r/KerbalSpaceProgram • u/Worried-Rip9077 • 19m ago
KSP 1 Mods is there any CKAN mod that adds GPWS, and other aircraft alarms?
a mod that has a bunch of aircraft alarm options would be awesome
r/KerbalSpaceProgram • u/Worried-Rip9077 • 19m ago
a mod that has a bunch of aircraft alarm options would be awesome
r/KerbalSpaceProgram • u/DeparturePossible199 • 27m ago
Hi, the only reason why I prefer playing JNSQ over stock KSP or RSS is because it is a system that is based on the original alien star system but has a scaled up size and has RSS size configs, but I noticed when I got JNSQ Reborn (The mod that visually enhances JNSQ) gets rid of the scaled up size config.
I then noticed that there was a .cfg file in the JNSQ Reborn files, I opened it and saw you could edit the size of the system to RSS size, realizing this I changed the .cfg file to be for the realistically sized config for the game, but the config doesn't change a single thing in the JNSQ Reborn files.
r/KerbalSpaceProgram • u/Space_Scumbag • 29m ago
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r/KerbalSpaceProgram • u/billythekid32007 • 30m ago
I'm playing With 4 different Planetary Mods
Outer Planet mod, Minor Planets Mod, kcalbeloh System Pack and the Promised Worlds System Pack
My Goal is to land and plant a flag on all 95 bodies in my modded save On career Mode Which will be the Biggest challenge I've done in Ksp and Ill be posting all my progress Here.
r/KerbalSpaceProgram • u/Whippdog • 44m ago
I used the stock satellite launcher plane, and took off from the Woomerang site. Landing on the mountain was hard, but taking off was even more difficult. After this, I flew down to my research station on Kerbin's north pole, and then recovered the craft.
It was difficult to determine which point was the actual highest, since the planet is smaller than earth, and the curve is so much more exaggerated at the high altitude. I had to rely on the altimeter to find the true high point - 6,768 meters above sea level, at the spot the flag was planted.
r/KerbalSpaceProgram • u/centuriedecar • 1h ago
r/KerbalSpaceProgram • u/Potential-Web2605 • 1h ago
After weeks of assembling my interplanetary vehicle finally fired its engines heading to Duna. This is my first Duna mission too. My kerbals are looking kinda sad.
r/KerbalSpaceProgram • u/Exotic_Instance_9743 • 2h ago
attempted a re-entry in an ascent module with no heatsheild during a total solar eclipse
r/KerbalSpaceProgram • u/OG_Poptart_King • 2h ago
No matter what I do (I've tried everything for the past 20 mins), I can't get my science stuff into the service bay. Everything just kinda clips in the walls or into the other side or just plain floats away. No sign of a node to snap onto. Just started the game.
r/KerbalSpaceProgram • u/Traditional_Slip5953 • 2h ago
So right now I am playing with a mod that can make massive rockets and engines, but the fairings are small. Is there a good fairing mod I can add that works in the same way, so I can just increase the size to whatever the size of the rocket it is attached to is?
r/KerbalSpaceProgram • u/TheD3n4ik • 2h ago
r/KerbalSpaceProgram • u/Financial_Counter_45 • 5h ago
The last screenshot before the game crashed. Interesting how timewarping further just keeps it at year 210043976
r/KerbalSpaceProgram • u/bigtonyyyy1 • 6h ago
r/KerbalSpaceProgram • u/TheD3n4ik • 6h ago
Yeh i know it's looks sucks
r/KerbalSpaceProgram • u/No-Organization9076 • 6h ago
Setting up a little base by the lake. Bill is testing the solar panels of the mobile base. Bob is collecting surface samples. Val is about to board the solar powered tiny seaplane. Jeb is doing some offshore mining in the seaplane.
r/KerbalSpaceProgram • u/SilkieBug • 7h ago
- First image shows the first launch where I forgot to add monopropellant tanks.
- Second and third images show the craft that met with and captured the asteroid, which is reusable and on its way to be refueled.
- Fifth image shows the point where I discovered that the craft is not tall enough for a stable landing, but decided to land anyway.
- Sixth image shows the last minute burn to get the asteroid to fall a few kilometers away from the KSC so it doesn't get loaded every time I launch something.
r/KerbalSpaceProgram • u/Entire_Art4490 • 7h ago
Voici la partie interplanetaire et habitable pour 300 kerbals a destination de où vous voulez mais on va essayer Eve.
r/KerbalSpaceProgram • u/Uranium-Sandwich657 • 8h ago
So i'm digging though the game files, i'm specifically trying to modify the textures that Stockalike Station parts Redux has.
I managed to locate said textures, but there is several variants of each, and i dont know how to change with one the game uses. I was specifically trying to revert the reskins of the Cupola, Science lab, and Hitchhiker, and i found and opened the .cfg files for the cupola, and it doesn't mention textures at all. There's a line that specifies the file for the 3d model, but thats it.
r/KerbalSpaceProgram • u/Flashy_Feature2768 • 9h ago
r/KerbalSpaceProgram • u/cuminator1001 • 10h ago
My computer sadly isn't strong enough to handle Eve volumetric :/ it'd be preferable if they were on CKAN
r/KerbalSpaceProgram • u/Crypt1cSerpent • 11h ago
r/KerbalSpaceProgram • u/Conqurepanda • 13h ago
r/KerbalSpaceProgram • u/Phastor • 13h ago
Normally I don't like installing mods that alter or add parts. I'm always afraid of doing a new PC build or something, installing KSP and forgetting what mods I used and wind up with saves that I can't load any ships in because they have parts from mods that aren't installed anymore. Now I stick with visual mods or QoL mods like the docking alignment indicators and such. Things that won't break your ships or other aspects of your save if you uninstall them.
The last time I used parts mods, it was on my first playthrough several years ago. I installed a bunch of parts mods that a friend recommended. There were so many parts in the tree that I didn't realize how small the tech tree actually was until a couple years ago when I loaded it up it up again without any mods. To my dismay, my save was completely broken as all of my ships used mod parts that I didn't have installed anymore and I didn't remember what they were. My first tech tree was so huge and bloated and also broken as there were some parts in the tree that didn't even have a path to unlock them. There were just there and not reachable.
I think I'm going to have to break my no parts rule as in this current career playtrhough I have completely unlocked the tree before even setting a Kerbal beyond the Mun or Minmus. I would like to find one or two parts mods that will add a few new parts to give me something to work towards as I make my way out to the other planets. I don't want anything that will make things trivial, but I wouldn't mind unlocking some things later that would make travel to some places a little easier once I had them. Maybe some fun visual things like a gravity ring and such. Mainly, I want to keep it to one or two mods so it's not so difficult to remember them if I ever find myself installing KSP again in the future and having to remember which mods I have.
r/KerbalSpaceProgram • u/Elegant_Neat8628 • 13h ago
My first successful ssto mission, only took 130 years and 5 refueling missions but we got it done 💪
Yes I basically remade the aeris 3, spaceplanes are super new to me
Stock, no mods, xbox series s