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  1. 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?
  2. 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
  3. 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.
  4. 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!
  5. 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)
  6. 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.
  7. Version 1.9 This is a parts pack intended to flesh out the stock mk2 parts lineup by providing new engines, air intakes, and fuselage segments and cockpits in the mk2 formfactor, to give players more options when building spaceplanes and more. All textures are stock textures where possible, using MODEL nodes, so RAM footprint should be minimal. -Command 2 kerbal Inverted cockpit with IVA 1 kerbal Multi-purpose high visibility cockpit with IVA 2 kerbal Mk2-1.25 cockpit with IVA 3 kerbal Mk2 spaceplane cockpit with IVA 1 Kerbal Bubble canopy with IVA -Control Aerodynamic Configurable Monopropellant RCS block Aerodynamic Configurable LF/O OMS block 5-Way heavy duty Mk2 conformal RCS block Roll control RCS chine block Prograde/retrograde RCS chine cap Stability Control RCS and SAS module Monopropellant OMS pod -Air Intakes 1.25m to Mk2 inline air intake Ramscoop intake Mk2 shock cone intake Mk2 precooler Mk2 subsonic circular intake -Engines 'Vector' Thrust Vector Turbojet 'Afterburn' TurboRamJet E.S.T.O.C. Dual-cycle Engine M.A.T.T.O.C.K. Dual-cycle Engine 'Pegasus' Inline VTOL engine 'Siddeley' VTOL engine 'JumpJet' radial VTOL engine 'Wedge' Linear Aerospike 'Pluto' Nuclear Engine 'Rontgen' Atomic Thermal Jet 'Mule' Thrust reverser turbofan 'Spirit' Xenon/Electric Engine 'J.Edgar' heavy VTOL engine "Mongrel" rocket VTOL Engine 'Wirligig' Turboprop Engine 'Boost-O-Tron' Air-Augmented SRB 'Mallet' Air-Augmented SRB 'Sledgehammer' Air-Augmented Ramrocket 'Banshee' VTOL Lift Fan 'Hyperblast' Scramjet 'Corgi' Rocket Engine 'Trident' Rocket Engine -Aerodynamic Chines in three flavors Mk1 scale chine pieces - short, long, and end cap segments for 1.25m parts Mk2 scale chine pieces - short, long, and end cap segments for Mk2 fuselages Mk2 scale chine wing root pieces - chine adapter, short, and long segments -Fuselage and structural Shrouded 1.25m Engine/Docking Mount 2-State 1.25m Aerospace mount Mk2 Tailboom Hypersonic Mk2 nosecone with integrated RCS Nosecap with integrated RCS Spadetail Mk2 to wing adapter Mk2 inverter fuselage Mk2-0.625 tricoupler Mk2-1.25 tricoupler Mk2 short bicoupler Mk2 - Mk2 Bicoupler Mk2-size2 short adapter T, X, and L hubs Mk2 Structural Tube Mk2 Structural Adapter Short Mk2 Structural Adapter Long Mk2 decoupler Mk2 Service Tank Mk2 Science Lab Mk2 airlock Endcap Mk2 Radial Attach Mount Mk2 Long Crew Cabin -Utility Shielded Mk2 docking port Low-Profile Aligned Docking Port Mk2 Service Compartment Mk2 Nuclear Reactor Mk2 Battery bank Mk2 radial shrouded solar panel Mk2 nose cargo bay Shrouded Thermal Control System Shrouded Mk2 Landing Leg Mk2 Cargo Container DOWNLOAD -Primary: SpaceDock -Secondary: Github Mk2 Expansion uses as dependencies, and is bundled with, Module Manager, CommunityResourcePack, and B9 PartSwitch This mod is also CKAN indexed Kottabos review: (From Version 1.0) Compatibility This mod comes with Module Manager compatibility/interoperability patches for a number of mods. Connected Living Space Kerbal Atomics RasterPropMonitor ASET IVA props Tweakscale USI Life Support Deadly ReEntry ExtraPlanetary launchpads Ferram Aerospace Research Modular Fuel Tanks Near Future Electrical Community Tech Tree Modular Fuel Tanks Modular Kolony Systems RealPlume-Stock WindowShine System Heat F.A.Q. Why won't the game load? KSP crashes when trying to load M2 Expansion parts? Make sure you install the required dependencies, B9 PartSwitch and Community Resource Pack. Both are included with Mk2Expansion in the download. Because M2X uses resources from CRP, KSP will not load if it is missing from your Kerbal Space Program/GameData director How can I configure the Mk2 lab to seat 4 kerbals? install the Extras/Mk2Expansion/patches/4Seatlab MM patch. How do I get the banshee Fans to use Electric Charge or LF/Air? install one of the alternate fuel configs in Extras/Mk2Expansion/Patches/ - either M2X_AirBreathingBanshee (will no longer work on Eve/Duna/Jool) or M2X_ElectricBanshee. How do I use the Hyperblast Scramjet? You can find a tutorial on how to use the scramjet here: For KSPI and users, or if you want RF engine configs, there is a compatibility pack courtesy of ABZB: Link Changelog: Licensing The contents of this mod are distributed a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License http://creativecommons.org/licenses/by-nc-sa/4.0/legalcode' This mod uses the Community Resource Pack, IB9 PartSwitch, and Module manager as dependencies Suggestions and feedback welcome. Not seeing a part you want? Have suggestions or ideas for new parts to add? Make sure to post them in the Dev thread.
  8. SPARK Technologies is proud to present the latest in electric rocket engines. These Ion engines deliver exceptionally high specific impulse (Isp), with credible (actually measurable) thrust. Just add a wee bit of Xenon (and more EC than you ever thought you'd need) and you'll be off to the races... Sort of... I mean, we'll get you there... Eventually... You weren't in a big hurry, were you? NOTE: This mod aims to be the KSP2 spiritual successor for Nertea's KSP1 Near Future Propulsion mod. No code or meshes are reused from that mod, but the intent here is to fill the same basic need, delivering moderately realistic electric propulsion engines based on real-world designs and theories. The thrust has been "kerbelized", but the Isp, weight, and power consumption are intended to be fairly realistic. Compatibility Tested with Kerbal Space Program 2 v0.2.0 & SpaceWarp 1.8.0 Requires SpaceWarp1.8.0+ Requires Lux's Flames and Ornaments (LFO) 1.0.0+ Requires Patch Manager 0.9.1+ Requires Community Resources 0.2.1+ Optional, but highly recommended: The Nuclear Option 0.3.1+ Optional, but highly recommended: Kesa Solar1.0.9+ Optional, but highly recommended: Lux's OAB Extensions 1.0.0+ Source Code: GitHub Repo SpaceDock: SPARK Technologies Installation Download and extract BepInEx mod loader with SpaceWarp 1.4.0 or later (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 Install Lux's Flames and Ornaments (LFO) 0.9.0 or later (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\LFO. Install Patch Manager 0.9.1 or later (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. Install Community Resources 0.2.1 or later (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\CommunityResources. Download and extract this mod into the game folder. From theSPARK-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. Optional: Download and install The Nuclear Option (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\TNO. Optional: Download and install Kesa Solar (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\kesa. 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. Hall Effect Thrusters and Nested Hall Thrusters These engines employ strong magnetic fields to create a Hall Effect current in a stream of Xenon gas, ionizing the gas and propelling the resulting ions out at great speed. They are characterized by an annual ceramic channel with an anode down inside it and a centrally located cathode, which serves to neutralize the plasma exhaust. SPT-100: If you need a really small (tiny! 0.3125m-class) low thrust/high ISP electric engine, then the SPT-100 is the part to pick. Weighing in at a mere 0.075t, it's one of the smallest engines you can find anywhere, yet it delivers a whopping 0.3 kN of thrust with an incredible 2,200s of Isp. X2: What's better than a Hall Effect Thruster? A Nested Hall Thruster! Why settle for just one chamber when you can have two with a modest increase in size, weight, and power consumption? The SPARK X2 packs terrific thrust and high Isp into an Extra Small (0.625m-class) package without needing as much power as a small town just to operate. X3: Seeing what they can do with two nested thrusters, the engineers at SPARK Technologies decided to one-up themselves and go for three! Turns out, this required moving up a size category to Small (1.25m-class), but that didn't stop them. The SPARK X3 delivers high Isp along with nearly 2 kN of thrust! However, it does need a lot of power... X4: The SPARK Technologies X4 is the pinnacle in Small (1.25m-class) Nested Hall Thruster ion engines. Seriously, we just couldn't fit any more nested thrusters into an engine this size. Providing best-in-class thrust (for an ion engine) with superb Isp, the X4 can take you far. Just be sure to bring lots of power because it's notoriously hungry... Gridded Ion Thrusters Gridded ion thrusters employ multiple differently charged grids to ionize a gas and accelerate the resulting ions out at terrific speed. Generally delivering higher Isp than a Hall Effect Thruster, they are characterized by even lower thrust. The stock Ion engine in KSP2 is an example of such an engine. However, recent advances have proven that even more performance is possible, albeit at a terrific cost in terms of power consumption. DS4G-1: Other gridded ion engines may have just two or three grids, but why stop there? The DS4G-1 has four grids, and knows how to use 'em! On the plus side, it delivers best-in-class Isp with superb thrust (for an ion engine). On the minus side, it requires a staggering amount of power... Get it? Minus side? Electrons? Why are you not laughing? Magnetoplasmadynamic Thrusters Magnetoplasmadynamic thrusters use the Lorentz force to accelerate negatively charged ions. Also known as Lorenz Force Accelerators, these engines can run on a variety of different fuels, but work best when fueled with Lithium. They produce very high thrust for an ion engine, however they have less Isp than some other types and consume staggering amounts of power. If you need more thrust, but want it in a high Isp package and you don't mind packing a nuclear reactor along for the ride, then an MPD thruster may be the option for you. Even their low-for-ion-engine Isp is much higher than you'd get from a chemical engine, and their thrust is on part with a small chemical engine. You may be surprised just how handy one of these actually is. MPD-1: The MPD-1 started out as a proof of concept Lorenz Force Accelerator in a Plasma Physics lab where an aspiring graduate assistant noticed that it kept nudging the coffee table to the left whenever Dr. Kasperov Kerman ran his experimental apparatus. How it found its way from there to the SPARK Technologies factory is an ongoing mystery. MPD-2: If you're looking for an ion engine with some serious thrust, then look no further! This little engine produces an impressive 96.4 kN at full throttle only demanding 1000 EC/s (and a trickle of lithium vapor) in return. There are chemical engines this size that produce less thrust! Of course, they don't need a fission power system to run... MPD-3: The MPD-3 is the pinnacle of high-thrust ion engines. Topping the chart at a whopping 242.2 kN of thrust, you'll be going places fast with this engine behind you! You may need as much power as a small metropolis to get there, but hey - that's just the cost of playing! Lithium "Tanks" Made of the finest materials other than lithium, these "tanks" (more like over-engineered cubby boxes) are designed to hold ingots of metallic lithium which they convert on demand to a (caustic) lithium vapor for use in the magnetoplasmadynamic thrusters. LT-XS-05: A handy little 'tank' designed to hold ingots of metallic Lithium. It's really more like an over-engineered cubby box than a tank, but it can deliver a caustic vapor suitable for use in magnetoplasmadynamic thrusters. The vapor can also be used to rid your house of unwanted pests. LT-XS-10: A slightly larger 'tank' with twice as many lithium ingot cubbies for even more storage versatility. While the doors do look like they might be watertight, it's probably best that you avoid submerging it. LT-XS-20: The LT-XS-20 (AKA Tall Boy) provides even more lithium ingot cubbies for double the capacity over the LT-XS-10. With this much lithium on board, you're fairly sure a small probe could get to the Mun and back, provided it's got an engine suitable for using lithium. LTR-XS-05: A clever radial variant of the popular LT-XS-05, this 'tank' holds ingots of metallic Lithium provided they've been properly rotated by 90 degrees. Does not float. LT-SM-060: Small (1.25m-class) Inline Lithium Tank - 0.6t capacity LT-SM-120: Small (1.25m-class) Inline Lithium Tank - 1.2t capacity. Kinda like two LT-SM-60's joined together, but better. LTR-SM-050: Small (1.25m-class) Radial Lithium Tank - 0.5t capacity LT-MD-470: Medium (2.5m-class) Inline Lithium Tank - 4.7t capacity LT-MD-940: Medium (2.5m-class) Inline Lithium Tank - 9.2t capacity. Kinda like two LT-MD-470's joined together, but better. Argon Tanks Similar to Xenon tanks in most regards, these tanks hold the noble gas Argon at high pressure for use in ion engines designed for consuming argon - of which there are currently none. This begs the question of why you would even need such a thing. A very good question, indeed! AT-XS-05: Cobbled together from spares leftover from a competitor's product, this handy tank will supply argon gas for your ion engine. If filled with Helium it can also be a lot of fun at parties, but your Isp is gonna suffer...
  9. v5.1 - Darken the blue panels to match the shade of blue that stock solar panels have. I was never a favor of the original light blue of the original mod panels, they never really matched the stock game. ==================================================================================================================================================== With permission from yogui87, I am able to release my copy of the original LH Circular Panels. It appears the old link from the original thread is gone. I may be one of many few who has still has these solar panels. I have also updated it to included Firespitter plugin (dependency), to change solar panels in VAB or SPH, thanks to @COL.R.Nevilleadditions he added. Download from CKAN or Manual install below. LH Circular Panel Sizes Album Video Showcase v4.0: The solar panels where sitting on my HD and figure I should share them with you all. I just came back to game in 1.4.5, so far the panels work fine, they may need some updates. If anyone thinks the code needs updating and can do it, I can re-upload with the update and give credits. By far this isn't my mod, I just had possession of the mod, these solar panels belong to the community and yogui87 feels the same way. The solar panels come in 3 sizes: small, medium and large. One set comes with protective cover and the other set does not. Action Groups also work. Small EC = 1.6/sec. Medium EC = 3.2/sec. Large EC = 6.4/sec. In career mode, solar panels will unlock in Advanced Electrics, just like the stock solar panels. LH Circular Panel EC Album They come in default Black, but can be changed to Blue. To change color, go in: VAB or SPH, when a solar panel is placed on a craft, right-click and you will get options to change colors. Make sure the solar panel is extend, so you can see the color change. These solar panel were originally designed to recreate Orion type space craft, with the black circular panels. But they can be used for any type space craft or mission. You can find it on CKAN Here is the download link for v5.1: SpaceDock Installation is straight forward. You will also need Firespitter, in order to change the color of the solar panels in the VAB or SPH: https://snjo.github.io/ Just download the Plugin and place it in your GameData folder. This is if you don't already have Firespitter. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- The original v4.0 by yogui87, unedited by myself or anyone. For those who want it and archive purposes: http://www.mediafire.com/file/9ijzwmctcwkjotl/LH_CircularPanel_v4.0.zip/file -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Credits and thanks to: @COL.R.Neville For putting in the Firespitter code and other help. @Mecripp For reference of his v5.0. Original Thread: ***Written permission granted from yogui87 to distribute.
  10. Welcome to the 2nd ever parts mod! What does this mod do? Ever needed everything important for a rocket/space station in one part? Have you maybe also needed a Mass Simulator, or just something to hold down your rovers or spacecraft on low-gravity moons? Look no further than Utility Uplift! This is a combination of my pre-existing Utility Weights & Service Bays mods, but now merged! This mod adds 3 different sizes of service bays, all of which contain a probe core, batteries, monopropellant AND fuel, allowing for easy and compact spacecraft for newer players, or players looking for an efficient part that provides everything a rocket or space station needs! It also adds 4 different sized Utility Weights, which currently display as using "Solid Fuel", however that is a placeholder until we figure out how to make that text customizable. Dependencies - Space Warp + BepInEx via SpaceDock: https://spacedock.info/mod/3277/Space Warp + BepInEx Installation 1. Open the game folder by right-clicking on KSP2 in your Steam library, select "Manage," and then click "Browse local files" or open your custom game location. 2. Install Space Warp + BepInEx or CKAN via their respective sites/links. 2. Download Utilty Uplift, unzip it in the `BepInEx/plugins` filepath or Click the "Installed" checkmark on CKAN. Download Spacedock: https://spacedock.info/mod/3351/Utility Uplift#info Avaliable on CKAN v1.3.2.0 and above License Utility Uplift is distributed under the CC BY-SA 4.0 license. Read about the license here before redistributing: https://creativecommons.org/licenses/by-sa/4.0/
  11. Have you ever said "I don't want to live on this planet anymore"? Now you can! We at Kerman & Kerman Orbit and SurfaceStructures are proud to present you the all new product line for Kerbals who want nothing more than to live on another planet! We at Kerman & Kerman finally got out of the testing phase and now consider our parts to be usable. This mod adds several new parts that are designed to be used in a planetery base for the Kerbals.This includes Habitats, Greenhouse, Laboratory, a Cupola derivative, Command-Center and others. It is designed to fit with the other stock parts and feel as "Kerbal" as possible. Galleries Supported Mods You need the lastest version of ModuleManager to use the supported mods! Life Support: TAC Life Support, USI-LS, Snacks! Continued, Kerbalism, DeepFreeze (Continued), Ioncross, ECLSS, IFI-Life Support Gameplay: (SETI) Community-Tech-Tree, Kerbal Inventory System (KIS), Kerbal Attachment System (KAS), RemoteTech, KabinKraziness, Raster-Prop-Monitor, Connected-Living-Spaces, KeepFit, SCANsat, Surface Experiment Pack JSI Advanced Transparent Pods, Extraplanetary Launchpads, OSE Workshop, Near Future Electrical Propulsion: Modular Fueltanks, Realfuels, Stockalike Realfuel @ibanix, @DStaal, @dboi88, @Merkov and @tsaven are working on a patch to support UKS. You can find the thread here: KPBS/MKS Integration Pack (outdated by now) Download Please remove the folder of older versions of this Mod before installing! TAC-LS Spreadsheet Additional Downloads: Sample Craft, Templates to tinker with, Deprecated parts The source code is available on GitHub Languages Español by @Rafael acevedo and @fitiales Русский by @Dr. Jet 中国语文 by @vosskftw and @q654517651 Deutsch by @DasSkelett and @Nils277 Italiano by @Simog Portugues do Brasil by @VaPaL, @MaximumThrust @Daniel Prates and MarcosEduardo2007 Français by don-vip Looking for help: If anyone is interested to translate KPBS into Japanese or finish Brazilian Portuguese, please let me know! You can find all the texts that need translation here: KPBS Texts. Support and bug reports If you encounter a bug with Kerbal Planetary Base Systems, please follow these instructions to report it. Most important: I need the LOG FILE. Otherwise i won't be able to help! License The art assets are licensed under: CC-BY-NCThe plugin code is licensed under: Apache License 2.0 This mod redistributes the Community Category Kit and Community Resource Pack from @RoverDude and contains parts for Deepfreeze that are made by @JPLRepo and @MerlinsMaster. They are licensed under:
  12. Hello, and welcome to this new suggestion.. Today I present to you: Procedural Ladders. Currently, placing ladders one by one is cumbersome and often results in less than optimal looks... So by using the same principle as tubes already in the game, we could add length to one ladder, making it all one part. This would result in performance, quality of life, and visual improvements- Personally though, I don't much like how ladders look, but it's only personal opinion... This will be my Kraken Tank submission, thanks for coming.
  13. Figure I would get this particular topic rolling With lots of modders using custom categories, we're starting to bump into each other. Is there interest in establishing, similar to CTT and CRP, a Community Category Kit (CCK)? If so... What categories are you currently using? How are you placing your parts in those categories? (Paging @Angel-125 and @Nils277 since those are two off the top of my head where we may have conflicts). Discuss [Heads up - will move this to a proper release thread, but here's the current Github link for interested parties :)] https://github.com/BobPalmer/CommunityCategoryKit/releases
  14. Pretty short suggestion post, there's currently no (good looking) option for a twin seat Mk1 cockpit, as your options are essentially limited to either: or Neither of which are particularly pretty, a twin seat stretched variant of the Peregrine cockpit would work wonders here for plane designs, something akin to the F-14's cockpit perhaps?
  15. I present to you my first parts mod, Bumblebee! A (re)stockalike mod based on NASA's Dragonfly drone, designed to explore Titan-like worlds! Includes a black colour scheme too: album: https://imgur.com/a/lFNv9dI Build Guide: https://github.com/Rodg88/BumbleBee/wiki/Build-Guide Video review from Kottabos: Features include: * Small electric propellers that use @Angel-125's KerbalActuators to give them spinning blades, mirroring, prop blur, and a hover mode. * An antenna that tracks the homeworld (in one axis at least) * A large science payload, including compatibility for some Bluedog Design Bureau and Coatl Probes Plus experiments if those mods are installed. * Compatibility for Near Future Electrical, the probe core will include a large capacitor if installed, to increase flight range. * A parachute/drogue combo with "fancy custom normals", that plug into the 2.5m aerodynamic back shell (which is designed to fit the Restock heat shield), or can be surface attached as a drogue/main set Download: https://spacedock.info/mod/2428/Bumblebee https://github.com/Rodg88/BumbleBee/releases Also on CKAN V0.6 Updated deps and tested in KSP 1.12.2 Fixed prop sound on high power mode Fixed colliders on decoupler causing sticky aeroshell deployment Merge PR for Interstellar Extended support (thanks Shimomeitakatote) V0.5 Added variants to the decoupler with 0.625m and 1.25m bottom diameter rings, instead of just the specialized Bumblebee decoupler. Updated Indicator Lights patch to take advantage of new features in v1.7 (commnet connection indicator). V0.4 Added gold and silver foil textures to the Core, Antenna, RTG, and science Sensor. Updated all lenses to have a new reflective texture. Added carbon texture variant to prop parts. V0.3 New dual rotor part for light probes in light atmospheres, based on the NASA Mars Helicopter. Also a long variant of the single truss for the Duna rotor. Added Surface Sample experiment to the landing skid part (requires the Bumblebee Probe core on the same craft to work) Minor fixes to other parts. V0.2: Updated Prop parts. They now activate on Duna, but won't do you much good. Also enabled surface attachment on the single prop, and added ground FX. Also a low power mode for precision flight on low gravity moons. Added glowing LEDs, with compatibility for NFE (blue LED's brightness = capaciter charge) and Indicator Lights (Top Green LED goes yellow/red on low/critical charge). Added Hullcam Patch Download includes B9 Part Switch, Kerbal Actuators, CommunityResourcePack, and DMagicScienceAnimate, which are the hard dependencies, as well as CommunityCategoryKit which is optional (parts all appear in the Rover category). License: CC BY-NC-SA 4.0 https://creativecommons.org/licenses/by-nc-sa/4.0/ Bundles the following mods, which are covered by their own respective licenses: ModuleManager by Sarbian and Blowfish https://github.com/sarbian/ModuleManager B9 Part Switch by Blowfish https://github.com/blowfishpro/B9PartSwitch/releases Kerbal Actuators by Angel-125 https://github.com/Angel-125/KerbalActuators/releases CommunityResourcePack by Bob Palmer https://github.com/BobPalmer/CommunityResourcePack CommunityCategoryKit by Bob Palmer https://github.com/BobPalmer/CommunityCategoryKit DMagicModuleScienceAnimateGeneric by DMagic https://github.com/DMagic1/DMModuleScienceAnimateGeneric
  16. I feel that a system that can generate heat tiles on the desired surface of a fuel tank (standard methalox tanks not hydrogen tanks however), wing or command pod/cockpit should be implemented. Unlocked somewhere in the tech tree, aka not unlocked by default, you have to earn it. Perhaps a universal part that when applied to a fuel tank, wing part or aircraft cockpit, becomes procedurally generated and snaps to the surface of part you applied it to. ( similar to how fairings work but it automatically just covers the side of the part you apply it to). It can't be destroyed unless the part it is attached to is destroyed. (or, it could simply act like just adding a texture to a side of a part which is much simpler and less resource intensive because it doesn't add a literal part to the craft) It would add weight to the part it is attached to proportional to the size of the heat tiling generated. Heat tiles would protect the part exposed to the airflow underneath them from aerodynamic heating but would not effect aerodynamic forces because that would cause a lot of issues with building crafts. They simply shield one side (or both if you apply it to both sides) from heating to a certain degree and add weight to the part they are attached to. I feel this would add an extra level of realism and fun factor. This also brings me to an issue: heating is not simulated by skin temp and internal temp like it was in ksp . It's just a generic temperature by part mechanic that isn't very realistic. It also creates part balance issues. I feel for the thermal system in ksp2 to work properly it needs to take in to account both skin temperature and internal temperature. Anyway for a thermal tiling part system to work, skin/internal temperature would need to be separate things. thanks for reading!
  17. I have tried using the most recent update to BD armory and it's dependencies, in both the most recent KSP version and the version that it was updated for. I have deleted and redownloaded from each relevant github, taking each folder out of their gamedata folders and putting them in KSP's gamedata folder (I did not put the BD armory gamedata folder into the KSP gamedata folder, just the BD armory folder). I have tried many fixes suggested online, but nothing seems to work. Could I have some help with this please? I can send screenshots if it helps fix the issue.
  18. I understand the team desire to cut down on single use science experiments but I feel like this has left the amount of experiments feeling rather barren. So I've made a small bundle of ideas for different experiments that could be done, keeping in mind the design goal of making all the experiments more involved than simple button presses. Telescopes! Artificial gravity wheels! Plane science! I hope you enjoyed reading my ramblings after having delved into the current For science! update. Thus far I'm halfway through tier two in a max difficulty ramp up save file (200% reentry heating, -50% science), and this came as a response to feeling like the current science system, while a good base, is rather lacking. I hope these are some fun ideas for you all to chew on! Have a lovely morning, evening, or night! ^w^ ~Sammy
  19. [Devblog 1] [Devblog 2] [Devblog 3] [Devblog 4] [Devblog 5] **[0.1.4.3]:** ## Fancy Fuel Tanks v0.1.4.3 Patch Notes ### Updates and Additions [DISABLED VFX] [VFX will return soon.tm] ### Enhancements and Optimizations **Texture Overhaul**: - Overhauled textures for SR813, CV411 and CV401. **Performance Improvement**: - Optimizing performance through more efficient update processes **Module Refactoring**: - Extensively refactored every class to better align with modern software design principles and to simplify the codebase. **Dynamic Module Identification**: - Overhauled the module to incorporate utilizing 3D Shader to handle the VFX. This takes the work off CPU and places it entirely on the GPU ### Bug Fixes - Resolved an issue where CV401 texture was not rendering properly -Reworked 4 textures (2 Medium Hydrogen Tanks, CV401, and CV421) - Disabled VFX ## Next Steps - Fully integrate Volumetric Vapor with Dynamic Environmental calculations - Continue to refine performance and enhance the visual appearance of VFX, aiming for seamless integration and realistic effects. If you encounter any issues or have suggestions, please feel free to contribute or open an issue on [GitHub](https://github.com/cvusmo/FFT). 0.1.4.3 is available now on CKAN and github! Devnotes: I've never made 3D Textures before so I'm learning all of this as I'm modding. 3D textures are pretty complex for their shaders. Unfortunately there's not a guide on how to make 3D textures. I've looked and if anyone has any resources they know of that could help, that would be appreciated! For now, I wanted to update the quality of life. 0.1.4.4 is going to focus on texture overhauls and adding a few more tanks. Once I have a fully functional, stable, and not-performance heavy VFX, I will let you all know. I will still update about it! The devblog #5 will be out Friday on Youtube! [Soon.tm] - VFX Overhaul - Update OAB pictures [WIP] - Clean up textures [WIP] - Improve VFX quality [WIP] - Improve Texture quality on Hydrogen Tanks (medium) [WIP] - Improve performance of VFX [WIP] Devblog #4 Below is a list of everything I've been working on for Fancy Fuel Tanks v0.1.4.1. It's been a lot of work and I'm really enjoying learning how to optimize and improve performance. Fancy Fancy Fuel Tanks v0.1.4.1 Pre-Patch Notes Here's the flight telemetry I've gathered from testing. I'll be using this data to fine tune the Dynamic Environmental VFX!
  20. Just a small balancing suggestion, with the removal of the direct vs relay distinction between antennas (all antennas function as relays), it gives the KSP1 relay parts very little reason to practically exist compared to their deployable counterparts besides being immune to aerodynamic forces (Which, while giving a genuine decision making process for the smaller antennas, falls off with size due to the larger antennas often being very draggy). An example; comparing the HG-55 to its non-deployable counterpart, the RA-15, it's clear that the HG-55 outclasses it in virtually every conceivable way: It's much lighter (0.075t VS 0.3t) It has a much higher transmission rate (12.5 KiB/s VS 2.5 KiB/s) It uses much less electricity per KiB sent (0.7e/KiB VS 5e/KiB) \ The deployable antennas are lighter, deployable, more efficient and (barring the 88-88 vs RA-100) have faster data transmission speeds than their heavier non-deployable counterparts, to remedy this in my opinion the non-deployable antennas should be given significantly faster data transmissions speeds than their deployable counterparts (on the order of 3x their deployable counterparts) and better electricity/KiB efficiency, this would them much more of a gameplay distinction than their deployable counterparts and gives a genuine reason why players might choose to go with the much heavier non-deployable antennas compared with their deployable counterparts (Especially for missions that include time-critical EOL situations, such as an atmospheric entry probe that needs to transmit its science before being obliterated)
  21. (KAX, FireSpitter, TweakScale - for 1.4.1 to 1.7.0 Kerbal Aircraft Expansion /L - Under Lisias Management, forever THE pack of selected vanilla-inspired parts for your aircrafting needs! In a Hurry Release 2.8.1.0 [2021-0824] Announce. Download SpaceDock GitHub Issue Tracker Documentation Yes, it works with KSP 1.12.5 YES, it works with KSP 1.7.3 (with Making History and Breaking Ground) YES, it works with KSP 1.3.1 too!!! Project's README Install Instructions Change Log Known Issues TODO list Description An Add'On for Kerbal Space Program Originally created by Keptin, then maintained by SpannerMonkey and the SM Industries team, and now under Lisias' Management, KAX is a pack of select vanilla-inspired parts for your aircrafting needs! Included Parts: Turboprop Radial Engine Radial Engine Long Cowl Electric Propeller Helicopter Main Rotor Helicopter Tail Rotor Heavy Landing Gear Jump Jet Engine 2M Aircraft Cockpit 2M Fuselage (jet fuel) 2M Structural Fuselage (empty) 2M Tail Boom This Add'On Requires Firespitter and Module Manager to enable all the features. Project Directives This Management (Lisias) had agreed to oblige himself to the following directives for this project: KAX will remain KAX it will not be rolled into another Add'On it can be expanded expansions must be in keeping with the tone of the Add'On it must be vaguely (as much as possible) stockalike. This project aims to preserve the stock a like compatibility and versatility of these parts, and any subsequent parts will be designed with that in mind. The goal is that any new part will blend seamlessly with the current parts and add to rather than detract from the Add'Ons functionality. Acknowledgements Powered by Firespitter, special thanks to Snjo for his plugin. Additional Models by @SpannerMonkey(smce). Stockalike textures by Doctor Davinci. Greetings to @TheKurgan for his helpful work on the SMCS's add'ons (including this one). See LICENSE for the formal legalese. Please note the copyrights and trademarks in NOTICE. References SpannerMonkey(smce) -- Previous Maintainer Forum GitHub Keptin -- Original Author Forum Curse Forge
  22. Attribution-NonCommercial-NoDerivatives 4.0 International Mk3 Shuttle Pack (aka Shuttle Lifting Body) is required to use this add-on. Shared textures are engines>CA_STME and shuttleStack>CAet Attribution-NonCommercial-NoDerivatives 4.0 International If you would like to see a mod supported by Cormorant Aeronology, write an @part patch and message me with the patch and a link to the mod so I can check it out. Like these fine people did Realism Overhaul Patch by @DrLicor (Github Link) 2.5x Scale dV Patch by Me and @TheRedTom on Github (Works with Quarter RSS by @pap1723) Real Plume Configs by @VenomousRequiem included USI-LS patch by @FellipeC included TAC-LS patch by @Spike88 on Github Cool Rockets effects by @damonvv on Github Stock Fuel Values by @PickledTripod on Github (Adjusts the ET and boosters to match Stock fuel volumes. Best used in 2x-3x systems) Persistent Rotation Upgraded by @MarkusA380 and @linuxgurugamer Atmosphere Autopilot by @Boris-Barboris Changelog This mod redistributes Firespitter Core by snjo and Roverdude - Forum Thread Module Manager by ialdabaoth and sarbian - Forum Thread Attribution-NonCommercial-NoDerivatives 4.0 International Parts derived from stock assets are free to be used in any way: CAdelta, CAstrake, CArudder, CA_Elevon1, CA_Elevon2 ----------------
  23. I released a small mod that adds parts to recreate SpaceX's Starhopper. Links {snip} Installation Extract the contents of the .zip into your KSP2 installation folder. Mod folder will be placed in ..\Kerbal Space Program 2\BepInEx\plugins\ Usage The mod comes with two new parts : the SH-01 "Fuel pot" fuel tank, the LT-SH "Diprotodon" landing leg. Radially attach three LT-SH to the main body SH-01 in the designed spots. Better struts those legs as they may wobble... No central core nor engine included. Dependency SpaceWarp 1.4.3 Author Original mesh by NickHenning3d (slightly modified) Mod by Polo
  24. Currently creating the models for this mod. The goal is to add some unique heatshields to the game in time for the re-entry update that will be coming! Sizes to get shields: XS, S, M, L, XL Not sure if I'll make a procedurally generated heatshield. I would love to but I'll need help figuring out how that works. This is the first model I'm working on. It's for medium sized tanks. I've also made a Budget Starship to test out the hexagon heatshield. More to follow as I'm still actively developing other mods! Showcasing a new heat shield in Kerbal Forge!
  25. Kerbetrotter Ltd. is happy to announce its newest creation from the Feline Utility Rover series: The Lynx Rover. A medium sized versatile rover that is capable to operate independently in the harshest environments. It is mainly designed to operate on other planets, but also in the outback of Kerbin. Depending on your configuration it can be used for crew transport, mobile research including a laboratory or as a transport for various resources. You can also use bellowed joints to be more flexible in difficult terrain or use hover engines to pass water. It now also includes a small propeller for when the rover is swimming. Features Joints and Hitches Hover Engines IVAs in all crewed parts Custom Wheels Fits in MK3 Cargo Bay Configurable Containers Galleries Download Please remove the folder of older versions of this Mod before installing! The source code is available on GitHub Instructions For instructions on how to use the hitches and joints, please take a look at the KSPedia entry of Feline Utility Rovers The Hitches and Joints are locked by default when you first launch your vessel. You have to click "Unlock" in the right-click menu to unlock them. The Hover Engines can be controlled with the controls for the Wheels to accelerate and steer. Lateral movement and height changes can be made with the controls for RCS. Please also visit the KSPedia for more information. Translations Español by @bice Русский by @Tirathangil and @Sebra 中国语文 by @ssd21345, @vosskftw and @Levin845 Português (do Brasil) by @FellipeC Deutsch by @DasSkelett and @Nils277 Italiano by @Simog Français by @Mortimer Kerman Looking for help: If anyone is interested to translate FUR into Japanese please let me know! You can find all the texts that need translation here: Localizable Texts. Supported Mods (most mods need ModuleManager to work properly) Life Support: TAC-LS, USI-LS, Snacks!, Kerbalism, IFI Life Support Gameplay: KIS, KeepFit, RemoteTech, Connected Living Space, Pathfinder, Realfuels, Indicator Lights, Community Tech Tree Visual: JSI Advanced Transparend Pods, Raster Prop Monitor, ASET Props, Textures Unlimited Supports resources from: OSE Workshop, Extraplanetary Launchpads, MKS, Deepfreeze, Near Future Propulsion, Near Future Electrical Support and bug reports If you encounter a bug with Feline Utility Rovers, please follow these instructions to report it.Most important: I need the KSP.log FILE. Otherwise i won't be able to help! License The art assets are licensed under: CC-BY-NC The plugin code is licensed under: Apache License 2.0 Thanks @sirkut and @Ziw for Infernal Robotics, which was used as reference/learning source for the functionality of the hitch. Also thanks to @Snjo for the Firespitter mod. The Fuel-Switch is based on the one from Firespitter. Last but not least thanks to @Rafael acevedo for testing and suggestions during the development.
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