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  1. Starship Expansion Project Starship Expansion Project (SEP) is a mod being developed by me, Kari, and our amazing team. Our project aims to bring our intepretation of the Starship vehicle by SpaceX into Kerbal Space Program. While a lot of the design choices are based on the actual vehicle sitting on Boca Chica, creative freedom is used to expand our mod even further. Special thanks to @damonvv for allowing us to adapt tundra's plugin to ourselves, @SofieBrinkfor her hard work adapting the code and overall improvement of the mod, @IsaQuestfor the raptor model and textures, @Janus92 for the amazing IVA models, @EritoKaiofor indirectly helping me improve myself over the last few months, and you everyone on our discord server for their immense support to our mod, I could not have done without you Screenshots Dependencies Module Manager Waterfall (0.8.1 or higher) B9 Part Switch Extremely Important but not required mods Textures Unlimited (for shiny parts!) Tundra Exploration (For more engine modes on SH) KRJ Next or KJR Continued (Avoid wobbly joints) Starship Launch Expansion Recommended Mods Flight Manager for Reusable Stages Community Resource Pack Trajectories Modular Launch Pads HullCameraVDS & NeptuneCamera (custom cameras on ship and booster) IVA Dependencies Near Future Props Reviva Free IVA Raster Prop Monitor ASET Props IVA Recommended Mods JSI Advanced Transparent Pods Realism Overhaul is supported* *not 100% working right now feedback and help is appreciated Download SEP is officially found at Spacedock, GitHub and CKAN. Any other form of download is not official and should not be trusted FAQ 1. Where is *? R: If you have not found a feature you like, please check our roadmap to see if it's not already planned, otherwise feel free to ask nicely and we'll happily look into it 2. Why there's only 2 engine modes on the booster? R: When we where authorized to use part of Tundra's plugin, we agreed to leave the engine switch on Tundra's mod, as it was made mainly for falcon, if you want an extra mode, install Tundra and it will be on your game 3. What are those names? R: I renamed the parts to match The Expanse (my favorite show) names, if you're not familiar or want to have real names, there is an option for it on the extras folder when you download it 4. WHERE IS THE FROST I SAW IN THE PICTURES? R: It's currently in development and will be integrated into SEP, right now it's a separate mod that adds a part that attaches to a node on the ship and booster, you can find it on our discord server under the #sep-addons channel on a pinned comment along with other mods made by our community 5. My plumes are different R: Not a question, but could be pro plumes made by Fossil, it's currenly in development and you can find a version of it on our discord server under the #sep-addons channel on a pinned comment Licensing Configs are distributed under CC-NC-SA-4.0 License. Nertea's HabUtils.dll is distributed under MIT license. All Textures/models and our plugin StarshipExpansionProject.dll are distributed under All Right Reserved License.
  2. All Rights Reserved Tantares (For Kerbal SpaceProgram 1.12.X) Description Tantares is four mods! All of them standalone, and with minimal dependencies: Tantares: Soviet crewed spacecraft, space station, and LEO spacecraft *Requires B9PartSwitch TantaresLV: Soviet launch vehicles and upper stages *Requires B9PartSwitch TantaresSP: Soviet interplanetary probes *Requires B9PartSwitch TantaresSAF: Soviet Aerodynamic Fairings *Requires Simple Adjustable Fairings, B9PartSwitch The parts are made with the "LEGO" frame of mind - they fit together to make certain craft, but are flexible and generic enough to be used in many creative ways, just like vanilla KSP parts. If you're using TantaresSP, I highly recommend using one of my other mods, Neptune Camera, which adds camera functionality to probes. Screenshots TantaresLV Screenshots Tantares Screenshots TantaresSP Screenshots TantaresSAF Download Links You need B9 Part Switch for all Tantares mods. B9 Part Switch You can get Tantares on both GitHub, Spacedock, and CKAN. Craft files are included in Tantares and TantaresSP. Tantares - GitHub (Earth Orbit Spacecraft) TantaresLV - GitHub (Launch Vehicles and Upper Stages) TantaresSP - GitHub (Interplanetary Space Probes) TantaresSAF - GitHub (Simple Adjustable Fairings) Updating? Keep in mind that parts are sometimes deprecated (removed) when moving to newer versions of the mod. Though they will still load on existing crafts for at least one version after they are deprecated, they will not appear in the VAB and will not have textures. Frequently Asked Questions What's the situation with IVAs? Crewed capsules will get IVAs, unfortunately I just don't have the time to do IVAs for the large station parts. What's the balancing like? Parts are balanced against vanilla KSP parts to not be intentionally uselesss, this means the launch vehicles with accurate to RL proportions might seem pretty powerful, a Soyuz putting 14 tons into LKO, etc. Really the best solution for this is to use a 2.5x~ system rescale, JNSQ, or just enjoy the big payloads. I only want one thing, not the whole mod, can I prune it? Yes, when placed inside the GameData folder, open the Tantares (or other mod) folder, and within the parts subfolder, delete the spacecraft you don't want parts for. For example, if you don't want a Soyuz, delete the folder SOYUZ from Tantares/parts. Compatibility Tantares, TantaresLV, and TantaresSP have minimal dependences, but have patches to kOS compatibility. The parts in Tantares are balanced against the stock game parts. This might leave rockets feeling a bit overpowered in the vanilla KSP system. Playing in a rescaled solar system 2 to 3 times larger will make them feel much more true to real life. TantaresSAF requires Simple Adjustable Fairings. If you're using TantaresSP, one of my other mods, Neptune Camera, will add extra functionality to the camera parts. Recolours and Extras Special thanks to everyone who has contributed and helped out with this! Friznit's Tantares Wiki (Additional Craft Files) Roger's Methalox patch. Well's IVA patch. Credits and Thanks Thanks to everyone who has helped! Special thanks for: @Zorg - Waterfall Development @benjee10 Sokol Flight Suit SSVP Docking Port Male SSVP Docking Port Female Texturing and design assistance. @Well IVA Props Internal IVA design. Feedback and assistance. @Zarbon44 - 7K Soyuz texture, and beautiful screenshots! Thanks to the below for some great screenshots in usage: @EM23
  3. KESA Current parts CSP-CLUSTER : Curved solar panel (for CLUSTER probe) CLUSTER : Probe JUICE : Probe (can use DSPF-J1 with) EUCLID : Telescope (without science not active in KSP2) PHILAE-LEG : Telescopic landing gear built for Philae lander PHILAE-SUPP : Landing gear support built for Philae Lander VULCAIN 2 : Engine built for Ariane launchers VINCI : Upper level engine PROMETHEUS : First stage engine FREEBOOST : Separation tiny solid booster EPC : powerfull booster (medium and small) EPCSB : tiny booter for frontal separation A6WHEEL : 5m Reaction wheel RIT-2X : 5N Xenon Engine XNTK-XS : Xenon Container ------------------------------------------------------------------------------------------------------------------------------------------------------- Reaction wheelDownload https://spacedock.info/mod/3409/Kesa or CKAN ------------------------------------------------------------------------------------------------------------------------------------------------------- Screenshots Kesa Screenshots ------------------------------------------------------------------------------------------------------------------------------------------------------- Dependencies BepInEx Spacewarp [LFO] Lux's Flames and Ornaments ------------------------------------------------------------------------------------------------------------------------------------------------------- KSP2 Missions https://kesaspace.blogspot.com/ ------------------------------------------------------------------------------------------------------------------------------------------------------- Thanks KSP2 Modding Society (Lux:Stice, ShadowDev, Munix, ...) PassivePicasso : Thunderkit Spacewarp Team bbepis : BepInEx
  4. The Sterling age has begun. Lots more to come. LICENSE :: Art is ARR :: Configs are ShareAlike DOWNLOAD :: GitHub Issues to watch for: Part stats and models may change due to current pre-release state. dV calculators do not ignore massless resources other than ElectricCharge so it will be a pain to get the dV for engines that ask for ThermalPower (while in ship editors, maybe not so in flight). Support should be good for: Indicator Lights Simple Repaint (only the whites of parts will be recolored) Waterfall Dependencies: B9 Part Switch Community Resource Pack
  5. KSP Interstellar Extended (KSPIE) is a plugin for Kerbal Space Program, designed to encourage bootstrapping toward ever more advanced levels of technology as well as utilizing In-Situ resources to expand the reach of Kerbal civilization. KSP Interstellar Extended aims to continue in @Fractal_UK original KSP Interstellar vision in providing a realistic road to the stars. Players will first gain access to contemporary technologies that have not been widely applied to real space programs such as nuclear reactors, electrical generators and thermal rockets. By continuing down the CTT tech tree and performing more research, these parts can be upgraded and later surpassed by novel new technologies such as fusion and even antimatter power. We attempt to portray both the tremendous power of these technologies as well as their drawbacks, including the tremendous difficulty of obtaining resources like antimatter and the difficulties associated with storing it safely. The goal is to reward players who develop advanced infrastructure on other planets with new, novel and powerful technologies capable of helping Kerbals explore planets in new and exciting ways. The principal goal of KSP Interstellar is to expand Kerbal Space Program with interesting technologies and to provide a logical and compelling technological progression beginning with technologies that could have been available in the 1970s/1980s, then technologies that could be available within the next few years, progressing to technologies that may not be available for many decades, all the way out to speculative technologies that are physically reasonably but may or may not ever be realizable in practice. This is the KSPI-E release thread where we announce any releases of KSPI Extended If you want to chat about KSP Interstellar you can do it at our new Guilded Server (old: KSP Interstellar Discord Server ) For technical questions or Mod support, please ask them in the KPIE Support thread For talk about new development and features request you have to be in the KSPI-E develpment thread Latest Version 1.29.5 for Kerbal Space Program 1.8.1 - 1.12.2 Download older version from Here source: GitHub If you appreciate what I create, please consider donating me a beer you can donate me with PayPal or support me by Patreon Download & Installation Instructions step 1: remove any existing KSPI installation (GameData\WarpPlugin folder) step 2: download KSPI-E and put the GameData in your KSP Folder (allow overwrite) License Info KSPI-E code and configfiles:are distributed under KSP INTERSTELLAR LICENSE Molten Salt Reactor model from USI Core by RoverDude licensed under CC 4.0 BY-SA-NC Tokamak model from Deep Space Exploration Vessels by Angel-125 licensed under CC BY-NC SA Solid Coie NTR, Nuclear Ramjet, Nuclear Lightbulb and Nuclear Candle models and textures from Atomic Age by Porkjet all licensed under CC BY-NC SA Super Capacitator Model from Near Future Electric Mod by Nertea licensed under CC-BY-NC-SA Surface Wrapper Radiators from Heat Control by Nertea licensed under CC-BY-NC-SA Microchannel radiators from Heat Control by Nertea licensed under CC-BY-NC-SA Inline RCS stack by TiktaalikDreaming for Inline licensed under MIT Nuclear Ramjet Model by Lack licensed under CC-BY-NC-SA retractable RCS by BahamutoD licensed under CC-BY-NC-SA Wrapper Tanks from Kerbal Hacks by enceos license under Creative Commons 4.0 Inline Thermal Dish Relay Receiver by @steedcrugeon licenced under CC-BY-NC-SA at JX2Antenna Plasma Wakefield Particle Accelerator Ring by Sin Phi CC BY-NC-SA 4.0 at Sin Phi Heavy Industries If you think I missed something, please notify me Credits @Fractalfor developing the original KSP Interstellar @Eleusis La Arwall for most of the new Reactors, new Power Dish transmitters and Beam generators @zzzfor most of the original models/texturing @Boris-Barborisfor porting KSPI to 0.90 and fixsing many bugs @Northstar1989for providing theoretical basis for many of the new features in KSP Interstellar Extended @SpaceMouse for Magnetic Nozzle, MHD generator and EM drive engine @EvilGeorgefor programming Solar Wind collector and ISRU processing and several other ISRU processes @Cyne Daedalus Fusion Engine Model and Texture @Arivald Ha'gel for helping to fix several issues @MrNukealizer for his help in C# development work on KSPI @Snjo for making the code FSFuelSwitch public available Olympic1 for his help with the integration of KSPI with CTT KaiserSnow for providing Icons for Integration with Filter Extension InsanePlumber for converting part textures to DDS format A2K For helping get KSPI-E on CKAN Bishop149 for Helpi improve the Wiki and OP ABZB for Helping to find many bugs and developing Mk2 EXtension Mod SmallFatFetus for giving permission to use is Vasimr model michaelhester07 for creating Particle Accelerator NathanKell for creating ModuleRCSFX. Trolllception for helping new players understand the tables on the OP and MM scripts Nli2work for creating the Magneto Inertial Fusion Engine @Nansuchaofor helping to create documentation and guides for KSPI-E @th0th for providing Icons for the tech node @Tonas1997 for proving new technode nodes Recommended AddonMods Recommended Planet Packs/Star System/ Galaxy mods: Recommend Tech Tree: Recommended Tool mods: Suggested Challenges: Documentation & Tutotials KSPI is one of the most sophisticated mods for KSP. To help you get started, you can make use of the following resources: KERBAL INTERSTELLAR EXTENDED GUIDE KSPI-E for Dummies KSPI-E Guide by Nansuchao KSPI-E Technical Guide KSPI-E Wiki KSPI-E Youtube Videos: 9 part Russian Tutorial by @ThirdOfSeven 3 part EnglishTurorial by @Aaron Also: Support KSPI-E add support for the following mods
  6. Keridian Dynamics (KDVA) Parts pack for resource-conversion and vessel-assembly for Kerbal Space Program. By zer0Kerbal, originally by @Eleusis La Arwall adopted with express permission and brought to you by KerbSimpleCo PECUNIA PER KERBULUS Preamble by @Eleusis La Arwall See More See our Parts Catalog for part pictures For more images, see our Marketing Slicks Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages Help Wanted Localization Installation Directions 1 Use CurseForge/OverWolf App (currently does not install dependencies) Whilst I agree CKAN is a great mod for those that can't use zip tools. I take no part, nor am I interested in maintaining the CKAN mod metadata for my mods. Please don't ask me about it but refer to the CKAN mod thread if you are having issues with CKAN or the metadata it maintains. Beware, CKAN can really mess up though it tries very, very, very hard not to. or Dependencies Kerbal Space Program 2 Recommends Either Extraplanetary Launchpads (XPL) or SimpleConstruction! (SCON) One of the XPL based construction addons are 99.9% required KSP will load all parts but some will have reduced or no function The configs autodetects if XPL or SCON are installed and uses the corresponding modules Module Manager or Module Manager /L3 Resource Switchers Supported: Interstellar Fuel Switch CORE, Firespitter CORE, and B9PartSwitch One of the Resource Switcher addons are 99% required KSP will load all parts but some will have reduced or no function The configs autodetects if Interstellar Fuel Switch CORE, Firespitter CORE or B9PartSwitch is installed and uses the corresponding modules If multiple ResourceSwitchers are installed, the priority goes as follows: Interstellar Fuel Switch CORE > [Firespitter][fs] > B9PartSwitch Suggests GPO (Goo Pumps & Oils') Speed Pump (GPO) Not So SimpleConstructon! (NSSC) On Demand Fuel Cells (ODFC) SimpleLogistics! (SLOG) Transparent Command Pods (TP) GTIndustries JSI Advanced Transparent Pods- gives the passable and nonpassable Storage Tanks an IVA overlay Kerbal Inventory System - this gives the Launchsite and Sledgehammer function Kerbal Attachment System - allows the RecycleSite to dump all recycled resources PatchManager - allows patches to be easily toggleable TweakScale Supports Resource Switchers Interstellar Fuel Switch CORE Firespitter CORE B9PartSwitch Community Tech Tree Community Resource Pack Connected Living Space Contract Configurator FAR Firespitter for fully functioning wheels. may invoke bouts of dizziness. GTIndustries JSI Advanced Transparent Pods- gives the passable and nonpassable Storage Tanks an IVA overlay Kerbal Inventory System - this gives the Launchsite and Sledgehammer function Kerbal Attachment System - allows the RecycleSite to dump all recycled resources On Demand Fuel Cells (ODFC) OSE Workshop PatchManager - allows patches to be easily toggleable ReStock TweakScale Replaces KeridianDynamicsVesselAssembly Tags parts, config, flags, agency, resources, science, tech-tree, career, crewed, uncrewed red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks A very big THANK YOU to the following mod developers and specially the plugin-writers/maintainers (because that is witchcraft to me ) for their hard work: @Eleusis La Arwall for creating this glorious parts addon! see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Connect with me Track progress: issues here and projects here along with The Short List this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
  7. ScrapYard (SYD) A common part inventory addon for Kerbal Space Program. By Lisias and zer0Kerbal, originally by magico13, then by severedsolo adopted with express permission and brought to you by KerbSimpleCo Preamble by severedsolo The bit you are actually interested in ScrapYard is a mod that provides a part inventory that can be shared between multiple mods. Parts are added to the inventory when you recover a vessel and are removed from the inventory when you build a new vessel. If you have ever played with Kerbal Construction Time, it's a significantly improved version of the part inventory that KCT had, that is also able to be used by other mods. As of writing, ScrapYard does the following Parts are added to the inventory automatically upon vessel recovery Parts are applied in the editor (not automatically like with KCT) Parts are then pulled from the inventory on build (mods can change when this happens) Parts are stored individually in the inventory along with any modules that “define” the part (think TweakScale and Procedural Parts) The number of times “like” parts are used is tracked and available for mods, both total uses and number of builds (KCT’s part tracker feature, expanded) Parts are trackable from the moment they are placed in the editor until they are removed from the game via a unique ID that transcends recovery and new builds The number of times an individual part is recovered is tracked, perfect for consumption by part failure mods (WIP) Funds can be overridden so that using parts from the inventory do not contribute to the cost of the vessel. You do still need to have the full amount of funds (for now). ContractConfigurator support for adding or removing parts from the inventory as part of contracts See More Help Wanted Localization Installation Directions 1 Use CurseForge/OverWolf App We take no part, nor are we interested in maintaining the CKAN mod metadata for my mods. CKAN is a great mod for those that can't use zip tools. If you are having issues please let the CKAN people know and refer to the CKAN thread. Our support of CKAN extends as far as checking the box in Spacedock. Beware, CKAN can really mess up though it tries very, very, very hard not to or Dependencies Kerbal Space Program 2 Contract Configurator (only on KSP 1.8.1+) Either 3 Module Manager /L Module Manager Recommends KSP Recall (REC) handles issues with Procedural Parts/Fairings/Etc caused by PP OhScrap! (OHS) Suggests StageRecovery (SR) Kerbal Construction Time (KCT) Kaboom! (BOOM) Supports Goo Pumps & Oils' (GPO)) Speed Pump (GPOSP) On Demand Fuel Cells (ODFC) KRASH TweakScale (TWK) RemoteTech (RT) FAR Mods using ScrapYard (SYD) Kerbal Construction Time by @linuxgurugamer / @magico13 Oh Scrap! (OHS) by @severedsolo / @zer0Kerbal Tags plugin,editor,flags,agency,sound,career red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks magico13 for creating this glorious parts addon! severedsolo for the picking up where magico13 left off SiriusSam for the original idea of creating a separate part inventory way back in 2014 and for the name enneract for discussion and design help. see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) Current (3) - Lisias and zer0Kerbal Connect Track progress: issues here and projects here along with The Short List Release Schedule GitHub, reaching first manual installers and users of KSP-AVC. Right now. CurseForge. Right now. SpaceDock (and CKAN users). Soon™ this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
  8. Questaria Aerospace A general parts mod for KSP2 Now Supports For Science! Downloads SpaceDock GitHub Dependencies SpaceWarp (v1.7.0 or newer) Lux's Flames and Ornaments (v1.0.0 or newer) Patch Manager (v0.7.2 or newer) Current Parts - Condor Engine (Medium sized lifter) - Parrot Engine (Medium sized lander engine) - Godwit Engine (Medium sized Nuclear thermal engine) - Skylight Cupola (Small cupola) - More to come! Special thanks to @LuxStice for helping me a ton while making this mod! All Assets licensed under an All Rights Reserved License.
  9. Airplane Plus Powerful stockalike parts for aircraft enthusiasts. Feedbacks would be helpful. And if you have time, please take the Poll: Click here to vote on what part do you want to be added Download at: Spacedock · Curseforge Github Want to support me? You can on either of these: PATREON User Patches: Tweakscale Compatibility RPM Compatibility AJE Compatibility F-16 Cockpit RPM Remotetech Config Community Tech Tree Sound Issue Workaround is under "Issues" Below If you want assist in hovering, I recommend this mod I'm using Craft Files (Click Image): Release 22-24: Release 20: Old Files: Extra Images: Old Part Selection Images: -- Collection of Aircraft Photos: https://imgur.com/a/ySFgL Old Album: http://imgur.com/a/6kDLM -- APU in Action: Huey in Action: Machbuster Video: Extra: Demonstration of the Tilt-Rotor function, assisted VTOL landing and New Diagonal Gear Other videos: Latest Changelog: Installation: Remove old folder if there's an old installation. Copy the GameData folder into your root folder. -Included in the pack are AirplanePlus and Firespitter folders. It also packs ModuleManager* *I do not own these mods, I merely packed them in for Airplane Plus to be functional and avoid linking downloads for dependencies. Big thanks to their Authors. FAQ: License: *I only take credit on my parts. Firespitter and Modulemanager which are included in the pack are made by different authors with their own licenses. Most performance configs powered by @Tanner Rawlings Shout out and big thanks to @acc for doing a test run back then. @kiwinanday helped a lot on producing important info in reconfiguring performance, thanks a lot!
  10. G.R.A.P.E.F.R.U.I.T Gateway Residence for Astronauts Providing Enhanced Facilities for Researching and Understanding Interstellar Travel This mod adds parts that allow you to convert empty tanks into large habitats, based on the '70s concept of the External Tank Station, currently, I am only able to make habitats with interiors, for the moment I lack the ability to make .dll files to add modules, I am currently on the look for someone to help with this if anyone is willing to help make original textures for this mod that would also be greatly appreciated Currently, there are 6 5m inflatable hab modules, plus 2 types of converter to allow you to mount them to tanks(all with freeIVA support) At the moment it does not check if the tank is empty(or that it is actually attached to a tank at all) so just keep that in mind and promise not to drown your Kerbals in cryogenic fuel. screenshots by me, based on some art by brickmack [TWT] [DA] some more lovely screenshots by PicosSpace closer look at the current habs DOWNLOAD >> GITHUB << part naming and descriptions by AtomicTech interior design assistance and refinement by AstroWolfie some old screenshots of the first ideas for the mod: roadmap any help or suggestions much appreciated! (mod is also free to pick up if I abandon or stop updating and am unable to be reached)
  11. KSP 1.12.x Stockalike Station Parts Expansion Redux [2.0.10] Last Updated June 24, 2022 A complete and total rebuild of my old Stockalike Station Parts Expansion project. Everything has been redone, and nothing is left of the old mod! Check out some key features: Small Station Parts: A full set of 1.25m station parts, with habitats, control rooms, connecting tubes, hubs and much more. Medium Station Parts: Expanding the 2.5m set that stock provides, you'll find greenhouses, structural components, specialized connectors, orbital stowage bays... Large Station Parts: Yup, large station parts! A full set in the 3.75m size class, from habs to labs to... well, lots more! Reworks: I've taken the time to rework the three stock station components (Cupola, MPL and Hitchiker) to match the new parts. They look the same but new! Inflatable Habitats: A nice set of inflatable habitats for maximum crew space. They range from teeny to huge. Centrifuges: All size categories have at least one centrifuge habitat. They range from small and cramped to massive and spacious (one of the largest parts I've ever made). Cargo Containers: I really felt like making some multi-purpose cargo containers. These modules will adapt to what mods you have installed, and provide storage for resources from MKS, TAC-LS, USI-LS, EPL and probably a few more that I forgot. Self-Levelling Base Frames: To help align your bases on slightly bumpy terrain, use these base plates, which feature individually adjustable legs with a self-level function Extensible Crew Connections: Much like the Klaw, but better! Varying lengths and impressive looks! Comprehensive Mod Support: With the help of many forumgoers, this mod contains support for tons of mods, specifically those related to life support and colonization. IVAs: It almost killed me but everything has fully featured IVAs. Full integration with all my other mods. Community Tech Tree support. What more could you ask for? Actually, don't answer. Full Screenshot Gallery Frequently Asked Questions Q: What does this mean for Stockalike Station Parts? A: It is now obsolete and deprecated - no further work will be done. It can be installed alongside with no problems Q: Kerbals for rescue contracts spawn in pods without airlocks! Unacceptable! A: Download @Shadowmage's Rescue Pod Validator. Q: How do I abbreviate the mod's name? I'm CONFUSED! A: SSPXr. Q: This mod is enormous! How do I deal with the RAM usage? A: Don't install the IVAs. They are bundled in the Extras folder for a reason. Q: Why are all the IVA spaces black in IVA view? A: . The IVA spaces are not installed by default. Install them if you want this. see next answer for how. Q: How do I install the IVAs? A: . CKAN: select the package and install it, it counts as a separate mod. Otherwise, place the folder from Extras into your KSP Gamedata. Licensing All code and cfgs are distributed under the MIT License All art assets (textures, models, animations) are distributed under an All Rights Reserved License. All bundled mods are distributed under their own licenses. Download Mirrors Primary (SpaceDock) Secondary (CurseForge) Tertiary (GitHub) Issue Tracking and Source Special Thanks A big hand to @JadeOfMaar, @Dragon01 ,@Stone Blue, @Pulsar, @Fraz86 and probably more people that I forgot! See the readme! They were hugely helpful in debugging, writing patches, IVA prop placing and so much more during development. If you appreciate this project, please consider contributing to my caffeine addiction! I really appreciate it, and also helps justify this time sink to my wife , which results directly in more models.
  12. Fox Defense Contracts is both in itself a mod and an Expansion of BDArmory Plus. The main goal is to add in much more tank turrets for both the KSP war communities and the creative community. (It is not a contract mod!) - Think of it like contractors E.G: Lockheed Martain, GeneralDynamics Etc. I would love to hear suggestions about what to add in and what to change. Requires: BDArmory Plus V1.6.11 or later. Download Here: SpaceDock Link (2.1) Github Releases Link (2.1) - In case spacedock fails Installation: Delete any existing FoxDefenseContracts and FDC_Armor folders. Then drag and drop the new one into the GameData folder. This is to decrease any incompatibility issues or any parts not found issues! Changelogs: Update 2.1 Add Duct Tape - Updated to work with BDAc Plus - Added Bombs (100, 250, 500, 1000, 2000, 5000 - Lbs) - Bullet Def Changes - More Turret changes (Deviation, Reload, Turret Speed, etc - Fixed Luft40c tilt angle to 0 degree instead of -9.2 degree Update 2.0 Military Expansion - Added 38 new turrets - America (M109A6, M163) - Britain (Challenger 2, Chieftain Mk10, Comet-1, Conqueror MK2, Crusader AA MK2, Falcon, Marksmen, Rooikat ZA-35) - China (PGZ09, PTZ89, WMA301, ZLT11, ZSD63, ZTZ99_Stage_III) - France (AMX13-105, AMX13-FM, Amx-30 DCA, AMX-40, E.B.R, Leclerc) - Italy (Ariete, M14/41, Centauro 120, L3/33 CC, AB 41, 47/32 L40, M42 Contraereo, R3 T20, OTOMATIC) - Japan (Type 10, Type 90, Type 16, Type 74 (E), Type 87 RCV,Type 87 AA) - Sweeden (Bkan 1C) - E.R.A is back and functional - Bullet Def changes (Plus if you're using the older version of BDAC Runway such as Version: v1.4.6.2 then you'll have that versions Bullet Definitions as well in the github page) - Redone Ammo Box Texture - Added MMPatch for BDAc Armor parts to use FDC armor textures. - Added AGM-119 Penguin Missle (+ 1 hidden fun missle) - Lots of balance changes to turret rotation speed, fire rate and other misc stuff - Removed Sounds (Ready to fire, reloading sounds) Update 1.4 Sweden's Uprising - Added 9 new turrets (Elden40, Luft42, Luft9040c, Pvkv43, Spjfm43, Strids42Delat, Strids74, Strids101, Stridsvagn122B) - Ammo box fixes with missing ammo - Check the Github page for x256 textures for reduction - Quality of life changes. Such as Placing bullet definitions in respective nations. - Bullet def changes. Update 1.2 Germans Strike Back - Updated to new verions of BDAc Runway Project 1.4 and Above - Less configs, Less turrets in menu. - WARNING turrets name have changed so most will not load with old names. Open .craft files and edit the turret names to match new names. - 7 new tank turrets (DickerMax, Wirbelwind, SdKfz5cm, Ru251, Panzer2C, Leopard2A5, Leopard1) - Redesign Flak88 - Removed Pak 36/40 - Bullet def changes - LEGACY Ammobox Removed Update 1.1 American Frontier - New sounds - New Ammo - 7 new tank turrets (HSTV-LT, M4 Sherman, M42 Duster, M103, T34, M4A3 Sherman 105, M24 Chaffee) - Fixed up Bullet defs for a few tanks - LEGACY Ammobox for fdc is still in until next release. *Official 1.0 Release* - Modern turrets added (M1A2 Abrams, T-64, BMP3, Bradly) - Reduced amount of CFG files, and reduced their sizes - All turrets have descriptions - Ammo Boxes have been changed -- Legacy Ammo box is still there and will be removed in next update! Version 0.9.0: General Update, The last WIP update - More Armor pieces for FDC_Armor, 1x1 half pipe, quarter pipe, 45 degree pipe, 2x1, 0.5, 1.5, variants as well - Added Landmines (beta test, works relatively well.) - Refined folder structure - Added in AA Variants, 76mm 50mm 40mm and 37mm (Bullet cfg and resources has been added. Version 0.8.0: Graphics update 2, The Electric Boogaloo - Mainly went from PNG to DDS (Massive loading and Memory Reduction) - Added in The KV-1 Turret as well as M36 Jackson Slugger Turret (With respective Resource and Bullets CFG Changes) - FDC Armor has some new panels 2x3, 2x4, 2x5, 3x4, 3x5, 4x5, 5x5, 1x5, 1Hx5, Slope1x5, Slope5x5 0.7.5 The Radio and Lights Update - Some turrets features lights that do shine and track with the turrets movement - Turrets that have an antenna or module that sticks out like one has a feature to receive radar Data - License changes. Version 0.7.0: Graphics update - Graphics changes for most turrets (Added bumpmapping) - Added in the Sturm Tiger 380MM canon with BulletCFG and Resources updated - FDC Armor got some changes to textures, native texture switching. (6 Textures to choose from) Version 0.6.0: Artillery update - Fixed some sounds - Added in 5 new guns (SU-5, SU-14, M41HMC, Sexton, StermPanzer II ) - Updated bulletscfg - Updated Bullet resources Version 0.5.5: Tank Destroyer Pack - Added in new guns (FCM36Pak, FT_AC, Marder38T, PanzerJager I, StugIII, T3HMC, T56GMC, Tortoise, UC2Pdr, ValentineAT) - Fixed Batchat25T - Removed E.R.A part until a fix is made - Changed a few numbers and variables, so just re-add the turret onto your tank for the changes Version 0.5: An Epic Update - Added 26 New Turrets to the mod - Scaling changes again - weight and Ammo changes - Tank turrets added (7tp, amx50B, AmxElcBis, Arl44, Batchat25T, Chi-nu, Chi-Ri, Cromwell, Is-2, M10 Wolverine, M18 Hellcat, MBT-70, O-I, Panther, PantherII, Panzer III ausf J, PanzerIV, Panzer 38T, RenaultFT 13.2mm, ST vz. 39T, Su100Y, T92HMC, T-95, Tiger I, Type-97) - added a universal Ammo box for FDC - New armor panels Version 0.3.4: Compatibility Update - Updated for BDAc 1.1 and 1.2 Version 0.3.2: Soviet Pack - Added 6 New Turrets from Mother Russia - Full Scaling changes across all turrets - Tank Turrets Added (BT-7, T-34-85, T-44-122, T-54, T-10/IS-8, KV-2) Version 0.2.3: Semi-Scale Fix (Plus more) - Added 1 new sound - Added The FV4005 Stage II Turret (Death in yo face) - Made some scaling changes to some turrets, expect more in the next update! - Added an ERA Moduel. Currently it doesn't have much use except for props. Expect a new BDAc update to make this module functional. Version: 0.2.0: Bullet variety Update! - Added M60A3 105MM Turret, and 120MM turret (Stat changes) - Added Bullet Definitions and Penetration values for all tank turrets - There are now new bullet types for the older turrets resulting adding tons of turrets for variety. AP, APDS, APC, APCBC, HE, HESH, HEAT, HEATFS, APFSDS, etc Version: 0.1.1: - Changed T57 Shell weight, Shell velocity, and minor turret speed changes to Real life values. - Changed T26E4 Shell weight, Shell velocity, and minor turret speed changes to Real life values. Version: 0.1.0: Added: Lots of Sounds Crusader Flak88 IS1 JadgPanther JadgTiger(128MM) M3Stuart Maus Pak36 Pak40 ShermanFirefly ShermanJumbo T26E4 T57 TigerII TOGII* More to come! Videos Featuring my Mod!: Lights: These are mainly the turrets that have the lighting system. Special credit to Kerbin Nerd123 for a lot of the values for tanks turrets such as bullets and turret rotation speed! License:
  13. This is a probe expansion pack inspired by real missions from the mid-1960s to now. Including probe cores, engines, solar panels, and new science parts! Parts are inspired by (Including some replicas of) Voyager, Pioneer 10, Venera, Cassini, Mariner, Kepler, New Horizons, Juno, And more! Current working on the Viking Mars lander. IMGUR ALBUM To prevent issues, please remove any previous versions of the mod before updating CURRENT Branch - Github Repo Please be sure to download the latest BETA branch repo for best compatibility. See changelog for a list of recent changes Need Support? Please read the FAQ Requires: Firespitter or B9, DMagic ScienceAnimate and ModuleManager Older Beta v0.16.1 Download: Mod configs included: Remote Tech by @rakol Tweakscale by @Jso SCANsat by @akron Sample Crafts v0.3 for BETA v0.16.1: (Two Barquetta Communication Satellites, Barquetta-Odyssey, Deep Space 1, Landvermesser, Mariner, Quetzal, Tatsujin, Tatsujin-Express, Torekka, Vorona, Vorona-SAR, Meridiani-Draco, Explorer Telescope) Nerva HT Engine 1.0 Released! Link to release thread or download below: Spacedock Dropbox Real Plume config by @VenomousRequiem. Module Manager required for RealPlume configs. License: CC-BY-NC-SA 4.0 Please let me know if you release anything based on my work. I'd love to check it out! Want to support the mod? Check out below, and thank you! Paypal
  14. Kerbal Life-Support System (KLSS) Because your Kerbals need Snacks. Download: SpaceDock | GitHub Please report any other bug you encounter here, with reproduction steps if possible. Known issues: Life-support recyclers stop working properly at very high time-warp (>100 000x) Installation: It is highly recommended to use CKAN (Download Here) to install Kerbal Life-Support System! Dependencies: Community Resources Patch Manager SpaceWarp + BepInEx Features: Kerbals consume Food, Water & Oxygen, producing Waste, Waste Water & Carbon Dioxide All crewed parts come with a Water & Oxygen recycler (works at 75% efficiency i.e. can cover the needs of 3/4 of the total crew capacity) Life-support resources storage parts: S and M size inline parts, XS and M radial parts (Parts Gallery) M sized Greenhouse: produces enough food for 2 Kerbals when unfertilized and 4 when fertilized with Fertilizer made in a Composter Life-support planning & monitoring UI Planned Features: More storage parts (Larger inline & radial parts, ...) More greenhouses (Cupola, L size, truck rover form-factor, ...) More recyclers (Air filters, water electrolysis, ...) Changelog: Links: Source Code Parts Gallery License: MIT
  15. KSP 1.12.3 Restock [1.4.3] Last Updated Feb 252, 2022 Release Album It's no secret that some of KSP's artwork is not great. Placeholder art made by a number of amateur artists throughout the game's development has resulted in a scattered mess of styles and qualities which is most evident in the part artwork. Recently Squad seems to be attempting to do something to attempt to address it, but they're taking the art in a direction we stylistically disagree with and does not solve the inconsistency issues that plague the game. Because of this number of community members have come together to try to create a project that revamps KSP's art. This project has the following goals: Create a unity of design and style for all parts: In order to minimize work we'll be targeting the revised aircraft parts, which are the largest consistent block of parts. Preserve the general aesthetic of KSP: We will do our best to keep the stylings of the more iconic parts while updating quality and fidelity. Create consistency in detail level: no more 4k textures for tiny parts! Minimize performance impact: use atlasing and efficient texturing to limit the need for any kind of better hardware than base KSP. Do not affect gameplay or part balance Features About 250 revamped parts (so far!) focusing on the ones that are used most in construction New part variants where they made sense Boattail, compact and regular variants for engines Orange insulated 3.75m tanks! Gold foil-wrapped probe cores New engine effects for all engines Check out the part replacement list for it is LARGE. Asset Blacklisting Restock uses a novel method to stop KSP from loading stock assets - a blacklist file. This reduces the memory footprint of installing this mod by unloading models and textures that are not required. However, this method may break mods that depend on the stock assets. There is an easy way around this as we provide a method to whitelist files. Check the entry on the Restock Wiki for more information about this. Known Issues Please check the issues list for more information on known issues. Some mods are currently not compatible, here's the ones we know about and some fixes. RemoteTech: Some parts will need to be whitelisted, no ETA Frequently Asked Questions Q: Will this break my existing stock craft if I add/remove it? A: It will not. Q: Did you change aerodynamics/colliders/drag cubes? A: We minimized the impact as much as possible. Let us know if you have a concern. Q: I don't like what you did with XXXX. How do I get rid of it? A: We wrote a whole page about it. Q: Something broke! My mod that uses the stock assets isn't loading! A: Look at the Asset Blacklisting section above Q: Will you redo the IVAs? A: Nope. Q: Will you redo more parts? A: Yes. Q: I found a bug, what do I do? A: Stay calm. Ask here if anyone else sees it. If not, post on our Issues board with screenshots/logs/reproduction steps. Q: I see you added some more variants? Can you add more? Every part in purple? A: Nope. Dependencies (Required and Bundled) Module Manager Licensing All configs are distributed under the MIT License All art assets (textures, models, animations) are distributed under an All Rights Reserved License. All plugin code is distributed under the LGPL All bundled mods are distributed under their own licenses. DOWNLOAD MIRRORS Primary (SpaceDock) Tertiary (Github) Issue Tracking and Source KSP 1.12.3 Restock+ [1.4.3] Last Updated Feb 25, 2022 We believe that there are a number of places where KSP is missing key parts - for example, the 3.75m, 1.875m and 0.625m size classes are a little sparse. Restock+ aims to create parts that fill these niche, and is a carefully curated, fully optional project (that requires Restock to be installed of course). Release Album Here's the list of new parts. Some of these parts overlap in purpose if the Making History expansion is installed and will not show up if this is the case. Frequently Asked Questions Q: How did you choose what parts to add? A: Typically these parts are missing from size classes. 3.75m and 1.875m parts for example lack basic conveniences such as orbital engines, drone cores and batteries. Q: Will you add xxxx? A: Probably not. Q: What's going on with the Making History-like parts A: If you own Making History, the Restock+ parts that overlap with the MH parts (fuel tanks, etc), will not be added. Instead, those parts will have their art replaced. Q: I found a bug, what do I do? A: Stay calm. Ask here if anyone else sees it. If not, post on our Issues board with screenshots/logs/reproduction steps. Dependencies (Required) Module Manager Restock Licensing All configs are distributed under the MIT License All art assets (textures, models, animations) are distributed under an All Rights Reserved License. All plugin code is distributed under the LGPL All bundled mods are distributed under their own licenses. DOWNLOAD MIRRORS Primary (SpaceDock) Tertiary (Github) Issue Tracking and Source Awesome People Contributors Artists Plugin Code Lead Testers @Nertea @cineboxandrew @Beale @Well @riocrokite @passinglurker @blowfish @DMagic @Tyko @Poodmund Support Us If appreciate the blood, sweat and tears that has been put into this project, please support us with a donation! It will be used to buy coffee/beer/assuage significant others and we really appreciate it.
  16. Grounded Modular Vehicles Makes it possible to make cars, trucks, vans as how you want them with modular parts. NOW WITH STOCK PART VARIANT SWITCH! Feedbacks would be helpful. Download at: Spacedock · Curseforge Interested in supporting the development? Just click any of the two if you want to! PATREON CRAFT FILES Features: Integrated with career, vehicles at the start of the tree No plug-in dependency (Will always be up to date!) Articulating Hitch for trailers Science! Based on KSP's vehicles itself. Changelog: Installation: Remove old folder if there's an old installation. Copy the GameData folder into your root folder. License:
  17. Introducing Konstruction! Konstruction adds new parts and game mechanics to KSP centered around base and orbital construction! Features: Weldable, configurable construction ports, with auto-rotation and configurable parameters on the fly. Once connected, these can be removed, resulting in a permanent joint between the parent parts of the two ports. Design your assembly in the VAB, cut it up and add construction ports, reassemble in-situ. Great for large bases and stations, or building larger vessels in orbit! Konstruction also includes an array of parts that can be used to create forklifts, cranes, magnetic couplers, stabilizers, etc. - ideal for building vehicles to help with in-situ assembly. If Module Manager is installed (not included till an official 1.2 version drops), the claw will have a magnetic grappler added to it automatically. Lastly, Konstruction includes the absolutely adorable Akita Rover. Small enough to fit in a Karibou cargo bay, great as a little runabout for your base. And now the important bits! Download Link https://github.com/UmbraSpaceIndustries/Konstruction/releases Donation Info! If you like what you see, and want to help out (or just buy me a beer!), please consider donating, either via PayPal or Patreon. License Information Configuration files and code are licensed under the GPL v3 license (see attached). Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely
  18. The Nuclear Option Acme Fission / Fusion is proud to present the latest in Space Nuclear Fusion... err... Fission Power Systems (sorry, the name is confusing, and some of this marketing material seems to be misprinted). One thing is clear, though. If you need a more compact power system for some really power-hungry parts you've got, or perhaps your solar panels are starved for photons out past Duna, then maybe it's time you considered The Nuclear Option! NOTE: This mod aims to be the KSP2 *spiritual successor* for Nertea's KSP1 Near Future Electrical mod. No code or meshes are reused from that mod, but the intent here is to fill the same basic need, delivering moderately realistic nuclear power options to feed those power-hungry electrical engines. For now, all the reactors (both of them...) have "integral cooling", which really just means the devs have not yet implemented thermodynamics. Once they do, you can expect the reactors in this parts pack to generate some waste heat that you'll need to deal with. Until then, you're free to ignore that particular reality and substitute one of your own. Compatibility Tested with Kerbal Space Program 2 v0.2.1 & SpaceWarp 1.9.3 Requires SpaceWarp 1.8.0+ Requires Patch Manager 0.9.1+ Requires V-SwiFT 0.3.0+ Requires Spring Cleaning 0.1.0+ Optional, but recommended: Lux's OAB Extensions 1.0.0+ Source Code: GitHub Repo SpaceDock: The Nuclear Option (TNO) Installation Highly recommend Installing via CKAN if possible. This ensures all dependencies are in place and the mod is installed properly. If you prefer to install it manually, you can follow these instructions. Download and extract BepInEx mod loader with SpaceWarp (see link above) into your game folder and run the game, then close it. If you've done this before, you can skip this step. If you've installed the game via Steam, then this is probably here: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program 2. If you complete this step correctly you'll have a BepInEx subfolder in that directory along with the following files (in addition to what was there before): changelog.txt, doorstop_config.ini, winhttp.dll Download and extract this mod into the game folder. From the TNO-x.x.x.zip file copy the BepInEx folder on top of your game's install folder. If done correctly, you should have the following folder structure within your KSP2 game folder: ...\Kerbal Space Program 2\BepInEx\plugins\SPARK. Download and install Patch Manager (see link above). From the zip file copy the BepInEx folder on top of your game's install folder. If done correctly, you should have the following folder structure within your KSP2 game folder: ...\Kerbal Space Program 2\BepInEx\plugins\PatchManager. Download and install V-SwiFT (see link above). From the zip file copy the BepInEx folder on top of your game's install folder. If done correctly, you should have the following folder structure within your KSP2 game folder: ...\Kerbal Space Program 2\BepInEx\plugins\VSwift. Download and install Spring Cleaning. From the zip file copy the BepInEx folder on top of your game's install folder. If done correctly, you should have the following folder structure within your KSP2 game folder: ...\Kerbal Space Program 2\BepInEx\plugins\SpringCleaning. Optional: Download and install Lux's OAB Extensions (see link above). From the zip file copy the BepInEx folder on top of your game's install folder. If done correctly, you should have the following folder structure within your KSP2 game folder: ...\Kerbal Space Program 2\BepInEx\plugins\LuxsOABExtensions. Or, make things even easier and just use CKAN! Fission Power Systems Compact, and built for in-line integration, these reactors are the answer to your high power needs even in photo-deficient space environments. FPS-60: Tiny, but mighty. The FPS-60 packs a lot into its Size XS (0.625m-class) frame. With this gadget on board, you'll have EC to spare, plus it doubles as a space heater for those long cold Duna nights. If you're not getting 60 FPS, then you need TNO! FPS-400: When you need some serious power generation in a handy Size Small package, then reach for the FPS-400! Designed as an in-line module, the FPS-400 stacks with other 1.25m-class parts fitting easily into your design - plus it has handy Roast and Broil settings! Isn't it time you opted for the Nuclear Option?
  19. Made with permission from @Daishi, one of the creators of the Universal Storage 2 mod and aimed at compatibility with @Angel-125's Wild Blue Industries suite of mods and adding value to undersea exploration and microsat design. Notable features include: Racks have height variants (1, 2 or 4 rows). The 2.5m and Buffalo 2 racks contain WBI science processors. Integrated probe body wedges which include solar panel, battery, RCS and are cargo bays or inventory parts. Experiment wedges are designed to require time and resources when started and only work when submerged. One or more experiments are concerned with ocean life and won't function on planets that are not whitelisted. As they may require several in-game days, submarine vessels have more reason to wait and hang around. Milli-kit boxes fit the cargo bay wedges or will precisely fill the solar inventory wedges. The boxes' features can be installed into the host part (primarily the solar inventory wedge) via the WIP Rackmount mod. High-volume (relatively, without the nerf of stock balancing) battery wedges can hold generous amounts of ElectricCharge. Known Issues Some wedge experiments are intended to have defined negative (undersea) altitude ranges. This feature does not appear to function. The affected experiments are the Bathymetry series and Goo Evolution series. Indicator Lights integration might not work properly on the Milli-kit experiments. Indicator Lights integration does not work on the experiment wedges. They do not use stock modules. Dependencies B9 Part Switch Wild Blue Tools Wild Blue Core Recommends RackMount (WIP, not on CKAN) Buffalo 2 Indicator Lights Supports/Suggests FreeIVA and Connected Living Spaces (the racks that have hatches are crew passable) LICENSE :: CC-BY-NC-ND DOWNLOAD :: GitHub :: SpaceDock
  20. IsaQuest's Blue Moon Lander for KSP What does this mod do? This mod adds the recently announced National Team's Lander to KSP. Includes the lander itself and a BE-7 engine for propulsion. Required Mods Module Manager Waterfall Downloads GitHub SpaceDock Licensing All config files (.cfg files) are distributed using a CC-BY-NC-SA-4.0 License. All models (.mu files) and textures (.dds and .png files) are distributed under an All Rights Reserved License. Updated on June 6th, 2023.
  21. Including Iridium Next, New Horizons, Haven-1 and soon many more! (Check roadmap for what is coming) Join me on Discord! (DEV talk only) Tundra Exploration pics: Tundra Technologies pics: Planned features Roadmap Known issues "No tank type named 'RR_CryoMLOX' exists" means you have RR but not CRP, or you have RR, CRP, and WBI classic stock, and the WBI feature isn't working right. Make sure you have RR 1.16! Required Mods Kerbal Reusability Expansion (For the F9 legs and grid fins) B9 Part Switch (For part switching) Module manager (For all your module manager needs) Recommended Mods FreeIVA (So you can fly around inside Rodan and Gaira-1 parts! Modular Launch Pads (For those awesome towers) Waterfall (For those amazing plumes) Smokescreen (Realplume NOT required!) Flight Manager for Reusable Stages (For landing your F9 first stage) Omega482's Stockalike Structures NTR (For your Ghidorah landing needs) Basic DeltaV - Basic Orbit by DMagic (For better understanding of how much fuel you have to land all your crafts safely back) Tundra's Space Center (To launch from LC-40!) Near Future Solar (For the Solar Panel plugin if you want full 180 degree tracking) Not supported Mods Atmospheric autopilot FAR (Version 7.0 looks to perform a lot better) Beta versions on GitHub A very special thanks to @Beale, @CobaltWolf and @Nertea for the help and advise they gave me to make something awesome. And @DiscoSlelge for creating those awesome patches! And a massive thanks to @ValiZockt, @Rock3tman_, @Nessus_, @JadeOfMaar, @Starwaster, @neistridlar, @SofieBrink and @Infinite Monkeys for the help they gave me making this mod perfect! Changelog: Any of the configs are distributed under CC-NC-SA-4.0 License. All Textures/models/plugins are distributed under All Right Reserved License. SootyShaderLoader is based on the custom shader importer by shadowmage and modyfied by DMagic with custom modules and settings.
  22. Download from SpaceDock or Github Tired of throwing away your rocket every time you launch? Look no further! This collection of parts will help you build reusable rockets, SpaceX-style. @EmbersArc created this wonderful mod but due to busy times had a hard time maintaining this mod. I am honored to continue this legacy in its current state and making sure to keep this mod we all know and love up-to-date! Includes: Falcon 9 Landing Legs in three different sizes. New Glenn Landing Legs in two different sizes. ITS Landing Legs in two different sizes. New Shepard Landing Legs in two different sizes. Grid Fins for control and additional drag on descent. Deployable Wings to fly back stages. SuperDraco Engines to land your capsules and provide in-flight abort capability Fuel Tank with ladder extension Heat Shield with integrated shroud, decoupler and deployable landing gear Docking Port compatible with stock docking ports Recommended mods: Flight Manager for Reusable Stages Trajectories Compatible with: TweakScale RealPlume Ferram Aerospace Research Installation: Move the "KerbalReusabilityExpansion" folder to KerbalSpaceProgram/GameData/ and you're good to go. With CKAN CLI: ckan.exe install SpaceXLegs License: MIT License How to: Build a reusable first stage Special thanks to: @EmbersArc for making this wonderful mod! Without it I think we would still be in an age were reusability on rockets doesn't exists! @nli2work for making the legs work initially for 1.1. The setup has since been redone but it would have been much harder without that help. @DerpyFirework for contributing the "DeployableAeroSurfaces" plug-in for the grid fins. It is in the public domain and the source code can be found here. Changelog: Good luck landing stages!
  23. You guys know the BD Armorys Armor Plates i want to duplicate them and give different texture to them. I using armor plates as structural parts for my star destroyers . I did copy armor plates folder and edit needed things in cfg. Except one thing; texture. Cfg file has not texture file name and directory line. But even so it is always using bd armory texture file directory. I want to change directory and texture file name. How to do this? (Please speak simple, my english not eough to understand complicated sentences)
  24. Omicron Walkable and usable interiors, hatch doors, docking ports, seats, all for your Kerbals Delight! Join the next era in space flying car playmobil like! Vtol Controls Configuration (On KSP) Please follow this post link to implement Vtol adjustable angle control with the latest version it's updated to analog controls that are not automatic set in KSP. Update 0.6.6.6 to KSP 1.12.3 Hello, Everyone. So, this is my idea, from child, I dream to fly one of these. A flying car. The name is OMICRON! Is a flying space car with a foot on reality and other in near future. The engine is in the same principle of a Saber engine, but Vtol too, and will accept stock rocket engines in the back. all parts are modular and you can build on your own. But i put some example crafts with the download. 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. I hope all can joy this creation and use it in your voyages. Cheers commanders. List of things i still need to do (for full release): Finalize cockpit panel extra functions; Plate with 6 rockets and included legs; Ejection system for seats and windows; Parachutes; Wings; Rocket command pod with big windows; Download links (0.6.6): https://spacedock.info/mod/2413/Omicron Flying Space Car (primary) https://kerbal.curseforge.com/projects/omicron-space-flying-car (secondary) Installation Notes: Change Logs: Source Code: https://github.com/rvalle7/Omicron Dev Thread: Dev Thread (Portuguese): Omicron by Climberfx is licensed under a Attribution 4.0 International If you like this mod, consider doing a donation (just click the PayPal icon below.
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