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  1. I'm playing around with creating Apollo missions and I'm trying to have the actions be performed in the correct order: Orbit Transmunar Injection MEM extraction However, I'm having a hard time figuring out a way of having the game check the trajectory of the craft. There doesn't seem to be "on an escape trajectory out of x" or "has encounter with x" node so I'm wondering what other people are doing to validate these checks. Ie: IF "Encounter = Mun" or "On escape trajectory from Kerbin (towards Mun)" THEN "Show dialog box to extract MEM" Is this possible at the moment?
  2. The Acapello 15 mission is neither completed nor failed if you splashdown on Kerbin instead of land on ground. If you finish the mission in water, the "splashed down" node does not lead to a "mission complete" or mission fail node. Instead it leads (for some reason) to a 5 minute timer node. At this point the player has no idea what's going on. There's no message, and if you recover vessel, the KSC is all disabled and nothing works. Either splashing down should be a fail or a success but it shouldn't leave the mission stuck in limbo.
  3. Mods when i first saw the bug, took them out, no change. tried uninstalling and reinstalling, making new game, nothing worked. Any help would be greatly appreciated!
  4. As the title said, one thing that I would really enjoy to have is the ability to make "full Soyuz style" spacecraft instead of just Vostok, so having also the "descent module" alongside the "orbital module". What do you think guys? Do you also feel that is a little bit incomplete right now?
  5. I can't see more two launch pads in KSP MH,I don't know what happen but when i hover around the launch button it doesn't show up please help me.
  6. Hi! Does Making History affect ongoing saves? (ex. If you have part of the tech tree unlocked, will the MH parts belonging in the unlocked nodes be available to me?) Thanks!
  7. I have the money for one of the expansions, but I have no clue which one I should get. I’m leaning towards Breaking Ground for the robot parts and science stuff, but I’m not sure. Any advice?
  8. Hey guys.A few hours ago, I successfully purchase DLC: making history at the KSP homepage.But, some reason, I cannot download DLC.It doesn't appear at the accounts/your orders tab.Where can I find downloads DLC?
  9. Now is your time to help SpaceX. We've been waiting for this mission for years and it's finally here. Your task is: 1a) Launch Crew Dragon Demo-1 1b) *Optional* Land first stage booster 3) Rendezvous & Dock with the ISS (International Space Station) 4) Land on Kerbin, alive. Sounds easy? Good, no pressure. Required Mod: https://kerbal.curseforge.com/projects/kerbal-reusability-expansion DOWNLOAD MISSION HERE
  10. This question has been bugging at me for a long time. Which is better, the Wolfhound, or the Terrier tweakscaled to 2.5? Sadly, I don't have making history, so if you are willing to, could you test out the differences?
  11. Hello everyone! Kerbal Space Program 1.8.1 is live! This patch focuses mainly on solving issues encountered in the base game and both the Making History and Breaking Ground Expansions. Check out this patch's Changelog for further details: ===============================v1.8.1================================ 1.8.1 Changelog - BaseGame ONLY (see below for Making History and Breaking Ground changelog) +++ Localization * Fix missing Chinese characters on main menu. * Fix missing units in the Maneuver editor UI in Chinese. * Fix a few dV KSPedia slides showing corrupted characters in Russian. * Fix autoloc instead of vessel name appearing in target set screen message. +++ Bugfixes * Fix game settings being reset every time game is started. * Fix Linux mousewheel scroll direction. * Fix bug with interstage fairings not occluding everything within. * Fix the mk3 shuttle cockpit lights. * Fix duplicating module info on part extended tooltips in editor and RnD scenes. * Fix shroud shading on disconnected sub-assemblies in editor scene. * Fix FloatEdit and ScaleEdit UI prefabs. * Fix KSC vessel markers becoming too persistent and not leaving the game when switching between buildings at the KSC until game is restarted. * Fix NREs in Portrait Gallery when kerbals die in flight. * Fix T-100 fuel tank clipping on surface attach node. * Fix kerbal helmet/heads becoming unclickable when on ladders. * Move the CB cast shadows game setting to the graphics section of settings where it should have been. * Fix Easter eggs, monoliths, randoliths not receiving CB shadows. * Fix parts still being considered shielded from airstream after deploying a fairing in some use cases. * Fix Action groups icon not appearing in Editor scene when switching between facilities with different upgrade level. * Fix Altimeter and Staging tumblers disappearing at some scale values. * Fix walk paths around Level 3 R&D building. This includes texture artifacts for the Linux version. * Fix material artifacts in level1 and level 2 grass tiles. * Fix error when pressing undo while holding a radial symmetry part. * Fix Ocean on Eve. * Fix DragCube generation discrepancies in partdatabase - was affecting drag and thermals. * Fix NRE in editor scenes when reverting from flight and using transform gizmos. +++ Mods * FloatEdit and ScaleEdit PAW prefabs fixed. Making History 1.8.1 +++ Bugfixes * Fix unable to select "Create new mission" button on Mission play dialog the very first time. +++ Missions * Fix mission "Meet Me in Zero G" does not complete in certain conditions when landing back on Kerbin. * Fix Manufacturer name on engine plates and tubes. Breaking Ground 1.3.1 +++ Bugfixes * Fix items in PAW switching positions in a group depending on state of fields. * Fix generation of free Electric Charge for robotic parts if stopped with the PAW closed. * Fix setting robotic part motors to disengaged in editor and then persisting that way when vessel is launched. * Fix bug related to being able to delete endpoints on KAL-1000 tracks by disabling ability to delete them. * Fix bug when removing parts from vessel and they have multiple actions mapped in KAL. Remember that you can help us find bugs/issues by reporting them into our bugtracker and that you can also upvote reports to make them more visible. Happy launchings!
  12. 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!
  13. The Legendary Saturn V, re-imagined in a more modern and cost saving way, now with the ability to be completely reused! Craft file: https://kerbalx.com/SparkeyFlarkey/Reusable-Saturn-V This behemoth has a few changes that make it stand out from the original, such as legs, wings, and extra boosters! 4 extra vector engines on the first stage second stage uses 5 vectors instead of skiffs as it needs to make orbit quickly Lunar module has only one stage instead of two to get the whole thing back service module is now a spaceplane capable of verticle landings, instead of a boring command pod no Launch escape tower (safety is for cowards) No mods required, other than the Making History expansion Here is a video of the craft flying: https://www.youtube.com/watch?v=MIy8cMku39Q&feature=youtu.be
  14. So its been out offically for 1 year. The DLC of Making History. Besides Using The DLC parts, why does almost no one use making history for making missions now? Is it not good enough, or does it have too many problems?
  15. I know making history is mainly made to recreate the Saturn V, but if they are going to put in the Russian capsules, at least add parts so you can make rockets other than Vostok - 1. One of my favorite spacecrafts is Sputnik - 1, but I can't, first of all, the antennas are too short and the wrong color, also, the the unmanned command pod that is supposed to represent Sputnik has that thing at the bottom of it where you attach it, I want to be able to decouple it like you can with the Russian capsules. Plus I want parts that can recreate the N1, it's a cool rocket and I want to be able to make it easier. I really want them to fix this in Breaking grounds or future updates.
  16. I'm not sure if this has been said already but I'm actually kinda upset that they nerfed the Wolfhound. That 412 vaccuum ISP was very important to my spaceplane design and allowed me to do things that just weren't possible before. The Wolfhounds weren't good enough to get a LF/OX spaceplane or rocket all the way out to another planetary system, but they were perfect for Kerbin SOI rockets and SSTOs. They were the perfect intermediary between the other engines and the NERV. Please un-nerf the wolfhound. Edit: Similarly with the skiff.
  17. May 5th 1961. Almost a month after Yuri Gagarin's loop around the globe, Nasa was finally ready for it's first rocket mission with human crew. Alan Shepard boarded his mercury capsule Freedom 7, strapped on a Redstone rocket and prepared for a Suborbital flight. Follow the instructions and recreate the mission, some parts are completely automated(stage separation, boostback and parachute deployment) Mercury-Redstone 3 at Launch Complex 5. Freedom 7 in space. Download here ---> https://kerbal.curseforge.com/projects/mercury-redstone-3/files
  18. Since i installed making history, I can't manage to have the KV 1/2/3 pods decouple from their base, leaving only the round part. I saw that it is necessary to have a part linked under them to decouple, but i tried it and it does not work. When i stage, the part just does not decouple. In fact for a long time i just assumed it was supposed to have a decoupler added under it, like the original (gemini like) pod. I just recently noticed images of the KV-1 properly detached on the net. Am I missing something ?
  19. Hearts Chevron 96 [EHEV] *STOCK* Extra Heavy Extra Volumetric Cargo Lifter. [Carries ~12.5m wide and 60meter length cargo. Can lift ~1495 Ton into LKO/~1.5Kiloton @ 28.5Ton per rapier.] For only 368 Parts which includes stock cargo! Includes flight instructions below and on KerbalX https://kerbalx.com/Aeroboi/Hearts-Chevron-96-Cargo-Lifter-25MCP https://kerbalx.com/Aeroboi/Hearts-Chevron-96-Cargo-Lifter-2375MC https://kerbalx.com/Aeroboi/Hearts-Chevron-96-Cargo-Lifter-75MC 1. Front side. 2. Belly with 2x3.75m fuel tank cargo setup. 3. From above. 4. Using the 2x5m wide fairing setup. 5. Takeoff. 6. On it's way to orbit. 7. From below 8. Nearing Orbit Introduction The name "Hearts Chevron" relates to the exotic rapier engine blocks. "The" Engine block on one of either sides is a 3x5meter engine mount each holding 16 rapier engines (48 total) on either side (makes 96) In view of them they look either like a "heart" or a "chevron" (depending on ones viewpoint) In flight they distribute that unique engine exhaust effect in it's contrails. The 2375MC version for reference comes with only 368 parts, but mind you, that includes the 1450 Ton payload itself. Explanation I have been trying to build the largest, most part and aerodynamic efficient Rapier based cargo SSTO that can haul very heavy and very large payloads into LKO. Most SSTO's are limited to cargo size either due to the space planes setup or being limited by cargo bays due to CoM, CoT and cargo width/length limits. Usually people like myself build specific space planes for different cargo types for destined destinations. Typically a space plane can never carry more then a specific type of cargo weight or by volume based on the layout of the space plane or the cargo hold parts available in the game. While this space plane can have unique restrictions it should be able to haul anything into orbit that you could desire. Even if the payload should consisted of drag inducing outer parts that couldn't be faired the native engine thrust should be able to accelerate past 400m/s. I require 96 Rapier engines to accelerate to Takeoff speed using the length of the level 3 runway at MTOW. But that amount of Rapiers is more then the required thrust required to break past 400m/s. In theory/practice the space plane can always achieve past 400m/s even if it were to climb at 10° at MTOW so some minor drag shouldn't be an issue. To meet it's specifications I tried to make a layout that can carry universal payloads both in weight and volume/dimension. I reiterated this design many times. Each wing segment is placed locally so it can absorb the greatest aerodynamic stress. All elements of flight on all 3 versions are tested and the space plane can perform all the requested takeoff and landing procedures you'd expect from a decent SSTO. Directly under it's belly it can fit a 12.5m width rocket or space plane, even wider if it can stick out down below the outer mk3 fuel tanks until as wide as the closest engine block while being 60m long. This space plane can be used with reasonable frame rates depending on amount of parts added as cargo assuming you use a modern computer. Parts in fairings will not be succumb to drag and will ignore many aerodynamic physics calculations. You should be able to carry a several hundred part payload along with it on most modern computers when it's shielded inside a fairing. I made this space plane so I can effectively haul very massive and heavy cargo for a very high fuel and cost efficiency to haul mother ship parts or fuel depot parts into orbit.When payload is properly faired it can carry 1495 Ton into orbit. For reference, in total it can carry 17 x Kerbodyne S3-14400 fuel tanks on the 2375MC version. I have already created this space plane some time ago and have further optimized it's design characteristics and made 3 versions with several cargo attachment points. I consider these cargo attachment setups reasonable for most cargo weights and sizes.Tell me if you got any cargo you are unable to haul and I'll see if I can optimize the space plane further. Why would I need such a space plane you'd ask? You'd say lesser efficient or less heavier space planes can haul the required cargo to orbit also! However, if you want to build fuel stations, send space stations into orbit or haul ssto's into orbit using another ssto then this vessel should be able to do that. Physical Time Warp You cannot only use but are advised to use Physical timewarp. I'd suggest to use 3x physical timewarp during takeoff roll (change back to 1x during takeoff itself) Use 2 to 3x physical timewarp until reaching orbit (depending on computer hardware) If your computer is faster 3x should be the choice. Instructions Important *If you use no mechjeb or any other autopilot you want to use pitch trim so the space plane wants to stay level. As speed increases the nose wants to pitch up in the thicker parts of the atmosphere so you want to adjust trim for this. *In the upper atmosphere the CoT can be unbalanced with payloads that shift the CoM down. You can toggle on/off engines on the engine blocks with the action groups 2 through 6. This can be necessary if the weight of the cargo is further down when using a lower attached and/or wider shaped cargo. The combinations of action group 2 through 6 offers several dozen variations of engine setups. It's at your own leisure to find out the variety of engine combinations using a combination of action group 2 through 6 to be able to find the right balance. For most payloads the natural setup of all 96 engines should be centered so that you can maintain orientation up until the upper atmosphere in most cases. If your cargo's mass is hanging low though it is often better to find a better engine setup by toggling one, two or more sections on/off using the action group keys. *Use mechjeb *Stock SAS can be a bit wonky in the lower atmosphere due to natural pitching moment at higher speeds, the pitching moment can be to great under SAS input or very draggy cargo may succumb the pitching moment. If this happens there are 2 options. Firstly try to figure out which engine group to shut down using the action groups to re-balance the center of thrust at higher speeds to negate this effect in the upper atmosphere. If this happens in the lower atmosphere use action group 7 to toggle front spoilers for aerodynamic re-balance. If you do not remedy this when this occurrence occurs it can cause a RUD when pitching to great at higher speeds while carrying the heavier payloads at speeds above 500m/s. This shouldn't be troublesome as above 500m/s the rapiers have gained enough speed so that you do not need to have them running all at once. Above 10km you can turn all engines back on as the atmospheric stress is much less at this altitude and this problem shouldn't appear mostly. *Know that it is important that you know how to attach your cargo properly. Action groups. 1. Switches modes on all engines. 2 through 6. toggles different engines on either side for CoT rebalance. RCS toggles the fuel cells to generate electric charge (if you need it) 7 Toggles front spoilers for aerodynamic rebalance past 400m/s (isn't necessarily required but depend on cargo drag and weight) Facts: Make sure payload is centered so that the Com is centered at the CoL. Version 1 carrying a 7.5m wide center fairing. Version 2 carrying 16 x S3-14400 3.75m tanks in parallel formation with a 50.5% payload fraction. Version 3 carrying 2 x 5.5m(11m total) fairings next to one another. Make sure the payload across both sides is evenly matched. If your payload can't be distributed such way you should add dummy weight on one of either sides. NOTE: I would be happy if people could point out complaints or ways to improve the vessel. Happy flying
  20. *Edit: I will list each chapter as it is available below. ALWAYS download from this post to ensure you use the most up-to-date version* Chapter 1 DXX Download Chapter 2 Download DDX Chapter 3 Download DDX Chapter 4 Download Beta Note: Chapters marked with DX are final and have been played by others and cleaned up of any glitches, errors, or generally broken bits. ------------------------------ Hey all, I've been browsing the forums and it looks like this is a pretty good place to share missions and mission ideas for Making History? I got the DLC day one and have been playing around with the editor ever since. It's powerful, but a bit tricky. That being said, I'm trying to formulate some cool ideas for unique missions and wanted to get your thoughts. I'm a writer by day and love sharing stories. Instead of just doing recreations or one-off missions I thought it would be cool to do a very narrative-driven set of missions that follow each other logically. For example, if you download and play mission 4 and finish it, when you start 5 everything would be in the same place you left it for a bit of continuity. I'm just curious if any of you would be interested in Kerbal missions with a lot of text and story based narrative (that is funny, don't worry) and a mini novel-like approach to missions with each one named with a chapter number in it. The story would follow Jeb from his first day after graduating the Kerbal Space Academy and a rather mundane mission, eventually leading to more elaborate missions exploring the solar system. My first test mission is almost finished and I will upload it here in the coming days for a quick example if anyone wants to see what I mean. I'm still trying to learn everything well enough to actually tell a story though. Thanks everyone! PS-here's Jeb leaving the academy and being swarmed by fans.
  21. Ever since making history's release date was revealed i have been wondering if it is coming to KSP: Enhanced Edition. Is there any one that could answer this? Thanks! Oh i also heard that you can get a cheat menu In Enhanced Edition, does this exist and if so how do you get it open?
  22. Using the mission builder what's your best ksp mission you have made, if any? (I have made a few myself, and currently working on another)
  23. So this is my first mission. It is also the first part in a series of parts that will be in a mission pack. In the first part of many in the munar exploration mission pack, your goal is to land the kurveyor 1 probe (currently in munar orbit) at a specific place on the mun. Good Luck! Download Links: https://kerbalx.com/missions/83 https://steamcommunity.com/sharedfiles/filedetails/?id=1637198865 Its a beginner skill mission, and its very easy. Post images of you doing the mission below! Part 2 is coming soon.
  24. Here are images from the first time I played KSP 1.6.1, which I started playing today! (I previously had played 1.2.2 and 1.4.2)
  25. Hello! I am SuperMiiBrother. I have had this game since 2017 And just signed up for the Forums (WHY DIDN'T I DO IT SOONER?!) And was wondering how to post a mission on the Forums. I made a mission Im a little proud of, And want to share it with the community! Please help.
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