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  1. I tried installing Restock 1.3.3 and it basically didn't work and some parts were missing. Did I do something wrong in the installation? The mod isn't compatible anyway? Is there a Mod Conflict?
  2. God Parts is a mod that: Copies the ion engine and RTG, then alters them to have crazy stats. Allows the XM-50 and Shock Cone intakes to operate on Jool, Duna, and Eve. Buffs all other parts. The only dependency of this mod is ModuleManager (duh). Credits: @OrdinaryKerman for teaching me how to make ModuleManager patches and helped with custom textures, the awesome people behind ModuleManager Download Download ModuleManager This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
  3. As you know, KSP 2 is coming with a host of new planets and moons to explore. I think it would be cool to have a planet pack for KSP 1 with KSP 2 celestial bodies. The planets and moons in the pack obviously wouldn't be exact replicas, and proper credit would be given to Private Division and Take Two. Aside from super realistic terrain and volumetric rings, making KSP 2 planets in KSP 1 is entirely feasible (Rask and Rusk can orbit a barycenter). Any thoughts?
  4. So i want to use the SSTU Petal adapter from shadowmages SSTU mod to not just deploy like a decoupler, but also to close back up as well. When this part is deployed it cannot be closed again. I tried a copy-paste of the close animation of the cargo bay doors but it crashed. So if anyone has advice on either editing the cfg file for the part or a mod that can do what i need it to do? that would rock.
  5. Editor99's TUFX Profile (Download at Github) Dependencies: TUFX and It's associated dependencies. (Recommend CKAN) INSTALLATION: 1. Copy Editor99'sTUFXProfile.cfg to /Gamedata/TUFX/Profiles 2. Have fun -MIT License Github: https://github.com/Gteditor99/Editor99-sTUFXPROFILE
  6. Have you ever tried doing a mod for KSP, featuring a rocket from Pixar's 2004 film "The Incredibles"? The Omnidroid robot was launched on Syndrome's own designed heavy-lift rocket, and I thought you guys could recreate it in Blender, and use Unity to transform the geometry into rocket parts. Also, since 1.12 is the last version of the original KSP game, this will be the only mod for 1.12 (I think).
  7. Should i go back to RSS?? im bored of stock again. So answer the poll plz.
  8. Pay to Play (or get ready for the consequences) Download from Github or via CKAN Tested on KSP 1.8.1, 1.9.1, 1.10.1 and 1.11.1 Dependency - Module Manager HARD RECOMMENDATION FOR KSP 1.11+ - KSP Recall Recommendation - KCT 1.4.8.0+ (14 Jul 2020) Compatible with: Kerbalism (kerbalism's engine reliability is removed) Procedural Parts (SRBs) EngineIgnitor (ignitions number is handled by P2P) ReStock+, SETI-Rebalance and SETI-ProbeParts (configs for engines, including proc. HRB), Bluedog DB, Tantares/LV, Knes, Coatl. Licence - MIT What is this? This is a brand new mod to make you pay for reusing vehicles above just refueling them. Had a ride on your "Falcon" or SSTO? - Pay for the maintenance or the next flight will likely have a bad outcome. The changing cost of the engines also causes maintenance take time in case of using KCT - what a nice interaction. The gameplay 1. Add an engine provided with an EngineDecay MODULE to your craft 2. Choose rated burn duration and number of ignitions (if the engine needs them) 3. Start the flight 4. Your engines stop working if they fail or run out of ignitions. There is a 1% chance that the engine fails before it has been burnt for the "rated time". For more detail see a .docx in GameData/PayToPlay folder 5. Recover the craft. If you do not have KCT/use normal recovery, you get no recovery funds for the the engines that have been running (cmon, use KCT xD) 6. KCT recovery only! Press "maintenance" button while editing the craft to have your engine repaired (changing ignitions number, rated duration or some of the procedural SRB stats will make the engine repaired too) 7. You get NO refunds for used engines since 1.4.0. Why? Features Engines fail if they run for too long Engines have limited ignitions "Rated burn time" and number of ignitions can be configured while editing a vessel These tweaks increase engine's cost and mass Ignitions have configurable chances to be wasted and to cause a failure Configurable chanse of engine destruction on failure Speical treatment for SRBs (failures only on ignitions), see how to turn it on [here](https://github.com/DarthPointer/PayToPlay/wiki/What-do-those-numbers-in-the-configs-mean%3F#srbs-and-other-engines-with-no-failures-while-burning) or provided configs Ignition failure, failure on ignition and destruction on failure probability depend on reliability progress Procedural S/HRBs have separate reliability progress for "models". In order to gain usage experience on further recovery, press "Set as a New Model" button (if it is present) Configurable thrust and diameter margins for procedural S/HRB "models" Recovered engines improve "reliability", reducing early failure chance It makes sense to have 4-6 burn tests before using a recently developed engine Configurable oncoming failure warnings and switchable autoshutdown on warning Replace-or-Maintenance system Some sort of engine stats configuration Sibling Reliability Progress Yet a bit of words The mod is extremelly new (started on Apr 20, 2020). Get ready to report bugs and suggest features. Only stock, MH, SETI engines and ProceduralParts SRBs are provided with configs. Use your brain and hands to write copypaste the configs for all the other engines. Examples can be found in GameData/PayToPlay/Support/Stock. A lot of thanks to kerbalism's contributors as their open source has been the documentation for me! Mod logo by @Avira Latest Version Changes v1.5.6.4 Fixed: Excessive optimization was causing bugs and NREs when placing symmetrized engine parts. Previous Versions Changelog
  9. Hi! I am trying to make a mod to add Sojourner and pathfinder. this is my first attempt to make any modification i hope i will succeed. so far i made a probe module in blender, i will try to add separate panels, X-ray spectrometer and wheels. I want also in future to create other parts of existing missions
  10. Hello all, I had a mod idea which I would love to see made. Many people use this mod: I was wondering if it is possible to create a toolbar, which lets you edit the values of _Metal and _Smoothness from the cfg in the vab itself, so that you could change the shininess and metallic texture in your own way. I personally would love this feature. And which ways/tools/guides would you recommend me, to learn how to make mods? I personally know a bit of python, but can python help in making mods? On the web, all the modding tutorials are using C#... Thanks for reading!
  11. Hi, I'm trying to install Vaughn's Astroniki Sunflare for Stock KSP using CKAN but I am not managing to make it show up in the game. I have also installed Scatterer and Scatterer Sunflare as required. Any ideas of what I can try to do about it? Here's the full list of mods I am using: Many, many thanks!!
  12. 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
  13. I've always felt that stock Kerbal Space Program, along with tons of other mods, are lacking in one particular area. Solid Rocket Boosters. SRBs of different sizes are usually included in a larger parts pack, meaning I would need to install a massive pack for just a few parts! Sure, there's other SRB mods but they are either: 1. Small 2. Ugly 3. Old and abandoned 4. Not having what I need! So, if I can't find it, I'll make it! Introducing Kastor! Kastor is a mod that will add SRBs of all different shapes and sizes for any need you may have! In the future, I also plan on creating a system of modular boosters, with segments and engines. As I develop Kastor, I'll post my progress in this thread, and in the future when Kastor is closer to completion (or initial release), I'll open a release thread. When will Kastor come out? The current target (for the first release version) is 2021. Stay tuned!
  14. so i was thinking of a mod idea that involves kerbol system w/ outer planets it basically adds rings/new moons,planets and other stuff like stars the new planets are...: NO SPOILERSSSSSSSSS!! nty. also this mods have storylines that are from other mods like after kerbin and before kerbin
  15. This is an idea for a mod, I don't know if something similar has been posted before on this forum. I think it would be cool if a mod allowed complex medical care for the Kerbals, where analogs to human diseases related to space travel were used. For example, effects of microgravity, radiation, injuries from falls, explosions, blows, etc., that influence kerbal parameters such as its speed of translation, jump, as well as its precision in SAS mode, not to mention the loss of life or the full ability to do anything. It could be related to other life support mods (like Kerbalism or TACLS), causing diseases derived from the lack of O2, food, water, CO2 poisoning, and so on. The mod could include medical specialists, medical bay modules, medical supplies (and ISRU for it), etc., especially for small planetary colonies and interplanetary / interstellar vehicles. What do you think about this?
  16. Improved Tree Engine Placement // v1.4.0 License: CC BY-NC 4.0 The scope of this mod is to improve the order in which you unlock engines in the community tech tree. It does this by splitting the rocketry line into a lifter line and an efficient propulsion line, into which go booster engines and vacuum-optimized engines respectively. Nuclear and fusion propulsion lines are shifted up a row. Inspiration has come from the recently released BetterEarlyTree mod, which I quite enjoyed, as well as Unkerballed Start, where I liked the separation of rocketry lines. The logic behind the ordering is that you unlock engines following their diameter, i.e. you get 1.25m ones before 1.875 and so on. That logic fails though as you get into mods that add very similar engines, taking the mainsail and the mastodon as an example. Therefore, they have been ordered following a rough comparison in deltav and thrust. As of v1.4, most of the 0.625m parts have been moved around for a more sensible progression, since they always felt in the wrong place, and would suffer from underuse. However I am still unsure of the exact ordering that should be kept. No pics no clicks, so here we go: Since this is my first official mod, feedback is very welcome, especially on my module manager patches, but also on general balance or further mod implementation. Notes: The icons are based on the Terrier, the Harrier and Tharsis engines, the latter two being from cryogenic engines. Supported: Stock ReStock+ CryoEngines Near Future Launch Vehicles Near Future Spacecraft Dependencies: (not bundled) Community Tech Tree Module Manager Optional (recommended): Better Early Tree Dowload: SpaceDock GitHub
  17. My second Planet Pack a lighter pack though This mod has 2 textures 4k and 8k map textures And this adds a relatively small body to the kerbin system between the mun and minmus I think there should be rings but idk so i just feel to give it a kerbal look by adding green rings The moon is blue and has a gravity of 0.2 gees This moon is supposed to be Career/science friendly and GRAVITY ASSIST FRIENDLY the ASL gravity is changed to 0.2 gees
  18. Im able to install the mod, but i can't find any texture... things that work. can someone help please?
  19. I used to have this amazing mod with lots of stockalike cargo plane and fighter jet cockpits, but can't find it anywhere. I know it worked in 1.10 - 1.11. Some of these cockpits include a C130, Dassault Mirage F1, F-14, and lots of other European fighters.
  20. I'm running a heavily modded install, will post the full modpack below. For whatever reason, I've been running into heat problems without any parts actually producing heat, primarily in timewarp. This has caused me to lose a fair few vessels and kerbals already, and i have no idea how to fix it. Some crafts are currently only playable with the maximum heat temperature ignore cheat, while nothing should feasibly be producing all this heat. I think it might have something to do with background resources or system heat, but these are both dependencies which i really wouldn't want to get rid of. Anyone know of a fix? Log: https://drive.google.com/file/d/1fu6IxL2HXY8JmbwWxjS_dJ53y_8MmSgp/view?usp=sharing Flight Manager for Reusable Stages (FMRS) Continued (FMRSContinued 1.2.9.1) [x] Science! Continued (xScienceContinued 5.26) AirlockPlus (AirlockPlus v0.0.11) AmpYear (AmpYearPowerManager 1:V1.5.9.0) Astrogator (Astrogator v0.10.2) AT Utils (AT-Utils v1.9.6) B9 Part Switch (B9PartSwitch v2.17.0) Background Resources (BackgroundResources 1:V0.17.0.0) Beyond Home (BeyondHome 1.5.2) Breaking Ground (BreakingGround-DLC 1.6.0) Chatterer (Chatterer 0.9.99) Chatterer Extended (ChattererExtended 0.6.2) ClickThrough Blocker (ClickThroughBlocker 1:0.1.10.15) Community Category Kit (CommunityCategoryKit v5.2.0.0) Community Resource Pack (CommunityResourcePack 1.4.2) Community Tech Tree (CommunityTechTree 1:3.4.3) Community Trait Icons (CommunityTraitIcons v1.1.1) Connected Living Space (ConnectedLivingSpace 2.0.0.6) Cryo Tanks (CryoTanks 1.6.0) Cryo Tanks Core (CryoTanks-Core 1.6.0) Cryogenic Engines (CryoEngines 1:2.0.0) DeepFreeze Continued... (DeepFreeze V0.30.0.0) Deployable Engines Plugin (DeployableEngines 1.3.0) Distant Object Enhancement Continued (DistantObject v2.0.2.0) Distant Object Enhancement Continued default config (DistantObject-default v2.0.2.0) Dynamic Battery Storage (DynamicBatteryStorage 2:2.2.2.0) Easy Vessel Switch (EVS) (EasyVesselSwitch 2.2) Environmental Visual Enhancements Redux (EnvironmentalVisualEnhancements 3:1.11.2.1) Far Future Technologies (FarFutureTechnologies 1.1.0) Firespitter Core (FirespitterCore v7.17) Global Construction (GroundConstruction 2.6.4.1) Global Construction Core (GroundConstruction-Core 2.6.4.1) Heat Control (HeatControl 0.6.0) Hide Empty Tech Tree Nodes (HideEmptyTechNodes 1.3.0) Kerbal Alarm Clock (KerbalAlarmClock v3.13.0.0) Kerbal Atomics (KerbalAtomics 1:1.2.1) Kerbal Atomics - NFE Integration (KerbalAtomics-NFECompatibility 1.2.1) Kerbal Atomics - Other Mod Support (KerbalAtomics-NTRModSupport 1.2.1) Kerbal Engineer Redux (KerbalEngineerRedux 1.1.8.3) Kerbal Joint Reinforcement Continued (KerbalJointReinforcementContinued v3.5.2) Kerbal Reusability Expansion (SpaceXLegs 2.9.1) Konstruction (Konstruction 1.4.0) Kopernicus Bleeding Edge Beta - DEV RELEASE (Kopernicus-BE UBEE_1111_80) ModularFlightIntegrator (ModularFlightIntegrator 1.2.10.0) Module Manager (ModuleManager 4.1.4) Near Future Construction (NearFutureConstruction 1.3.1) Near Future Electrical (NearFutureElectrical 1.2.1) Near Future Electrical Core (NearFutureElectrical-Core 1.2.1) Near Future Exploration (NearFutureExploration 1.1.1) Near Future IVA Props (NearFutureProps 1:0.6.4) Near Future Launch Vehicles (NearFutureLaunchVehicles 2.1.2) Near Future Propulsion (NearFuturePropulsion 1.3.1) Near Future Propulsion - Xenon Hall Effect Thrusters (NearFuturePropulsion-XenonHETs 1.3.1) Near Future Solar (NearFutureSolar 1.3.1) Near Future Solar Core (NearFutureSolar-Core 1.3.1) Near Future Spacecraft (NearFutureSpacecraft 1.4.1) Parallax (Parallax 1.0.1) Persistent Thrust (PersistentThrust 1:1.7.5) RecoveryController (RecoveryController 0.0.4) REPOSoftTech-Agencies (REPOSoftTech-Agencies V1.5.9.0) ReStock (ReStock 1.3.1) ReStock+ (ReStockPlus 1.3.1) Scatterer Sunflare (Scatterer-sunflare 3:v0.0723) Ship Manifest (ShipManifest 6.0.2.0) Space Dust (SpaceDust 0.3.3) Stockalike Station Parts Expansion Redux (StationPartsExpansionRedux 1.4.0) Stockalike Station Parts Expansion Redux - Metal Surfaces (StationPartsExpansionRedux-Metal 1.4.0) System Heat (SystemHeat 0.3.7) System Heat - Nuclear Reactor Configuration (SystemHeat-FissionReactors 0.3.7) System Heat - Resource Converter Configuration (SystemHeat-Converters 0.3.7) System Heat - Resource Harvester Configuration (SystemHeat-Harvesters 0.3.7) Throttle Controlled Avionics (ThrottleControlledAvionics v3.7.2) Toolbar Controller (ToolbarController 1:0.1.9.4) TriggerAu Flags (TriggerAu-Flags v2.10.0.0) TRP-Hire (TRPHire 0.6.10.2) USI Core (USI-Core 1.4.0) USI Exploration Pack (USI-EXP 1.4.0) USI Kolonization Systems (MKS/OKS) (UKS 1:1.4.1) USI Life Support (USI-LS 1.4.0) USI Tools (USITools 1.4.0) Waterfall Core (Waterfall 0.5.0) Zero MiniAVC (ZeroMiniAVC 1:1.1.0.1)
  21. I'm searching for real parts mod list (not Realism Overhaul because its doesn't have parts mod list)
  22. Hi I know its a Big ask, but is there any mod developers Interested in Making some Larger Landing Legs? I Know there is Mods Like KRE, but the landing legs on that are Designed for Boosters, and don't work as Well for landers. I Have Four Or Five Types of Legs in Mind: - Medium Legs based off the Martians Ares Landers ( there is a mod with these, but I was talking to the Dev about them not Folding away Enough to Reasonably Put in a Fairing ) - Medium/Large Legs Based Off the National Teams ILV - Small/Medium Legs Based off The LM Descent Stage - Possibly a Set of Landing Legs That Extend out of a Heatshield (Not like The Dragon Concept, like the NASA Space Exploration Initiative Lander from 1989) in Multiple Sizes. - Large Base Legs for Building Surface Bases, Preferably Something Big Enough To Extend Below Nertea's Stockalike Station Parts Inflatable Habitats. I Know its a Large Request, But if anyone would be interested in doing this, I would Appreciate it a whole lot! Also, If anyone knows any good mods that Add Similar Legs, or Others Like it, Please let me Know! Thanks Again
  23. Hey everyone, I was wondering if anyone knows of a ksp mod that allows you to control your kerbal inside a spacecraft, so you can move them around the whole vessel and maybe even have added modules like a fitness center or a mess hall? Im thinking of building a tourist space station in low mun orbit, and it would be really nice to have a mod like this.
  24. I’ve searched for a radial or wraparound heat shields mod to no avail. Trying to make a space shuttle or starship with heat shields is basically impossible. Is there a mod for this?
  25. Hello everyone, I was wondering if anyone knew of a mod that adds weather to KSP. I am not talking about simple clouds from EVE, but more functional, essentially a continuation of Kerbal Weather Systems. If anyone knows of an up to date mod, please notify me.
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