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About me



Found 7 results

  1. I noticed a problem recently, whenever i start KSP, around 8-9 gigabytes get taken from my storage. I'm using Win10, Newest KSP version and i have around 10 mods. It starts when i load the game, taking up around 4 gigabytes, then when i try to load a save or something, that number increases to around 6, then it slowly makes it way to 8 or 9 gigabytes. All of those go away when i close the game, but it stills makes my pc slow until it starts filling up to the last gigabyte. The most intense one i had made me have 30mb left on storage. I have tried uninstalling all mods, but it still happens. If anything else is needed to help me out, just tell me and i'll try to get it.
  2. So I wanted to Hype up for KSP so i took some mods (Much mods) and played i Created a mun base and noticed i cant use the Swivel Engine and some Thrusters in General or I cant Change how much fuel is in the Most Tanks Which mod is causing this? https://imgur.com/q9sGfUa On This Picture you can See that i cant do it https://ibb.co/WH4QRvy Here you can See what mods i have installed Just Tell me if you need more information
  3. Hi, I have a quick question. Is there a mod adding radial storage bays? If not, do you know of anyone who has started a similar project? Thank you in advance.
  4. Current version: 2.5 for KSP 1.12.2 License: CC Attribution Share Alike 4.0 International ---------------------------------------------------------------------------------------------- I've been using this part for a while now since the stock one is way too big for some rovers and pods and I don't like to take up so much space to return multiple copies of an experiment. Any way I searched all over for something that would work, and this is all I was able to find, and it was way out of date and did not function with 1.5.1. The mod was originally made by Talisar but he has not been around for a very long time and the license grants me the write to continue to work on it so here it is in case someone else has the same needs I do. ---------------------------------------------------------------------------------------------- v 2.5 (12/15/2021) - Updated for KSP 1.12.2 v 2.0 (06/04/2020) - Added the ability to "collect all" science from the vessel the container is attached to by right clicking on the container. - Added "Collect All" to the action group abilities. v 1.0.3 (06/02/2020 - Updated for KSP v 1.9.1 v 1.0.2 (12/20/2018 - Updated for KSP v1.6 v 1.0 (12/03/2018) - Reconfigured folder structure and updated all cfg files for KSP v1.5.1 Available on CKAN Download from Spacedock
  5. Greetings, Skunk Works lab was wondering if anyone remembers a Mod that allowed you to build a rover, and PACK it into a container to be un packed later? We are integrating Cargo bays, and wondering about this mod. I think it was available back in 1.0 or 1.2 Thanks
  6. Hey all, quick question. My KSP seems to be having issues with more than 30 Science Reports stored in one module. Is this strange, or is that the limit? I don't seem to be able to scroll past 30 when viewing reports, they're trapped beyond the scroll limit. I can store as many as I want in the capsule, but I can't get at them to process them or transmit or what have you... Thanks!
  7. Hangar - store your vessels until they are needed Support me On Patreon! Introduction Hangars are parts that can store whole ships inside. Stored ships are not docked but unloaded, which reduces part count considerably, improving framerate and memory footprint while allowing to carry out missions of great complexity. Aside from the hangars themselves the mod provides a set of utility parts that help in various usage scenarios. To further reduce part count, most parts (including hangars) have multiple integrated modules and resources that are balanced and often eliminate the need to add such things as batteries, lights, generators, probe cores and reaction wheels. Features Many different types of hangars for any application Most hangars may be rescaled to the needed size and proportions via tweakables Ships could be stored in hangars at construction time Crew and resources can be transferred between a ship with a hangar and stored ships Ground hangars have anchors for comfort use on low-gravity worlds An asteroid can also be stored in a hangar. If it fits, of course. And vice versa: a hangar can be made inside and asteroid! In addition, many utility parts are provided to help in various usage scenarios. For more information read: Documentation (partially outdated) ChangeLog Downloads and Installation Delete the old version of the mod before installing the new one. You may keep the config.xml to save positions of GUI windows. Before any upgrade I recommend you to backup your saves. Releases are available at: Spacedock is the main download page CKAN is now officially supported GitHub (including beta pre-releases, all releases and source code) Before using a hangar, study the list of modules that are integrated into it (RMB on part's icon). Many of the hangars have plenty of modules (like batteries, command modules, fuel tanks, etc.) to reduce part count. Don't worry, all is balanced by weight and cost, no cheating. Known Issues GUI: Dropdown lists show vertical scrollbars when there are too many items. But due to the implemented click-through prevention mechanism the scrollbars cannot be moved by mouse cursor; use mouse wheel instead. And curse Unity3D for the poor GUI API. Rovers: Rovers stored in editor have somewhat smaller dimensions due to inactive suspension of the wheels. So if you pack several rovers tightly into a hangar, and than launch one of them, the launched rover sometimes cannot be stored again into that same hangar with the "No room ..." message. Again: it's no bug, calculations are performed correctly, the rover's just got bigger. Mod Conflicts: none at the moment. Other: Removing Hangar in career mode sometimes corrupts the savegame (the user cannot enter VAB/SPH and so on). To fix such savegame see the HOWTO. Requirements Hangar uses KSPAPIExtensions by swamp_ig. This plugin is bundled with the Hangar. The ModuleManager is required. Recommended mods Extraplanetary Launchpads: big ground hangars are not suitable as parts for vessel construction and are too heavy to launch anyway. So the only meaningful way to use them is to build them on site. Throttle Controlled Avionics: if you're planning to build VTOLs and hovercrafts with spaceplane hangars, this mod (which I currently maintain) will help greatly as it ads automatic thrust balancing and altitude control. Editor Extensions: invaluable for vessel design. Even considering 0.90 editor improvements. Supported mods Hangar supports KSP Addon Version Checker. And some functionality and parts are added if the following mods are installed: TAC Life Support v0.10.+ adds life support resources and systems to inhabitable hangars, RemoteTech adds RT antennas and SPUs to controllable hangars, AntennaRange adds limited data transmitters to all hangars with integrated probe cores (thanks to [Kerbas-ad-astra](https://github.com/Kerbas-ad-astra)), Deadly Reentry adds Ablative Shielding resource to the Heatshields, Extraplanetary Launchpads adds a new Heavy Recycler model that fits the style of hangars. MKS/OKS adds the Substrate Mixer -- a converter that allows to turn useless Silicates and Waste into a useful Substrate resource. Unsupported Mods Asteroid Recycling Technologies is not compatible with the Asteroid Hangars framework. Both mods can be installed at the same time, but you cannot use the same asteroid both as a hangar and by ART machinery. Acknowledgements First of, I want to thank my beloved wife for her support, understanding and help. This work takes much time... I also want to thank: Taniwha for inspiration and advice. DragonEG for helping me to fix the friction problem. Kerbas-ad-astra for making AntennaRange adaptation. Thorbane for making Switchable Tank Type configs for support of USI (MKS/OKS, FFT, Karbonite, Karbonite+) and initial support of KSPI to Switchable Tanks. A record that I used to create propeller sound effect was obtained at Sound Jay. My patrons on Patreon. Thank you for your support! Kevin Casey Bob Palmer Ryan Rasmussen Matthew Zaleski Bart Blommaerts eL.Dude Layne Benofsky Igor Zavoychinskiy Issarlk Meiyo BP Jenna Mitchell Squiddy Ted Achenbach SCESW Patrice Hédé Steve Victory And here are the mods which sources provided me with an understanding of how KSP API works. And with working solutions in some cases. In no particular order: Extraplanetary Launchpads Kerbal Attach System Procedural Fairings MechJeb2 Kethane Fusebox CrewManifest TweakScale Kerbal Alarm Clock RealChutes RemoteTech ProceduralParts RCS Sounds Source code is licensed under the MIT License. Models, Textures, Sounds and other assets are licensed under the Creative Commons Attribution 4.0 International License, until stated otherwise.
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