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  1. I am working on a part with RCS ports, so I can't use stock RCS effects (they appear to be multiparticle effects, and don't work well with the model in question). Unfortunately, KSP PartTools' particle emitter breaks my saved particle effects, and the "set up particle emitter" button does absolutely nothing. I'm going to see if I can get my effects to work without it, but I doubt KSP will support them. Help.
  2. I'm interested in how many people are already playing the latest version, or for what reason are still playing an older version? Tell it in this topic and choose the version you mainly play in the poll. Now to me: I play mainly on my modded KSP 1.3.0 because i dont used CKAN for the mods and i dont want to upgrade all these mods manually, i just stay on 1.3.0. When i finished the exploration of my OPM 1.3.0 i think to start something with another special Solarsystem-mod in the newer Versions this time only with CKAN.
  3. So, what should I make a collab on? I had an idea of doing a collab on solar system exploration, in which every person would work together in a new stock sandbox (or maybe career) save to send missions to every planet and moon in the kerbol system. I'm sure if that would be a good idea for a collab though, so that's why I am asking.
  4. The Saturn L1-N3V is a rocket that is a combination of a Saturn V and N1-L3 (hence the name). It's the first of what I call, "Combined Rockets", where I take parts of one rocket and combine them with parts of another rocket. The Saturn N1-L3V was created when someone thought: I wonder what would happen if i combined a Saturn V and N1?. This rocket consists of a Saturn V first stage, N1 Block B second stage, S-IVB third stage, a Blok D lander and munar orbit insertion stage, and a Apollo CSM and LK Lander. Images of the rocket in action are below: Saturn N1-L3V on the launchpad Liftoff with the S-IC Saturn V first stage Separation of Stage 1 and 2 N1 Block B second stage ignition Separation of Stage 2 and 3, revealing the payload TMI w/S-IVB third stage S-IVB separation, with Blok D, LK Lander, and Apollo CSM visible Blok D placing the spacecraft into Low Munar Orbit Kerbal doing an EVA to the LK Lander LK Lander undocked from CSM Blok D preforming De-Orbit burn LK Lander about to touchdown Kerbal on EVA next to a flag after successful LK Landing (ignore the Blok D engine firing nearby) Liftoff from the mun w/the LK LK ascending from the munar surface LK nearing the CSM spacecraft LK and CSM docked Discarding the LK Lander TKI burn with the SPS engine Approaching Kerbin Command Module separation from Service Module Re-entry Parachutes deployed Touchdown on Kerbin Craft Stats: mass: 458.49t, cost: 180,600, parts: 182, crew: 3 (Apollo Command Module), 1 (LK Lander) Downloads: KerbalX Steam Workshop Enjoy using this interesting craft, and if you decide to use it in a video, I would like to be credited. But anyways, enjoy using it, and I plan on making more rockets like this soon!
  5. I think i found a way to stop the fuel from boiling away without installing extra mods! 1. Go to your KSP folder and enter the "Game Data" folder. 2. Go into the "Real fuels" folder and then into the "Resources" Folder. 3. Look for a file called "ResourceHsps.cfg" and enter it with notepad. It should look a bit like this: @RESOURCE_DEFINITION[LqdOxygen]:FOR[RealFuels] { %hsp = 0 // specific heat capacity (kJ/tonne-K as units) // recalc, mols are for O2 on wiki %vsp = 0 // heat of vapourization (KJ/tonne as units) %conductivity = 0.152 } ... 4. Look for this: @RESOURCE_DEFINITION[LqdOxygen]:FOR[RealFuels] { %hsp = 0 // specific heat capacity (kJ/tonne-K as units) // recalc, mols are for O2 on wiki %vsp = 0 // heat of vapourization (KJ/tonne as units) %conductivity = 0.152 } @RESOURCE_DEFINITION[LqdHydrogen]:FOR[RealFuels] { %hsp = 0 // specific heat capacity (kJ/tonne-K as units) // recalc, mols are for H2 on wiki %vsp = 0 // heat of vapourization (KJ/tonne as units) or 8.97 * 10^5 or 8.97E5? %conductivity = 0.072 } 5. Change the value of "%vsp = ..." to 0 at both fuels. 6. Save and enjoy the game without fuel boiloff! If somebody has a better solution please let me know!
  6. So, I'm wondering, out of the dlc that kerbal space program has, which DLC, if any, is your favorite or the one that you like the most? I personally like Making History because of the Mission Builder since I've recently used it to make some historical recreations of missions and similar things also. The parts are also good, but I would like it if there were more parts in the dlc based on real life ones. What about you?
  7. This is my stock ksp recreation of SpaceX's starhopper test vehicle, which recently hopped 20 meters untethered on July 25, 2019 and will hopefully hop 200 meters in August. It's still a WIP though, but I'm almost done with it! Here's some images: My Recreation (using Making History for some parts) Real Life Starhopper My Stock Starhopper Recreation "hopping" Real life Starhopper hopping My Starhopper Recreation after hopping, back on the ground One time I tried landing it on the VAB, and this happened (turns out its pretty durable, not the VAB though) Downloads: KerbalX Steam Workshop
  8. The date is February 20, 1962. NASA is about to launch the first American into orbit, John Glenn. In this mission you will be recreating the Mercury-Atlas 6 flight, which brought John Glenn into orbit and back. It includes some realism, with some things that actually happened during the 3-orbit mission. Operated by NASA as part of Project Mercury, it was the fifth human spaceflight, preceded by Soviet orbital flights Vostok 1 and 2 and American sub-orbital flights Mercury-Redstone 3 and 4. I think I did a pretty good job at recreating the mission using the mission builder, and I hope you will enjoy playing it! Below are some images from the mission: Mercury-Atlas 6 on the launch pad, with the Friendship 7 capsule. Shortly after launch, when you are told to start pitching and what orbit you need to get into. Separation of the Atlas booster engines. Shortly after you get into orbit, and have to decouple from the Atlas. Image of Friendship 7 in Orbit. A problem happens during the beginning of Orbit 2 (like the real mission). The Retro-burn after 3 orbits. Re-entry. About to splashdown, with the KSC in the distance. Also, most of the mission parts are automated (like when you launch, fire retros, separate from Atlas, etc.). So just do what Gene tells you to in the Mission and if anyone finds problems, I will make updates that will fix them. Enjoy! Download Links: KerbalX, Mediafire, Steam Workshop
  9. I am taking up Mopoii's The Martian Challenge - Recreating the film's Ares III mission and logging the mission here. Of course this has been done before, but this time Squad has made robotics available in the latest DLC "Breaking Ground", which helps to create cooler and more accurate craft. Wherever possible I have mirrored real life rockets in the game, like the Constellation Program Ares I and Ares V, the US Delta II and Atlas V, and Chinese Long March 3C. The fictional craft also mimic the conceptual artwork where possible and are built to a realistic scale. The use of robotics also allows for inclusion of some of the sequences in gameplay, such as recovery of the Pathfinder and RTG for use in the SEV Rover. As Mopoii says: Many of you will have seen The Martian (or even read the book!), and you will know it’s got a great storyline which is relatively realistic. That is why I thought it very interesting to recreate it in KSP. Therefore, the point of this challenge is to recreate the Ares III mission displayed in The Martian. You will have to design the vehicles present in the story, and then attempt to save Mark Watney. So here is my recreation of The Martian in KSP...
  10. I have NO MODS installed, I've tried completely reinstalling the game, I've tried restarting my PC, I've tried launching the game from steam and directly from the directory, I've tried restarting steam, And nothing works. I got no error logs and the game worked before. The only thing I know that might have been the cause is that I've tried installing Realism Overhaul via CKAN and ever since it didn't launch. I have no idea what to do anymore.
  11. This seems to be an issue that appeared after updating from 1.7.0 to 1.7.1 every time I try to launch the game (in 64 bit) it will load about half way to 2/3 the way through and then stop and sit on a file. Ex. It will display Squad/Spaces/Placeholder/internal/Placeholder. Also on every one it gets stuck on it’s in a ‘spaces’ folder. As far as for RAM I have 16gb ant it is always at 60% utilization when the game stops loading (about 5.6gb). Also, when I delete the file that has broken the game and relaunch it just goes to another internal.cfg file and freezes. Btw when I say freeze I mean that it stope day loading but the background and stuff still change. any help is highly appreciated, thanks in advance
  12. Game needs stock procuderal wings and parts (Plates,and tails,fuselages,etc). This can increase craft diversity and realism of game.
  13. Hello, I am playing KSP 1.6.1 with RO and a bunch of other mods, however I am struggling to replicate the Luna missions. I am using the pre-made "RN Stock Luna 2" craft (from the Soviet Probes and Soviet Rockets mods by Raidernick), the craft has plenty of Dv, but I am still unable to reach/impact the moon. Correct me if I am wrong, but here is my understanding of how the real mission went: 1. Launched from Baikonur 2. Reached an altitude of about 200-300km (could not find an accurate number), before the main engine of the second stage ran out of fuel 3. Removed the fairing 4. Decoupled the upper stage, and lit it's vernier engines 5. At the right time it lit the upper stage's main engine as well (the RD-0105) 6. When the impact orbit was reached (or in the case of Luna 1, slightly after) the engines shut down. 7. Decoupled the probe 8. Impacted/flew close by the Moon Here is what I am doing in KSP RO using the RN Stock Luna 2 craft: 1. Set the Moon as target 2. Wait until the inclination of the orbit is as close as possible to the one of the Moon (around 17.5 degrees, according to Mechjeb's Rendezvous Planner) and the moon is in a proper position (not too far behind or in front of what would become my transfer orbit trajectory) 3. Launch 4. Reach about 200-300 km, decouple, light verniers, etc. 5. Use Mechjeb's Maneuver Planner to create a node automatically 5.1. Select "bi-impulsive (Hohmann) transfer to target" 5.2. Select "intercept only, no capture burn (impact/flyby)" 5.3. Select "create node at next apoapsis", because otherwise it creates a node after one orbit has passed, and the craft is not in orbit 5.4. Click "create node" 6. Align the upper stage with the node, wait untill the required burn time is split 50/50 before and after the node. 7. light the main engine, burn until fuel runs out. The craft itself (according to Mechjeb's Dv stats has 13176 m/s of Dv. However no matter what I do I still fall short by at least 1000 m/s of Dv on the upper stage. I tried warping back and forward before launching to change the position of the Moon in it's orbit, tried playing with the inclination and initial altitude, but no luck. What am I doing wrong, why am I unable to reach the Moon? I tried looking for a tutorial/info about this mission and it's mission profile, but I was unable to find anything detailed.
  14. The Veneium (Based on one of my missions) (First story under the code-name Expedition 5) ____________________________________________________________________________________________________________________________________________ "Even a small group, can succeed in everything, or destroy the world" - Me CHAPTER LIST (Now): Short info: Every mission related to Expedition 5 will fall under the code-name Expedition 5. Warning: this warning is written in comic sans MS. A little bit bigger info: Even including the fact that the story is about a station, very little will be written about it. (at least the first chapters) The story (chapter 1):
  15. I have this weird issue where my craft, without SAS on, will go out control. I don't have any extra controllers attached that would send inputs into the game, and I have tried the old trix of Alt+X to correct any trimming but it seems to be fighting me. When I rotate into certain positions as well, it will always want to be on a slight angle. I recorded this wild situation. Any help would be lovely! If you notice in the bottom left where Pitch, Roll, and Yaw are, they are not on their zeroed position, they are slightly off while SAS on like they are being forced. It is so weird!
  16. Hey folks, If interested, I've just uploaded a new KSP video on YouTube if you guys want to check it out. Would appreciate the feedback and pointers if you guys have em'. I wanted to make this for new players who are joining from playstation side and haven't gotten the chance to play Kerbal Space Program before (like myself!) Just want to say that I think Kerbal Space Program is a great example of an outstanding game. Great message and gameplay combined - I could go on for hours .. but then people think you're nuts. here's a video I made instead... Here's the link:
  17. Background: There is photographic evidence of life in the deep oceans of Laythe. Kerbal scientists want more conclusive evidence. Funds are short, so private contractors are asked to bid for the chance to change the way Kerbals see their place in the universe. Build a lowest cost mission to Laythe, from KSC launch pad, to the DeGrasse Sea biome, do a Mystery Goo experiment, and bring the science back to Kerbin. The twist is: The Mystery Goo experiment must be done on the DeGrasse Sea floor. Rules: Stock parts (including Making History) only, no mods that change game and parts physics, - exclude command chairs (we don't want Kerbonauts going puff in the upper atmosphere), All other flight and aesthetics mods OK (except of course, NO Hyperedit, config file editing, etc). Please check with this forum thread all mods you intend to use, and list them all when submitting. The mission includes two Kerbonauts. At least one Kerbal needs to land on the surface of Laythe. It is optional whether the Kerbal goes to the ocean floor. Both Kerbonauts must return alive to the surface of Kerbin. No formation hang gliding. Spend the Kredits to include a chute, and land your Kerbals safely. No clipping of parts in a way that will change the physics / aerodynamics of the craft. Minor clipping (e.g. into fairings) is OK. Players may turn pressure limits off to avoid the Mystery Goo experiment exploding at depth. ISRU is allowed anywhere, but not on Kerbin. Craft must be fully fuelled for launch in the VAB/SPH Leaderboard will be in order of cost of craft in the VAB at launch (with and without recovery of craft) Leaderboard 1: no recovery @jinnantonix 32,985 funds. Video Craft ISRU equipped, staged spaceplane with dolphin-diving Laythe landing jet. @dnbattley 33,059 funds. Album Craft Cheapo Laythe Rocket (CLR) Mk 15 a.k.a. "The Pleasuredome". A non ISRU non-recoverable craft. Some very clever minimalist techniques are used. Congratulations on being the first on Leaderboard 1. Leaderboard 2: with recovery (cost in the VAB/SPH minus 90% depreciated recovery cost + cost of any components expended during the mission). @jinnantonix 52,865 funds. Album Craft. Low cost SSTO. Fully recoverable including the science experiment and attachments. @farmerben 90,650.26 funds. Posted here. Impressively big SSTO seaplane with ISRU, which can land and take off from the sea. Used RTGs to sink the goo to the sea floor. Rogues Gallery: For entries that don't quite meet the rules or objectives of the challenge, but want to submit anyway @bayesian_acolyte 26,593 funds. Album Craft file. Sandbox mode. Amazing SSTO which uses a lot of clipping to reduce aerodynamics “including overlapping NERV and Whiplash engines, a weird fairing, 4 fuel tanks on top of each other, and a few other instances”. Super clever minimalist design, showing the benefits of ISRU and spaceplane components for this challenge. Does not meet clipping requirements. If legal would have been a contender for winner in Leaderboard 2. .
  18. Can someone give a tutorial on node attachments. How to place them on your mods parts. I have learned how to create mu files to export into ksp, but my nodes are not in the correct place, and my collision mesh isn't working correctly either, I mean I can place them into the construction area, but cannot select them again to move them or reposition them.....so please someone help me
  19. Have been wondering lately as to when the majority of people here started playing, so I created a poll. POLL i gave you guys one chance to use the "other" option...
  20. I think most of the players have met a problem: when you create something that is used for displaying and filming, the framerate will drop below 5 due to the physics calculation, and sometimes crafts will explode during the filming process leaving a stuck KSP on my computer. If the physics calculation can be temporarily shut down, things will get way better. Are there any mods that can achieve this purpose?
  21. Hi, I love the idea of realism with plane building in KSP, challenge and functionality as well as a realistic look and testing process over performance when building aircraft. Hi have played around with building my own turbofan engines in KSP and fitting them on planes trying to get the best performances without killing my test pilots. I've successful built a handful using propeller parts to build a fan, smaller propellers part clipped to make a low pressure compressor stage and small jets engines to act as a high pressure compressor stage (and deliver most the thrust). I then use structural panels in an attempt to house the engines and they work fairly well. The biggest issue I run into is the size, in order to fit in all the separate fuel tanks and piping needed for each stage the engine ends up being way to large to look scale. This a very fun and rewarding build, as I love the realism and the thought that goes into trying to reduce weight and increase thrust and efficiency, when just adding a stock turbo fan is just way too easy! My idea is a mod that includes parts such as Fans (high and low bypass for efficiency or power), compressor blades (adding more creates more thrust but more weight and less efficiency) and combustion chambers where the amount of fuel per second can be selected or different in available parts to increase thrust but reduce efficiency. I would then like to have the ability to customise engine housings with a method similar to how ferrings and created for rockets. A mod like this would give players the ability to completely scratch build engines in all sizes for all purposes for your own aircraft and create a whole world of challenges and achievements, for instance creating small regional jets that have the ability to transport a small number of kerbals over small distances very cost effectively, or long range jet bombers or passenger jets to transport kerbals around the world like the A350xlr and even giving a challenge to creating a supersonic jet that isn't just "add more engines". Anyway, I have completely no idea how to do computers and so creating mods is way beyond my comfort zone. However I believe this is an idea that many people would enjoy and potentially could have a place in the game itself. If anyone out there thinks this is a cool idea, please do comment, or if even better anyone out there thinks this maybe possible or thinks they could give it a go, please get in touch! HAPPY FLYING! Here's a few concept part ideas. take a look, let me know what you think, make any changes etc! https://drive.google.com/open?id=18MPGg6PkEneFf7mDVaWzIsTF0gTe5xPj
  22. Hello, and welcome to the munar base collaboration challenge, where we as a community will be working together to build a mun base under restrictions, like a budget! (Inspired by the Kerbin Collaborative Space Station Challenge by @Ultimate Steve) The Beginning Its been about 50 years since KASA has first went and landed on the mun. KASA hasn't been back since then, and people are urging them to return. KASA has given us a total budget of 1.75 million kilofunds (AKA 1,750,000 funds) to build a mun base that will deliver crews and tourists to and from the base. The base will be called Munbase One. In this challenge, the participants will help construct the base using existing rockets to launch each part they have created and landers. We will be sharing and passing around a savefile that I have created to accomplish this. LKO is a 100km orbit. The Rules No Cheating, No savefile editing, No controlling other people's parts, only your ones, Everyone must work together, You Must Use An Existing Rocket For Launches, No Creating New Ones, You Can Do Simulation/Test Launches Before The Actual Launch That Costs Funds For "No Cost In The Budget", You Must Use Stock KSP, No MH The Launch Vehicles/Rockets There are 6 launch vehicles to choose from. You must use one of them for launching, not make a new one. You cannot change fairing size, unless you want to pay an extra 12,500 funds. Rocket 1 - Ares IIB Cost: 17.1k. Tons To LKO/TLI: 3.5 tons. Flies Once Every: 25 days. Ares IIB is NOT Kerbal Rated (Meaning Kerbals Cannot Fly On It) Rocket 2 - KLS Cost: 103k. Tons To LKO/TLI: 20 tons. Flies Once Every: 100 days. KLS IS Kerbal Rated (Meaning Kerbals Can Fly On It) Rocket 3 - Katurn III Cost: 52k. Tons To LKO/TLI: 12 tons, but can be pushed to 13.5 tons. Flies Once Every: 60 days. Katurn III IS Kerbal Rated (Meaning Kerbals Can Fly On It) Rocket 4 - MV12 Cost: 24k. Tons To LKO/TLI: 5 tons. Flies Once Every: 35 days. MV12 Is NOT Kerbal Rated (Meaning Kerbals Cannot Fly On It) Rocket 5 - Kova VT6 Cost: 67k. Tons To LKO/TLI: 16.5 tons. Flies Once Every: 72 days. Kova VT6 Is NOT Kerbal Rated Rocket 6 - Ares IIC Cost: 25k. Tons To LKO/TLI: 8 tons. Flies Once Every: 40 days. Ares IIC IS Kerbal Rated Participation and Launch Plan Everyone that participates will each build their own separate part for the base. The parts will also be launched in order, one at a time. We also have to decide where on the mun is the base place to build the base, once we agree on the best spot on the mun to build it, then we can start construction. We also have to not go over budget, or the challenge is lost. Restrictions These are the restrictions for everyone that participates: Here is the current launch plan, if you want to launch a part that someone else hasn't chosen, tell me in a post below. Participants: @Johnster_Space_Program @Rocket_man1234 @Bill the Kerbal @Ultimate Steve @VA7NFH The Launchers (All 6 Rockets .craft files): https://drive.google.com/file/d/1eYiKDHjDFTGyF-UsH-T1Got8aJB4b8ME/view?usp=sharing Mun Base Plan Spreadsheet (Add To It!): https://docs.google.com/spreadsheets/d/10E4nOUEnGMonw6QJEy7B7FKFzueSDRLnwy4RXsGcD38/edit?usp=sharing To Everyone That Participates, Good Luck!
  23. Hello! I updated to the new KSP version 1.7 and am getting so bad performance. I still have KSP 1.6 installed with better time warp, Kerbal engineer and restock mods installed and I'm getting higher performance overall. Meanwhile in KSP 1.7 I have only better time warp installed and the performance is bad. How can I increase my FPS without making the graphics looking pixelated (DO NOT TELL ME TO UPGRADE, THAT'S NOT AN OPTION!!!) My laptop specs: MODEL - Asus X540SA OS - Windows 10 Home 64bit CPU - Intel Pentium n3700 1.6GHz up to 2.4GHz boosted. GPU - Intel HD graphics 548MB VRAM RAM - 4GB DDR3 HDD - 500GB 5700
  24. Welcome to the first annual KSC Car and Air show. This is a special contest for builders of cars, trucks, planes, and other wacky stuff. It is a community driven air show where KSP players can upload their craft here to be a part of this event. After all the slots are full, I will set up all the stuff in a save file, and then I will announce the winners of each category. I will also share the save file with everyone else, so they can find all the craft in one place. Have fun! Uploading guidlines: PLEASE INCLUDE A CRAFT FILE!! Also, please include screenshots, a good description, and the category of entry. (Cars/trucks/small aircraft/large aircraft/crazy wacky stuff) No more than 1 entry per category per user. STOCK ONLY! (Ven's stock revamp and BDarmory are allowed, as well as Airplane plus, KAX, Tweakscale, SXT.) DEADLINE: THERE IS NO DEADLINE! HA HA HAHA!! Open slots: Light Aircraft: 0 SLOTS OPEN. SUBMISSION IS CLOSED. Heavy aircraft: 0 SLOTS OPEN. SUBMISSION IS CLOSED. Cars: 3 slots open. Trucks: 4 slots open. Wacky stuff: 5 slots open. Sponsors: Thanks to our sponsors, Forests Inc., And Bullseye LLC. ALL RIGHTS GO TO SQUAD for the images. Current entries: "Heavy Aircraft:" Haruspex. (Condor) Thor_Wotansen. (Borr) drtricky. (ABH-17 Rapture) ShadowWolf56. (Boeing 737) Skylon. (SB-1 Dragonfly) EpicSpaceTroll139. (Airbus A380) DarkLion. (Batwing-SSTO) Draconiator. (KTR-10NP) DunDun92. (KC-1 Transport) ImmaStegosaurus. (AN-12E) "Light Aircraft:" Triop. (F-20 TigerShark) NotAnAimbot. (F-2F) LazySoUseHyperedit. (Cessna) TheEpicSquared. (AF-1) GDJ (Kraken-MK1-Disarmed) DunDun92. (F-10 Striker) Mumbro Kerman. (F-16C-50 Fighting Falcon) Draconiator. (Kerbtrolite-K-1) PaperAviator. (MIG-21) Draconiator. (IHNCWTNT) (I have no clue what to name this) "Cars:" Azimech. (Charger RT-31) tgaerospace. (TSG Zelion) qzgy. (BAC-Mono type 5) 53Miner53. (Formula-Solar-Stock) GDJ. (Avro-G-Prix Special) Dark Lion. (Kustom-Krazer) doggonemess. https://kerbalx.com/LevAerospace/M8-SpyRover-II-ORV(M8-Spy-Rover-II-ORV) "Trucks/tanks/trains:" KenjiKrafts. (10-15-Hllensturm-HDMT---32) Qzgy. (Mallard V3) NotAnAimbot. (Wolverine-2A1) EpicSpaceTroll139. (Oskar-Mayer-Wiener-Mobile) 53Miner53. (Deora-II) Ozelui. (Cargo-mate tractor) (Exo-Trailer) "Wacky stuff:" PaperAviator. (Canada Goose) EpicSpaceTroll139. (E-50A - Triton) DarkLion. (Bo) HB Stratos (BAC-Concorde) Andetech. (ADX-FJC Flying Car)
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