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  1. So I'm very Laggy in KSP and I wanna fix it I heard a way on Youtube, and it said using unity 5.. when I checked it, I wasn't able to find a version for the on final approach which is KSP 1.12.3... any ideas? thoughts? links? discussions?
  2. Download on Curseforge or Github or SpaceDock. Also available on CKAN. KGEx Brings you: ISRU Thanks But No Tanks (QBTT) Module Manager config patch to allow mining and converting Ore without storage tanks by adding a small amount of Ore storage to all ISRUs. Available on CKAN as ISRUThanksButNoTanks. Supports ISRUs in Stockalike Mining Extension by @SuicidalInsanity. CKAN: StockalikeMiningExtension Adopted by @zer0Kerbal, originally by @QuickBASIC Cabin notes: WIP - work in progress Am open to adding more features, great project for someone! I have not personally tested the patches Have a request? Glad to have them, kindly submit through GitHub. Discussions: See Discussions or KSP Forums for discussions and news on this mod Installation Directions: Use CKAN Changelog Summary See ChangeLog for full details of mod changes Known Issues See Known Issues for full details of feature requests, and known issues Dependencies Kerbal Space Program may work on other versions (YMMV) Module Manager Recommends Kerbal Change Log Stockalike Mining Extension Suggests SimpleConstructon! (SCON!) SimpleLogistics! (SLOG!) Not So SimpleConstructon! (NSSC) Keridian Dynamics Vessel Assembly (KDVA) The Gold Standard! (GOLD) Stork Delivery System (SDS) Komplexity (KPLX) KaboOom! (BOOM) another way to not go to space today Solar Science (SOLS) Stock Inline Lights (SIL) Mini Sample Return Capsule (MSRC) Pteron (MSRV) Solar Science (SOLS) Jack-O-Lantern (JACK) MoarKerbals(MOAR) On Demand Fuel Cells (ODFC) Field Training Facility (FTF) Field Training Lab (FTL) Docking Port Descriptions(DPD) PicoPort Shielded (PPS) Transparent Command Pods) (TCP) More Hitchhikers) (MHH) Biomatic (BIO) B9 Stock Switches (B9S Oh Scrap!: ScrapYard: DaMichel's AeroRadial (DAR) DaMichel's CargoBays (DCB) DaMichel's Fuselage (DMF) DaMichel's Spherical Tanks (DST) Simple Cargo Solutions (SCS) KerGuise Experimental Engineering (KGEx) Kerbal Changelog Community Resource Pack Supports Kerbal Change Log Stockalike Mining Extension Conflicts none known Replaces none Tags addon, resources *red box below is a link to forum post on how to get support* Credits Legal Mumbo Jumbo (License) Current Forum: Thread Source: GitHub License: Original Thread: none Download Source: GitHub License: Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date v1.0.0.0 original: 11 Aug 2018 0K updated: 06 Sep 2021 zed'K
  3. Upgrades GUI This plugin is a collections of interface tweaks aimed at making the part/module upgrades feature introduced in 1.2 more user-friendly. Note that the plugin doesn't add any upgrades. If you want to have them in your game you need to download other mods that implement the upgrade feature. VAB/SPH part tooltips show upgraded stats The part stats are now updated according to unlocked upgrades. The part cost is now updated according to unlocked upgrades. All module widgets now show the updated stats according to unlocked upgrades. The part upgrade module widget show the detail of part stats/cost modifiers. If "showUpgradesInModuleInfo" (stock field) is set to true the upgrade config, the module widget now show the details of every upgrade currently unlocked for this module Some QOL tweaks to the tooltip stats : dry mass, mention of multi-mode engines, better formatting of engines thrust/ISP (bonus feature) Non-stock modules using cost/mass modifiers should have their modifiers taken into account too. Upgrades selection This allow to customize which upgrades are applied to placed parts in all modes (Career, Science and Sandbox) Parts with upgrades now have a clickable "upgrade widget" in the tooltip widget list Clicking on the widget show a list of upgrade widgets that can be toggled to enable/disable upgrades for this part Upgrades exclusivity/overrides rules and R&D unlock status can't be bypassed Vessels with customized upgrades will work perfectly if the plugin is removed, all this is done within the stock upgrade implementation. R&D tech tree feature In the nodes part list, upgrades have a pale green background to better differentiate them from parts. Download & source Soon to be available on CKAN ! LATEST RELEASE and source from github. Disclaimer I'm far from a skilled programmer, so the code for this may be ugly. As far as I know, it does the job and doesn't break the game. However, keep in mind that I don't really know what I'm doing. If anybody has the time to review and comment my code, I'm open to suggestions and pull requests KSP-AVC disclaimer This mod doesn't include mini-AVC, but it has a version file that allow version checking trough the KSP-AVC Plugin. Licensing This masterful work of art is released under the unlicense. So public domain, feel free to do anything, especially updating this plugin if I'm not around. Changelog and bugs Known bugs and glitches None at the moment v1.5 for KSP 1.2.2 - 19/04/2017 (Issue #5 fix) : NRE when PartStats{} node is absent from PartStatsUpgradeModule bug (Issue #4 fix) : ModuleDataTransmitter (and others) doesn't revert to base stats bug (Issue #3 fix) : Incorrect state of upgrades at init bug v1.4 for KSP 1.2.2 - 18/04/2017 New feature : upgrade selection system Refactored a lot of things Re-fixed nullref on creating the upgraded parts prefab (thanks @Oort for the perfect bug report) Removed mini-AVC dll, KSP-AVC is still supported Changed plugin name to "UpgradesGUI" v1.3 for KSP 1.2.2 - 28/03/2017 Fixed an issue causing an exception within the GameDatabase, this resolve the issue with toolbar icons disappearance (Thanks @Rodger) The module widget list in the part tooltip is now sorted alphabetically (this reproduce the stock behaviour) v1.2 for KSP 1.2.2 - 24/03/2017 The "custom prefabs" parts now try to call OnLoad() on their modules, with the HighLogic.LoadedScene set to LOADING, in an effort to better replicate what happens with the real part prefabs. This fix the issue with Kerbalism custom modules, and may prevent the same kind of error from surfacing in other plugins. Thanks @ShotgunNinja for guidance on what was happening. Added some error-checking so if things go wrong, the plugin should fail a bit more gracefully. v1.1 for KSP 1.2.2 - 23/03/2017 Added KSP-AVC support for version checking v1.0 for KSP 1.2.2 - 22/03/2017 Initial release
  4. I think it would be cool if it would be necessary to upgrade the space suits as the game progresses. eg. At the start, the space suits would not have their own tanks and would rely on staying close to the ship to keep a kerbal alive (Maybe have something like a pipe attached to the suit so that the kerbal can't just float away.) The second update would feature an oxygen tank, the next: RCS thrusters. They could be upgraded in the Research Facility. What do you think?
  5. Hi, has anyone experience with the UpgradeScript from the SaveUpgradePipeline? I want to replace one part in a save or craft file with another part of the same dimension and properties and therefore try to use the following script: using System; using SaveUpgradePipeline; using UnityEngine; namespace PlanetarySurfaceStructures { [UpgradeModule(LoadContext.SFS | LoadContext.Craft, sfsNodeUrl = "GAME/FLIGHTSTATE", craftNodeUrl = "PART")] public class StorageUpgrader : UpgradeScript { ///FLIGHTSTATE/VESSEL/PART" //visible name of the upgrader public override string Name { get { return "Upgrader 2.0.0"; } } //description for the upgrade process public override string Description { get { return "Upgraded to BLA"; } } //check the maximal version protected override bool CheckMaxVersion(Version v) { return true;// v <= TargetVersion; } //get the earliest version that can be upgraded public override Version EarliestCompatibleVersion { get { return new Version(1, 0, 4); } } //get the target version of the save file public override Version TargetVersion { get { return new Version(1, 3, 1); } } //test the save file for upgrades public override TestResult OnTest(ConfigNode node, LoadContext loadContext, ref string nodeName) { //when the parts of a craft should be checked if (loadContext == LoadContext.Craft) { Debug.Log("[STORAGEUPGRADE] OnTest - Craft"); string[] values = node.GetValues(); return checkPart(node, loadContext); } //when the savefile should be updated else if (loadContext == LoadContext.SFS) { Debug.Log("[STORAGEUPGRADE] OnTest - SFS"); //iterate over all vessels in the savefile ConfigNode[] vessels = node.GetNodes("VESSEL"); for (int i = 0; i < vessels.Length; i++) { //iterate of all parts in the vessel ConfigNode[] parts = vessels[i].GetNodes("PART"); for (int j = 0; j < parts.Length; j++) { if (checkPart(parts[j], loadContext) == TestResult.Upgradeable) { Debug.Log("[STORAGEUPGRADE] OnTest - Vessel \"" + vessels[i].GetValue("name") + "\" needs to be upgraded"); return TestResult.Upgradeable; } } } } Debug.Log("[STORAGEUPGRADE] OnTest - Save file is up to date"); return TestResult.Pass; } //upgrade the save file public override void OnUpgrade(ConfigNode node, LoadContext loadContext) { //when the part of a craft should be upgraded if (loadContext == LoadContext.Craft) { upgradePart(node, loadContext); } else if (loadContext == LoadContext.SFS) { Debug.Log("[STORAGEUPGRADE] OnUpgrade - SFS"); //string partName = node.GetValue("name"); //iterate over all vessels in the savefile ConfigNode[] vessels = node.GetNodes("VESSEL"); for (int i = 0; i < vessels.Length; i++) { //iterate of all parts in the vessel ConfigNode[] parts = vessels[i].GetNodes("PART"); for (int j = 0; j < parts.Length; j++) { upgradePart(parts[j], loadContext); } } } } //Check of the parts has to be upgraded private TestResult checkPart(ConfigNode part, LoadContext loadContext) { string partName = part.GetValue("name"); switch (partName) { case "KKAOSS.RCS.Tank": return TestResult.Upgradeable; } return TestResult.Pass; } //Upgrade the part private void upgradePart(ConfigNode part, LoadContext loadContext) { string partName = part.GetValue("name"); switch (partName) { case "KKAOSS.RCS.Tank": Debug.Log("[STORAGEUPGRADE] upgrade Part:" + partName); part.SetValue("name", "KKAOSS.Switchable.Tank"); part.AddValue("testValue", "BLA"); break; } } } } Judging from the debug information from the logs, all works as intended. First it is checked if something has to be upgraded (OnTest). This is the case an therefore the upgrade is done (onUpgrade). After the update the OnTest method is run again to check if everything is okay. [LOG 22:14:01.028] [STORAGEUPGRADE] OnTest - SFS [LOG 22:14:01.029] [STORAGEUPGRADE] OnTest - Vessel "Untitled Space Craft" needs to be upgraded [LOG 22:14:01.037] [STORAGEUPGRADE] OnTest - SFS [LOG 22:14:01.037] [STORAGEUPGRADE] OnTest - Vessel "Untitled Space Craft" needs to be upgraded [LOG 22:14:01.038] [STORAGEUPGRADE] OnUpgrade - SFS [LOG 22:14:01.039] [STORAGEUPGRADE] upgrade Part:KKAOSS.RCS.Tank [LOG 22:14:01.039] [STORAGEUPGRADE] upgrade Part:KKAOSS.RCS.Tank [LOG 22:14:01.040] [STORAGEUPGRADE] OnTest - SFS [LOG 22:14:01.040] [STORAGEUPGRADE] OnTest - Save file is up to date The thing is, although it seems to work on the paper (in the log) there are no changes made at all. Neither in the loaded game nor in the SFS file. Even the test value i added via AddValue("testValue, "BLA") to the node does not appear anywhere in the savefile. It was stated that with this upgrade pipeline you don't have to take care of file operations and so on and one simply needs to change the config nodes. Am i completely missing something here?
  6. I am brainstorming a way to allow for the maxTemp & skinMaxTemp to be raised incrementally as you progress through a career. Quite a few planet packs use "hazardous oceans", and what these "oceans" do is simulate heat being radiated from the surface or ocean, eventually leading to an explosion or a puff of smoke where a kerbal once stood. What Im hoping to achieve is simple: Upgrade the Astronaut Complex to level 2 and it increases the maxTemp of a kerbal by 400. Upgrade the complex to level three and it will increase the maxTemp by another 400. Anything over 1600 is a bit overkill and unrealistic i feel. Retreating to the vessel to cool down should be required at some point. I was hoping this could be possible with Custom Barn Kit or KRnD but I'm afraid it's not at the moment. @sarbian maybe is this something that could work in Custom Barn Kit?
  7. I'm looking for some information on how to use the part upgrade feature. Mechjeb for example does it but I guess this is a feature of himself. But I red that it is possible in ksp now and I'd really like to know how. Okay to get propper help I should propper describe what I want to do: - I want to use the stock survey scanner and add scansat ability to it. To do so I don't want to just copy it and spread the copies over the techtree but I want to add upgrades to it to be unlocked. So basically move the "original" scanner to the place of the radar sensor of scansat, delete its module for resource scanning and then have it upgraded further down the tree with said module and the other two scansat provides. It's all nice and good and when I just make copies it works but ... errr ... there is this cool feature of partupgrades and I'd love to use it. cheers
  8. Hello Not sure this is the right place to put this. Currently, I have an Intel Core i5-4440 and an AMD Radeon R9 200 Series. What should I upgrade to achieve a high FPS in-game? I have a lot of graphical mods installed like EVE and RealPlume etc, but I want to keep them. Thanks!
  9. Hi all, At some point in the past, i remember downloading a small mod, that, amongst other things, allowed you to tweak the building upgrade costs. In the stock career game, in my opinion the vast majority of the money is used on building upgrades whilst space vehicles are really , really cheap. I'd like to have cheap building upgrades but reduce funds rewards or increase part costs, so there is some incentive to re-use and build out infrastructure in a new career game. Anyone remember what this mod was called, i'd like to get it again..
  10. Hello all - Did some searching but couldn't find anything that answers my questions. If there is a thread I haven't seen, feel free to direct me to it. I have to imagine I'm not the first to ask... What's the best way to move to a new version? I have a pretty good game going in 1.2.1, but would like to move up to 1.2.2. Can I just move my game files over? What about mods? I'm on a Mac, if that makes any difference.
  11. So, you may have seen my post about 10 days ago in another part of the forum, regarding my amazing wife who just bought me a new PC from CyberPower. Well, it came via UPS today! Quick specs, Intel I7-6700 3.4ghz, 16gb ram, gtx1070 8gb ram. I'm looking for recommendations for this significant upgrade. Not just visual enhancements either(but bring em on), as an example: on my old machine I couldn't run RasterPropMonitor without dropping to less than 3 fps, so RPM will definitely be at the top of my list as I love IVA missions. I'm looking for any mod recommendations you may have. I'd especially love to see some of your reasons why you love certain mods vs similar mods or stock. Obviously KSP is known to get bottlenecked at the cpu meaning my new gtx1070 may not do as much as I expect, but I'm going to push this beast to its limit before I back down the throttle. Any mod recommendations for a top of the line PC would be most welcome!
  12. After upgrading to 1.1 from GOG Galaxy Client, I click "Play", it opens KSP launcher and stops there, with the message "Checking for update". Can anyone help me with this?
  13. I have a career-mode game I started in 1.0.5. Tonight I upgraded to 1.1. When I go to look at the tech tree, I noticed duplicate items listed. Upon exiting the game, I looked in my saved game and noticed contents like this: Under the section SCENARIO { name = ResearchAndDevelopment scene = 7, 8, 5, 6 sci = 0.9976196 there was: Tech { id = flightControl state = Available cost = 45 part = R8winglet part = sasModule part = Mark2Cockpit part = winglet3 part = Mark2Cockpit part = Mark2Cockpit part = Mark2Cockpit part = Mark2Cockpit part = Mark2Cockpit part = Mark2Cockpit part = Mark2Cockpit part = Mark2Cockpit part = Mark2Cockpit part = Mark2Cockpit part = Mark2Cockpit } This was only duplicated a handful of times. Other sections had hundreds of duplications. This was shown in the tech tree as duplicated items as well. Other items duplicated elsewhere include: Mark1Cockpit, SmallGearBay, nacelleBody, JetEngine, shockConeIntake, structuralPylon, radialEngineBody, shockConeIntake, turboFanEngine. I expect items to only show up in the tech tree once (or possibly twice if they were moved between versions and my overwrite of the install didn't delete the old versions). System: Ubuntu 14.04 64-bit. Graphics: 01:00.0 VGA compatible controller: NVIDIA Corporation GF108 [GeForce GT 630] (rev a1) KSP: build id = 01230 2016-04-19_19-27-15
  14. I have a career-mode game I started in 1.0.5. Tonight I upgraded to 1.1. I currently have several vessels on the Mun, one of which is a landed orbiter and another is a fuel truck. The fuel truck has a claw on the front. When I ram the fuel truck into the orbiter, the two vessels "dock" and can be managed as one. However, when I click on a fuel tank, hold down right shift, and then click on another compatible fuel tank, the in/out buttons do not show up. Repeated attempts to do this do not result in success. However, if I use [ or ] to switch to a nearby vessel and then switch back immediately, I am able to see the fuel transfer buttons and perform a fuel transfer as expected. OS: Ubuntu 14.04. Video: 01:00.0 VGA compatible controller: NVIDIA Corporation GF108 [GeForce GT 630] (rev a1) KSP 64-bit. build id = 01230 2016-04-19_19-27-15
  15. I've had problems for a long time now with any external control device I add to KSP, such as a gamepad or joystick. None of them seem to work, unless I install the Fly-By-Wire mod. It's a nice mod, but can the software of the mod be made stock? There are a few issues I would like cleared so using my joystick and gamepad is less buggy.
  16. 1.0.5. I'm allowed to collect surface samples without the Astronaut Complex. I do have the Lv. 2 RnD. Derp?
  17. Hello everyone, I have a rocket that can get me to duna and back and would like to ask everyone if you could help to improve it as it is a prototype. [imgUR]6YIvMqA[IMGUR] Thx in advance -Ribby Kerman
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