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After having already played on it for over a year I have decided to start posting the results of my KSP career save here,on this career I have set myself the goal of colonizing every single body(except stars) using MKS and EPL as the two main colonization mods. In addition to those two mods I have a huge customized modpack including interstellar engines from Far Future Technologies, a modified version of Beyond Home that adds its system not as a replacement to the stock system but as an addition to it and many more. For other planet packs I also use OPM. Due to the large time already spent playing on the save I had to first go through the backlog of the many already completed missions and already started colonization efforts, so the first 38 chapters were me posting the earlier missions with whatever screenshots I have of them that i happened to take, if I have no screenshots of the original mission I showed the mission vehicle in VAB/SPH. Chapters: Chapter 1: Beginnings https://forum.kerbalspaceprogram.com/index.php?/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/&do=findComment&comment=4287263 Chapter 2: First interplanetary voyage https://forum.kerbalspaceprogram.com/index.php?/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/&do=findComment&comment=4287609 Chapter 3: Launch to Jool https://forum.kerbalspaceprogram.com/index.php?/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/&do=findComment&comment=4289999 Chapter 4: The First Colony https://forum.kerbalspaceprogram.com/index.php?/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/&do=findComment&comment=4291039 Chapter 5: Eve Station https://forum.kerbalspaceprogram.com/index.php?/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/&do=findComment&comment=4291379 Chapter 6: Minmus Expansion https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4291628 Chapter 7: Minmus Trade Route https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4291953 Chapter 8: Orbital Shipyard https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4291998 Chapter 9: Eve Colony Shiphttps://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4292303 Chapter 10: Jool Arrival https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4292438 Chapter 11: Satellites & Mun preparations https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4293995 Chapter 12: Duna Mission & Space Freighter https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4295223 Chapter 13: Moho Mission & Colony Expansions https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4295688 Chapter 14: Mun Construction https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4318324 Chapter 15: Eve Expansion https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4319907 Chapter 16: Gilly Colonization https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4320205 Chapter 17: Mission Returns & Leveling Cruise https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4320228 Chapter 18: Interplanetary Fusion Spaceship & Heavy Mining https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4320909 Chapter 19: Duna Colonization https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4321698 Chapter 20: Harbor Activity https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4321716 Chapter 21: Eve Heavy Industry & Plock Mission https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4322980 Chapter 22: Jool Colonization Fleet https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4322991 Chapter 23: Sarnus Mission https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4323343 Chapter 24: Gilly Station & Eve Karborundum Mining https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4325354 Chapter 25: Jool Colony Fleet Arrivals https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4325356 Chapter 26: Explodium Dragon https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4327871 Chapter 27: Tekto Exploration & Mun Construction https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4328950 Chapter 28: Duna Logistics https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4328955 Chapter 29: Sarnus Exploration https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4329992 Chapter 30: Pol Colonization Beginnings https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4330003 Chapter 31: Laythe Colonization Part 1 https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4330018 Chapter 32: Laythe Colonization Part 2 https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4330148 Chapter 33: Duna Colonization https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4330154 Chapter 34: Nuclear Transport & Jool Scooping https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4330335 Chapter 35: Laythe City Expansion https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4330349 Chapter 36: Bop Colonization https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4330373 Chapter 37: Laythe Skyscrapers https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4334600 Chapter 38: Dres Station & Neidon Mission https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4334626 Chapter 39: Laythe Airport & Heavy Mining Preperations https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4341289 Chapter 40: First Laythe Miner & Sarnus Colonization Preparations https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4372662 Chapter 41: Sarnus Colonists & Money https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4384943 Chapter 42: More Sarnus Launches & Financial Disaster https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4401990 Chapter 43: Final Sarnus Launches - For now https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4412566 Chapter 44: Minmus Trading Infrastructure https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4442015 Chapter 45: Laythe Intermediate Miners https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4442245 Chapter 46: Laythe City Fusion Reactor https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4442467
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First of all, i am not a good player. In fact, i'm bad. So this is not fully legit. (I used orbit setting to put the mothership in Kerbin orbit.) 1. Introduction This is my first grand tour and the first grand tour in the planetpack "Beyond Jool". I used 4 vessels, 3 landers and 1 mothership to get to the planet. The whole tour was packed with flawless moments, and mistakes, making it truly - follow the Kerbal Way. The "Pre-Update" is there because Anune will be accompanied by another gas giant, and two other moons. Otherwise: The Anune 3. 2. Anune Itself Anune is a small, purple, ringed gas giant in Beyond Jool, far away from Jool and Sarkin, the largest planet. It has 3 moons - Merrink, Merza, and the atmospheric Arachnid, and i went to every single one of them. 3. The Vessels. 1. NS "Landerling", used as a lander for Merrink. It had enough deltaV to land and go back easily. 2. NS "Stern", a lander for Merza. 3. NS "Sandpiercer", the atmospheric lander for Arachnid. 4. The mothership, NSIPM-019E "Nauren" So, how did we get there? 4. The Mission Start - Getting out of Kerbin The mothership had 13 Kerbals, but only 5 of them were important: Jeb, Bill, Bob, Val and Gradock Kerman. Here's the mothership in orbit, just before leaving it. This thing has a TWR of pain and suffering, so the mission was lengthy and stressful. Year 1, Day 161 - Anune Transfer Burn The mothership began it's burn on this day, for Anune. Year 12, Day 332 - Anune Arrival After 12 years and 332 days, the Nauren finally captured itself in orbit of Anune. It began to start it's journey to Merrink, the innermost and smallest moon. Year 12, Day 335 - Arrival at Merrink It took 3 days to get to Merrink. The mothership started to prepare Valentina and Gradock for landing. Anune looks beautiful here. Departure for Merrink Shortly after, Val and Gradock left Nauren for the moon. Merrink - Landing Valentina and Gradock landed flawlessly at Garantina Hills, and planted one of Neospace's unoriginal flags into the regolith. The lander proved itself to be very reliable. Merrink - Rendezvous I used MechJeb to rendezvous and dock with the mothership. There were some problems but in the end, i did it. Merrink - Departure for Merza Shortly after docking, Nauren proceeded to burn towards Merza, Merrink's bigger cousin and the biggest moon of Anune. Merza - Arrival (Year 12, Day 341) After starting to orbit Merza, Jeb and Bill prepared for undocking. However, one of the stupid engineers in Neospace welded a docking port the wrong way, rendering the lander unable to dock, and the lander itself accidentally jettisoned supporting lander tanks. Merza - Landing Despite the inconveniences, the spacecraft landed quite easily, thanks to Jeb's good piloting. Unfortunately, Jeb forgot to plant a flag on Merza, so we don't know how to name their landing region. They were rewarded with a distant view of Sarkin, however. Merza - Ditching The Lander Unfortunately, Jeb and Bill couldn't take Stern to dock with the mothership, so they had to ditch it nearby and EVA to Nauren, followed by departure for Arachnid. Arachnid - Arrival (Year 12, Day 349) The crew arrived at the frigid desert moon of Arachnid 8 days later. This time, Valentina and Bob would land on it. Arachnid - Landing The lander worked without any problems, and the duo planted the flag in it's sand, at Iznyoska Valley. Arachnid - Departure Bob and Val, spending 4 grueling days in orbit of Arachnid due to mistakes in MechJeb's programming in their lander, finally docked with Nauren, but they broke off the top part. Year 12, Day 361 - Anune Departure After 26 days of being in the Anune System, the Nauren departed from it. Year 18, Day 5 - Kerbin Transfer Burn 2 years passed, and the engines started up again, to make a burn one last time - to The Pale Blue Karble. Year 28, Day 273 - Kerbin Arrival The crew celebrated coming to their home after 28 years, making history as the first ever mission recorded to Anune, and the first ever Anune Grand Tour. A retrieving spaceship arrived to them shortly after. 5. Conclusion Although it was my first grand tour and i've met some problems on the way, it was fun. Beyond Jool is an amazing mod, i highly recommend checking it out. There are even more interesting objects than the three moons and Anune, i just chose them because they were fairly easy. So goodbye, and sorry if the post is bland, but i'm tired. Special Thanks to: @Mr. Kerbin - The Developer of Beyond Jool, and for making this awesome mod @FTLparachute and @Kevin_kerman for being the cool guys i've had fun discussing this mod.
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Through the Eyes of a Kerbal KSP IVA career mode I love flying in IVA in KSP, it gives it a completly different experience, especially with mods like FreeIVA, awesome IVA mods available out there. So I started a new career, where I attempt to fly missions only from the cockpits and the mission control room, for unmmaned spacecraft. This will be mostly done in a video format (the serie style is new to me, so don't hesitate to provide feedback ) So let's bang our Kerbal head against all those knobs and switches shall we ? : P - Link to a WIP version of this retro-NASA-styled Probe Control Room IVA, used in this serie : - Modlist (will evolve eventually) : - Chapters : Godspeed ! Ep. 1 - Humble Hoppings We discovered female Kerbals are called "Kerbalinas" ? did you know ? : D Next we'll surely get a Kerbal to orbit, and hopefully some probes to the Mun, while continuing developping aircraft tech to break the sound barrier !
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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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Part Compilation Failed
elhsgiuloigtn posted a topic in KSP1 Technical Support (PC, modded installs)
I changed BDArmory Continued to BDArmory Plus and the next time I booted up the game it granted me with this nice error. I am on 1.12.3 with a heavily modded game (175+ mods) with not many issues so far until now. It mentions Real Chutes being the source of the issue, but I have tried to uninstall it just for the error to hop to the next part. I have tried downgrading Community Fixes to no avail and I would really enjoy to have the newer versions of BDA. I have already tried downgrading to BDArmory Continued and it has not fixed the issue. I would put an image here but I don't know how to attach one.-
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Just a very average interstellar starship here. Imgur link just in case of some Discord shenanigians:https://i.imgur.com/1HoIOOu.png
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Hello all! I have just completed building the ship Hail Mary from Mr. Weir's latest novel. Now, obviously there are some inaccuracies, one of the most glaring of which I will detail below. (!SPOILERS TO FOLLOW!) The ship in the novel was powered by an alien micro-organism called Astrophage, emitting infrared light at the 25.984 micron frequency. To simulate this I have simply included a transmission module from KSP's interstellar extended mod (henceforth referred to as KSP I-E) in my engine module which was incorporated in the config file of one of their lasers. Then, I added in a new resource labeled "Astrophage", with the approximate density of a cell (even more spoilers; in Weir's book a huge panspermia event occurred at Tau Ceti which means that all living organisms have the same rough properties and hence, same structures.) I then incorporated this new resource into the fuel tanks provided by KSP I-E, and voila! I now added the fuel tanks to fit the correct volume as specified by Weir. Except... not really. For some reason the fuel tanks only hold about 900 tons of fuel as opposed to the 2,000 they should. Despite following Weir's details as closely as I could ("largest diameter they could launch was about 4 meters... three fuel tanks side by side... estimate they take up about 75 percent of the ship's volume), I find that Astrophage has to be either too dense to be a reasonable cell or, more likely, I have messed the proportions up. With all that ranting out of the way, I will below post Mr. Weir's Hail Mary specifications as opposed to my vessel. Weir's ship specifications: Dry mass 100 tons, wet mass 2100 tons, delta-v 0.92c (acceleration to and deceleration from), 3 crew, induced comas, "a few months" of food supplies, 125m^3 internal habitable volume, ~500m^3 total volume My adaptation's specifications: Dry mass 104 tons, wet mass 1012 tons, delta-v not yet measured accurately due to time, DeepFreeze chambers (which Weir unfortunately explicitly said DO NOT EXIST on his ship.. grr.. are there any other mods that can simulate reduced consumption of resources while not eliminating it completely?), 70m^3 internal volume, 7 months of air and ~4 months of food/water for 3 crew. More details to follow on the layout shortly. Thank you all for your time reading this, and I welcome any feedback or input from any fellow readers to try to improve the design replication!
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Hi, I hope this is the right subforum to post such contraptions. I will keep updating this thread with some of the airplanes I build, airplanes that try to capture the charme and sense of adventure of a past that never was. As you can tell, I am quite fond of flying boats and float planes and a huge fan of old school open cockpits. I really, really whish there were more part mods to support such crafts. EDIT: Screw it! I'll make the mods myself, then. First up: the White Swan MK1
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So I was just playing KSP when the computer crashed. I rebooted it, and when I tried to load the save that I was playing on, this came up: [Exception: NullReferenceException: Object reference not set to an instance of an object] and the save didn't load. The other ones do. This is what the files look like for the save. I don't think any of these should affect it, but I am going to put them here just in case they do. Mod list: Help would be greatly appreciated. Thanks!
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- exception: system.nullreferenceexception
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I don't know what mods are conflict, but I found this problems at some mods what I installed. Game version is latest version All mods version is latest version CKAN version is latest version I'm playing Steam version KSP I'm already tried game verify check Here are the mods I've found so far that are giving me problems: REKT (Solved) Buffalo List of I've installed mods is: A.P.U.S. Aerospace Passenger and Utility System (AerospacePassengerandUtilitySystem 0.8) Advanced Textures (AdvancedTextures 1.8.1) Aircraft Carrier Accessories (AircraftCarrierAccessories 1:1.9.1) ASET Consolidated Agency (ASETAgency v2.0.2) ASET Consolidated Props Pack (ASETProps v2.0.7) Astrogator (Astrogator v1.0.0) AT Utils (AT-Utils v1.10.1) B9 Part Switch (B9PartSwitch v2.20.0) Background Resources (BackgroundResources 1:v0.18.0.0) Blueshift (Blueshift v1.9.5) Breaking Ground (BreakingGround-DLC 1.7.1) Buffalo (Buffalo v2.12.0) Buffalo CRP Play Mode (Buffalo-PlayMode-CRP v2.12.0) Buffalo2 (Buffalo2 v1.6.0) CCTV (CCTV 1.1.6.6) Chatterer (Chatterer 0.9.99) Chatterer Extended (ChattererExtended 0.6.2) Classic Stock Resources (ClassicStockResources v1.2.2) ClickThrough Blocker (ClickThroughBlocker 1:2.1.10.21) CommNet Antennas Extension (CommNetAntennasExtension 2.1.7) CommNet Antennas Info (CommNetAntennasInfo 3.1.2) CommNet Constellation (CommNetConstellation 1.5.7) CommNet Relays (ContractConfigurator-CommNetRelays v2.1.0) Community Category Kit (CommunityCategoryKit v112.0.1) Community Parts Titles Extras: Categories (CommunityPartsTitlesExtrasCategory 0.9.3) Community Resource Pack (CommunityResourcePack v112.0.1) Community Tech Tree (CommunityTechTree 1:3.4.4) Community Trait Icons (CommunityTraitIcons v1.1.1) Configurable Containers (ConfigurableContainers 2.6.2.1) Connected Living Space (ConnectedLivingSpace v2.0.2.0) Contract Configurator (ContractConfigurator v2.9.2.0) CountryDoggo's Random KK Bits (CountryDoggosRandomKKBits 0.1.1) Critical Temperature Gauge (CriticalTemperatureGauge 1.12.3.1) Cryo Tanks (CryoTanks 1.6.5) Cryo Tanks Core (CryoTanks-Core 1.6.5) Custom Pre Launch Checks (CustomPreLaunchChecks 1.8.1.1) DE_IVAExtension (DE-IVAExtension v1.2.0) Deployable Engines Plugin (DeployableEngines 1.3.1) DMagic Orbital Science (DMagicOrbitalScience 1.4.3) Docking Port Sound FX (DockingPortSoundFX v2.1.12) Dynamic Battery Storage (DynamicBatteryStorage 2:2.2.5.0) Easy Vessel Switch (EVS) (EasyVesselSwitch 2.3) Environmental Visual Enhancements Redux (EnvironmentalVisualEnhancements 3:1.11.7.1) EVE - Stock Planet Configs (EnvironmentalVisualEnhancements-HR 2:EVE-1.2.2-1) Far Future Technologies (FarFutureTechnologies 1.2.0) Firespitter Core (FirespitterCore v7.17) Flight Manager for Reusable Stages (FMRS) Continued (FMRSContinued 1.2.9.5) Global Construction (GroundConstruction 2.7.1) Global Construction Core (GroundConstruction-Core 2.7.1) Harmony 2 (Harmony2 2.2.1.0) Heat Control (HeatControl 0.6.1) IndicatorLights (IndicatorLights 1.8.3) IndicatorLights Community Extensions (IndicatorLightsCommunityExtensions 1.6.2) JSIPartUtilities (JSIPartUtilities 0.5.0.5) Kerbal Actuators (KerbalActuators v1.8.5) Kerbal Attachment System (KAS 1.12) Kerbal Inventory System (KIS 1.29) Kerbal Konstructs (KerbalKonstructs v1.8.6.1) Kerbal Reusability Expansion (SpaceXLegs 2.9.3) Kerbin Side Remastered (KerbinSideRemastered 1.0.1) Kerbin Side Remastered - The Life Aquatic (KerbinSideRemasteredTLA v2.0.0) Kerbin Side Remastered Gap Extras (KerbinSideRemasteredGapExtras v1.0.5) Kopernicus Planetary System Modifier (Kopernicus 2:release-1.12.1-198) kOS: Scriptable Autopilot System (kOS 1:1.4.0.0) kOS-Career (kOS-Career 0.2.0.0) kOSPropMonitor-Adopted (kOSPropMonitor 1.7.3) KSC Extended (KSCExtended 3.0.2) KSC Harbor (KSCHarbor 1.2) KSP Wheel (KSPWheel 1:0.16.14.33) Landertrons (Landertron v1.3.0) Making History (MakingHistory-DLC 1.12.1) Mark IV Spaceplane System (MarkIVSpaceplaneSystem 3.2.0) MechJeb 2 (MechJeb2 2.14.3.0) ModularFlightIntegrator (ModularFlightIntegrator 1.2.10.0) Module Manager (ModuleManager 4.2.3) MOIST! Underwater Technologies (MOISTUnderwaterTechnologies 1.12.1) Near Future Aeronautics (NearFutureAeronautics 2.1.1) Near Future Construction (NearFutureConstruction 1.3.1) Near Future Electrical (NearFutureElectrical 1.2.3) Near Future Electrical - Decaying RTGs (NearFutureElectrical-DecayingRTGs 1.2.3) Near Future Electrical Core (NearFutureElectrical-Core 1.2.3) Near Future Exploration (NearFutureExploration 1.1.2) Near Future IVA Props (NearFutureProps 1:0.7.1) Near Future Launch Vehicles (NearFutureLaunchVehicles 2.2.0) Near Future Propulsion (NearFuturePropulsion 1.3.5) Near Future Rovers (NFR) by V2 Industries by MichaelV2.0 (RoverPack 2.0.99.0-adoption) Near Future Solar (NearFutureSolar 1.3.2) Near Future Solar Core (NearFutureSolar-Core 1.3.2) Near Future Spacecraft (NearFutureSpacecraft 1.4.3) Omega482's - SpaceX style landing pad (SpaceXLandingPad 0.2.1) Omega's Stockalike Structures: No Textures Required (StockalikeStructures 0.0.12) Omega's Stockalike Utility Vehicles (StockalikeUtilityVehicles 0.0.32) RasterPropMonitor (RasterPropMonitor 1:v0.31.13.4) RasterPropMonitor Core (RasterPropMonitor-Core 1:v0.31.13.4) Recoverable Emergency Kerbal Transport (REKT 0.4.8.2) RecoveryController (RecoveryController 0.0.4.2) RemoteTech Redev Antennas (RemoteTechRedevAntennas 0.1.1) Retractable Lifting Surface Module (RetractableLiftingSurface 0.2.1.2) SinkEmAll (SinkEmAll 3.1) SmokeScreen - Extended FX Plugin (SmokeScreen 2.8.14.0) Space Dust (SpaceDust 0.4.4) SpaceTux Library (SpaceTuxLibrary 0.0.8.6) Stockalike Station Parts Expansion Redux (StationPartsExpansionRedux 2.0.10) Stockalike Station Parts Expansion Redux - Internal Spaces (StationPartsExpansionRedux-IVAs 2.0.10) System Heat (SystemHeat 0.6.0) TAC Life Support (TACLS) (TACLS 1:v0.18.0.0) Toolbar Controller (ToolbarController 1:0.1.9.11) Trajectories (Trajectories v2.4.5.3) TRP-Hire (TRPHire 0.6.11) Tundra Exploration - Stockalike Dragon V2 and Falcon 9 (TundraExploration 7.0.0) Tundra Techonologies (TundraTechnologies 7.0.0) Tundra's Space Center (TundraSpaceCenter 2.0.2) Water Launch Sites (Kerbal-Konstructs) (WaterLaunchSites 1.0.1) Waterfall Core (Waterfall 0.9.0) Wild Blue Tools (WildBlueTools v1.90.1) WildBlueCore (WildBlueCore v1.2.5) WildBlueIndustries CRP Play Mode (WildBlue-PlayMode-CRP v1.90.1) Working Underwater Lite (WorkingUnderwaterLite 1.2.1) What mods is conflicts each other? CKAN was not detected any conflicted mods. Here's a crash logs, saves and crafts files: Google Drive Because the file size is a bit large, I attached it to the cloud.
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To Be Kerbal: Historical Career Playthrough
TheSpaceDinos4037 posted a topic in KSP1 Mission Reports
Heya! This is my first try at doing one of these mission report series things so I don't know if you guys will like it or not Anyways, this series is basically just career mode but with a BUNCH of IRL parts mods installed (BDB, Tantares, RN Probes/Rockets, etc.) And also History of Spaceflight for contracts Pretty much the space race but kerbalized This will also include a WHOLE bunch of world building so anyone whos a fan of that will like this hopefully So I guess I should make my save now!- 6 replies
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Frontier Aerospace Background: In his high school years, Matthew Kerman founded an aerospace club. He and his team completed many projects with model rockets and high-power rockets. In his senior year, the team successfully launched a space shot mission. He broke a record with the first high school to send a rocket into space. Matthew then got many scholarships and finished college with a master's degree in Aerospace. He then got hired by NASA to work on the Space Launch System. Years later, he proposed a plan to replace the SLS with a clean sheet HLLV. The proposal was called the Jupiter MHLV (Modular Heavy Lift Vehicle). It is composed of many companies like SpaceX, ULA, Boeing, and most importantly... Frontier Aerospace. Matthew left NASA to form Frontier. The team is composed of former SpaceX, ULA, Boeing, and Blue Origin Employees, and even some of his friends from high school. Their goal is to help NASA explore, build transportation for the public, and explore planets like Sarnus or even Plock. Current date: September 2041 Previous launch: Rhea Ia Mass Simulator Next Launch: Rhea Ia: Space Launch Carrier 1 Before I started this mission report, I had many Frontier saves (Frontier was called "Nano Hex" before switching). I have always conceptualized replacements for the SLS ever since I had an interest in space exploration. Thanks and inspiration to: @Blufor878 @GoldForest for Dreaming Big @Jay The Amazing Toaster for Kānāwai: Ares to Mars @Poodmund and @CaptRobau for making OPM And all the modders that contributed to making them
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I am doing a Beyond Home playthrough and am trying to set up a uranium mining base on a moon, but the only resources on the moon are Ore and MetalOre. I am using the exact same modlist as Carnasa for his own "coming home redux" playthrough. I saw all modded resources show up as 0% on resource scanners and dont show up at all on scansat. I assumed this may have just been a minor visual bug or something so i landed an actual miner but it says there is nothing to collect. I was trying to go through and edit game files, but i cant find anything that would help. Any help would be greatly appreciated!
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I have tried using the most recent update to BD armory and it's dependencies, in both the most recent KSP version and the version that it was updated for. I have deleted and redownloaded from each relevant github, taking each folder out of their gamedata folders and putting them in KSP's gamedata folder (I did not put the BD armory gamedata folder into the KSP gamedata folder, just the BD armory folder). I have tried many fixes suggested online, but nothing seems to work. Could I have some help with this please? I can send screenshots if it helps fix the issue.
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Dropbox Link: https://www.dropbox.com/scl/fi/ktqn7fkc8qdg0b3g4o7a1/KSP.log?rlkey=8x5pcxxfqu8zx88baydbnvhk6&dl=0
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Coming back to the game after... *checks notes* 3 year break wow. I attempted to make a base with a very similar design back in the day, but low framerate + glitches made me quit. Now with a beefy PC I finally managed to build it. Experience from the first attempt was really helpful: I made sure to find a REALLY flat spot for the base. I tried to limit part count per module (I think it's under 350 total). I put time into researching least kraken-inducing way of construction possible. I must say it paid off, the process was relatively painless albeit long. I think it took me ~3 week IRL, although interwoven with some other minor projects to keep things interesting. Framerate this time around is pretty good, and the physics warp slows down to ~x0.5, so not great but definitely playable. Some more screenshots: Next project: Minmus mining base.
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So let's say I have an asteroid with multiple resources, my question is if I mine out one resource, will the other remain? For example, lets say I have an asteroid of mass 100T. It consists of 50% [50T] Ore, 40% [40T] MetalOre, and 10% [10T] Xenon Gas. For simplicity, let's assume that all 100% of the asteroid mass is mineable resources. If I send a mining ship that has storage space for 55T Ore and only 35T MetalOre, and start my drills, I'm assuming the following will happen: The Ore tank fills to 50/55 Tons because that's all the asteroid has. The MetalOre tank fills to 35T, but I've read somewhere that if the resource tanks are full, the drills won't stop drilling, leading to wasted resources. This means I'll most likely have to shut off the drills before this point, but let's just assume my reflexes are insane, and 35.00T Metal Ore is all that's drilled. If my thoughts are correct, then after storing away all resources that I've collected so far, I should be able to send up a mining vessel that has storage space for all other resources that are on the asteroid (In this case, 10T Xenon Gas, and 5T MetalOre), and collect them all, right? Hopefully this example makes sense, because I'm trying to figure out if my thought process is correct before committing a load of time and resources to designing a MEGA mission in my Science Mode save. Mission Overview, for those who are curious: (Yes, I also posted this on Reddit, but I figured it'd be a good idea to post here as well, since not everyone on here uses Reddit and vice versa)
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May 1984: The US creates a treaty with the USSR. Its primary goal was to cut military spending and focus on more technological advances. This rapidly progressed the new Space Shuttle's development but also revived the Saturn rockets and the Apollo Spacecraft. July 1984: The treaty was Approved, and a new Shuttle launch schedule was approved. NASA also made a few upgrades to the Saturn line but added a few more rockets. Additional Story: In addition, the LC-39 Complex was upgraded to accommodate larger versions of Saturn, the Space shuttle, and eventually SDLVS. Meanwhile, the Soviet Union is developing a rocket similar to the Space Shuttle. Its name is presumed to be Buran.
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mods folder: game ver: 1.12.5 when i launch i am stuck at 0.00 m/s and when i am in the vab or the sph i cant build or even load prebuilt crafts it displays in the staging area like the placement is pending but in the craft view it looks normal and i cannot move parts and when i try to launch the game simply crashes just let me know if you are having this problem too (note: i dont know which log is the right one for this sort of thing so that is why i didnt give you the log)
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Hi, For IVA enjoyers out there, I made this tutorial which covers a full flight only IVA launch, rendez-vous & docking to space station, then landing back at KSC runway, with a SSTO. IVA is in a retro style, so no much fancy displays, only manual piloting ! I hope you find it useful ! Also feedback and questions appreciated Notes : * Always match your inclination first with your target before doing the Hohmann transfer burn, I didn't tought about it since I knew the station was in a equatorial orbit, but still, the small deviation from my initial orbit trajectory was enough to make the rendez-vous phase trickier, as you'll see. * 21:14 : velocity relative to the targeted docking port but only in the X and Y axis. * 22:45 : I didn't mention it, but on this IVA, the screen display actually shows X, Y axis distance and vel in precise numbers, which is very practical, as well as the X, Y, Z rotation angle. it's a numerical aid to the instrument to the right, which is more visual.
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Note to mods: This may be the wrong topic to post this thread, and if so, move the thread to the correct topic. Welcome to the Orbiting Brick Kerbal Recovery Services! This is a challenge/mission idea, in the reverse direction! Anyone can submit a save that contains stranded Kerbals to be rescued, as well as any restrictions to make the mission more challenging. The rescue missions will be recorded and posted to this YouTube Channel. As well as the mission and save file being shown, the forum username of the person who submitted will be mentioned. Video with more information If you are interested in submitting, send me a private message on the forums. Rescued Kerbals: This section will list the Kerbals that have been rescued, and the user who submitted them.
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So I've got quite a few mods that add resources of their own, w/ some being only on asteroids (Graviolium, for example), and I was wondering... how do you guys deal with the massive number of the different resource types? My solution was a mining vessel w/ 16 docking ports and an EL setup that would allow me to autonomously build vessels (Orbital construction docks placed on the mining vessel itself), and use that to build some vessels with resource storage if needed. Then, I was planning on transporting those resources to orbital resource depots placed probably between the Mun and Minmus, with each depot being separated by ~1000 km of height. I was also thinking to store Ore, LFO, monoprop, and other fuels at one depot, metals at another, and other resources (Water, dirt, etc.) at another depot, but I think there might be a better way to do this? Any thoughts?
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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.
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im looking for a luna MP server to play on if anyone has a server and is looking for members then post here others can also use this as a place to look for fun servers to play on