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I am using StationPartsExpansionRedux, and I realize the Dome Green house can't produce Snacks. I am finding ways to edit the config so it can.
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- snacks
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So I've made a DMP server and have played on it for a while, but then played with it offline and not with the server active. Upon starting it up, it reloaded the older version of the save that had last been used when I played multiplayer. In the game's saves there's no separate game save it just changes the persistent.sfs file within the same world. I've tried everything I can think of from deleting the server (in turn deleting the save data in the world but don't worry I kept a copy of everything) to trying to put all of the old data back into a new world file and essentially have a duplicate. Each time I boot the server it rewrites all of my changes back to what it wants and I would love for it to not do that. Any help would be tremendously appreciated.
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I want to start a mission based novel in the forum. If I want to make it more interesting, I need pictures, if I need pictures, I need a picture host. What are you guys using?
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I'm trying to build a medium sized spacecraft in LKO, but I'm stuck on the second module which is the science module. I just want a mobile processing lab, some solar panels, monopropellant, two docking bays and RCS thrusters and I'm having a hard time getting the thing up there. Not to mention I haven't learned how to dock yet, that's a problem for future me. Can anyone help me with designing a rocket. Thanks!
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I launched a satellite into orbit as per the mission, what is the acceptable deviation for the mission to finally be counted?
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This really only happens for a few minutes during sunrise and sunset, but there's this VERY dark patch away from the Sun. This seems like a simple fix as I had this before but somehow got it to go away... and now it's back. These weird bright bars also appear as the Sun gets a little higher. Definitely something to do with Scatterer. Would appreciate some input on this. Here's a short timeline of screenshots throughout a minute or two during sunrise:
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I want to upload my mod to spacedock but for some reason when I upload my zip File to it and hit create mod, it takes forever to download and when it's a quarter of a way uploading it says "servers respond with zero code" even though there's 80MB of code and textures in that zip file, I have uploaded bigger mods before that took a shorter time uploading, so it can't be the size. Can someone please help?
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So I have played modded KSP 1 for a long while now, like a year or 1.5. And I have never seen this error until a couple weeks ago. It seems that all of my mods are corrupted, but IDK how to fix it. Every major parts mod has at least one part that cannot properly load and that stops the game from fully loading, ergo I cannot even reach the start screen. Dropbox link for the mod list: https://www.dropbox.com/scl/fo/sgfho7w1o8yqozkbc2ha0/AJI_mSG240oURPS3GkUxoJk?rlkey=1oqcx6h612jooxp7drrua9om2&st=eyz4zdav&dl=0 And the error message is: Loading has failed due to an unhandled error Failure in subsystem : Part compilation Part: Mk1 Mirage 2000B (AviationCockpits/Command/Mirage/Mk1 Mirage Cockpit) System.NullReferenceException: Object reference not set to an instance of an object at ModuleResourceIntake.GetInfo () [0x0002d] in <0435390348b6470d8166bd1c53b4b100>:0 at PartLoader.CompilePartInfo (AvailablePart newPartInfo, Part part) [0x0024e] in <0435390348b6470d8166bd1c53b4b100>:0 at (wrapper dynamic-method) PartLoader+<CompileParts>d__56.PartLoader+<CompileParts>d__56.MoveNext_Patch0(PartLoader/<CompileParts>d__56) at KSPCommunityFixes.Performance.KSPCFFastLoader+<FrameUnlockedCoroutine>d__63.MoveNext () [0x0006c] in <e997dbbd4fda4eacb68a00719aa5e5dc>:0
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Hi, I'm new to KSP and I looked at CKAN and realised that there are a LOT of mods. Is there anywhere with a general comprehensive guide to popular mods or mod groups that work well together or what mods does anyone recommend. (Like Tech, Visual, FPS and other optimizations, QOL, Planets, et cetra) Thanks, magicoman
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Hi everybody. I recently downloaded the Other Worlds mod, but I forgot to uncheck the boxes to avoid installing other mods. And after that, my EVE mod broke down. please help me fix this
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Hey everyone. I've been playing KSP since, like, 2013. It is such a good game with lots of replay ability, thanks to mods. I've always been a fan of realism, or near future science fiction, which is why most of the mods that I used to use revolved around managing real world phenomena, from radiation to food with kerbalism. When KSP2 was announced, I was excited to see what additions and more customizability they would add to this game. Sadly, it seems that game has died, and there won't be any new updates to KSP1. However, now that KSP1 is in its final state, I figured now would be the right time to figure out how to mod this game. I had an idea for an overhaul, focusing on the management of a space agency, working with kerbal governments, laws, social events, resource management for parts ect. Basically, realism with a larger scale. I'm currently using ChatGPT and articles I've found on modding to figure out how to do specific things, but I figure I should probably ask about this stuff, which I never seen done before in a mod. Here are my questions: 1) Is there a way to create my own menus, like the science/research tech tree menu, the contract menu, or the administrations menu? I would like to overhaul those visuals, but don't know how to do it, or if its possible. 2) Is there a way to add visual meshes to the world, like trees or those monuments, for the sake of buildings, infrastructure, ect? Basically, is there a way to show kerbal civilization in the world? 3) I know there are ways to move the KSC to other planets, but it always looks weird in the mods I've seen. Is there a way to either edit the KSC view, or create a new menu system for navigating buildings for multiple stations/ multiple planets? 4) For stats regarding individual kerbals, is there a way to store more data for each of them? For example, physiological traits, radiation exposure, psychological traits, social traits, ect? Would I need to build a custom wrapper that logs each kerbal's name and apply my own system to them to store that extra data, or is there a system in place for adding custom data/tags to kerbal profiles? 5) Is there a way to procedurally/dynamically change variables about planets? Atmospheric composition, height, density, ect? I know Kopernicus allows for editing plant stats at launch, but I don't know if you can edit it on the fly. This would be for terraforming. 6) Background automation, decision making, and planning? Is there an easy way to simulate vessels and what happens on them, allowing orbital dynamics and resource levels, to change while out of flight? Or would I also need to create a wrapper for each vehicle, and create my own code for simulating those things, and apply that data when the vessel loads again?
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As the title states, Conformal Decals from the mod of the same name will seemingly become invisible at random (decal part is still on vessel) and spam logs with this error: [EXC 12:42:03.188] NullReferenceException UnityEngine.Transform.get_localToWorldMatrix () (at <12e76cd50cc64cf19e759e981cb725af>:0) ConformalDecals.ProjectionTarget.Render (UnityEngine.Material decalMaterial, UnityEngine.MaterialPropertyBlock partMPB, UnityEngine.Camera camera) (at <c7d1a0c9487b4062a317571af44ddafb>:0) ConformalDecals.ModuleConformalDecal.Render (UnityEngine.Camera camera) (at <c7d1a0c9487b4062a317571af44ddafb>:0) UnityEngine.Camera.FireOnPreCull (UnityEngine.Camera cam) (at <12e76cd50cc64cf19e759e981cb725af>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) ---------------------------------------------------------------------------------------------------------- My full log is attached to this post, any help would be appreciated. This is a known, reoccurring issue on the mod's page on the forums and Github and I'd love to help fix it, otherwise I'll likely be replacing the mod entirely in my install so it becomes playable again. Thanks in advance! https://drive.google.com/file/d/1O37_fAJ66gpL0p0MJEmIA6l08dGzChZD/view?usp=sharing
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After finally getting back to ksp 1 and realising that after installing a whole bunch of graphics mods it honestly looks better than ksp 2 (imo) which is the one thing ksp 2 had going for it, I still missed the transparent windows that some of the capsules had. I've had a look for mods that could replicate this. I am aware of a mod called JSI advanced transparent pods, but I'm not entirely sure of how to use it to achieve the effect I'm looking for. Many people have made threads looking for the same thing in the past, and JSI is the only suggestion I've seen. I know the mod itself doesn't achieve transparent windows, but it provides some sort of framework? Besides that I'm out of my depth. I'm not really a mod developer so I'm not sure if I need some sort of add-on to get it to achieve the window effect? Or are there any other mods to achieve transparent windows on stock pods (or modded such as restock) akin to ksp2. The internal IVA view has been a feature since 1.1, so it seems like limiting that to just the windows should be possible. Any help would be greatly appreciated.
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I updated kerbalkonstructs and now it doesnt workhttps://www.dropbox.com/scl/fi/pavgpu68e47t2gqm0g406/Player.log?rlkey=lmuecefelrjgfb32f0giad6s9&st=5vlchi1b&dl=0
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Hi, I'm trying to install Vaughn's Astroniki Sunflare for Stock KSP using CKAN but I am not managing to make it show up in the game. I have also installed Scatterer and Scatterer Sunflare as required. Any ideas of what I can try to do about it? Here's the full list of mods I am using: Many, many thanks!!
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i have the worlds first mission to land on eve and the one to plant a flag on eve as well i spent hours reading multiple posts on varying different websites and trying out multiple different designs and after finding one that worked ok i added a 10m heat shield on the side closest to CoM but it flipped over i have tried everything from moving around the CoM to swapping the side the heat shield is on and i just cant figure out why it keeps flipping over i cant figure out why the insert image from URL keeps showing as red so i will just put the link to the screen shot here https://steamcommunity.com/profiles/76561198409027321/screenshot/2460738484202939217/
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i was thinking about getting real solar system to make the planets look real, but i dont wanna have to deal with relearning how to get to orbit. is there a mod that reskins the planets to look like real ones but doesn't change the size?
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Just wondering if anyone could make this or has made it, im aware rss reborn has volumetrics for the the earth, mars, venus and titan, but the gas giants are missing the volumetrics support. A config for this, or a tutorial on how to make configs for the volumetric clouds would be amazing to have. i have read the wiki provided by blackrack but i'm not really sure where to start. Any help would be massively, massively appreciated. Thanks in advance!
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Does anyone know if the way science definitions are processed in KSP has changed in recent versions? I'm asking because some planet mods, like Extrasolar and RSS, at least in my computer, don't show their customized science definitions, and they definitely were working properly in much older versions. The strange thing is, some mods' definitions, like OPM, work perfectly. Maybe they were updated and the others weren't? Has anyone else been having this issue? I'm using version 1.12.5 by the way!
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- extrasolar
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Hello! As the title says i cant find parts from the mod Extraplanetary Launchpads in my ksp game. I cant find the launchpads neither in the VAB or in the Tech Tree. these are my installed mods in ckan [x] Science! Continued (xScienceContinued 6.0.2) AIES Aerospace (AIESAerospace-Unofficial 1.6.1-patched) AIES Patches for the AIES Aerospace mod (AIES-Patches 0.0.1.3) Antenna Patches from @DeimosRast for the AIES-Patches mod (AIES-DeimosRast 0.0.1.3) BetterTimeWarpContinued (BetterTimeWarpCont 2.3.13) Breaking Ground (BreakingGround-DLC 1.7.1) Camera Tools continued (CameraTools v1.34.0) Chatterer (Chatterer 0.9.99) Chatterer Extended (ChattererExtended 0.6.2) ClickThrough Blocker (ClickThroughBlocker 1:2.1.10.21) CommNet Relays (ContractConfigurator-CommNetRelays v2.1.0) Community Category Kit (CommunityCategoryKit v112.0.1) Community Resource Pack (CommunityResourcePack v112.0.1) Community Tech Tree (CommunityTechTree 1:3.4.4) Connected Living Space (ConnectedLivingSpace v2.0.2.0) Contract Configurator (ContractConfigurator v2.9.2.0) Contract Pack: Bases and Stations Reborn (ContractConfigurator-KerbinSpaceStation 2:3.7.3.3) Contract Pack: Clever Sats (ContractConfigurator-CleverSats 1.4) Contract Pack: Exploration Plus (ContractConfigurator-ExplorationPlus 2.0.1) Contract Pack: Field Research (ContractConfigurator-FieldResearch 1.2.2) Contract Pack: Tourism Plus (ContractConfigurator-Tourism 1.5.2) Crowd Sourced Science (CrowdSourcedScience v6.1) Custom Clusters by Vanguard Astrodynamics (CustomClusters 1:0.6) Distant Object Enhancement /L (DistantObject v2.1.1.16) Distant Object Enhancement /L default config (DistantObject-default v2.1.1.16) Docking Port Alignment Indicator (DockingPortAlignmentIndicator 6.10.0.0) Easy Vessel Switch (EVS) (EasyVesselSwitch 2.3) Extraplanetary Launchpads (ExtraPlanetaryLaunchpads 6.99.3.0) FASA (FASA 1:v7.2.7) Filter Extensions - Default Configuration (FilterExtensionsDefaultConfig 3.2.9) Filter Extensions - Plugin (FilterExtensions 3.2.9) Harmony 2 (Harmony2 2.2.1.0) Hide Empty Tech Tree Nodes (HideEmptyTechNodes 1.3.2) Interstellar Fuel Switch (InterstellarFuelSwitch 3.30.0) Interstellar Fuel Switch Core (InterstellarFuelSwitch-Core 3.30.0) Interstellar Redistributable (InterstellarRedistributable 1.4) Kerbal Alarm Clock (KerbalAlarmClock v3.14.0.0) Kerbal Attachment System (KAS 1.12) Kerbal Engineer Redux (KerbalEngineerRedux 1.1.9.0) Kerbal Inventory System (KIS 1.29) Kerbal Joint Reinforcement Continued (KerbalJointReinforcementContinued v3.7.5.0) Kethane Mining (Kethane 0.11.0) Kopernicus Planetary System Modifier (Kopernicus 2:release-1.12.1-204) KRASH - Kerbal Ramification Artifical Simulation Hub (simulation mod for KSP) (KRASH 0.5.34) KSP AVC (KSP-AVC 1.4.1.9) KSP Community Fixes (KSPCommunityFixes 1.35.2) KSP Interstellar Extended (KSPInterstellarExtended 1.29.6) KSP Recall (KSP-Recall v0.5.0.2) KSP Wheel (KSPWheel 1:0.16.14.33) Making History (MakingHistory-DLC 1.12.1) ModularFlightIntegrator (ModularFlightIntegrator 1.2.10.0) Module Manager (ModuleManager 4.2.3) Patch Manager (PatchManager 0.0.17.6) PersistentRotation Upgraded (PersistentRotationUpgraded 1.9.1.10) Photon Sailor (PhotonSailor 1.7.4) Procedural Parts (ProceduralParts v2.5.8.0) RasterPropMonitor (RasterPropMonitor 1:v0.31.13.4) RasterPropMonitor Core (RasterPropMonitor-Core 1:v0.31.13.4) Real Plume (RealPlume 2:v13.3.2) Real Plume - Stock Configs (RealPlume-StockConfigs v4.0.8) ReStock (ReStock 1.4.5) ReStock+ (ReStockPlus 1.4.5) SCANsat (SCANsat v20.4) Scatterer (Scatterer 3:v0.0838) Scatterer Default Config (Scatterer-config 3:v0.0838) Scatterer Sunflare (Scatterer-sunflare 3:v0.0838) Science - Full Reward! (Continued) (Science-Full-Reward v5.2) Science - Full Transmit! (Science-Full-Transmit v1.1) ScienceAlert ReAlerted (ScienceAlert 1.9.20.4) SmokeScreen - Extended FX Plugin (SmokeScreen 2.8.14.0) SpaceTux Library (SpaceTuxLibrary 0.0.8.6) SpaceY Corporation (SYC) (SpaceY-Corp 1.0.3.0-release) SpaceY Expanded (SYX) by NecroBones (SpaceY-Expanded 1.4.99.2-prerelease) SpaceY Heavy Lifters (SYL) by NecroBones (SpaceY-Lifters 1:1.9.99.2-prerelease) StageRecovery (StageRecovery 1.9.7) Taerobee (Taerobee 2:1.4.1.0) Tantares - Soviet Spacecraft (NewTantares v27.0) Textures Unlimited (TexturesUnlimited 1.5.10.25) The Janitor's Closet (JanitorsCloset 0.3.8) Toolbar (Toolbar 1:1.8.1.1) Toolbar Controller (ToolbarController 1:0.1.9.11) TriggerAu Flags (TriggerAu-Flags v2.11.0.0) TweakScale - Rescale Everything! (TweakScale v2.4.8.3) TweakScale Redistributable (TweakScale-Redist v2.4.8.3) WaypointManager (WaypointManager 2.8.4.2) Zero MiniAVC (ZeroMiniAVC 1:1.1.3.2)
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I've started working on a patch for the volumetric clouds version of EVE and JNSQ. The biggest issue I'm having is that the cloud texture clips into mountains when viewed from certain altitudes. The obvious solution of just increasing the cloud height causes issues with the appearance of the volumetric clouds when seen at lower altitudes, since I have to move them up almost two kilometers. I thought messing with Scatterer's "flattenScaledSpaceMesh" would help but that didn't do anything. Do I have any other options besides just raising the clouds?
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So I have been playing lmp with career mode on. When I upgrade a building, and then leave the game and join it again, the upgrade disappears, and the money I used to upgrade it doesnt come back it still disappears. Am I doing something wrong? My friend had 2 dlc installed so he disabled them (as I dont have them ) because we thought it is going to mess with the mod. I only made careful changes in the settings through the xml, but I have no idea what to do now. Someone know how to fix?