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Found 180 results

  1. Full Image Gallery This is a stockalike parts mod that allows you to create Soviet rockets and spacecraft. The parts are made with the "Lego" frame of mind. They all go together to make a certain craft, but are flexible enough to be used in any other design. Thanks to @DiscoSlelge for the wonderful vectors. Old Tantares Old TantaresLV FAQ Q. Where are the IVAs? A. A great deal of time and effort required that I sadly do not have. Manned capsules will aim to have IVAs, but larger station parts will have to make-do with placeholders. Q. Why does the Soyuz seat only two? A. It was the case for a long time, but it now seats three! Q. Why are the rockets overpowered? A. They are balanced against stock parts, as to not be intentionally useless. See here for a better experience courtesy of @pap1723. This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  2. Hi, I'm new here and was wondering where I can go to setup a modding environment and what code this game is modded in. Thanks, Durtle02
  3. The year is 9302. The Mun has been impacted by a huge asteroid and Kerbin is flooded. Begin on an evolved Kerbin. Its continents have moved, its mountains and topography vary drastically. Set many millenia after the Kerbals first took to space, the general culture of former 'Kerbin' has changed drastically. Because of this change, the planet is significantly different - it's known as Gaia and all interplanetary voyages are strictly forbidden by the global government - You must convince them to fly once more. The entire planetary system has overcome a drastic change. A near miss with another star has caused many planets and moons to be captured by Kerbol. Your adventure awaits; take to the stars once more and prove that the eagerly awaiting space-faring Kerbals still have a future. NOTE: you MUST launch KSP in 64 bit mode for the mod to work. You can do this by heading to your KSP directory and running KSP_x64.exe Wanna help out with science definitions? Go here and drop some text for us! https://docs.google.com/spreadsheets/d/1KFyW00RYYT-LUMb3_mV1jNM19knurAzFA0ZnDhh4b9Y/edit?usp=sharing This mod adds more planets and moons to land on whilst keeping the stockalike feel to the game. I have revisited the entire Kerbin system and added a bit more variation to the different planets and moons, making you feel the joy of exploring them once again. Other features: Precise, handcrafted terrain suitable for Rockets and Spaceplanes! Atmospheric bodies! More desert environments! Science values and lore Eye-pleasing colours 4k Textures Gas giant(s)! Realistic atmospheres! Scatterer configS Science definitions Custom Asteroids support New visual effects (Credit Artyomka) DOWNLOAD FOR KSP 1.3! If you feel as if you enjoy the mod thoroughly, feel free, but not inclined to, leave a small donation in return. Thanks DISCORD: https://discord.gg/akSFm4v DISTANT OBJECT ENHANCEMENT CONFIGURATION PROVIDED BY @Tutur: Installation Instructions: To install this mod, download the mod from the link below. After that, unzip the folder and browse to your gamedata folder. Drag and drop all 12 files and folders from the mod to Gamedata. Credits and special thanks: I would like to say a MASSIVE thanks to the following members: @Galileo for his help with sorting my polar distortion issues out - one of the highest priority bugs which was making me test out my hair @The White Guardian for his amazing planet creation tutorials that have helped me get off the ground (no pun intended). He has also made the cloudmaps that that mod uses, which look awesome! @JadeOfMaar for the ultra-cool resource configs that the planets use! @Raptor22 for his very honest feedback. He's helped me iron out an awful lot of terrain and visual related bugs and brush up on the nitty gritty features and through his detailed replies, he has definitely pointed out some critical errors. @Artyomka15 for creating the Instantiator plugin. Without it, the accretion ring on Olu'um wouldn't be possible. Go check out his mod! http://forum.kerbalspaceprogram.com/index.php?/topic/157864-122-wip-instantiator-a-plugin-that-allows-you-to-create-accretion-disks-custom-star-coronas-nebulas-even-more/ If you have any concerns regarding bugs, drop em down below KNOWN ISSUES:
  4. Hello community. I recently reinstalled KSP and I am looking for an app or a mod that will allow me to check my in-game stats at my android tablet or second screen. I hate that I am not able to see my altitude and vertical speed at the map view, and the fact that I have to click at the fuel every time i want to check it annoys me as well. Is there any working mod or app that supports v1.3.0? PS:I already tried Kerbal Gauges for android but it seems abandoned and not updated. PS2:I don't want to install extra mods just the gauges. Sorry If that's not the right category.
  5. Shhhh... You can procure it here... Have you wanted a base for landing huge planes? Are you running your own Kerbal Security Program? ...or do you just want to feel like a James Bond villain? Well, this series of bases are for you! Included in this release is 'The Block' a Top Secret base hidden on an unpopulated forgotten island somewhere in the southern hemisphere. The base's real name is unknown and if you ask anyone there what its name is they'll just stare at you blankly. Also included is 'Kilo-Sierra-Papa' Airbase. Here someone locked up an artifact in one of the hangers. No one is allowed in, or is allowed to know what is stored in there. No one but Jeb... This has been a little project in the making for over a year. I put it on the back burner until 1.1 was released. This release includes: 'The Block' 'Kilo-Sierra-Papa' 2 Types of Hangers (Click the Far Right Stripe to Open/Close the Doors) 2 Types of Control Towers Light Tower Radar Station Fuel Tanks Helipads also... very Top Secret extras. Coming Soon: Bulwark Air Station, KHAARP Dependencies: Kerbal Konstructs you can get it here. Issues: Lift and Hanger door animations are a little broken due to changes in new animation code (KSP vs Kerbal Konstructs) hopefully there will be a solution soon. FIXED! Cameras get stuck on the top of the hangers if you zoom out too far, this is a trait dealing with statics in KSP. I made the hangers large enough to allow some room for the camera. Change Log: 1.0.11: Hot fix for the radar animation. 1.0.1: Fixed the lift and hanger door animations. Added fuel tanks, Kilo-Sierra-Papa Airbase, and a few more extras. 1.0: Initial release Credit: Special thank you goes to AlphaAsh for his help, support, his work on Kerbal Konstructs, and the shiney 'Top Secret' banner on the Kerbal Konstructs page. A thank you to Lack for letting me use his models as long as I gave him credit. Although, this was about a year ago, I hope he remembers. Wind sock and palm trees are by Lack, approach lights are based off of his original model. License: This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  6. I installed kerbin side with CKAN and ever since, all the ground stations except for KSC do not work, please help
  7. URL: https://SpaceDock.info FAQ What we are working on now: We decided to split Spacedocks Frontend and backend. VITAS is working on the frontend (including UI rewrite) Darklight is working on the backend. VITAS is working on an improved cdn setup
  8. Hello everyone, i don't like squads idea of batteries. The parts in the game called "batteries" actually behave like capacitors: unlimited re-/charge rates, and low EC storage capacity. My idea of a new mod: increase the available EC-storage per mass, and to keep the balance: a) limit the "fuel" flow rate (if that is possible) or b) convert EC to another type of "fuel" and thus enable some sort of re-/charge rate. I present: Real Battery Imgur album: http://imgur.com/gallery/mb01Z With this mod you get a realistic battery behavior: Charge and discharge rates are limited (dependent on battery tech ie. Lead_Acid or Li_Ion...) and is displayed in the right click menu Charge rate degrades, if the battery comes close to full charge or becomes too hot/cold (see wiki for detailed behaviour); Heat behaviour is customizeable in the cfg file EC range of operation is configurable in RealBattery_mm.cfg file; What this means: Discharge RealBattery until EC is at xx% level, and recharge until EC reaches yy% level. defaults are 10% and 90%. Much higher EC per mass ratio than stock "batteries" Stock batteries are currently cloned and enhanced with the new behavior RealBattery uses Stored Charge (1SC = 3600EC) Fits perfectly in the realism suite of RO, RSS or RP-0. DOWNLOAD https://github.com/blackliner/RealBattery/releases and CKAN SOURCE https://github.com/blackliner/RealBattery WIKI https://github.com/blackliner/RealBattery/wiki Required Addons: Community resource pack (not provided) http://forum.kerbalspaceprogram.com/index.php?/topic/83007-12-community-resource-pack-060-new-resources/ Module Manager (not provided) http://forum.kerbalspaceprogram.com/index.php?/topic/50533-12-module-manager-273-november-4th-better-late-than-never/ Todo: Balancing (done some with v1.1.5) Single use batteries (currently lead acid) DONE with v1.1.4 a nice model(currently using stock battery models) charging behavior dependend on soc DONE with v1.1.0 different classes of battery DONE: Li ION with 1.1.2 1.2 upgrade system (lead acid -> li ion -> future...) stock heat system (fast initial discharge, slowdown when getting too hot/cold) DONE with v1.1.1 load balancing algorithm DONE with v1.1.3 License: MIT
  9. Download Here (1.2 is most recent update) EVE is bundled, but be sure to check EVE page for updates as i dont expect to update this more often then every few weeks. And for those of you that want to run this with OPM, check out the following: Pics: Features: *Minimalistic design and lack of scatterer requirement (feel free to run it alongside this mod if you like to, just isnt required for this to look good) allows this to run on potato computers. *All planets but Gilly and Bop have atmospheric scatter or glow effects rendered via EVE cloud layers. Colors are generally highly saturated to give a more sci-fi universe feel compared to the more white and washed out realistic style used in most other mods. *Kerbin, Duna, Eve, and Laythe have light volumetric clouds. They are a good balance between thickness and performance, should not cause any real lag. *Most airless bodies have fog/dust effects. Color choice is fairly varied, with some planets having highly colorful fog while others use a more greyish color. Duna has dust storms and Eeloo has blizzards. Particle density is kept to an absolute minimum to keep performance up. While i cannot speak for everyone, my mid range laptop is capable of handling this mod as well as 2 1000 part warships in low orbit around any planet. *Lite edition has no clouds and does not come with the respective textures (use this if you want more performance or prefer to not have clouds like stock scatterer would). Changelog: V-1.2 *New custom cloud maps in 4096x2048 (8192x4096 for Kerbin), unique to every planet. Styles vary from purely sci-fi to semi-realistic depending on the planet for variety's sake. *Three new higher resolution detail textures which are both high res and do not give tiling issues when viewed from far away. Currently textures are for cumulus, cirrus, and a sci-fi one. *Seven new particle textures. Three are for clouds, all of which are wispy in nature and optimized to look good with very low particle density. Four are for the surface effects which vary from some particulates floating around to full blown dust storms. *Few minor color adjustments to improve looks with the new cloud textures. V-1.1 *Improved detail textures. *Minor changes to atmosphere and glow colors. V-1.0 *Initial release. Planned: *Lava eruption fx for Moho (cryovolcanoes on Eeloo afterwards as an option instead of/alongside the blizzards) *Unique fx for Gilly and Bop. *Requests are welcome (although i may have to say no if it cant be physically done or will end up being a performance concern). Support: For suggestions and issues please post in this thread. I play tested this for 2 days, but there is always the possibility i missed something (or could change something for the better). Also, for all EVE related bugs or questions please go to the EVE thread and do not post here. I repeat, i will not be troubleshooting EVE itself on this thread, just stuff related to my effects pack. Check the readme in the files for credits and licensing information.
  10. Well, if you have more than one life support mod installed, you might want to convert their respective resources. Here is a mod that lets you do so! Download: Here PLACEHOLDER TEXTURE/MODEL IN USE RIGHT NOW, LOOKING FOR SOMEONE TO DO THE TEXTURE/MODEL (I'm no good at that stuff) Snacks, USI Life Support, and Kerbalism are currently supported. Note: The LSStuff resource is a buffer. Yeah, I should probably add a license, which one is applicable? All Rights Reserved, All that stuff. If you want to use my code, just ask nicely.
  11. NOTE: PLEASE REPORT ALL BUGS IN THIS THREAD; HIGHLY APPRECIATED; MOD IS FULLY COMPATIBLE WITH 1.2.2, NO UPDATE NEEDED. Disclaimer: 70% of the modeling work and texturing and config writing was done by Nazari1382. All I did was change/add some parts and configs. Any possible additions in the future would still follow Nazari1382's style and use his textures. I'm personally using this mod everyday for various purposes and goals. It provides a very good part collection for extraordinary contraptions, sci-fi 60's style space stations, and ground bases. One can even use for underwater bases on Eve or Laythe or even Kerbin! All in all, it is a perfect part selection for most crazy purposes. Changes to the original part-pack: removed Aurora thruster added 1x1 glass panel removed mk1 orbital enclosure added 4x4 panel added a lot of glass domes added better tri-panel fixed mod directory added flags proper balancing techtree integration glass tube now has fuel crossfeed capabilities replaced glass tube with fresh model compatibility with KSP 1.1 TweakScale integration Change log from 1.8: fully compatible with KSP 1.2.2 new dome model 4 total dome sizes (10m, 3.75m, 2.5m, 1.25m) Download: SpaceDock CurseForge Screenshots: Imgur (old) License: Creative Commons (CC) 3.0 Original partpack: http://forum.kerbalspaceprogram.com/threads/26641-Glass-Box-Enclosure-and-Glass-panels-mod
  12. -NOT OPEN FOR REVEIWAL- I thought I would make a planet pack for KSP with Kopernicus. So, decided to start on it recently. This is just a thread to sort of act as a development log, and will be updating every time a new major change is made. Planets that will be added: Nibrek: An active world with dark terrain and lava. This planet is geologically active and orbits the sun in Kerbin's L3 point. Num: This moon is a very beautiful world orbiting Nibrek. It has rolling hills, huge mountains, wide oceans and a Kerbin-like atmosphere. Sumnim: A disgusting looking red moon orbiting in a distant inclined orbit around Nibrek. Very spikey terrain. This mod was inspired by Antichthon, a hypothetical planet thought up by the ancient Greeks that supposedly orbited on the exact opposite side of the Sun. Completion before first release: 90% Completion before being done having new stuff added: 24.4%
  13. Latest Release Spacedock Source Original mod by: @tgruetzm Continuation by: Angel-125 Snacks was originally published by tgruetzm in August of 2014. It offered a novel and lightweight solution to life support for those that didn't want the complexity of more sophisticated mods like TAC Life Support. Two years later, the game has advanced and while the original author appears to have moved on, it was time to give Snacks an update. Snacks Continued retains the simplicity of the original mod while adding new options. You can configure things like snacks consumed per meal, meals per day, enable/disable recycling, recycling efficiency, and various penalties for hungry kerbals including reputation loss, fines, and partial loss of vehicle control. You can even enable/disable random snacking if desired. Just like with the stock CommNet, the penalties won't brick your mission- or your save. And if you're new to Snacks Continued, please consult the KSPedia. KSPedia images License Source code: The MIT License (MIT) Snack Tin artwork by SQUAD/Porkjet: CC-BY-NC 3.0 Portions of this codebase are CC-BY-NC 3.0 and derived from Taranis Elsu's Window class. Module Manager by Sarbian Installation Delete any previous instances in GameData/Snacks Copy the files in the zip folder over to GameData/Snacks
  14. May I present my idea for the In-Flight Procedural Parts mod, AKA, the Hardlight Parts Mod. As the name suggests, the Hardlight Parts Mod allows users to modify procedural parts outside of the VAB/SPH. This will change the object's mass, resource capacity, aerodynamics, etc. etc.. The mod would work similarly to the existing Procedural Parts mod (maybe it could be an extension/plugin for it?), except it would require a special part to function (if you have that setting enabled), namely, the Hardlight Projector. The HL Projector would require some electric charge to function, and all hardlight parts will shrink and eventually collapse if the charge gets low enough. More about that later In the VAB/SPH, parts such as fuel tanks, engines, cargo bays, wings, and other stuff can be created, just like the procedural parts mod. They also have some additional "solid-looking" textures, as well as several hardlight textures, such as "tron" (pure outline of a part, able to see the edges but not the inside), "ward" (appears one continuous color throughout, like the Defender titan's Ward of Dawn in Destiny (1)), "bridge" (like a Portal/Halo light bridge), and some others. The hardlight color(s) can be modified like a stock light can. This can also be done in flight A craft spawns on the launchpad and immediately starts using electric charge from the craft's batteries. I don't think it should be a realistic amount of electricity, as it would require such a huge amount of charge that it would be beyond the feasible scope of otherwise stock KSP, and adding a part that can supply this amount of charge would unbalance the entire rest of the game (that's not inherently bad in a single-player game, just undesirable, at least in this case). Instead, the charge needed will be easily obtained with moderate amounts of solar panels or fuel cell arrays. You may recall that I hinted at what happens if you run out of electric charge with hardlight parts. Well, when you get below a certain threshold (determined on a user-set part-to-part basis), the parts will shrink to the minimum size required to contain the resources inside, or just disappear depending on an individual part preference. Say you're in space with a hardlight SSTO. You could make the wings disappear when you run out of charge, just stay there, or go away until you need them. But what if you run out of charge with a half-empty fuel tank? (Side note - A glass is half full if liquid was most recently added. It is half full if liquid was most recently subtracted) Well, that tank will fully collapse and the fuel will be erased. Gonzo. Done. Outta there. RIP. You get the idea. The safeguards you've put in place should (hopefully) protect you from that, but they might not, so plan in advance. The engines work like the procedural SRBs in the Procedural Parts mod, and are adjustable on the fly, providing massive efficiency in all situations, if you set them wisely. This is ideal for SSTOs, although somewhat-difficult to build due to the electric charge required I hope someone picks this mod up, as I have no clue how it works (lol). Maybe @OtherBarry, creator of the Procedural Parts mod. Regardless of who picks it up, if anyone, I'd like credit somewhere in the forum post for the mod. Fireheart318 out
  15. Is there a mod for when I am in the game scene looking at my craft I can see the map view on a window? In this mod is also possible to see the ship on the window when I am at the map view? In this mod, can I interact with the game by window the same way I would if I was on that view? (exemple: set maneuver nodes or transfer fuel) It would be nice to be able to set a maneuver node while fuel is transferred
  16. With kind permission of @blizzy78 , and continuing on from his excellent work, I've taken on this plugin which is otherwise essentially the same as before This is a minimalist plugin that allows to adjust the ambient lighting on the fly. This should come in handy when you can't see your docking ports because you forgot to bring lights. It should also be useful to Youtubers and streamers that want to brighten things up a bit for their viewers. This plugin optionally supports Toolbar Plugin version >=1.7.0 (no longer bundled with the download - don't forget to grab it separately if you want it) How to Use You have two settings you can toggle between. To adjust the ambient lighting in the current setting, click on the toolbar button to open the slider. Then drag the knob of the slider around. Click the toolbar button again to hide the slider. To reset the ambient lighting in the current setting to KSP default levels, right-click the toolbar button. To switch to the second setting, click the toolbar button using the middle mouse button. Each time you click using the middle mouse button, you toggle between those two settings. Both settings are persisted between scene changes and KSP restarts. Download Ambient Light Adjustment Plugin :- Github KerbalStuff Spacedock Source code on GitHub: https://github.com/timmersuk/ksp_ambient_light This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin. Change Log 2.6.3.8 - Rebuilt for KSP 1.3.0 2.6.2.7 - Applied fix for toolbar wrapper assembly parsing 2.6.1.6 - Rebuilt for KSP 1.2.0 2.5.8.5 - Rebuilt for KSP 1.1.3 2.5.7.4 - Rebuilt for KSP 1.1.2 2.5.6.4 - Rebuilt for KSP 1.1 2.5.6.3 - Added tooltips to Reset and Toggle buttons. Added Null pointer check around RemoveModApplication when destroying button. Updated assemblyinfo version. 2.5.6.2 - Changed default position when using stock toolbar. Save slider position to settings.dat. 2.5.5.2 - Added buttons for toggling between setting A and B, and for resetting current setting to default ambient level. Fixed proliferation of spurious applicationlauncher buttons after changing scenes. 2.5.4.2 - Rebuilt for KSP 1.1.0 prerelease Added support for stock applauncher 1.5.4.2 - Rebuilt for KSP 1.0.5 1.4.4.2 - Rebuilt for KSP 1.0.4 [*]1.4.4.1 - Rebuilt for KSP 1.0.3 1.4.3.1 - Rebuilt for KSP 1.0.2 1.4.2.1 - Added toolbar button on spacecenter scene. 1.4.1.1 - Rebuilt for KSP 1.0.0 1.3.1.1 - Fixed incorrect mod name in AVC version file. 1.3.0.1 - Switched to timmersuk fork - Updated for 0.90.0 - Switched to KSP-AVC/mini-avc for versioning - no longer retrieves current version from blizzy.de 1.2.0, 2014-08-21 - The plugin now also works in the tracking station. - The slider will now auto-hide automatically after a few seconds of inactivity. - The toolbar button is now only accessible in the relevant game scenes rather than all game scenes. 1.1.3, 2014-07-27 - The plugin now does an automatic update check, and also gets KSP versions from the update check server. In case the currently running KSP version is one of those versions, the plugin will not complain about being incompatible with this KSP version. This saves both players' and the plugin author's time. - Updated for KSP 0.24.2 and Toolbar Plugin 1.7.6 (included.) 1.1.2, 2014-07-18 - Updated for KSP 0.24.1 and Toolbar Plugin 1.7.5 (included.) 1.1.1, 2014-07-18 - Updated for KSP 0.24.0 and Toolbar Plugin 1.7.4 (included.) 1.1.0, 2014-03-06 - Added the ability to toggle between the current and the previous setting by clicking the toolbar button using the middle mouse button. - Both settings are now persisted between scene changes and KSP restarts. 1.0.0, 2014-03-05 - Initial public release. The Ambient Light Adjustment plugin is licensed under the GNU GPL v3.
  17. So I was in sandbox mode test out, how to setup Satellite array I noticed that my Rcs ports on my launch craft where pulling monopropellant from my Satellites tanks first and not the one nearest to them (they changed it to this in 0.23.5 and I did not notice) and yes I know you can disable the tanks so that fuel can not be pulled from them. I when't back to the VaB and did some testing using This and found out that 1. Monopropellant is pulled form the upper stages first 2. Even though you can do so, changing the fuel flow priority on monopropellant tanks, does not change any thing and 3. Monopropellant does not obey the crossfeed rules on decouplers. So I had some ideas for a mod that would change this and if knew how to do so I would make it myself, but I do not, so I throw myself upon the tender mercies that are the great mod makers in this community. (these ideas are listed in what I believe would be the most useful to the least useful) Idea 1. For stock decouplers create an option in the right click menu, i.e when you right click a decoupler there would be an option below crossfeed, that would say Monopropellant Crossfeed and when you clicked it, it would enable/disable monopropellant crossfed and would prevent any rcs ports below the decoupler from being able to pull fuel from the tanks above the decoupler, forcing the rcs port to pull fuel from the neatest tank it can. Idea 2. Make it so that the fuel flow priority system works for monopropellant tanks. i.e you could set, for example, a satellites monopropellant tanks to -1 and set the main crafts monopropellant tanks to 0 and it would pull fuel from the main crafts tanks first. Idea 3. Change how monopropellant works back to how it was pre 0.23.5, which in and of it self has some problems and can annoy you just as bad, why am i even listing this one, oh well. I am not sure how difficult this would be, but I do hop someone takes up the challenge, if anyone has any questions leave a comment. Thank you for reading this far , Kage Sendo.
  18. EnvironmentalVisualEnhancements - Clouds and City Lights EnvironmentalVisualEnhancements (a.k.a. EVE) is a mod for KSP that adds clouds and city lights. It is highly configurable and a number of other mods provide improved clouds not just for the stock planets, but for other planets provided by other mods. The mod works on KSP 1.3 and KSP 1.2.2, and older versions are also available. This thread is a continuation of @rbray89's original EVE thread, so that we can continue updates and discussions while we await his return (at which point we can return to that thread). Installation The mod is distributed as two ZIP files, one small one which contains the plugin and shaders, and one large one which contains a sample configuration. If you are installing another mod which supplies EVE configurations, such as SVE, you should not install the sample configs. If you use CKAN, select EnvironmentalVisualEnhancements and then choose a config (if only one is available, that one will auto-select). If you are installing manually, download the latest ZIP files from https://github.com/WazWaz/EnvironmentalVisualEnhancements/releases and unpack them into your KSP directory. The zip files include the "GameData" directory and so this should merge with the same-named directory in your KSP installation, such that after installing, your KSP's GameData directory will contain the "Squad" directory shipped with the game, the "EnvironmentalVisualEnhancements" directory which you just installed, and, if you installed the sample configs, a BoulderCo directory. Configs for other mods are generally shipped in their own directories. It is strongly recommended that you use the 64-bit version of KSP when using EVE, especially with advanced configurations. Note that you will not necessarily see any clouds on Kerbin in the main menu. Load a game to check if you've successfully installed the mod. If you wish to install for KSP versions prior to KSP 1.2, see the original thread, but note that there is little support for old versions. Compatibility with other Mods EVE is compatible with most mods, but in particular it is tested to inter-operate well with these visual mods: Scatterer - makes atmospheres realistically "haze". PlanetShine - makes the glow from planets/moons produce ambient light. Stock Visual Terrain - make the terrain detail of the stock planets much better quality. There are also a number of excellent mods that provide advanced configurations beyond the sample ones shipped alongside EVE: Stock Visual Enhancements (SVE) - high quality visuals, recommended for higher-end systems. Para-Sci High-Performance Atmosphere Pack - sleek but still beautiful visuals, even less CPU/GPU demanding than the basic configuration. Be sure to remove the sample configs (the "GameData/BoulderCo/" directory) if you manually install a mod that provides all its own configurations. If installing via CKAN, you will be prompted with what needs removing. If using the Real Solar System mod, you will need different configurations, such as: Real Solar System Visual Enhancements If using the Outer Planets Mods, you will probably want to add EVE for those too, such as: Pood's Outer Planets Mod Visual Overhaul Performance EVE runs fine on mid-range systems. See the alternative configurations above for different performance characteristics. The most expensive effect is currently the volumetric clouds. You can turn these off in the in-game configuration dialog, or by editing the configs with a text editor. Obviously the more cloud layers, the more costly are the effects. By default, only cloud layers within 10km of the camera can produce volumetric clouds. Configuration The sample configuration includes a single layer of clouds and city lights for Kerbin and cloud layers for other stock planets/moons as appropriate. You can modify the configuration in-game by pressing Alt-0 (zero), though be warned that this is an advanced feature. If you save broken configs you will need to re-install your chosen configs. There is no undo. Documentation for the config files is currently pending, but note that since EVE-1.2-1, the _MinLight option has been changed. It should be set to 0 (the default) unless you want clouds to glow on the night side (eg. auroras). Also note the relatively new "UVNoise" setting, which allows adding noise to the texture look-ups, either for large animated cloud effects (see Jool), or to mask pixelization in fine detail (see Kerbin). Pretty Pictures and Videos For now, see the original thread for slightly outdated pictures and videos. If you have ones you wish to display here, provided they are short and contain no revenue-generation, just ask. Contributing If you have code changes you would like to contribute to the core plugin or shaders, please submit a Pull Request on the GitHub project: https://github.com/WazWaz/EnvironmentalVisualEnhancements If you have major config changes you would like to contribute, these are probably best supplied to users as an independent mod, in the same way as others listed above like SVE. If you want to contribute financially, please see the original thread for a link to the original author's donation page. The original author has done by far the largest effort in bringing this mod to you and the KSP community.
  19. When i install firespitter the game crashes the game on startup, i also installed it when the game was playing and reloaded the database and it crashed help firespitter is a very important mod and i need it for other mods like airplane + and community ammunition library
  20. Hi all, The question is simple, how do I export SE (Space Engine) textures for the new mod I am making
  21. Hey everyone, First of all, from everything that I've read I can ascertain that the majority of you are helpful, kindhearted individuals; I want to say thank you for that. That being said, I feel as if I may be asking the wrong questions. So instead of posting where all the developers are posting, (and asking stupid questions), I'm going to ask this question here -- where my newbishness is assumed and expected. KSP 1.3 Game Data Screen Shot: http://imgur.com/a/yngN5 (all mods are up to date) I've tried to install the SSRSS (Kerbin sized real solar system) after reading the entirety of the latest thread for the mod -- which contains very specific instructions, updates along the way, and countless confirmations that it's working properly on 1.3. However, all three times I haven't been able to get anything to work. Now I'm wondering if there's some mod out there that I've just never happened upon; that no one talks about, that's sort of an "Oh, you didn't know you needed that? EVERYONE knows that", type thing. I've posted on that thread but my question seems to stick out in a bad way and feel stupid posting there due to my ignorance of how all of this really works. Anyway, I'm in no rush and appreciate any support someone is willing to give me.
  22. Hi to all the community, I would love to help any mod author to translate their mod in to Spanish. I'm a native Spanish speaker, so don't have any doubts about the accuracy of my translation & interpretation. And if you want a mod you like to be translated, just ask the Mod Author to reply to this Topic . So far I have translated these: -Precise Maneuver: -Astrogator (Just a few minor corrections) : CLS Connected Living Spaces: JSI Advanced Transparent Pods: Science Relay:
  23. Ever wanted your stock parts to be moved to Community Tech Tree nodes, but don't know how to do it yourself? WELL LOOK NO FARTHER! CTTStockRebalance is a simple mod where stock parts are moved to CTT categories, as well as putting parts in different tiers for sensible progression. Dependencies: -Community Tech Tree by Nertea. Link here. -ModuleManager by sarbian. Link here FAQ: Q: I want *insert part here* to be moved to a new node! A: Ask me! I'll see what I can do Q: Will you support mod parts? A: Maybe. Current list of parts changed: Mk1 Lander Can (Enhanced Survivability) Mk1 Crew Cabin (Enhanced Survivability) Kelus Mobility Enhancer (Space Exploration) Mk2 Lander Can (Simple Command Pods) Mk2 Service Bay (Simple Command Pods) Thermal Control System (Medium) (Heat Management Systems) 3.25m Heat Shield (Heat Management Systems) 10m Heat Shield (Advanced Heat Management) Thermal Control System (Large) (Advanced Heat Management) Known bugs: The Kelus Mobility Enhances has the wrong name in the config. Changelog: Download on Spacedock! License: GNU General Public License v3 (This is my first major mod, so let me know what I can do better in terms of my post layout.)
  24. Hello! First forum post, could not find anything on google. I'm looking for a mod that would allow me to deploy a kerbal without a vehicle. I'm trying a new play-style in my new career where I keep my reusable spacecraft at the KSC, and use fuel trucks to refuel, and personnel transports to get the pilots to their vehicles. Does anybody know of a mod that adds this functionality? Extra points if it deploys them outside the astronaut complex! Thanks all, appreciate your help
  25. I am suffering a crash about halfway or 3/4ths of the way through start up. I had just recently installed the Andromeda Visuals - Daydream visual enhancement pack, but it seems to be having issues. I run on a moderate gaming PC, so I'm sure it can handle it. Can you guys take a look?