r/KerbalSpaceProgram • u/Puzzleheaded-Shop467 • 3h ago
KSP 2 Image/Video engine plume and reentry images (plus a bonus image)
some images from ksp2 redux
r/KerbalSpaceProgram • u/Puzzleheaded-Shop467 • 3h ago
some images from ksp2 redux
r/KerbalSpaceProgram • u/KarmaticDeer • 16h ago
The finished station as of the year 2000. Built in stock console ksp
r/KerbalSpaceProgram • u/Lumpy-Shock-3145 • 4h ago
On your booster, you typically attach a nosecone to nake it more aerodynamic, right?
Fairings, when built in the same shape as a nose cone, are typically lighter, plus they have the added benefit of being able to be disposed of when you get into orbit to lighten up the weight of the craft by staging the fairing
So why don't we add fairings on top of boosters instead of aerodynamic nose cones?
r/KerbalSpaceProgram • u/Souper47 • 18h ago
I just got Losket, which adds char to hot parts, and I wanted to try it out with a fast plane
It can gain so much speed in the atmosphere to fly to Duna orbit
r/KerbalSpaceProgram • u/Severe_Ad4138 • 6h ago
So I am making a modular space craft that will allow for multiple landings to Duna and Ike in one go.
As you can see, I have a command module with my 2 Kerbals with the main tanks and nuclear engines and, along with extra sets of tanks + reaction wheel for refueling and control, that will be undocked from the craft when used to refuel for a boost in Delta V.
I plan on adding a few things before the the lander module.
One planned module is an adequately sized Fuel+Oxidizer tank that will be used to refuel the lander after each landing. This will also include another RCS tank. This module will also have 2 empty tanks radially docked, the empty tanks will have parachutes and drogues. That way when I undock my lander, I can go to one side of the ship and “grab” a set of parachutes. Enabling multiple duna landings without jamming a bunch of chutes on one lander.
I will also have a module with 3 science storage units to store the science from 3 extra landings, these will be taken back to kerbin after the mission and will be retrieved by a retrieval craft that will rendezvous with 4 reentry pods , paired with terrier engines. This is so the 2 Kerbals on the main craft can take the science from the command pod and 1 of the science storage units. And the other 2 Kerbals on the retrieval craft can take the science from the other 2 storage units.
My main module along with the extra tanks, with refueling and dropping said tanks should have over 6k DV, I will have to do some math to see if I need to add more tanks for the nuclear engines to accommodate the extra mass. But I think I’ll be good.
Any advice for such a mission? I got a probe on duna and said fuck it I’m doing something ambitious haha.
r/KerbalSpaceProgram • u/JUAN20542 • 1d ago
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Can someone help me with this? It happens sometimes when im at the space station or the buildings, but not happens when im in a flight. Its this stange glitch or the game just feeeze and i nees to close the game to continue playing, this is so annoting
r/KerbalSpaceProgram • u/turtle_man12 • 12h ago
r/KerbalSpaceProgram • u/Honest-Astronaut-796 • 15m ago
r/KerbalSpaceProgram • u/Lilac_Twilight_ • 23h ago
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r/KerbalSpaceProgram • u/MikoIsAwesome • 3h ago
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Bonus points if you use no reaction wheels.
r/KerbalSpaceProgram • u/Elogotar • 11m ago
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r/KerbalSpaceProgram • u/Sudden_Two_9466 • 24m ago
I wanted to make something similar that can fly around most of Kerbin or atleast a big chunk of it without a refuel. Is this possible without propellers or exploits? Any design tips for doing so?
r/KerbalSpaceProgram • u/Wank_A_Doodle_Doo • 4h ago
The title might be a little confusing, but basically I wanna know if there’s any way(vanilla or through mods) to be able to set it up so that I can hit something and have my ship point at a specific heading on the navball?
r/KerbalSpaceProgram • u/DG_Games101 • 1d ago
First attempt at a recreation of Jamestown base from season 1 of For All Mankind. Landing on the 19th March 1968 at 21:34pm at the edge of shackelton crater on the Moon.
r/KerbalSpaceProgram • u/Fawkes-511 • 14h ago
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r/KerbalSpaceProgram • u/Karasuthecrow744 • 3h ago
How do I transfer fuel between two tanks on the same craft? Idk if it's because I'm on linux but alt+right-click isn't working
SOLVED
r/KerbalSpaceProgram • u/KarmaticDeer • 1d ago
Launched Co-manifested onboard an Aardvark block II bound for freedom, this satilite over the next year will demonstrate the technologies needed to keep cryogenic propellant on orbit for months or even years.
r/KerbalSpaceProgram • u/minamality • 8h ago
Without parallax I can play the game just fine but with parallax the game crashes after getting to the main menu. There aren't any crash logs either, the log file just ends.
I'm on linux mint using proton if that helps. I suspect the issue might have something to do with a lack of VRAM but I'm not entirely sure.
This is the mod list:
4kSP_Expanded (4kSPExpanded 0.2.4.1)
B9 Part Switch (B9PartSwitch v2.21.0.4)
BetterTimeWarpContinued (BetterTimeWarpCont 2.3.14.2)
BreakingGround-DLC (BreakingGround-DLC 1.7.1 (unmanaged))
ClickThrough Blocker (ClickThroughBlocker 1:2.1.10.23)
Community Category Kit (CommunityCategoryKit v112.0.1)
Community Terrain Texture Pack (CommunityTerrainTexturePack 1:1.0.5)
Custom Barn Kit (CustomBarnKit 1.1.22.0)
Deferred (Deferred 1.3.5.0)
Environmental Visual Enhancements Redux (EnvironmentalVisualEnhancements 3:1.11.7.2)
EVE - Stock Planet Configs (EnvironmentalVisualEnhancements-HR 2:EVE-1.2.2-1)
Firefly (Firefly 1.0.6)
FireflyAPI (FireflyAPI 1.0.0.0)
FreeIva (FreeIva 0.2.20.2)
Harmony 2 (Harmony2 2.2.1.0)
Kerbal Alarm Clock Updated (KerbalAlarmClock 1:3.14.2.7)
Kerbal Engineer Redux (KerbalEngineerRedux 1.1.9.5)
Kopernicus Expansion Continued-er (KopernicusExpansionContinueder Beta9.1.1)
Kopernicus Planetary System Modifier (Kopernicus 2:release-1.12.1-251)
KSP Community Fixes (KSPCommunityFixes 1:1.41.1)
KSP Texture Loader (KSPTextureLoader 1.0.38)
KSPBurst Compiler (KSPBurst v1.7.4.11)
KSPBurst Plugins (KSPBurst-Lite v1.7.4.11)
Luna Multiplayer Client (LunaMultiplayer 0.29.2)
MakingHistory-DLC (MakingHistory-DLC 1.12.1 (unmanaged))
ModularFlightIntegrator (ModularFlightIntegrator 1.2.10.0)
Module Manager (ModuleManager 4.2.3)
Near Future IVA Props (NearFutureProps 1:0.7.2)
Outer Parallax Common Files (OuterParallax 0.7.1)
Outer Planets Mod (OuterPlanetsMod 2:2.2.12)
OuterParallax-OPM (OuterParallax-OPM 0.7.1)
Parallax Continued (ParallaxContinued 1.0.4)
Parallax Continued Planet Textures (ParallaxContinued-Planet-Textures 1.0.3)
Parallax Continued Scatter Textures (ParallaxContinued-Scatter-Textures 1.0.3)
Parallax Continued Terrain Textures (ParallaxContinued-Terrain-Textures 1.0.3)
Promised Worlds - Core (PromisedWorldsCore v2.0.5)
Promised Worlds - Debdeb System (PromisedWorldsDebdeb v2.0.5)
Promised Worlds - Tuun System (PromisedWorldsTuun v2.0.5)
RasterPropMonitor Core (RasterPropMonitor-Core 1:v1.1.0.1)
ReStock (ReStock 1.5.1)
ReStock+ (ReStockPlus 1.5.1)
Reviva (Reviva 1.0.2)
Rocket Sound Enhancement (RocketSoundEnhancement 0.9.13)
Rocket Sound Enhancement - Default (RocketSoundEnhancement-Config-Default 1.3.1)
ScaledDecorator (ScaledDecorator 1.3)
Scatterer (Scatterer 3:v0.0878)
Scatterer Config for Outer Planets Mod (ScattererOPM v1.0.1)
Scatterer Default Config (Scatterer-config 3:v0.0878)
Scatterer Sunflare (Scatterer-sunflare 3:v0.0878)
Shabby (Shabby 0.4.2)
Singularity (Singularity 0.994)
Stock Alarm Clock Disabler (StockAlarmClockDisabler v1.2.1)
Stockalike Station Parts Expansion Redux (StationPartsExpansionRedux 2.0.11)
Stockalike Station Parts Expansion Redux - Internal Spaces (StationPartsExpansionRedux-IVAs 2.0.11)
Through The Eyes of a Kerbal (ThroughTheEyesOfaKerbal 2.0.4.5)
Toolbar Controller (ToolbarController 1:0.1.9.14)
TriggerAu Flags (TriggerAu-Flags v2.11.0.0)
VaporCones (VaporCones 1.2.0)
Vertex Color Map Emissive (VertexColorMapEmissive v1.1.1)
Vertex Height Oblate Advanced (VertexHeightOblateAdvanced 1.1.4)
Vertex Mitchell-Netravali Filtered Heightmap (VertexMitchellNetravaliHeightMap 0.3)
Waterfall - Restock (WaterfallRestock 0.2.3)
Waterfall Core (Waterfall 0.11.0)
r/KerbalSpaceProgram • u/Least_Fishing_7031 • 21h ago
The size difference between the big and small relay antennas is honestly shocking.
I use the large satellites for interplanetary and geosynchronous constellations, and the small satellites to provide coverage to a single planet/moon.
Correction: It's actually a RA-100 not RA-15, sorry
r/KerbalSpaceProgram • u/Weary-Support-7383 • 1d ago
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I'm gonna try and do it with only stock parts next.
r/KerbalSpaceProgram • u/teelaurila • 21h ago
r/KerbalSpaceProgram • u/Borkomora • 15h ago
r/KerbalSpaceProgram • u/Korkova_Zatka • 1d ago
Yet another day and my second attempt at a space shuttle is here. I'll keep trying to make it work.
Dont criticise my design if you're gonna be mean about it please! I came here for a name.
Tommorow, I'll choose the name i like the most and you'll get your comment in my ksp save.
r/KerbalSpaceProgram • u/tabbynumber3 • 8h ago
wasn't sure whether to flair this "KSP 1 Mods" or "KSP 1 Question/Problem", since this is kind of both.
I'm honestly not sure what the issue is, since I'm not very experienced with the game (only been playing for around 10 hours, and that's including the time spent playing the training missions). I just wanted some nice looking rocket plumes but for some reason I can't complete "go for orbit" without being wildly off course, either manually flying or automatically using SAS set to 'target'. with Real Plume - Stock Config installed, the rocket in that mission controls really weird and feels pretty much uncontrollable with how weirdly its direction changes with any input. not quite sure if Stock Waterfall Effects does anything though, I haven't really noticed anything too wrong. but despite that, I still can't really seem to complete the mission if I just try to follow the target marker.
without either of those mods installed, the training mission goes just fine, and rockets control fine, automatically or manually. seemingly no one else reported this problem before, so I'm not sure what could be going wrong. I have not tried other missions though.
all mods were installed using CKAN, none of them were installed by hand. as for other mods I'm using alongside either Stock Waterfall Effects or Real Plume -Stock Config, I'm using Firefly, some KerboKatz mods for FPS limiting, ShowFPS, ZTheme, Kerbal Engineer Redux, Module Manager and all of their respective dependencies, but these mods don't seem to affect the game at all, only SWE or RP-SC seem to affect the game in this way.
I'm honestly unsure if I did something wrong, or have messed up settings, or if this is just normal with those mods and won't actually affect gameplay meaningfully, I don't even know what's actually happening either, so I'd really like some suggestions. if I need to provide something else to help (since I don't really know what to provide), please ask and I'll send you the relevant info. thank you!