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  1. Just wondering if anyone could make this or has made it, im aware rss reborn has volumetrics for the the earth, mars, venus and titan, but the gas giants are missing the volumetrics support. A config for this, or a tutorial on how to make configs for the volumetric clouds would be amazing to have. i have read the wiki provided by blackrack but i'm not really sure where to start. Any help would be massively, massively appreciated. Thanks in advance!
  2. Is there an addon compatible with KSP 1.12.5 and RSS/RO that makes KSP's reentry plasma look more realistic (and smooth!) than KSP's default "rough" reentry plasma with visible triangles and vertices? Ugly, rough default reentry plasma with obviously visible vertices/triangles and no thickness (flat mesh): Infinitely better, smooth reentry plasma with thickness (plasma held back on the Starship's belly and the wings): (Images from Starship's IFT-3)
  3. If I could verify that I own KSP on the Xbox store and the breaking ground dlc, could I have it on steam too? I bought Ksp on the Xbox thinking there was parity :(. Don't want to buy the game twice, is this possible?
  4. Hello! I tried dipping my toes into modding recently to see if I could pursue the goal of making the simplest of mods, but I'm incompetent enough for the job. I would love to see a mod that allowed you to hear a minimalistic on/off switch sound when enabling and disabling either SAS or RCS
  5. I would like a large factory-centrifuge part, so that I can customize it with convertors from various mods. Asking here because I cannot texture/make models to save my life.
  6. With these specs icy very smooth .1g rings?(mabey) between eeloo and dres 1 inclination 0 eccentricity thin atmosphere no water no moons
  7. I want some of the old dlc parts please, not much to ask but it seems really cool especially for Ksp 2
  8. Hi, Anyone interested in clone of Hotkey Manager for KSP1 ? I would be very interested in it, since I play in KSP2 with Joystick. Then I could use AntiMicroX to map joystick buttons to keyboard chars and... SAS
  9. With the release of KSP2 in EA, the forums have been reorganized. Even if globally I like the new organization of subforums, I think that putting all the KSP1 stuff at the very bottom (after KSP2 stuff, community stuff, and international stuff) makes KSP1 a bit "the thing nobody plays which therefore gets all the way to the bottom". Even if it's probably wrong, as a lot of, or at least some KSP1 players will keep playing KSP1; also it is extremely impractical for these players. So I humbly request (to the forum administrators) that the KSP1 subforums be no longer buried under all that stuff, and come back after KSP2 stuff, but before community and international stuff. Thanks!
  10. Hoping some brave modder out there will remove the annoying white menu on the screen when viewing the Kerbal space center.
  11. Gonna start this off with a big thanks to the KSP modding community in general. You have made KSP1 one so much better for years, and KSP 2 more playable from almost day 1. Yall are amazing =) How hard is UI scaling? I see there is a mod already out for scaling the games default UI, but havent used it yet, the default scale is ok for now. I am having some big issues with mod UIs however. I am currently only running a few mods, IT calculator, Stage Info, and Maneuver Node Controller. All 3 are just this side of unusable for me as they are WAY to small. Would it be possible to add UI scaling to a mod at this point without messing with the game UI? I have never modded a UI so no clue what goes into it. I do play in 4k(16:9), not sure if thats important or not.
  12. At this point, seems like this is going to be a necessity, I've been looking at the code and I can't seem to figure it out. Anyone with more experience want to take a shot at it?
  13. I can't make any mod, but I'd like to get a mod with real parts like an air compressor that transforms intake air in oxidiser (with an IRSU-similar texture and design), that doesn't make much heat but a lot of noise, some rover cargo bays , long cargo bays and eventually some powerfull air breathing engines for a takeoff without any oxidiser use and big jet engines to use as VTOL hidden engines or engines integrated with a cargo bay.
  14. I got an awesome new gaming laptop to play KSP with, but it has poor battery life. So, I went and bought a new Maxoak 50000mAh power bank to use with it. It was going fine until it kept shutting itself off while I played KSP. If I wanted to play KSP, I'd have to lower my rig's GPU to low power mode, or else it would trip the power bank. I looked at what happens whenever I did this, and apparently the battery rapidly alternates between being charged and not being charged while on higher performance modes. It would be stable, but the Maxoak is programmed to automatically shut itself off if it's not charging something. This makes it totally unusable. I went to Reddit with this, and I've had no luck. Does anyone here know how to fix/workaround this?
  15. Hi folks. New to the Forum, hello all! I've been trying for no good reason other than shiggles to get a Starlink type constellation in orbit. Mechjeb2 helps me with the launch timing, orbital plane etc, but I'm having a lot of trouble with distributing each satellite throughout that orbital plane. I start with a launch that's circularized 20km low and then dispense the satellites one by one and orbit raise to 350 as it gets close to the correct location for each bird. Anyway, the point is that keeping a large constellation aligned requires a lot of management - tweaks to apo and peri to keep separation and to plane to etc - can anyone suggest mods that might help? I've been looking for a 'ground control mod' that could extend the tracking screen but no joy so far so it's manually switch to each satellite at the moment :-) Image attached with the 'net for one plane of approx 32 birds. I'm trying for 15 minute separation of planes - it's a lot of birds in the air!
  16. It sounds silly and pointless but consider the following. You're working in a big mission save and have all sorts of GSE you use often but aren't using right now. There are 500 parts not currently in use that you could eliminate from the scene by recovering the vessel, but you're like me and love keeping vessels in service until they are unusable rather than mission-by-mission gameplay. You're left with a neat slideshow of all your creations. Now consider Distant Vessel Rendering from Distant Object Enhancement. It will give a visual, physicsless version of your target (or all visible crafts). What if you could apply that same 'mask' and toggle a vessel 'off' essentially unloading it from the scene but for the visual physicsless version. I'm only a veteran mod user so I'm curious. Is there a way to create a mod that does this?
  17. 1, I remember seeing a mod that would show all the places you haven't done science yet, where can i find that? 2, Degrading panels, solar panels always provide power, so i want them to e x p i r e. Is there a mod that takes away the power they provide? i already have a diminishing RTG mod so the solar panels would be the next step
  18. KSP's aerodynamic shielding is wonky. You can hide parts from airflow and flames with cargo bays only - and it doesn't work all the times. Sometimes you don't even know it till spaceplane starts to drag extremely because of tiny robo arm in the bay. And FAR is not an option for everyone. TLDR - can someone please make a plugin that shows and changes part's Shielded status forcefully, by pressing a button in PAW? It may sound cheaty, but stock actually punishes you for having equipment clipped in hollow stuff. So, it's not more cheaty then toggleable autostruts.
  19. As the title says. Just a mod that adds duplicates of the stock making ground robotic parts, in 2x and 3x scale. hell, it wouldnt even have to be _all_ of them, i just want the servotrons so i can have a solid engine mount for big VTOLS with BIG VTOL ENGINES, without them being all wobbly. too be honest, its probably not a matter of scale of the parts, but just the joint connection strength between them, and esp the robotic parts themselves between the "base" of the part and the part that rotates. Maybe its possible for a MM patch or smth to do this, but i wouldnt know. id give it a try myself but im too lazy and id have too learn a lot.
  20. I for the longest time have wanted a mod that changes the look of the Vanilla UI, especially more so now with KSP2 coming and the devs sharing more footage, like the VAB screen. The only problem is that I can't find any mods that change the look of the UI. I've only seen like two posts on the idea, both of them being from people playing around with the idea but never full on making a UI mod. If I knew anything about modding I would make one myself, but considering the fact that no one has made any UI mod, I assume it must be pretty tricky. I don't really know the point of this post, I guess its just to get the mod idea out there and hopefully a modder is inspired by this to make one, or maybe someone can point me in the right direction for making such a mod. Anyways that was my tedtalk, I hope somebody sees this and considers the idea and/or people can discuss it in the replies. <3 Here's one good HUD redesign that I was informed of, I guess it can be used as inspo or help feed a discussion here
  21. Whenever I make rovers in KSP they always feel so... fake. From landing them to covering them for entry to just the parts they use. I'd like to see a rover parts mod in a stockalike style to kind of facilitate cooler looking rovers, rover skycranes, and rover shielding (like the heatshield and fairing that the Mars rovers are covered in). Does anyone know if there is anyone working on a mod that fills these needs? If not, I'd love to see someone develope some parts (I'm still learning C# and blender so if I made it you would have to wait a while). Cheers everyone!
  22. title It gets hard to name my ships in mission summaries when I usually pick KSP up only between weeks, by which time I would forget what contracts I've had a ship and crew working on otherwise.
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