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  1. 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.
  2. Duna Incubator's Habitat The pre-alpha release is available on SpaceDock ! My first KSP mod. Right now, it is a preview of a work in progress. But you can still try it. Dependencies Compatibility License Known issues FAQ
  3. I have a Munbase and a lander next to it, i need to remove a fuel line from the base and install it between 2 part on the lander My engineer has done EVA construction in this mission and it used to work, but since i loaded back into that mission today, when i press "i" i go in construction mode but i cannot change from "place" mode to "move" or "rotate" i click the button to change mode and it does blink and refuse to be activated, i am stuck in "place" mode (since my ship has no extra fuel line in storage i NEED to reuse the ones on the base , this is what EVA construction is for, i dont want to send an an entire mission out for one fuel line)
  4. "Xingyun project" phase α experimental satellite, in the game can be used to build satellite communication networks. DOWNLOAD SPACEDOCK INSTALLATION 1.Remove the older versions of this mod.2.Put all contents of "GameData" into your "KSP/GameData"folder. LICENSE Xingyun-2 Satellite by Akino is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License. MEDIA Review by @Kottabos CHANGELOG FAQ
  5. IMPORTANT This mod is now officially unsupported, I will keep the download up though. For an up to date version go to this thread: Vulcan rocket Vulcan This is the next generation rocket from ULA Includes: Tanks for Centaur and ACES Main tank BE-4 first stage engine RL-10 second stage engine Inflatable heatshield Parafoil Fairings Interstages Pictures: http://imgur.com/a/WeJvT Recommended: If you want to launch the B330 orbital Moon base install this awesome mod from @bcink: Issues: Do not make the lower engine fairing the first part of the craft, I don't know why but the BE-4 won't be able to gimbal. If only smokescreen is installed so no realplume the engines will give particles even when they are off. Download: Note: This mod uses B9PartSwitch by @blowfish and is included in the download If you have a black tank it's probably a mod conflict with TR(R) or uninstall TR(R) or delete the texture switch part in the config of the tank. SpaceDock Curse License: Vulcan: All Rights Reserved B9PartSwitch: GNU Lesser General Public License Version 3.0 feedback is welcome and do not forget to report bugs.
  6. This is the Development Thread. Bugs report here too. Already Released! Download Pre Release on Release Thread: Hello, Everyone. So, this is my idea, from child, I dream to fly one of these. A flying car. The name is OMICRON! Will be a flying space car with a foot on reality and other in near future. The engine will be in the same principle of Saber Vtol, and will accept stock rocket engines in the back, totally customizable. My attempt is to have the EVA and the IVA all together, i mean, the Kerbals will be visible inside the craft, and all windows/doors will be openable, more likely the stock seat, but inside the craft. The configurations you'll be able to do it, reach VTOL, SSTO. I'm not creating new engines to put on back, only the Vtol SSTO ones that show in the pics, on the side of the craft. Will update the new model pics when they starting get ready, it may be a little different from this ones from the old one. Evolved. List of things i still need to do (for full release): Extra functions on cockpit panel; Plate with 6 rockets and included legs; Ejection system for seats and windows; Parachutes; Wings; Rocket command pod with big windows; My intention, as it is a hobby, is to do with pleasure, no pressure. Cheers commanders. Omicron by Climberfx is licensed under a Attribution 4.0 International p.s.: Here is the link to the original thread on Forum, but in Portuguese. You still can see the pictures, is more than self explanatory. WIP OMICRON Carro Espacial Criação das Partes
  7. I made a Model and a Texture for a Part for KSP. But I have the Problem that something went wrong and I don't know what. In Unity the model looks as it should: But the Problem is in KSP it looks like this: Please can somebody help me to fix this Texture Glitch because I have no clue what's went wrong there.
  8. Hi, I am attempting to make my first mod. I tried to export my fueltang from in unity and it exports my model but not the texture as seen in the following screenshot. The error as shown on the buttom left reads: TypeLoadException: Failure has occures while loading a type. I am copletely new to modding KSP and working with unity. Can anyone help please?
  9. I was wondering if the number of vertices used in a part model is directly proportional to the size of its' mu file. What would be a decent vertex count/ face count for a complex ksp part? I mean, how much is too much? I noticed the mu file for the stock ruggedized wheel is pretty large compared to a wheel part i made with about 500 faces.
  10. A dev article from1.4 (Whats in a Vessel Name? ( By TriggerAu)) explains how to set showVesselNaming in the part.cfg so that it shows during flight. Great. I love this. One caveat, it doesn't seem to allow one to change the Priority Level during flight. I want to be able to easily change the VESSEL_NAMING_PRIORTY_LEVEL of a craft during flight. Is there a way? How? Can something be added to the part.cfg to enable it to be done? Or is this a something requiring a mod to do? Would be nice if stock allowed it in flight, seems like a bug. Add this to the part.cfg to allow showVesselNaming = True From settings.cfg SHOW_VESSEL_NAMING_IN_FLIGHT = False VESSEL_NAMING_PRIORTY_LEVEL_MAX = 20 VESSEL_NAMING_PRIORTY_LEVEL_DEFAULT = 10 Under the root part (and seemingly only for those parts that are manually set in the VAB) is VESSELNAMING { name = vesselName type = type (new type also from BreakingGround = DeployedScienceController and DeployedSciencePart) priority = priority (default = 10; max = 20) } also - it seems that if a vessel doesn't have at least one part with this set in the VAB, that these are not written to the vessel in the save; so if a vessel with this set docks with a vessel that doesn't - there might be some alterations... checking
  11. Let me just preface by thanking the modding community for all the fun I've had these last 6 years playing KSP. One thing I've wanted since the time of Lazor systems and 50/50 odds of instaKraken on symmetrical craft is one (or few) - piece wing roots. These would contain fuel (less shocking in modern fuelled wing days) and have attachment points for engines or maybe even small payload bays. By matching the part(s) to stock wings it would help both with wing extensions for larger craft and would be more efficient in stock and FAR than the draggy/heavy DIY alternative. Given the recent pivot to early/pioneering designs in space, why not parts that reflect the state of the art in aircraft during the same period? On top of that, with environmental concerns putting blended wings back in vogue, I'm sure with seamless transitions between fuselage and wings some pretty futuristic craft could be created. Exemplars/Inspiration: Engine mount wing root Inline payload wing root FAT - 455? Comet (1st ever commercial jet) HP.80 Victor (tanker variant of strategic bomber) FAT - 455? Halifax (WWII bomber) Big - S Delta? Avro Vulcan (nuclear bomber) Modular wing size? B-2 Spirit (modern stealth aircraft) Modular Wing size (Inlet only)? F9F-8 Cougar (early jet fighter) Sea Vixen (1st gen supersonic carrier fighter) Just for fun, some decidedly less historical blended/loaded wing designs
  12. Hello, dear colleagues. I am thinking about making an addon with fuel lines like these: Ideally, is should procedurally route its path on and around the craft when the player is choosing the endpoint placement. But I'm totally new to KSP modding, fairly new to Unity, somewhat familiar with C#, and (thankfully) more or less experienced with a couple other languages. It seems like there are enough comprehensive intros to KSP modding around the Internets, so I'm going to start lurking asap, but at now I'd like to know if this kind of procedurality during part placement is possible at all. And, of course, it'd be helpful to know if you consider the idea interesting. Thank you.
  13. 1.4.5 Aset´s Deployable Light Globe(KIS EVA Part) more Pictures: Changelog: BUGS & Known issues: *Option Plug(Docked) it does not work first time and spams 1error,just press Y to grab the connector of the winch and do it again! OR USE Plug(Undocked) but the will not charge batteries need more time to investigate THIS BUG *When switch back to vessel it deploys again(so no backgroundprocessing)not serious *some wired happen when undock winch cable - it still loads need more time to investigate THIS BUG 0.2Known issues: *texture on port isnt right(issue from partvariants) *no KERBALIZM support right now (RTG Version) *untestet with new version of KAS 1.0BETA 68452rc Supported Mods: *KAS 0.6.4 *KIS *Crew Lights DOWNLOAD:https://sabercathost.com/5hhp/ASET.zip Originalthread so all Credits go to @alexustas for his fabulouse WORK ps :his channel is astonishing https://www.youtube.com/user/alexustas22/videos
  14. Disclaimer: English isn't my native language, I do my best. Clay Parts; no it's not about clay but its malleability. My idea is a completely revamp part system where your parts adapt to the shape, size, fonctionnality and visual you want. Less parts (even with a lot of mods), just highly configurable ones and configurations. ClayAddons will be a serie of standalone mod that interact with each other alot. This post is about discussing and defining the theoretical rules between each part and functionality. Ex: relation between size and thrust of an engine. As ClayAddons will contain alot of stuff we will go step by step. First one engine! How engine are handle by the mod (ClayEngine). Engines includes everything that allow movement, motion or implied motion ex electric generator. In fact the mod include no engine, but engine module or component (you can have multiple engine module in one part and module on a part can interact with module on other parts). Ex1: the propeller is a module, piston engine is another one. Ex2: combustion chamber is a module, tuyere (nozzle) is another one. Each module have a whole range of option ex: size, number of piston(piston engine), number of blades(propeller). Each module can have one or multiple virtual and physical nodes. Module node are port for linking modules with each other like electric plug. Nodes can be connected when module are placed inline or with various cable: electric cable, fuel line, shaft, cable(rope or metal cable), track(for wheel), chain, belt, pipes(yes pipes for air, water and ??????. So air intake need to be connected to engine using pipes.) Virtual nodes are for internal use only. Physical nodes will lead to the outside of the part of his module if not linked to anything else ex: exhaust, air intake. For physic ease all those internal logic will be simplified at vessel load. I need your help to define module their nodes and options. +Mass etc let focus even more---> Propeller engine + Piston engine Propeller component: core (nose cone): size, mass, drag, internals blades: number, size, drag, design, thrust ressource: torque, rotation, air, thrust, data Piston engine component: piston: number, size, configuration, mass, power ressource: electricity, gas(oxygen), gas(CO2), liquid fuel, torque, rotation, heat, data Gearbox: type(planetary, ....), mass, size ressource: torque, rotation Shaft: mass, size ressource: torque, rotation Those four element interact by torque and rotation For later
  15. 1.8.9 last big chunk (closed) This mod has been divided into several small submods at the request of many readers and users. Click here to continue: What you get with Contares? All objects are created as accurately as possible on a 50% scale. 50% scale means 1/2 of the size, 1/4 of the thrust, 1/8 of the weight. Further adjustments are due to the physical properties of the Kerbal universe. Reference diameters are 0.3125m, 0.625m, 0.9375m, 1.25m, 1.5m, 1.875m, 2.2m (ESA Parts only), 2.5m, 3.75m and 5.0m. Inquiries regarding diameters are superfluous by the effort of simple head calculations or a calculator. Fuel tanks designed for use with Contares LH2/LOX engines contain significantly less fuel. Fuel tanks which do not contain an entry for LH2/LOX in the description as well as all stock tanks should be set to 30% Liquid Fuel/Oxidizer when combined with Contares LH2/LOX engines. Regarding the arrangement of parts in the techtree there is certainly still much to steer. This work i am glad to leave to ambitious users because i personally have no interest in career or scientific mode. LAUNCHERS PODS, AUTOMATED VEHICLES and SPACESTATION PARTS SPACEPLANES OTHERS ... many more Downloads last complete mod download alternate mod download illustrated construction book Recommended mods: - Installation of SSTULabs (only to use the excellent Solar Panels but the complete mod is very nice) - Installation of DMagic Module Science Animate (Allows the creation of animated scientific experiments; temporary not used) Required mods: - Installation of RealPlume (contained engines use this engine effects mod only) - Installation of Tweakscale (change size of parts;reduces unnecessary duplication of standard parts) - Installation of RetractableLiftingSurface (Module which allows you to have a folding wing or other retractable lifting surface; used on Paraglider and Baikal-Booster Wings and Dream Crusher Wings) - Installation of Firespitter (Plugins only; allows Texture switching, Prop-Animations and more; used on UNION parts; more to come) - Installation of USI-Tools (Plugin used for floaters and inflatable [air]bags) - Installation of TACLS (TAC Life support) - Installation of Procedural Fairings (Build procedural fairings and interstages with nice optic) - Installation of KIS and KAS (Many Capsules, Spaceplanes and Storage-Modules use KIS) Supported mods: - RemoteTech - ScanSat How CONTARES should develop: - Creation of more helpful parts Specials: This mod is made for Kerbals on a Kerbal world, not to recreate anything from the human reality in perfection. Thanks to: @fwdixon (RemoteTech MM patch), @Beale (initial advice), @CobaltWolf (suggestions for textures), @Well (support on Dassault Hermes and Ariane), @Cheesecake (for some TechTree and RemoteTech support), @Rissa (Patch for 'Connected Living Space') Use your imagination! Contares Rules: Rule 1: Do not ask of others something you would not do yourself. Rule 2: The desire for mod compatibility must include the readiness to act for this desire. Rule 3: If there are more complex issues to discuss, ask me via PM in my native language German. Licence: http://creativecommons.org/licenses/by-nc/4.0
  16. Kerbal Science Innovation Creat 30/06/2017 This is a science mod which use the science of today and the science of the future Version : 1.8.1 Change log : Download From : CKAN Author : @Ourshinigami Scorpius Space is enjoy to show you those part ! Scorpius Space Science Laboratory AtomicFountain (Caesium 133) Imgur : Atomic fountain(Caesium 133) Description : An atomic fountain is a cloud of atoms that is tossed upwards by lasers in the Earth's gravitational field. If it were visible, it would resemble the water in a fountain. While weightless in the toss, the atoms are measured to set the frequency of an atomic clock. Dark matter collector Imgur : Dark Matter Collector Description : This is a dark matter collector. Dark matter sensor Imgur : Dark matter sensor Description : Dark matter has never been directly observed; however its existence would explain a number of otherwise puzzling astronomical observations. The name refers to the fact that it does not emit or interact with electromagnetic radiation, such as light, and is thus invisible to the entire electromagnetic spectrum. Although dark matter has not been directly observed, its existence and properties are inferred from its gravitational effects such as the motions of visible matter, gravitational lensing, its influence on the universe's large-scale structure, on galaxies, and its effects on the cosmic microwave background. Polaris-Ray X imgur : Polaris-Ray X description : X-ray fluorescence spectrometry is a chemical analysis technique using a physical property of matter, X-ray fluorescence. When material is bombarded with x-rays, the material re-emits energy under Forms, inter alia, X-rays; This is X-ray fluorescence or X-ray secondary emission. The spectrum of the X-rays emitted by the material is characteristic of the composition of the sample, by analyzing this spectrum, one can deduce the elementary composition, Ie the mass concentrations of elements. PRIME SPACE MANUFACTURING is enjoy to show you those part ! Author : @PR1ME MicroverseBattery Description : A battery containing a miniature universe with intelligent life that can produce massive amounts of energy. "It's just slavery with extra steps." Requires concentrated dark matter to keep the microverse stable. Dark matter contaiment module Description : A specialized container to store dark matter at extremely high densities. Language : [English] translate by @Ourshinigami and @Aelfhe1m and @PR1ME [Spanish] translate by @fitiales and @Ourshinigami [Français] Translate by @Ourshinigami Télécharger la viersion Français ici puis suivez les instruction dans le "lisez moi" Contract Pack Version : 1.1 Change log: Downlowd of the contract pack : Space Dock Curse Forge CKAN Requires : Author : @Ourshinigami @Aelfhe1m Language : [English] translate by @Ourshinigami and @Aelfhe1m [Spanish] translate by @fitiales Thanks to @Aelfhe1m for the plugin of the gravity waves sensor. (deleted now) @TheRagingIrishman , @artwhaley, @steedcrugeon for their help in my start. @fitiales for the translation in spanish If you want help me, let me a personal message, the help is welcome Source of the plugin for GWS : here Licence: Licence Creative Commons Attribution - Pas d’Utilisation Commerciale - Pas de Modification 3.0 France. Licence for the flag of the Kerbal Science Innovation Contract Pack:Flag icon made by Freepik from www.flaticon.com Licence : MIT for contract pack configurator and for texture replacer.
  17. The T-37 structural tubes top node size is the smallest possible (0.625m) on all length variants making rockets that use it just break apart. This is not like any of the other new structural tubes that have the correct and same top and bottom node size keeping rockets strong.
  18. Hi, I think the RE-12 'Skiff' Liquid Fuel Engine needs some tweaking. With the collection of new parts from the 'Making History Expansion', it seems obvious that most of these parts are there to make replicating historical rockets easily, namely the Saturn 5. This is easily one of my favorites so I wasted no time in building my own replica, which I have done many times throughout playing KSP. This part seems a good pick to simulate the J2 engines featured on the second and third stage of the rocket (at least aesthetically), but in KSP their function is just not right and don't fit with the parts associated with them. I have tried many different ways and either my second / third stages have lackluster TWR or burn for too long which ends up with a weird looking Saturn 5 in order to compensate. If this part was not intended at all for this then this is purely academic and disregard, but otherwise if this could be addressed in some way that would be great. I think an increase in thrust and a decrease in ISP values will solve this issue.
  19. Hi, The 'Kerbadyne Engine Cluster Adapter Tank' part has a bug where if you have 'Rigid Attachment' on, it will break off your rocket on launch regardless of how much support you give it through struts. For those who might be having trouble, just turn off 'Rigid Attachment' for the time being. I have found it to be fine without any support.
  20. There is now a release as a developmental preview, which is guaranteed buggy. As Kerwis is no more interested on working on the Chinese Pack, we KerbFilm Studios will continue to maintain it. Well duh, I know by our name, we're "supposed" to make videos and stuff blah blah blah, just ignore that part and move on. ===== Congratulations to the Chinese on successful maiden flight of CZ-7 on June 25!! ===== This thread will be updated (or not) as soon as possible when new progresses are made. This pack is currently intended for RSLV (Real-Scale Launch Vehicles), and THERE ARE NO PLANS FOR STOCK SUPPORTS in the upcoming version (and very likely a couple more after) yet. After we finish up with the RSLV configs, we can then consider making a Kerbin-compatible version of these. If you have a feature request, feel free to post it under this thread, we will weight each option and choose some to add to the planned features list. There's already a CZ-9 mod (The Martian Rockets), you can find it [HERE]. It only supports stock instead of RSS and RO. Its author, MajorLeagueRocketScience, kindly allowed us to write RSLV configs for it, and we'll start working on that once CZ-1, -2F, -3B, -5 and Shenzhou are stable. For now, balances for Career Mode are by far not finished. It will be still useable (somewhat) in Career Mode, but do so at your own risk. Unless it's a good bug, supports will not be provided before a version with official career support has been released. Here are some pics. Images provided by mark7 As this is WIP for now, the formal release date is unconfirmed as far as this thread. It will possibly be around December this year. It's just ComingSoon™ – MAIN FEATURES – Chinese rockets and spacecraft CZ-1 CZ-2F CZ-3B CZ-5 CZ-6 CZ-7 CZ-9 Shengzhou Spacecraft New manned spacecraft (No official name yet) FAR compatible fairings based on PF – WIP FEATURES – CZ-1 rocket (Mostly done) CZ-2F rocket (Models are mostly done, cfg fixes WIP) CZ-3B rocket (Mostly done) CZ-5 rocket (Remodeling & Revamp done, texturing WIP) CZ-6 rocket (Models done, texturing WIP) CZ-7 rocket (Models done, texturing WIP. Est completion by 07-20) CZ-9 rocket (Half way through modeling, engines are not done yet) Shenzhou Spacecraft (WIP, now a somewhat working prototype) New Spacecraft (Models done, texturing WIP) CZ-7 Models New Chinese manned space craft pics (name still not determined yet, we'll call it Next Generation Crew Vehicle, or NGCV, for now) The NGCV can hold up to 6 astronauts, and is capable of reentering at the speed of 11.2 km/s. Somewhat comparable to Orion. – PLANNED FEATURES – Stock balances and support Career balances – DOWNLOADS – >>>>>THIS IS A PRE-RELEASE, AND EXPECT IT TO BE BUGGY<<<<< Secondary: GitHub Tertiary: Dropbox No source codes of this mod are available as this is essentially a part-only mod by itself. Links to source codes of the plugins we've used can be found on their dev/release thread, see "Dependencies" section for more info and links. Legacy downloads can be found at SpaceDock changelog page and GitHub releases page. – DEPENDENCIES – Module Manager* (NOT INCLUDED) Community Resource Pack (Included) XT Landertron (Plugin included) Procedural Fairings (Will be one in the future, but not done by now) * If you don't want RF and RP patches, then you don't have to have it. – NOT DEPENDENT BUT HIGHLY RECOMMENDED – RSS or 10x Kerbol System (unless you like single-stage-to-Jool rockets) Ferram Aerospace Research (unless you like the soupy atmosphere in RSS) Kerbal Joint Reinforcement (unless you like noodle-like rockets) Kerbal Crew Manifest (Shenzhou's orbital module's hatch doesn't work, this provides a temporary workaround for crew transfering) Real Fuels (Will be supported in future versions, integration WIP) RealChute (Provides some help for Shenzhou's chute problems, and it is a good mod afterall) RealPlume (If you can run RSS at a reasonable FPS, I guess some pretty FX won't hurt anybody) – EXTRAS – There are none as far as of this thread. Sorry. RP FX is on its way of being integrated. – COMPATIBILITY – It is designed to work in v1.0.5 so far. As it is a mostly part-only mod, it should more or less work with 1.1.x. It is likely to work just fine in v1.0.0, v1.0.1, v1.0.2, v1.0.3 and v1.0.4, but if you are using such installations, just don't expect too much support. This pack is on the Comprehensive Kerbal Archive Network, or CKAN. It's done via KerbalStuff (which means I'm not quite sure what exactly happened to it). It also works in the Community Windows x64 Workaround. You will receive support on x64 builds as long as we can manage it. SUPPORTED MODS: (Not a complete list) No conflict with other mods are known. – INSTALLATION – 1. Hit a download button somewhere 2. Unzip and extract content 3. Throw the stuff into \KSP Root Folder\GameData\ folder the same way you do to other mods 4. Make sure all dependencies are there (they're included), maybe a couple ones in the recommended section 5. ...? 6. PROFIT!!!!! You are encouraged to manually delete the past versions of it before installation, despite that your OS will ask to replace them anyway. Especially during the developmental and pre-release phase, any left-overs can cause really bad stuff to happen. I don't even want to imagine those. – RECOMMENDED HARDWARE SETUP – Minimal: Intel Core i7 5600U (2C4T, BF 2.60GHz, Turbo Boost 3.2GHz – 3.1GHz) Intel HD Graphics 5500 (24EU at 300MHz – 950MHz, 1GB Shared) 6GB DDR3L-1333 5400RPM SATA3 HDD Recommended: Intel Core i7 3632QM (4C8T, BF 2.20GHz, Turbo Boost 3.2GHz – 3.0GHz) NVIDIA GT 750M (384EU at 967MHz, ≥1GB GDDR5 Dedicated) 8GB DDR3-1600 SATA Express/PCIe NVMe SSD – KNOWN ISSUES – - Shenzhou's parachute only has the upper half visible, but does function normally (somewhat) - Shenzhou command pod will slide sideway during parachuted descent like [THIS], it will be better under RealChute - CZ-3 RP FX is buggy and needs some more work, thus it is disabled by default - Shenzhou orbital module's crew hatch is un-clickable (no menu popping up), see MMG's devnote for more. This bug is now currently beyond our ability to repair, due to that it's something wrong with Unity or KSP itself. UPDATE: it works fine in 1.0.5, but still buggy in 1.0.4. Not sure why. – FREQUENTLY ASKED QUESTIONS – Q: Will this pack cause my computer to blow up? A: Not this pack itself, but RSS and RO. See the recommended hardware section for more. Dual core CPUs with strong single core performance should be enough, as Unity 4 isn't multithreaded and Unity 5 will do fine under 4 threads with HyperThreading. Although disliked by many modders, the Community Windows x64 Workaround is highly recommended if you have more than 8GB of RAM. Remember to use the Windows x64 Unfixer with this. Q: Do you support installations with the Community Windows x64 Workaround? A: Yes. We. Do. As long as it's within our abilities, we will provide as much support as we do to the x86-32 stock builds. Q: (some sort of bugs, instabilities and whatnot) happened! What the %$#@& is wrong with this! A: Please refer back to the known issue section. This mod is still in heavy development phase, and as I've said above, use at your own risk. Nearly all pre-released stuff are buggy, and do expect that when using it. We're working hard to debug, though there are some beyond our ability or it takes longer to fix. Please, do backup your install before using this mod. Q: Will you add (this and that) A: Probably not. But feel free to comment if you find something you want and it's not in the WIP Features list. We may add it to that if it's good. – CONTRIBUTORS – mark7 (Project lead, some cfg editing and realism integration) 01010101lzy (Modeling, texturing, some cfg balancing) fantzz (cfg editing advisory, cfg debugging. I didn't find his profile page) Ladeng (Modding advisory, general support, member of Kerwis. I didn't find his profile page) AkanoLoki (Modeling, some texturing) MMG (Modeling, texturing, cfg editing, testings, aerodynamics) Wavechaser (cfg editing, MM patching, public relations and support) – SPECIAL THANKS – Dragon01 (Modding advisory) MajorLeagueRocketScience (Who allowed us to use his CZ-9 models and textures) MeCripp (Helped us to do PF fairings) 54znzn (Provided us models and textures of Tiangong) – CHANGELOG – v0.2.0.19X Not released - added ModuleSurfaceFX to all engines - replaced spaces in CZ-5 parts' names by underscores v0.2.0.18Y Dev Preview, Hotfix - fixed heavily misplaced and not-placed items in all directories - reorganizations of the pack - adjust Shenzhou's rescaleFactors to match the size of realworld Shenzhou spacecraft - added CZ-1 stock patch, now CZ-1 & CZ-3B can be used in stock installations v0.2.0.17Y Dev Preview - remodeled and retextured YF-100 engine, and it's now surface-attachable - YF-100 is now one-engine only, 2x YF-100 Cluster removed - overhauled CZ-1 - reorganized Readme.txt v0.1.6.16X Not released - added RealPlume support for CZ-1 - overhauled RF patches for CZ-1 v0.1.5.15X Not released - Shenzhou Orbital Module's hatch bug looks like it's fixed by KSP v1.0.5 - added Real Fuels supports for CZ-1 - added back all other Real Fuel patches v0.1.5.14X Experimental Release for KSP v1.0.5.1024 - changed "YF-23C1 Float Engine" to "YF-23C1 Vernier Engine" - general reorganizations v0.1.5.13X Experimental Release for KSP v1.0.5.1024 - general reorganizations - removed all patches for stabilities in v1.0.5.1024, use legacy versions if you want them v0.1.5.11X Not released - added License.txt - added version.txt - fixed the wrong name of the zip file and the folder v0.1.5.10Y Dev preview, Hotfix - addded ":NEEDS[RealFuels]" to all RF patches - reorganized \GameData\KFStudios\ folder v0.1.5.09Y Dev preview, Hotfix - updated Landertron.dll, now supports Real Fuels - updated Changelog and Known Issues in Readme.txt, so that it's aligned with this thread - fixed multiple grammar errors in Readme.txt, and it's also localized to English-US v0.1.5.08Y Dev preview - added RCS thrusters on the orbital module v0.1.5.07X Not Released - reworked Shenzhou orbital module - switched from BobCat's LandingEngine to XanderTek's XT Landertron, thus fixing the breaking engine issue - general debugging v0.1.5.06Y Dev preview, Hotfix - updated Shenzhou orbital module heat tolerance - fixed Shenzhou service module decoupler bug (hopefully) v0.1.5.01Y Initial release as a dev preview - general debugging v0.1.4.05X Not released - added RealPlumes configs to CZ-3B and CZ-5 - added Real Fuels configs to CZ-5 - fixed nodes on CZ-1, CZ-3B and CZ-5 - added Shenzhou spacecraft (though a prototype) v0.1.3.00X Not released - finished cfg fixes for CZ-3B and CZ-5 v0.1.0.00X Not released - Taken over from Kerwis Our versioning scheme: License: CC BY-NC-SA 4.0 International XT Landertron is released and redistributed under GNU GPLv3 license. We didn't find the license for Community Resource Pack Other legal stuff: This mod is provided "as is", and we are not responsible in any way for any damages caused by using of this mod. If you don't feel like it, you can totally not download this mod and pretend you've never been here. By downloading and using this mod, you have agreed to that you are fully responsible for any damages caused by it. This mod could potentially break your system if KSP glitches out really really wildly, although it is not supposed to happen and it has never happened according to our knowledge. You can and you are encouraged to backup your current KSP installation in case of any damages to the saves and current mods you have ever occurs. I mean, backing up your KSP is a good idea anyway as Kraken can come any time. Warranties of any kind are not provided. Powered by Microsoft Windows 10 and Windows 8.1
  21. I was recently looking at the R7 line of rockets and the inter stage connectors gave me an idea. What if there was an structural truss that you could place an engine inside of, so you can have landing legs mounted at about the same level as the engine (Size of the truss would be to the "flat" engines of each size, being the LV909, teh Poodle, and that one .625 m one that nobody uses. (JK) But seriously, this could be very useful in landers that have an area between the tanks and engine that for whatever reason you can't mount engines on.
  22. Stock Part Fixes For a long time I wasn't happy with attributes of some parts that nearly prohibite us to use them. So I compiled some inconsitencies and created some Module Manager scripts to change the data. Here is the "Suggestion topic" This is not really a mod, but a script which will need Module Manager, which you can find here Download the mod (ZIP) This zip contains 3 files Consistency fixes : it'll fix many mass and few temperatures inconsitencies. It also add 50RCS to the inline docking port and extend the interaction range of Goo experiment and Lab Jr. Science changes : increase mass of many experiments, size Atmo scan and narowband to match goo canister size and mass. Only small experiments keeps their physicless atribute. ISRU are also more heavy. Delete this file if you don't like it Dubious changes : Basic fin has be buffed to a real fin and Airbrake is now more resistant. Those 2 modifications may change the game play, so delete this file if you don't like that. Feed back is very much appreciated. Further more, I would like to change some data on drag for some parts, but I don't know how to do it. Science rescale (atmo sensor and narrowband scanner) Inconsistency fixes details Science changes details Dubious changes details
  23. I copied the micronode, it's cfg and it's .mu and dds to a separate nested directory in 'GameData' to experiment with and I haven't gotten off to a very good start. It appears I am not as capable as I thought. I have changed the name and I changed the title and description after the '=' sign. While the 'new' part shows up in my game along with the original, neither the title nor description has changed to the ones in edited cfg. What am I not seeing?
  24. Set of parts for help in long cruise ship building, Includes 2.5m foldable centrifuge, 2.5m and 3.75m hubs and inline 3.75m solar panels. Inside MM patch for CTT, USI-LS and Snacks Suggestions for balance or criticism for the model are welcome Thanks to @landeTLS for explanation on how import the object in Unity DOWNLOAD SpaceDock GitHub TACLS Support Alternative cfg by @Deimos Rast CLS support by @panarchist TweakScale Patch by @nebuchadnezzar LICENSE CC BY-NC-SA 3.0 Changelog
  25. Hello, I'm new KSP user, and I'm creating A-10 plane. But I'm not satisfied with only visual aspects. I want to make this plane nice to fly, and nice looking. To accomplish that task, I wanted to set vectors of thrust and aerodynamic on the same direction. To do it, I was adjusting angle of horizontal stabilizer (To compensate height of engines). As you can see on the picture, I can't get them on exactly the same direction. So my question is I am able to set rotation value by typing it in some field? By mouse, I will never have such a precision :| I was trying to find addon, but I didn't see any for the newset KSP version :\
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