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  1. I went onto the official installation tutorial page for Real Solar System and Realism Overhaul and followed all of the steps exactly as it said while using a fully clean install. I then installed most of the mods that were recommended by that same page as well as some minor unrelated mods that had no trouble working with these ones in the past. Then I loaded up the game, waited for it to get everything working, and started a very simple sandbox save which had very little difficulty tweaks. [Here's what works]: The astronaut complex is fully functional and can be entered/exited normally. The flagpole also works perfectly fine I can click on the administration building, R&D building, and mission control building, though they don't do anything because the save is a sandbox save. The runway/launchpad menus can be opened, most of the stock vehicles and some modded ones say that they're incompatible. I can try to launch the ones that are compatible, and I can override the incompatibility warnings and try to launch the ones that aren't, but the launch buttons do nothing. I can enter the in-game settings menu, but it doesn't help much. [Here's what doesn't work]: The vehicle assembly building, spaceplane hangar, and tracking station all appear to do nothing when clicked on, this issue persists even when trying to enter them from their upgrade menus. Although I'm not actually entering them, I can tell that the game knows I'm trying since the lighting around the KSC and some UI elements flicker a little bit whenever I click on either of the 3 buildings. Trying to save through either the button in the menu or the F5 hotkey just does nothing, same goes for loading because according to the game, there are no saves to load. I also can't exit to the main menu if I want to try solving the problem from there, which means I have to restart the game and wait 5 minutes for it to load whenever I want to do so. Is there a way to fix this? I've been trying to get the RSS/RO mods to work for an entire month and any help would be appreciated.
  2. Jeb is on a vacation with his friends now. But KSC have a emergency mission! Jeb doesn't want to go back, so he calls his friends to help! Meanwhile, a group of assassins got a mission to kill Jeb! All you need is choose a side, and fight for your mission! Sides: Jeb's friends: Make sure that Jeb is alive and not going back to work! KSC: Make sure that Jeb is alive and bring him back to work! Assassins: Kill Jeb in all costs! CCC(Center for Chaos Containment): Stop this everyone from destroying the world! Examples: Poster 1: My side is Jeb's friends I take Jeb to the mun. Poster 2: My side is KSC I drive a rocket to catch Jeb. Poster 3: My side is assassins I throw a bomb to you. I'll start first: My side is Assassins I sniped Jeb.
  3. =Van's KSC= Ever felt like the default KSC runway is way too short or narrow? Worry no more. Description This is a Kerbal Konstructs config aimed at expanding the stock KSC and making it way more spaceplane friendly. Whether you're struggling with taking off or landing, new launch sites added by this config aim to help you in your aeronautic endeavours. No more wingstrikes or runway overruns... hopefully. New launch sites A 5000 meter long, 145 meter wide runway. Heading: 90 degrees. A 4800 meter long, 70 meter wide runway. Heading: 90 degrees. Two 3250 meter long and 90 meter wide intersecting runways. 90 and 150 degrees headings. Two large helipads near the 5km runway. Each is approximately 110 meters in diameter. A small group of helipads in the middle of the space center. Two water spawn points located near a large pier north of the main center. 0 and 90 degrees headings. New statics A group of large dish arrays west of the KSC. Those look especially great during sunsets. A network of roads connecting all launch sites. Some roads might be a bit bumpy. Six landing pads for reusable rockets. A lot of buildings that, hopefully, will help to make the scenery a bit more lively. Which side are you on? Screenshots =Imgur= Download =SpaceDock= Installation Make sure to properly install all dependencies listed below. Drop the VansKSC folder into your GameData. Upon entering SPH, make sure to open and enable the launchsites you need in the KK launchsite selector. Dependencies Kerbal Konstructs Omega's Stockalike Structures: NTR KerbinSide Remastered ModuleManager Known issues As smooth as it all looks from above, some roads, crawlerways and grid blocks might be bumpy. Be careful and don't overspeed. Some roads are also prone to levitation. I'm working on it. Support Stock Kerbin. Sadly, that's it for now, although JNSQ support is expected to appear soon-ish. I'm also hoping to add support for other planet packs Conflicts Any homeswitch planet packs and/or ones that scale the home planet up. Other custom KSC configs. Special thanks Thanks to @JadeOfMaar for helping out with figuring the config syntax and providing an example of homeswitch compatibility configs! Changelog
  4. KSC Enhanced is a simple upgrade to the Kerbal Space Center! The Kerbal Space Center always felt barren and small, the KSC Extended mod is great but was too big for my liking, however I had no reason to remake/enhance the KSC. However, due to the sad news about KSP 2 I decided it would be a good idea to make a more enhanced KSC that felt somewhat like the KSC in KSP2 but wasn't an exact replica. This is where my mod/addition to the game KSC Enhanced comes into play. This mod adds a few structures, a new runway, and a few more launchpads. This mod was meant for Sandbox or Science mode, however still works with career mode, just looks odd (might change later). Additionally, the mod will get extensions when I feel like implementing them Features Include: - Two New Launchpads - An Extra Runway - Must Purchase Runways / Launchpads in Career Mode - Seemingly Occupied Look Requirements: - Kerbal Konstructs - Omega's Stockalike Structures - Tundra's Space Center - Module Manager Compatible Mods - Blackrack's Deferred Rendering - JNSQ - Research Bodies (This mod implements its own structure, KSC Enhanced works with it). Conflictions: - Other KSC Replacers/Additions - RSS (Real Solar System) {Unknown reason, can't fix right now} Bugs: - Bumpy roads/terrain (This is due to the positioning tool Kerbal Konstructs uses, its not 100% precise; however, do report large bumps or floating/clipping parts) - Secondary runway discoloration (This is only at the end of the runway. This is more noticeable in JNSQ and/or with Deferred Rendering. No known fix yet) Plans: - Improving Taxi-ways. Current taxi-ways are made with enlarged roads, looks kinda weird. - Decoration. (Trees, vehicles, etc). Installation: Space Dock - - - - - - - - - - - - - - - Feel free to report issues! Suggestions/ideas are welcome! I will consider implementing them if provided. Modder's Note: Modding for me is a major hobby. I upload mods if I believe others would like said mods. I take in suggestions and work on the mods, but never have solid update dates/times. I typically update when I can and if there are issues I will inform the userbase. Otherwise, thanks for installing/supporting this mod. License: KSC Enhanced is provided under the MIT license. Images:
  5. Komplexity (KPLX) for Custom Barn Kit by @zer0Kerbal and brought to you by KerbSimpleCo A Custom Barn Kit config addon that increases Kerbal Space Center buildings to ten levels instead of the stock game's four. For Kerbal Space Program. Doesn't add more building models. Preamble See More For more information, see the KSC building's wiki pages Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages Promo Video Cabin Notes Help Wanted Installation Directions 1 Use CurseForge/OverWolf App (currently does not install dependencies) Whilst I agree CKAN is a great mod for those that can't use zip tools. I take no part, nor am I interested in maintaining the CKAN mod metadata for my mods. Please don't ask me about it but refer to the CKAN mod thread if you are having issues with CKAN or the metadata it maintains. Beware, CKAN can really mess up though it tries very, very, very hard not to. or Dependencies Kerbal Space Program 2 Either 3 Module Manager Module Manager /L One of the following: Custom Barn Kit Custom Barn Kit - RO build Supports jnsq JX2 Antenna (JX2) Outer Planets Mod (OPM) Real Solar System (RSS) Realism Overhaul (RO) Strategia Conflicts Bureaucracy Caveat Emptor: Might conflict or have unintended consequences to combining with SETI-CustomBarnKit - never tested Suggests GPO (Goo Pumps & Oils') Speed Pump (GPO) tags config, custombarnkit, flags, career red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks sarbian for creating and maintaining the Custom Barn Kit addon! see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Connect with me Track progress: issues here and projects here along with The Short List this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
  6. Well, Hello Kerbalnouts! Now I have the RSS mod! but everything has a price... I cannot enter any KSC building. Mod List: RSSDateTime, TestFlight, Sigmadimension, RealSolarSystem, RSS-Textures, RSS-Textures2.0 (is like the normal textures, but with only a carpet saying "Plugindata" so i just keep it) 000_KSPBurst, AJE, FAR (Ferram Aerospace Research), ModularFlightIntegrator, ModularFuelTanks, ModuleManagerSource, Procedural Fairing/For Everything/Parts, RealAntennas RealChute, RealHeat, ROCapsule/Engines/HeatShields/lib/Tanks/Utils, RSSVE, Realism Overhaul, SolverEngines, RSS-Teaks, EngineGroupController. Thank you so much! Any help is welcome! Fly safe!
  7. I've recently gotten interested in expanding the KSC with new buildings and a runway mod. KSC Extended can add this but is currently bugged for me, as it makes the textures of the buildings added pink. Could anyone recommend mods that add more buildings and runway stuff? Thanks. (KSC Extended issue. A friend told me that KSC Extended is broken, but I'm seeing reports of it working perfectly. Can anyone tell me what I'm doing wrong? Thanks.)
  8. DOWNLOADS Spacedock | Github Require Mods: Kerbal Konstructs Omega's Stockalike Structures Tundra's Space Center Pics New Parts: Launch Pad 1
  9. Hello, I'm texturing some big custom assets and I want them to look similar to the stock space center buildings. Do you know where I can find their interior and exterior textures? Or are they hardcoded? Any help would be appreciated. Thanks!
  10. KSC Floodlights Mk2 (KSCFLT02) Yet another Floodlight/Lightning Arrester Tower for Kerbal Space Program & Kerbal Konstructs Originally created by forum user Divico. Updated for KSP v1.8.0+ by Stone Blue. Adds 3 Floodlight Towers to the KSC Launchpad. Requires Kerbal Konstructs MOD. Stone Blue's KSCFLT01 This Mod's KSCFLT02 Description Using the mesh file so generously supplied by Stone Blue, I have remixed yet another version of the lightning arrester / floodlight tower for the launch pad as KSC. Once installed alongside Kerbal Konstructs (and it's dependencies) it will create 3 towers around the launch pad with automatic dusk/dawn operation (originally added by Stone Blue). Each tower can also be manually toggled (with satisfying sound effects) by clicking on the tower it's self. Changes from previous versions It remains somewhat over-sized (my placements, like Stone Blue's, scales the towers to 0.7 of their original size), but I did make the following alterations: Resized / Re-meshed the lamp panel border. Added "struts" to support the lamp panel. Reduced range and altered power to provide a lower light level more in line with the lighting provided by the built in water tower spotlight (See NOTE below). Added sound effect (powered by built in KK functionality) Corrected delay in tower being "ready" to be clicked again after being clicked - tower can not be clicked again as soon as the light is fully on or off. Altered / Re-skinned to have a white/gray coloring and detailed extinguished lamps. Prototype Info In 2009, LC-39B saw the installation of three nearly 600' tall towers as part of a new "Lightning Protection System" at the historic launch pad. Previous uses for Apollo and the Space Shuttle did not have such comprehensive protection. These towers, meant to be a more attractive target for "Zeus", are by necessity significantly taller than the launch vehicles they protect. They are painted a light gray color from top to bottom and hold cables aloft to harmlessly redirect electrical discharges to the ground and away from launch vehicles. Further Reading @ NASA.gov https://www.nasa.gov/feature/lightning-towers-stand-tall-at-nasa-kennedy-s-launch-pad-39b NOTE: Set up was performed with [EVE](https://github.com/LGhassen/EnvironmentalVisualEnhancements/releases/), [Scatterer](https://github.com/LGhassen/Scatterer/releases), [Parallax](https://github.com/Gameslinx/Tessellation/releases), and [Waterfall](https://github.com/post-kerbin-mining-corporation/Waterfall/releases) MODs installed. If you do not have these MODs, YMMV. DOWNLOAD: MOD - https://github.com/TedThompson/KSC-Floodlights-02/releases Spacedock - https://spacedock.info/mod/3238/KSC Floodlights Mk2 Source - https://github.com/TedThompson/KSC-Floodlights-02
  11. "Turning KSP into Orbiter since May 2020" So I'm posting this since some users thought it was really cool and wanted to play with it. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Download: https://github.com/Katniss218/KatnisssCapeCanaveral/releases/tag/1.2.2 (copy-paste everything into the game-data and replace existing files) ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Da big list of disclaimers, info and trivia, etc: Requires Module Manager Requires Kerbal Konstructs for the LC39A/B launchpads. RSS-Textures (RSS) should be installed beforehand otherwise it will override the modified heightmap (and make visual glitches!). The mod (custom heightmap) ONLY compatible with the new textures (16bpp). RSS-Textures 18.2+ required! Seems that having KSCSwitcher makes the camera go underground (makes the screen black) - zoom out (scroll wheel) for a temporary "fix". This mod moves the KSC (and us_cape_canaveral in KSCSwitcher) and therefore might conflict with your other KK statics (I think it only affects ungrouped objects). Contains an 8k color & normal maps for the main mesh and 4k color & normal maps for LC39. Textures based off of Google satellite imagery (free for non-commercial use). Install Omega's Stockalike Structures (OSSNTR) to get a real VAB. This mod also contains Uranus rings (separate files, so if you don't want it, just delete it). Shuttle Runway comes with a collider, the rest of the cape does not. It's not 100% complete, and with me being me, it probably won't ever be, therefore it's a release already Cape mesh contains about ~19k manually placed vertices (37k + 2*24k triangles in total). I can't really verify compatibility with RP-0/RP-1 - LC39 should allow practically unlimited mass, size, etc, and cost $0, because balance! I don't know what I'm doing. D: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Video featuring Katniss's Cape Canaveral: Screenshots: (Saturn parts and LUT not included, also featuring "EngineLightRelitKatnissified")
  12. I think this might be the culprit are of two bugs , the first being when the KSC disappears, the second being when you save and reload a save around mid transfer to the mun and it spawns the entire KSC (yea like the thing Mat Lowne discovered) and the same thing happened to me.
  13. Flight ui is displaying when first opening save after booting up the game. The opening menu is not visible.
  14. Screenshots: It looks beautiful! And the music.. out of this world, very-very good soundtrack! The lighting and reflections are amazing. The jaggies, clouds and trees... they're beta. Would have liked to see how Kerbol reflects in the ocean. A few similar KSP1 images for comparison:
  15. Recently I saw many people had a darker/dim kinda forest green grass near the ksc which look really natural. Example: https://imgur.com/a/D9zLVue (Credit to @Zorg) Does anyone know how to make it look like that? It looks amazing. Thanks!
  16. Here's a first look at the in-progress Kerbal Space Center, showing off the beautiful work of artists Matt Reynolds and Jordan Pack.
  17. SafetyWall (SWAL) An add-on that adds a safety fence around the Kerbal Space Center, for Kerbal Space Program. By zer0Kerbal, originally by @godarklight Help Wanted Localization How to support this and other great mods by zer0Kerbal See More Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages Installation Directions Use CurseForge/OverWolf App (currently does not install dependencies) 1 or 2 Dependencies Kerbal Space Program 3 *red box below is a link to forum post on how to get support* Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks see Attribution.md for comprehensive list @godarklight for this glorious mod! Legal Mumbo Jumbo (License provenance) Current (1) - zer0Kerbal Forum: Thread - Source: GitHub License: Disclaimer(s) All bundled mods are distributed under their own licenses All art assets (textures, models, animations, sounds) are distributed under their own licenses Original (0) - Author: @godarklight Forum: Thread - Download: SpaceDock - Source: GitHub License: this isn't a mod. ;P↩︎ this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎
  18. Hi guys, I just installed RSS for the first time. The problem is that the KSC is lower than the ground. Here is a picture: https://imgur.com/a/NaG1ssw
  19. KSC Extended Expanding your KSC for all your space program needs. continued here;
  20. So I was just looking at the Changes for The Mun on the KSP Wiki and it says "Removed the KSC on the Mun (don't ask)" for v0.14.3 (https://wiki.kerbalspaceprogram.com/wiki/Mun#Changes). This means it must have been added in v0.14.2 which is also the version The Mun's terrain was overhauled and changed from looking like this: To This If you have any images or know anything else about the KSC on the Mun, please tell me. (https://wiki.kerbalspaceprogram.com/wiki/Version_history#v0.14.3)
  21. So, I've been having a problem with some of the textures in KSC Extended (and it's dependencies I suppose). Namely, they've gone black. I've installed the latest versions of the listed dependencies on the 1.8.1 version of KSP with both DLC expansions. I'm unable to pin down the cause and I am also running my KSP in OpenGL, if that may be the problem. If someone can find a solution, that would be well appreciated!
  22. Well, I'm currently trying to get more science in Kerbin. Lately I discovered that you can get "flying" situation under the KSC's mini-biomes (e.g. Kerbin's Launchpad, Kerbin's FlagPole, etc.). This was done by an accident: Moving toward the FlagPole at high speeds but low enough to not break any parts. And collecting science while doing so. However, any subsequent attempt to get to the "flying" situation (i.e. just don't touch the ground) would result me in taking the biome under it (i.e. Kerbin's Shores). I'm a Science hardcore, I'll go any lengths to extract science from a planet to the last bit. So please tell me if it's possible to get "flying" situation in the mini-biomes.
  23. https://arstechnica.com/science/2020/10/space-force-considers-merging-cape-canaveral-with-kennedy-space-center/?comments=1 It appears that Space Force are considering a merger of Cape Canaveral Space Force Station with Kennedy Space Centre in order to more efficiently utilise the range resources.
  24. As the title implies, your goal is to land on the roof of the KSC, however, this is not your every day land on the roof challenge: Tight engineering restrictions make this a true challenge, one for the can-do-all types. You have to be good not only at engineering an aircraft that fits the rules, but also have the hands required to put it where I ask you to, in the way I ask you to. You might post any attempt with any craft for fun, but competing runs must adhere to the following: Procedures & Rules: •To create a fair experience for everyone, mods are not allowed for competing runs, in any form, save for information mods like engineer. Parts, physics or skill affecting mods (such as airplane plus, FAR/NEAR or mechjeb's autopilot respectively) are definitely not allowed. Again, for clarification: NO MODS - Even if not doing so with malicious intent or even knowledge, you might be gaining advantages over all-stock entries. With the tight regulation margins of this challenge, that's something I can't allow. •Create an aircraft that meets the following criteria •Your aircraft, once built, has to take off from the default runway without any kind of assistance (towers for example), and land at the two helipads on the KSC rooftop. The flight and landing have to meet the following criteria: Lastly, to validate your entry, your aircraft must meet the following criteria after completely stopping: As you can see there's no score system, a successful landing with a craft that follows the rules is all you need. I'll probably make a badge or something to include in your signature. TL;DR - Short, precision landing competition for "standard" aircraft, except the runway is the two helipads on the roof of the VAB. Have fun. You can post entries that don't follow the rules as well, but of course they won't count. My attempt, includes F3 screen to show that nothing fell off after that little slide lol: https://streamable.com/7r7mm
  25. Help! My rover cannot communicate with KSC. Two repeaters fly in orbit around Dune. The map shows that the rover is connected to the repeater, and the repeater is connected to the KSC. What's the matter?
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