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  1. URL: https://SpaceDock.info FAQ What we are working on now: We decided to split Spacedocks Frontend and backend. VITAS is working on the frontend (including UI rewrite) Darklight is working on the backend. VITAS is working on an improved cdn setup
  2. Hi, how do you equip a suit to my kerbal? I saw the icon in the space center toolbar and tried to put a suit on and I typed something in the textbox and pressed "dump" but nothing happened/ How do I use this? Thanks.Hi, how do you equip a suit to my kerbal? I saw the icon in the space center toolbar and tried to put a suit on and I typed something in the textbox and pressed "dump" but nothing happened/ How do I use this? Thanks.Hi, how do you equip a suit to my kerbal? I saw the icon in the space center toolbar and tried to put a suit on and I typed something in the textbox and pressed "dump" but nothing happened/ How do I use this? Thanks.
  3. None of my mods work besides Tweakscale, I removed tweakscale and they still dont work.. Help
  4. i want YOU to update your mod compatibilities i have favorited to 1.12.5! mods: OPM visual overhaul, OPM parallax support, KSC extended, collison fx, destruction fx, minor planets expansion, water sounds, hullcam, scansat + contracts configs, waterfall, custom asteroids (including alt opm config, kuiper belt analog, inner and outer stock system data), (volumetric clouds EVE) and reentry particle effects i need members who are good at modding and are not inactive to make them compatible. when you good modders are done chhanging it's compatible version to 1.12.5, make a download link. balisticfox. you don't have a mod topic on parallax for OPM so...: balisticfox! update the mod's compatibility to 1.12.5! (help me this is slowly turning into a nightmare)
  5. i was wondering if i can port mods that are not compatible such as GEA (graphics enhancements assembly), OPM visual overhaul, OPM parallax support, KSC extended, collison fx, destruction fx and reentry particle effects with the latest version of ksp.
  6. Hello! I seem to be having a problem with the toolbar/part selection menu, and I believe they are related. Problem: Randomly, (But most likely not) my game will decide that I cant click on things and start duplicating the toolbar. Log keeps throwing this like 10,000 times: "Exception: NullReferenceException: Object reference not set to an instance of an object" Video 1: https://drive.google.com/file/d/1UohE_cePNQDlox9CChwqlkkNQVK_58RA/view?usp=sharing Video 2 https://drive.google.com/file/d/1rDzeitBvOd2LS8UWP0t2HvnPPMNdUKpy/view?usp=sharing Going to the KSC, tracking station and home screen doesn't fix it. When going to start menu the toolbar still shows up and is very buggy. !The strangest part of the whole thing is the repeated toolbar buttons! Quitting and restarting the game doesn't fix it either. Though the problem doesn't show up until I do anything. It stops me from using action groups, using toolbar items, staging, using map view. and clicking on parts, although sometimes the window will show up really short and skinny and you have to scroll. When that happens I see "Place help text here" in the window alot. 'SOMETIMES' when I click on something via the staging menu it works just fine but it still wont let me click any of the buttons or another part. I think it it has something to do with mechjeb. I have launched things and clicked on them on launch, in Sandbox this time though, and it works fine. Once I reach orbit, though it begins to malfunction. Relaunching the same craft and cheating it to the same orbit path does not produce the effect immediately. Spacecraft controls like throttle and attitude still work though. Stuff I already tried but isn't the cause: Cheats Entering Space Switching craft Leaving flight scene with part clicked Going to Space Center and back through tracking station Modded parts Decoupling. Kerbaled or Unkerbaled Craft. (Unmanned) _______________________________________________________________________________________________________________________________________-________________-________________________________________________________________________________________________________________ Any idea what could be causing this or if there is a mod to fix it? The screenshots cover most of the problems that I have seen so far. Edit: I deleted a maneuver node after going to TS (Tracking Station) and back and it was fixed, I staged but then when I clicked on a reaction wheel it started again.
  7. I installed Space Warp + BepInEx v1.4.3 (KSP2 version correctly and the mods tab does not show up on the title screen. When I open a world the mods are not there. I have tried deleting all my game files and reinstalling ksp2, wiping the files, etc. Still it will not work. I am not sure what is wrong if anyone could help please leave a message. Though it is probably just something stupid I have overlooked and or not done. Edit: I have installed Space Warp + BepInEx many times successfully before but I believe around KSP2 v0.1.3.0 or so it just stopped working.
  8. Hello Everyone I have a question regarding the reporting of a issue with a mod. My question is where do I find the log to send to a mod developer so they can get to the bottom of my issue. I have screen shots to forward on, any other things I could pass on to assist ? I see some modders always ask for a log, but I have no idea where it is or how to do this. Any advice would be great thank you. Regards Decotime
  9. Hi, I recently downloaded the P.E.W mod with BDA and it seems to not work, all the files are there and I still can't see any of the weapons. Is there some sort of new update I haven't catched onto? KSP 1.12.3 MacOS Mac mini
  10. I have a rather basic install, Restock, Kerbal Planetary Base Inc, and Extraplanetary Launchpads. My game loads up without any issues, however, when I try to use EL, the UI doesn't allow me to select any crafts. I have rocket parts, liquid fuel and oxidizer stored on the orbital construction craft. I also have 2, 5 star engineers onboard. Please could someone explain what I am missing?
  11. Can I get a suggestion on what mods to install to make the game look better? I use CKAN and the game version is 1.12.5. Keep in mind that my laptop has only 16gb RAM and an in-built graphics card. Something better than nothing. My lap overheats very fast so stick to the resource conservative mods. I already have some mods installed like PlanetShine, Restock, Module Manager, Waterfall and Pood's Milky Way galaxy skybox. All suggestions accepted and thanked for...
  12. Dawgs I need help. My kerbals equipped the modern suite which is apart of one of the dlc's (dunno which), but the texturing is wierd. Have a look for yourself. Google Drive Image I know that I need to put some mods out there, so Here's the mod list: B9 Part Switch (B9PartSwitch v2.20.0) BetterTimeWarpContinued (BetterTimeWarpCont 2.3.13) Breaking Ground (BreakingGround-DLC 1.7.1) ClickThrough Blocker (ClickThroughBlocker 1: Contract Configurator (ContractConfigurator v2.6.1.0) Contract Pack: Bases and Stations Reborn (ContractConfigurator-KerbinSpaceStation 2:3.7.3) 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) Distant Object Enhancement /L (DistantObject v2.1.1.13) Distant Object Enhancement /L default config (DistantObject-default v2.1.1.13) Easy Vessel Switch (EVS) (EasyVesselSwitch 2.3) Editor Extensions Redux (EditorExtensionsRedux 3.4.5) Environmental Visual Enhancements - Stock Planet Config files (EnvironmentalVisualEnhancements-HR 2:EVE-1.2.2-1) Environmental Visual Enhancements Redux (EnvironmentalVisualEnhancements 3: Harmony 2 (Harmony2 HyperEdit (HyperEdit Kerbal Engineer Redux (KerbalEngineerRedux Making History (MakingHistory-DLC 1.12.1) MechJeb 2 (MechJeb2 Module Manager (ModuleManager 4.2.3) PlanetShine (PlanetShine PlanetShine - Default configuration (PlanetShine-Config-Default SCANsat (SCANsat v20.4) SpaceTux Library (SpaceTuxLibrary Stock Waterfall Effects (StockWaterfallEffects 0.7.0) TextureReplacer (TextureReplacer v4.5.3) The Janitor's Closet (JanitorsCloset 0.3.8) Toolbar (Toolbar 1: Toolbar Controller (ToolbarController 1: Trajectories (Trajectories v2.4.3) VesselMover Continued (VesselMoverContinued v1.12.0) Waterfall Core (Waterfall 0.9.0) WaypointManager (WaypointManager I manually installed blackrack's VC (which is stunning!) I hope someone knows how to fix this and sees this.
  13. Please help me if there is a new download link for DSL And Zeus space telescope by Yogui87 DO NOT SEND MALWARE LINKS Before you click any links, test if the link is legit or not
  14. The TUFX mod says that it saves the profiles to ksp.log, but I don't know where it is. I checked my logs folder and I couldn't find anything related to TUFX. I checked the actual TUFX folder for anything, but it failed. I really don't want to redo the TUFX profiles each time I load back into ksp. Was I supposed to do something or am I missing something?
  15. Hey everyone, a few months ago we showed off an alpha version of our mod manager for KSP2 (previously known as 2KAN). We have returned with our newest version, which is a complete rework from the ground up using C#. This new version brings some much needed uplift in both performance and looks, we've also added a few QoL changes, as well as themes support. We are also actively working on integrating KSP 1 support which we will release as an update at a later date. If you'd like to check it out, you can find it on our GitHub page. We are also looking for some people to test our MacOS and Linux versions as we have only done limited testing on these platforms, if you're interested, drop by our community discord channel. The project is fully open-sourced, so if you run into to any bugs or have anything you'd like to add, feel free to create an issue or open a pull request on the GitHub!
  16. Module Manager is a pretty useful mod for practically managing mods, basically, in sarbian's words: "is mod that let you write patch file that edit other part at load time. With is you can edit squad (and other mod) part without overwriting their file." Now, again, this will mostly be for Windows. Step 1: Go to this link, and scroll down slowly to where it will say "Downloads:" And it should look like this. Link: Step 2: Find your KSP version, the latest version is pretty much 1.10, and I have that version. So I would go underneath it and click on either the zip, or dll. I do not know the differences between them but I just did zip. Step 3: When it downloads, open the location in your files. Find the zip or dll, and open it. Step 4: Now when you open it, you should see a README and a dll. Click the dll and get the GameData folder up. Now, drag the dll into the GameData folder. Step 5: Put the Module Manager dll into the GameData folder, make sure its not in any of the files inside the GameData folder. Step 6: You may now rerun KSP. If anything went wrong or didn't go as planned, please let me know so I can help you out with your problem.
  17. Mission Briefing With the advancement of the Galilean Space Program, mission control has demanded you to establish a permanent presence on another celestial body in the Ciroan system. You try to argue that there is still plenty space on Gael for the population to grow, but they don't respond to your cries. Objective: Develop a colony where Gaeleans can live in comfort, permanently or for extended durations of time. (And also get some cool screenshots ) Points More points = More good! Baseline - Start with 50 points Setup System x2.0 - Rescale GPP to 2.5x x3.0 - Rescale GPP to 10x Varying multiplier depending on what celestial body you establish your colony on: Life Support *Only one of these can be used at a time 2.0x - Used Kerbalism (Reliability recommended to be turned off) 1.9x - Used MKS + USI-LS 1.75x - Used only USI-LS without MKS 2.5x - Used Kerbalism + MKS 1.75x - Used another life support mod (TAC-LS, Snacks, Kerbal Health, etc.) Propulsion/Power *In general, restricted more or less to near future technologies. Nuclear and electric propulsion is fine. KSP-IE is fine when limited to earlier engines. 0.8x - Used antimatter/fusion engines/reactors/Far Future Technologies/black hole drives/etc. 0.8x - Used FTL drives, warp gates, or Blueshift 0.5x - Used obvious unbalanced parts 1.2x - Used no nuclear engines/reactors whilst abiding by the above (good luck lol) In-Game Sustainability Kerbalism 1.5x - Crew can stay indefinitely in the colony, and only "need" to be cycled due to stress 1.25x - Crew can stay in the colony with resupplies of nitrogen/ammonia to grow food every ~20 years (cannot be combined with above) 1.3x - Replaces above if nitrogen/ammonia is shipped from a planet other than Gael 1.1x - Has some way to circumvent part failures (if enabled) +5 - Per comfort (panorama, call home, etc.) +1 - Per 10m3 of habitable and pressurized volume x0.8 - Crew is not adequately protected from space radiation, radioactive parts, and/or space weather x0.8 - Crew needs shipments of food, water and/or oxygen to survive MKS / USI-LS 1.5x - Crew can stay indefinitely in the colony (meaning for the rest of time!) 1.3x - Crew can stay indefinitely in the colony, but requires Machinery shipments (cannot be combined with above) 1.1x - Crew can stay indefinitely with fertilizer shipments (cannot be combined with above) 0.9x - Crew needs to be cycled due to habitation (cannot be combined with above) Other life support mods 1.25x - Crew can stay indefinitely in the colony (meaning for the rest of time!) 1.1x - Mostly self sufficient but requires occasional shipments every ~20 years Crew Capacity +5 - For each Gaelean on board +1 - For each extra seat that is not occupied Base Placement +25 - Place your colony at the highest point on the celestial body +25 - Have the majority of your base submerged or floating in liquid, and the only parts that should touch land are ISRU and an airlock +50 - Place your colony on the seabed of Tarsiss, Tellumo, or Hadrian Other +5 - Fly a big flag! +30 - Have an asteroid, mined or not, be part of your base 1.5x - If you have a mod that increases the size/weight of asteroids to realistic proportions +40 - Produce RocketParts and launch vessels using Extraplanetary Launchpads +20 - If using MKS; where you need MaterialKits and SpecializedParts Challenge Rules -You must use GPP, no GPP secondary -Keep everything at stock balance; if you use RealFuels, turn off realistic masses, leave tank mass the same, and keep engine mass above 3.2 -No usage of Alt F12, HyperEdit, VesselMover etc. unless if it used to fix damage caused by a kraken attack -If you want to use your own patches, make sure they're balanced -Be honest! And most importantly... Impress me Recommended Mods These can all be found on CKAN -Kerbalism; link above -MKS / USI-LS; link above -RealFuels when used with Kerbalism with stock balance configs; ask me if you want my custom configs -Rational Resources; there are configs for the original resource distributions -Rational HydroDynamics; helps if you're trying the seabed challenge -Moldavite Machines; greenhouses for more than just food -KARE; nuclear ramjets useful for various bodies -Near Future Technologies; useful reactors, engines, fuel tanks, etc. -CryoTanks/CryoEngines; more useful tanks and engines Badges *not pictured, send me some if you want to* Gallery *none yet* Best of luck to anyone who attempts!
  18. Hello there! I'm writing a C# plugin to make player pay salary to kerbals. I'm new to plugin development, so, I don't know most of things that devs can use. Well, how to get a list of all kerbals and then get their roles (Pilot, Engineer, Scientist, Tourist) and XP levels? Thanks in advance for your reply
  19. Hello Modders! I'm developing a mod for the game that let's you load reference images directly into the editor so you can build around images, IN-GAME! It makes it really easy to make near-perfect replicas of real life vehicles. Thing is... I really need some help finishing this thing. I've ran into some problems when loading the texture into the game. KSP seems to be able to load the image, but not properly apply the texture to said image. That's where YOU come in! If you have any prior experience in Unity KSP modding I would love your help with loading these textures into the game. Thanks in advance for any help! Below are some screenshots of the mod doing it's thing:
  20. Every time I tried to orbit with Mechjeb2 with the ascent guidance, the periapsis will not go past 70km but the apoapsis always meets my targeted orbit altitude. I've looked through youtube and forums but there is nothing. It may be something stupid but I don't know.
  21. SpaceDock is the premier mod hosting site for Kerbal Space Program and Kerbal Space Program 2. Download and upload mods for: Kerbal Space Program 2 Kerbal Space Program 1 Site newes and announcements If youre having problems with the Advanced Search help beeing in the way reload your browser cache by pressing Shift+F5 OR Shift+ click reload
  22. UKSA Challenge "All these worlds are Ours." I've always dreamed of this challenge, this ultimate goal of having at least one orbital and surface "Colony" on every planet and moon in the Kerbolar System, and then taking that to steps even farther beyond with life support, construction, shipyards, and even adding in OPM to truly push the boundaries of "Challenge" in KSP 1. So, here I am, sharing this with you all to see what you think. The Mission: Expand Kerbalkind's influence to the whole of the Kerbolar System and make the Kerbals a Multiplanetary Species that has exploited the resources of their entire home Solar System, Kerbol. Challenge Goals * One Orbital Colony per Celestial * One Surface Colony per Celestial Challenge Ruleset (Base) * SP / MP / Sharing: The "Default" setting for this challenge is a "Single Player" experience to push your knowledge of KSP, and of mods, to achieve a grand goal. If you'd like to share and go MP with it however, feel free to do so, you need only state that you've chosen to play MP with or without Save Sharing. in any posts. * FTL : Disallowed (See Difficulty Modes for Exceptions) * OPM: Required (See Difficulty Modes for Exceptions) * Life Support: Required (See Difficulty Modes for Exceptions) * Game Mode: Career Mode / Medium Difficulty or Higher (See Difficulty Modes for Exceptions) * Interstellar End Game: Special Rule - (See Difficulty Modes for Exceptions) * Ironman (No Kerbal Respawns): Optional * Mod List: Required - You must include the mods you're using in any post sharing your progression of this challenge. (Feel free to truncate the list of mods and make sure to spoiler the list in any posts.) * MODS USED MUST BE PUBLIC: Any mod you use must be available to the KSP community publicly. * Colony Guidelines: To Count, a "Colony" must be a "Base" that is either an Orbital or Surface Installation that has life support for at least 20 or more Kerbals. (seats in "Command" Parts do not count.) * Outposts: Outposts may be surface or orbital installations that are focused on logistics and operations and may be entirely automated. These could be "gas stations" or other facilities like "surface labs" for science gathering. Achievements Achievement: To Go Even Further Beyond - Swap out the Stock Solar System for KSRSS, A Rescale Mod of your Choice, or "Real Solar System." Achievement: Articles of Colonization - All your Colonies are entirely Self Sufficient Achievement: Harbor Grand Master - Build at least two fully operational Ship Yards that can produce vehicles in space using any mods of your choosing. Achievement: Colonial Fleet Command - Have at least one "Ship" in orbit of every planet. (Check Quote for Guidelines) Achievement: In a Galaxy Far Far Away - Swap the Stock+OPM system requirement with another planet pack + expansion if needed. The replacement system must have more than 20 celestials in total. (Check Quote for Guidelines) Achievement: Three Sisters - Colonize the Stock System with OPM as well as GPP Secondary and GEP (This pack turns Kerbol in to a Trinary Star System and removes the need for a /True Interstellar/ Mod.) Difficulty Options (For those that want to partake but have a more tailored experience with the challenge. Difficulty mode chosen must be stated when undertaking the challenge.) Very Easy * FTL: Allowed * Game Modes: Any / Sandbox Allowed * Life Support: Not Required * OPM: Not required * Kerbals in Command Parts Count towards Colony Size Easy * FTL: Allowed * Game Modes: Science or Career Mode On Easy * Life Support; Required (Suggested LS Mods for Easy: Snacks, USI Life Support) * OPM: Not Required Medium * FTL: Disallowed * Game Modes: Science or Career Mode On Medium * Life Support; Required (Suggested LS Mods for Medium: TAC-LS) * OPM: Required Hard * FTL: Disallowed * Game Modes: Career Mode On Hard or Science Mode Equivalent * Life Support; Required (Suggested LS Mods for Hard: TAC-LS)) * OPM: Required Very Hard * As Hard Mode + Add in at least one other Solar System and have at least one Surface and Orbital Colony in that system. How to Share Progress Please feel free to share screenshots, videos, and "blogs" / updates ni this thread of your progress if you choose to undertake this Challenge. Mod Suggestions: WIP Special Thanks: @JadeOfMaarFor feedback, support, and guidance. Also, for tolerating me talking about this challenge way to much... >.>
  23. THIS MOD IS STILL IN DEV GO TO THE ORIGINAL FORUM POST TO DOWNLOAD THE MOD I've been working on updates to this mod but they aren't ready yet and I don't know when they'll be ready, my schedule has been all over the place for the past few years and honestly I really don't want to be redirecting traffic. The original mod STILL WORKS with the latest version of KSP (at least it did the last time I checked). GO THERE. Thanks, Geo
  24. KSP: Latest - OS: Linux Mint Problem: Game crashes when i decouple, no clue whats causing it, but its not an issue without mods,. Mods installed: Realistic Progression + Recommended CKAN Mods (.ckan file included with the logs) Reproduction steps: when i decouple the two decouplers my game just exits. I've included the log file, save file and .ckan mod list for you all. Log: <link>https://drive.google.com/drive/folders/18qLFoulDWnTaLFHhwWVwz0ytxeXfI4x-?usp=sharing
  25. I have TUFX, PlanetShine, Scatterer, EVE, RSSVE and GGE installed as visual mods. First of all, I had this problem with clouds not working so I first reinstalled Scatterer and EVE, after that it did not get fixed, but the shadows on all the gas giants were fine. Then I reinstalled RSSVE and the clouds were back and working, but now for some reason the shadows on all the gas giants are very sharp and doesn't look right. Please help! Images:
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