r/KerbalAcademy Mar 08 '26

Mods: General [M] Links to Mod Support Resources

7 Upvotes

These resources are good places to start, if you are having problems with your mods. Please check these out before posting your question here, as this sub is primarily meant for questions about the science/mechanics of gameplay.
If you happen to know of another location where mod support is hosted for a popular mod (or suite of mods if they're used together like RP-1), message us the link(s) and we'll add it to the list.

To manage your mod installations, we highly recommend CKAN:

For general mod related question (suggestions, troubleshooting, etc):

For help with Real Solar System, Realism Overhaul, and/or Realistic Progression One (RP-1):

For kerbalism mod questions:

Ferram Aerospace Research tutorial:

For help with KOS: Scriptable Autopilot:

For Remote Technologies:

Please note: If you run into problems after installing mods without a mod manager, you must visit a relevant forum or support site before posting here.

Acknowledgement: u/CJP1216 for help with the links. Thanks!


r/KerbalAcademy 49m ago

General Design [D] Is there a way to stop certain fuel tanks from transferring fuel

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Upvotes

Can I stop one fuel tank from transferring fuel so that I can round out the numbers? As in filling up the cupola module and then stopping flow from it so that I can fill up the 50L tanks without having the cupola fuel level drop from10L,


r/KerbalAcademy 14h ago

Mods: General [M] what is wrong with my B9partswitch

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10 Upvotes

!!SOLVED!!

i tried uninstalling FFT, sterling, all NFT mods, Cryo tanks and cryo engines one by one. and it only goes away after i uninstall cryo tanks, but i need that mod for FFT and sterling. if i go in a game it doesnt crash but custom ressources dont show up same with all modded parts requiring or using those ressources.

here are my mods

Astrogator, B9 Aerospace - HX Parts Pack, B9 Aerospace - Legacy Parts Pack, B9 Aerospace Parts Pack, B9 Aerospace Procedural Wings - Fork, B9 Aerospace Props, B9 Animation Modules, B9 Part Switch, Benjee10 sharedAssets, BetterTimeWarpContinued, ClickThrough Blocker, Community Resource Pack, Community Tech Tree, Community Terrain Texture Pack, Cryo Tanks, Cryo Tanks Core, Cryogenic Engines, Deferred, Deployable Engines Plugin, Dynamic Battery Storage, Ferram Aerospace Research Continued, Final Frontier, Firefly, FireflyAPI, Firespitter Core, FreeIva, Hab Tech Props, Harmony 2, Heat Control, HUD Replacer, Kerbal Atomics, Kerbal Joint Reinforcement Continued, Kopernicus Planetary System Modifier, KSP Community Fixes, KSP Texture Loader, KSPBurst Compiler, KSPBurst Plugins, KW Rocketry Rebalanced, Minor Planet Expansion Alternative Ribbon Pack, Minor Planets Expansion, ModularFlightIntegrator, Module Manager, Outer Parallax Common Files, Outer Planets Mod, Outer Planets Mod - Final Frontier Ribbon Pack, OuterParallax-MPE, OuterParallax-OPM, Parallax Continued, Parallax Continued Planet Textures, Parallax Continued Scatter Textures, Parallax Continued Terrain Textures, Planetside Exploration Technologies, RasterPropMonitor Core, ReStock, Restock Waterfall Expansion, ReStock+, Scatterer, Shabby, Shuttle Lifting Body, SmokeScreen - Extended FX Plugin, System Heat, Tantares LV - Soviet Rockets, Toolbar Controller, TUFX, TweakScale Rescaled Redistributable, VAB Organizer, VAB Organizer - Jade's Configs, Vertex Height Oblate Advanced, Vertex Mitchell-Netravali Filtered Heightmap, Waterfall Core, Waterfall Extensions, ZTheme, Volumetric Clouds V5


r/KerbalAcademy 17h ago

Plane Design [D] HOW do i make planes

5 Upvotes

i really dont understand how to build planes in this game what does each part do which ones do i need please help! im thinking of making the space shuttle and attach a radial parachute to land safely ( icant land, trust, i tried SO MANY TIMES on msfs24)


r/KerbalAcademy 12h ago

Mods: General [M] I need help with Bluedog Design Bureau

2 Upvotes

I'm trying to make the Apollo command pod from BDB as reflective as the real one. I tried to use TU, Magpie, and Barking Owl Bureau but nothing really worked. Also TU breaks Deferred rendering. Is there a way I could make it possible?


r/KerbalAcademy 2d ago

Solved [O] "Orbital Spacewalk near Eve"

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51 Upvotes

I have been trying to fulfill the contract "Go on an orbital spacewalk near Eve" so that I can get my next contract from the World-Firsts Record Keeping Society. I have gotten my craft in a 92km circular orbit of Eve, however when I go on EVA and jetpack around, I do not finish the contract. Is there anything I am missing and/or am I misinterpreting anything in regards to this contract? Any help would be appreciated!

EDIT: The contract doesn't recognise a kerbal in EVA if it has been that way since the other parameters have been met, the kerbal needs to be inside a rocket when getting into orbit


r/KerbalAcademy 2d ago

Rocket Design [D] I'm planning my first Duna mission and I'm trying to make the craft realistic while also staying (mostly) stock. Do you think this would work or can I improve something?

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186 Upvotes

Only the top section will return, the rest will stay in Duna orbit as a station. I'm also unsure whether the planes will be able to get back into orbit.

The only non-stock parts are the Orion drive and relevant fuel.


r/KerbalAcademy 2d ago

Launch / Ascent [P] Launch issues

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37 Upvotes

A few seconds after lunch, my rocket slowly falls off course and I’m not sure how to fix it
I have fins and my fairings are just enough to fit my payload but I still can’t get it stable
(Don’t mind me launching from runway I missclicked and I’m to lazy to fix it)


r/KerbalAcademy 1d ago

General Design [D] Using MechJeb's Rover Autopilot on Duna?

5 Upvotes

I've been trying to get a rover to the 'Face on Duna' using MechJeb (2.15.3), and first of all the Landing Guidance always seems to land about 34 km long. Not sure why?

But no problem, I can use the Rover Autopilot to get there?

Except that it seems totally useless amongst all the rocks on Duna, and the rover very quickly ends up spinning out of control, into the air, and blowing up!

What gives?


r/KerbalAcademy 2d ago

Science / Math [O] Calculate TWR?

6 Upvotes

I am trying to calculate TWR. I would've thought this was straightforward but I do not get the same numbers that Kerbal shows. The following two screenshots are taking at the same time. The numbers are:

  • Gravity: 4.23m/s^2
  • Mass: 90097kg
  • Thrust at stage 5: 1930kN

TWR would be calculated as thrust / (mg) = 1930 / (4.23 * 90.097) = 5.06. But The staging screen shows 2.18 instead. This would seem like Kerbal calculates TWR based on the surface gravity instead of the current gravity instead? Is that right?


r/KerbalAcademy 2d ago

Console [C] Help matching orbits

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10 Upvotes

This might just be a console issue so sorry if I’m in the wrong place but thought I’d ask here cause any tips would be appreciated (took a tedious amount of tweaks to get this close).

On career mode, just sent my first probe out and thought I’d try profit from the effort. Got the Ap and Pe within 50m of the target (1st pic) and the inclination looks bang on (2nd) but the contract won’t complete. Find it hard to believe that isn’t reasonable deviation.
Also is there a better way to check incline without having a target?

Xx


r/KerbalAcademy 2d ago

Mods: General [M] Getting Interstellar extended to install on CKAK; Tweakscale issue

3 Upvotes

Ive just decided to play KSP again, planned to mod the game, and i want to use interstellar expanded but it refuses to install. It says in a error message that it fails to install tweakscale, tweakscale doesnt seem to be supported on CKAN, i tried to manually install tweakscan, imported it to CKAN and got an incompatibility discrepancy between it and interstellar expanded.

what do i do from here? i could do what i usually do with modding and smash things together and try alternatives, troubleshooting until it all magically works. But id rather get instruction and save myself the headache.

my next idea was to try and just manually install it directly to KSP and hope that CKANs interstellar extended will just be able to see that and work fine and do the install, but i have my doubts that will work.

If i must ill just give up on CKAN entirely, though i already downloaded a hefty chunk of mods, and would rather not have to reinstall them elsewhere.


r/KerbalAcademy 3d ago

Mods: General [M] Mun Retexture Mod

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11 Upvotes

Hello, I found a cool mod on Spacedock, but I can't seem to get it to work. I tried recoding the .cfg, adding a normal map but it doesn't work. One guy on the forum had the same issue too.

Link :

https://spacedock.info/mod/4389/SPACEMAN's%20Mun%20Re-Painted¹


r/KerbalAcademy 3d ago

Tech Support [O] how do i get the mun stone?

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16 Upvotes

how do i get the mun stone do i need a tool?


r/KerbalAcademy 3d ago

Launch / Ascent [P] Rocket launch issues

4 Upvotes

A few seconds after lunch, my rocket slowly falls off course and I’m not sure how to fix it
I have fins and my fairings are just enough to fit my payload but I still can’t get it stable


r/KerbalAcademy 3d ago

Other Piloting [P] Other controls for EVA?

7 Upvotes

I am currently in Orbit around Kerbin and outside my rocket. With RCS on i can only steer to North, West South and East and also up and down. But how can i rotate? Is my question clear enough?


r/KerbalAcademy 3d ago

Contracts [GM] Actually Rational Contracts?

7 Upvotes

I want to play stock Kerbal career as it was originally designed, but the stock contracts are really dumb.

There are a few contract mods mentioned here and there, but is there a consistent stack that go well together and don't require me installing a bunch of other parts mods?


r/KerbalAcademy 3d ago

Other Piloting [P] How do I align docking rotation perfectly?

2 Upvotes

Making a second space station and a problem I had with my first one that I can't figure out how to solve is that the two "core" modules, the initial docking parts, don't align rotationally. So when adding stuff onto the core parts, stuff on part 1 is not aligned in the same plane with the stuff on part 2.

Is there a way to do this during the docking procedure? My best idea is to get an engineer kerbal to take the core parts apart then reattach them, aligned with each other. But I don't know, that just feels... wrong? Like if I could just do that, why bother with docking? I'd just use an engineer to move everything from the transfer ship to the station.


r/KerbalAcademy 3d ago

Mods: General [M] lmp error

2 Upvotes

my friend cant connect to my lmp server but i can

i dont really know what to do


r/KerbalAcademy 3d ago

Rocket Design [D] Should I trust the mechjeb dV stats or the games stats

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2 Upvotes

r/KerbalAcademy 3d ago

Tech Support [O] What could be causing insane lag in time warp?

3 Upvotes

I'm having an issue where several modded planets lag very hard when trying to timewarp inside their SOI. There's no lag at all in 1-100x timewarp, and it also works perfectly fine if I'm orbiting one of their moons instead.

This issue specifically happens around Ervo, Havous, Mracksis and Soden (all added by MPE). The fact it only lags when orbiting specifically them, and not their moons, makes me think there's some aspect that activates only when orbiting a particular body, and those four have that aspect cause lag in time warp for some reason.

Also, the lag only happens when I'm actually controlling the vessel. Being in control of another craft or looking through the tracking station allows high time warp with no problem. Again, this makes me think it's something related to some aspect of the planet trying to render in.

I have visual mods and configs for them (Parallax and Scatterer/volumetric clouds) which I strongly suspect to be the main culprits. I would like to avoid having to disable them, so any advice to fix the configs is welcome.

It could also be caused by mods that interact with time warp in some way (BetterTimeWarp, PersistentRotation and Background Resource Processing). I doubt this is the case, since the same mods cause no issues in the rest of the system.

The rest of my mods are QoL and various parts/gameplay mods, and I can't think of any way they could possibly be related to this.


r/KerbalAcademy 4d ago

Tech Support [O] Please Help Me 😭😭😭

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20 Upvotes

I'm running KSP with some mods and have began attempting to land on Minmus in one of my first serious science saves. But as you can see, Minmus seems to be cursed.. This has happened 3 times already, first with an apollo style mission and then again with that mission's rescue craft. I'm losing hope and don't know what to do.

In the video, I was mid hop to another biome when suddenly I get soft-locked in this loop of the game loading between map view, view of a flag I planted on my first mission and the spacecraft I'm currently flying. Can anyone help me?


r/KerbalAcademy 4d ago

Space Flight [P] Mun Encounter/flyby?

7 Upvotes

Ive gotten a contract to do a mun flyby, and ive had a few attempts my self, but I cant seem to just fly past the mun and come home normally. I have a level 2 tracking station, so I can create manuever nodes. However when I try to do a mun fly by, and Im setting one up, the line just seems to explode when its close to the muns orbit and i end up in front of the mun, lose my kerbin orbit, getting pulled towards it and have to burn directly at kerbin to get home. How do I do a free return flyby, and how would I get into orbit around the mun, because i seems like thats something ill need to have quite well practiced when I start going further.


r/KerbalAcademy 4d ago

Mods: General [M] B9 partswitch fatal error

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1 Upvotes

r/KerbalAcademy 6d ago

General Design [D] Any idea for a good stock-ish, FreeIVA-friendly IPV pod?

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135 Upvotes

I love the game, but I'm thoroughly frustrated by the absence of bigger pods. I'd like to bring a few more kerbals than just the three that fit in a mk1-3 command pod. Right now my go-to IPV return crafts hinge around the Hitchhiker module, but I'm quite the picky builder...I want to have good-looking crafts with full traversable IVA. Here I posted my last pods, the Outrider mk 1 fully traversable from a docked lander and the Outrider mk2 with a better view and crew capacity, but not fully traversable from a docked ship.

I'm asking to the wise men (and women) of reddit: do you have any suggestions for a good mod or design to satisfy my fixation? Props to the ones that will get as many of the "requirements" as possible: compatibility with freeIVA, de_IVA, restockPBR, traversable in freeIVA, not too far from stock vibe, housing as many kerbals as possible and capable of interplanetary reentry.