiments... also note until a working transform exception can be created, do not use the EDU force Indicator with FAR: Realistic Atmospheres RSS (Real Solar System) SLIPPIST-1 RO (Realism Overhaul meta mods) RO & RP 1 Installation for 1.6.1 x64 KerbalEDU ONLY: Principia ( possible conflict with KJR ) precise n-body iterations...can even observe very nice real date & time solar eclipses in RSS: TRAPPIST-1, now a very good n-body gravitation model matching observed published planet transit data Fun (for example with a Kerbal School Club or extra-curricular event ): Planetary Domes We even assembled 'Bob's Bubble' @Thrimm: great for containing Kerbals & objects while kids practice EVA controls etc in space (or falling in atmosphere ;-)...here are some screenshots: Chatterer & Chatterer Extended Ship Sounds, docking sounds (search in CKAN) Omicron Flying Car (included this here because you can climb around inside these parts which is different...concept related to 'external command seats') Pood's Skyboxes or Oinker's Skyboc Brighter v2 or make me a properly aligned one with constellation markers using Space Engine (fyi for those newer to Kerbal...following KSP forum (and Github) members with mods you find interesting is one good way to find relevant KSP content, for example...linuxgurugamer has taken over maintaining a bunch of interesting mods ) Visual improvement mods: planetshine distant object enhancement heavier hitting = more strain your gpu but fun 'visual' mods: Astronomer's Visual Pack (AVP) SVE & SVT for the default Kerbol System RSSVE for RSS scatterer (we love it, but this is _the one_ biggest FPS slow down hit for our systems) again the above is just a tiny sample of KSP community made mods, for those new to Kerbal, there are many more fun or useful mods by the KSP community...depending on class topic...lots of great aircraft parts mods Section 2) 'Easier Useful Tips' General notes: KerbalEDU versions 1.3.1 & 1.4.5 have been more stable, less buggy, & more useful in my environment than prior versions especially when used with mods...Taking time to upgrade to 1.4.5 strongly recommended KSP 1.8.1+ runs even more smoothly...so hopefully TeacherGaming will eventually update KerbalEDU... EDU Mission Editor tips can be found at link. (note the TG mission editor recently went offline ~ 2019 July...waiting to hear from TG the reason why) These observations are based on KerbalEDU in the Windows 10 (updated slow release channel) environment running on 2nd & 3rd gen Intel I7 chips (e.g. 2700k & 3820qm) with older GPUs ( e.g. Radeon HD 6970 or 6950 or NVIDIA Quadro K3000m, or K2000m ) this post aims to cover the most common & biggest "in practice" issues: Please reply with your top additional insights & I will add them to this summary. EDU Relevant DLC missions: (to be determined) DLC is not currently included in KerbalEDU licences so requires additional purchase ( & 'install' = it is a "SquadExpansion" mod folder dropped into GameData) KSP "Making History" expansion DLC 1.4.0 DOES run its version of 'missions' in KerbalEDU 1.4.5 DLC missions are seperate & different from KerbalEDU missions DLC is not included by default with KerbalEDU. TT/SQUAD & TG should look into tax deduction opportunities for releasing this to KerbalEdu licenses...useful stock missions for grade schoolers. DLC 1.4.0 will run in even x32 KerbalEDU 1.4.5 RAM limitations BUT in Windows environment one must use -force-d3d11 to keep x32 KSP.exe RAM use at around 2.5 GB : see this topic Startup parameters (KSP wiki link): Unity engine flags that I use all the time in the windows 10 environment: helps easily switch focus to other window programs (e.g. file explorer) while keeping KSP on the screen -popupwindow helps reduce memory use if stuck using x32 KerbalEDU, also good x64 KSP performance in KerbalEDU 1.4.5 when used with Textures Unlimited: (use at least the version for 1.5.1 with KerbalEDU 1.4.5. Gives nice shading of parts plus removes the 'blue icons' issue in VAB & SPH when using DX11 with 1.4.5) -force-d3d11 Here is a screenshot of what a shortcut to launch KerbalEDU looks like with these two flags (you can use as many or as few flags as you want): Community KerbalEDU youtube channels: EDU explore & observe channel includes playlists of select top remarkable EDU Aero-Astro content we have found so far on youtube...here are a few examples of amazing & beautiful real rocket history & astronomy from the playlists: Community Kerbal youtube channels especially relevant to KerbalEDU: Tutorials: Scott Manley @illectro (links to his "tutorial playlist"...he has other interesting KSP playlists as well). two examples in box below of EDU relevant KSP talk through tutorials with key distinctions students could study at home History: Bob Fitch e.g. "Project Alexandria: the history of human spaceflight from the 1500s all the way to today, carried out in Real Solar System." and other series Matt Lowne @Matt Lowne has some interesting 'real' craft history explored in KSP & a 'special box' & 'related channels' that list KSP players making interesting KSP youtube content. (note: any may need a brief edit before use in the classroom, etc.) Example KSP Youtube Tutorials & History What is KerbalEDU v. KSP: TIPS for when you encounter unusual lags: New Portal: TGdesk KerbalEDU 1.3.1 & 1.4.5+ integration = REQUIRES INTERNET CONNECTION TO LOGIN EACH TIME but is PORTABLE & CAN BE RUN FROM USB DRIVES (versions 1.2.2 and earlier were "installer" based = not portable and only required internet 'once' for activation): Section 3) 'More Technical Useful Tips' TG App & KerbalEDU: adding various forms of EDU Missions & KSP Community Mods to "TeacherGaming\games\kerbaledu\" Where are...? in the "TeacherGaming\games\kerbaledu\" Changes While 'In-Game' etc. = About GameData, & EduMission .sfs Files & Kerbal Folders & KerbalEDU missions (note: these are different from KSP "Making History DLC" missions): USB drives & GameData & KerbalEdu 1.3.1 & 1.4.5 TGdesk login Portability: This is helpful when you are building your class/lesson plan...you can make & keep 'master" KerbalEDU folders or even just the GameData folder. Then copy these to your student computers (efficient ways to do that vary depending on the complexity of lesson mods, # of student computers) TGdesk versions of KerbalEDU ( = 1.3.1 & 1.4.5 ) are portable so you can easily copy/revert to whole preconfigured folders & you can even give each student a USB drive with KerbalEdu & your custom GameData folder (or even let advanced students modify their own GameData folder to meet their needs for the project)...students can run KerbalEdu from their USB drive from any sufficient spec computer with an internet connection. Saves, Ships, & GameData folders generally contain all you need to make one whole KerbalEDU 'install' folder the same as another (using the same kerbalEDU version, of course) if you do not want to copy the entire 2+ GB all the time). for example, I often create a folder "1Var" and put just the Saves, Ships, GameData & CKAN folders in dedicated folders for various configs...e.g. KerbalEDU, KerbalEduFAR, KerbalEDUroRSSprincipia, KerbalEduTRAPPIST1, KerbalEduPrincipia, etc...then you can just copy the folders as needed or drop junction links... Here is a screenshot showing an example folder structure: Enjoy Exploring! & the KerbalEDU Flight Recorder ;-) Section 4) 'Archived/Outdated...relevant history' Original Portal: KerbalEDU mission links: KerbalEDU made the original Mission Editor that uses its own EDU event system. stock KSP now also has a Mission Builder in its 1st 'extra cost' expansion. The Making History Expansion missions do run ok in KerbalEDU but are NOT linked to KerbalEDU event system.
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I got an awesome new gaming laptop to play KSP with, but it has poor battery life. So, I went and bought a new Maxoak 50000mAh power bank to use with it. It was going fine until it kept shutting itself off while I played KSP. If I wanted to play KSP, I'd have to lower my rig's GPU to low power mode, or else it would trip the power bank. I looked at what happens whenever I did this, and apparently the battery rapidly alternates between being charged and not being charged while on higher performance modes. It would be stable, but the Maxoak is programmed to automatically shut itself off if it's not charging something. This makes it totally unusable. I went to Reddit with this, and I've had no luck. Does anyone here know how to fix/workaround this?
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I am quite an armature when it comes to "inter planetary missions". When i tried to get to duna, I managed to get in alignment with its orbit (with the sun). All i have is a couple small xenon tanks and one big one (all full). Is there a way i can manage to get into orbit with duna?
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So, I downloaded a mod (I assume though that this doesn't change anything about the rescaling process) and was trying to rescale something. I wanted it to be bigger to be able to hold all the cargo I needed it to. I went into the config file for the part and saw the handy parameter; RescaleFactor. I quickly set it to 2 and went to load up my game again. Once in it though, I found all my nodes had disappeared!! I figured out that it was because the nodes didn't scale with the rescale factor. I then tried to open the part model and edit the node positions, and quickly found out I couldn't do it/understand a single thing about part modeling. Then I remembered that the internet existed. I googled my problem and found this thread: I think that the answer I am looking for is somewhere in this thread, but I am just to stupid to understand it. If anybody could tell me what values I have to change and by what amount to put the nodes back where they belong it would be much appreciated. (Using Tundra Exploration and trying to scale the Starship Cargo Bay to 1.5 so I can fit more inside it.) P.S. I am also rescaling the whole craft so that it fits and matches up with the Cargo Bay part.
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Hello there! Recently, I have been having major problems with Kronal Vessel Viewer. When I say major, I mean that the little button for KVV doesn't even show up. The mod doesn't work at all. I have downloaded the dependencies, but they haven't worked either. I have done what I do with every mod which is putting the extracted .rar or .zip into the GameData folder. I suspect two problems that I can't fix myself; 1. the Toolbar Controller and ClickThroughBlocker dependencies are for different versions, as one of them doesn't support 1.9 and only 1.8 2. the latest continued Kronal Vessel Viewer I could find is for 1.9.1 and I am running 1.12.2 Any help is greatly appreciated! Fingers crossed, SecondHandRocketScience, Founder and Chairman of Acorn Aeronautics
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Hello, i recently have encountered a problem, ksp gets stuck on loading the massive booster part from the squad engines folder, so i decided to delete it to see what would happen and it got stuck on another part in the same category, this issue wasnt caused by anything as at the time this happened, i installed no mods or updates can anyone help ? its been a LOOOONG time since i have played ksp (because of this issue) (i suspect restock or stock waterfall might have something to do with this)
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Greetings! My name is Andrii and I'm Italian. I discovered this fantastic game years ago and I'm happy to be here on this forum. To start I have a couple of questions: Where can I post an announcement here in the forum to introduce the new Italian community created by the players and make it known to my compatriots? When I get over 5 published posts I can finally put my profile picture up, right? :D
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So, my experiment station is on the far side of the Mün. A solution is usually "Hey, let's connect using a relay. Easy peasy, right?"' Nope. These guys have pretty good relays, GREAT connection all around-- just not to each other. Yes, I've looked at other threads, like https://steamcommunity.com/app/220200/discussions/0/135510669598463932/, , and other things. There a setting or something? Maybe my mods are a bit of an issue? Info (though none of my mods really do relay stuff, I... I think): Version 1.10.1.2939 Network view: Actual Relays: Any help very much apprec'd :)
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Not sure if this is the right thread, but when KSP accounts switched over to private division ones, I tried to log in with the same passcode for my kerbal account and the same email. The account did not let me log in and there isn't much on the issue. The verification email doesn't work as well, so I am very confused. Any help would be appreciated. It might be because the password requires a special character and stuff, my old password didn't have it. I don't know anything but that MAY play a role
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So, a while ago, I made a nice logo for one of my imaginary aerospace companies, Schmeissen Industries, which I put on a custom mousepad. A few weeks later, I decided to jump back into KSP, and, what the heck, might as well use a custom logo, too. So, I followed the tutorial on the KSP wiki, made my flag fit into the parameters, then inserted it into the appropriate file location. I launched the game, and, lo and behold, when I went to start my new career save for 1.12, the flag was there! I was rather pleased with how it had turned out. One problem, though - when I went into the VAB to make my first craft, the big flag on the wall was blank. As was my command capsule's flag. I noticed that the flag selector was also a blank white, so I clicked on it. Turns out, the game automatically de-selected my chosen flag. I was a bit miffed, but when I clicked on the custom flag, it appeared, just fine, on the big wall flag and the capsule. Then, I launched the craft. Flag showed up on the capsule there, too. I launched fine, got one or two contracts done, then proceeded on. BUT, when I entered the VAB, the same thing had happened again. Both flags were blank. I had to re-select my custom flag every time I exited and re-entered the VAB. Why is this happening?
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Sooo uhhh, first time on here but, Im reinstalling some mods for airplane stuff and reinstalling BD Armory but Some parts wont work. Mod List: Imgur: The magic of the Internet