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Found 168 results

  1. pyKAN PyKAN is a pure python alternative client for the CKAN utility to manage modules for Kerbal Space Program. It uses the original upstream CKAN data and repos directly and does not fragment the module repositories, it merely provides an alternate client to consume this data to manage, install and update modules. All the logic is kept in libraries - so that writing a new interface is easy. Version 0.1.0 First public stable release Available on github: Source Version 0.1.0 Installation: Clone or Download the repository. Change to the directory where you downloaded Make sure you have python-requests and python-appdirs installed. The program will tell you if it cannot find these modules. ./pyKAN --help python pyKAN --help #On windows Current features: Global settings holding list of known KSP installation directories Per KSPDir settings on top of that Fetch repository data from CKAN Ability to install incompatible mods. Settings contain minKSPversion and maxKSPversion per install. By default these are set to the KSP version. User can override to, for example, allow mods that are maxed at 1.0.0 to install in 1.1.0. List available modules. Module listing comes with numerous optional filters which can be combined in arbitrary combinations. Includes text-search, module version and KSP version compatibility. The same filters will be available for selecting mods to install. Detect manually installed mods Import list of modules installed by CKAN List installed modules, indicating how they were installed. Install modules (optional override support for manual mods) with optional download-retries Uninstall modules Upgrade modules Python3 - in master branch only. Changes 0.1.2 Multiple small bugfixes New commandline syntax with cleaner format and support for multiple modules in a single command. 0.1.0 The installed modules listing is now also sorted alphabetically. Fixed a bug where calling upgrade would reinstall the same version as was there before Disabled strict mode JSON to deal with the bad json in .version files. Handling of 'file' mode install sections now work correctly. Fixed install destination for mods like firespittercore Use appdirs module to place main configuration file in a platform neutral manner 0.0.1-beta2 Python3 support Lots of small bugfixes Improved mod installer, mod upgrades and mod uninstalls List_module now sorts alphabetically 0.0.1-beta1 Initial public release Todo: PyQT GUI for graphical usage Manual install by link. User can copy a download link and have the app download and install from within. User could add/edit mod information. Optimize the O(N) and O(n*x) algorithms. Improve the argument code for the commandline version. Some of it is a bit cumbersome. Import of CKAN installed list should also import filelist. Done Consider using a Linter for your source (I'd recommend flake8) Consider using the logging module rather than a DEBUG flag Consider documenting at all levels (package, module, class, function) using a known doc style (Plain, Epytext, restructuredText, Numpy, Google, etc.) [very optional] Consider using type hints (a.k.a PEP 484) or even the typing module (see also PEP 526) if you switch to python3. Written By A.J. Venter (metalpoetza on reddit). SYZYGY - Python3 support
  2. Hi Everyone, Its my first post and I have only just got into Kerbal Space Program One omission I noticed is theres no ability to detect "life" or look for potential life on a scanner in Stock. Are there any mods that provide a module for a probe to detect life and add a ton of science? Or how about a mod that puts actual simple creatures on some planets? Maybe each time you load the game up its random where life will generate/ except on moons What do you guys think? Cant be that difficult to implement surely?
  3. OK. I'm a semi-new player, and i started with ckan because once i found the "advanced tweakables" option in settings, the game got pretty simple... on ALL difficulties. but, I'm still new and with the volume of mods... basically, I'm looking for a "must-have" list of mods that are realism based, add a bit more challenge, and DON'T add too many buttons. the 70 some mods i have are mostly parts (science mostly, but also bases and colonization-type), and seti/umbm/tac... but they seem to rely on other mods that create buttons on the toolbar that get overwhelming at this point. so,.. I NEED YOUR HAAALP! lol
  4. Hi All, What are the options for licences and which is 'Best'? Also if the Mod is based on a Film, Series or sum such (e.g. Star Trek, Star Wars, Mass Effect, Halo etc...) what are the conditions or requirements? and as most Mods are made for the love of the game is it even a consideration? As noted in other posts I'm new to Modding and would appreciate any help/pointing in the right direction
  5. I have many mods. Am I normal? If there is any mod that you think I don't really need, tell me. I've had KSP for only 2 weeks. Mods: KSP: 1.2.2 (Win64) - Unity: 5.4.0p4 - OS: Windows 7 Service Pack 1 (6.1.7601) 64bit Editor Extensions - 2.12 Ferram Aerospace Research - 0.15.7.2 000_AT_Utils - 1.4.2 Toolbar - 1.7.13 USI Tools - 0.8.18 B9 Animation Modules - 1.0.5 B9 Part Switch - 1.7.1 B9 Aerospace - 6.3.1 Firespitter - 7.5.1 RasterPropMonitor - 0.28 B9 Part Switch - 1.7.1 BDArmory - 0.2.1 Bluedog Design Bureau - 1.1 CactEye Telescopes - 1.2.2.11 Community Resource Pack - 0.6.4 CustomBarnKit - 1.1.11 DangerAlerts - 1.3.2 DistantObjectEnhancement - 1.8.1 DMagic Orbital Science - 1.3.0.8 DockingCameraKURS - 1.2.1.1 EditorExtensionsRedux - 3.3.12 EVAEnhancementsContinued - 0.1.9 EVAFuelContinued - 1.4.3.2 Firespitter - 7.5.1 FMRS (Flight Manager For Reusable Stages) - 1.2.4 HullcamVDSContinued - 0.1.6 Infernal Robots - 2.0.6 JanitorsCloset - 0.2.19 RasterPropMonitor - 0.28 Kerbal Attachment System - 0.6.2 Kerbal Engineer Redux - 1.1.2.8 KerbalKonstructs - 0.9.9.6 HyperEdit - 1.5.3 KerbalKonstructs - 1.2 Kerbal Inventory System - 1.4.4 KSP-AVC Plugin - 1.1.6.2 KSPWheel - 0.9.3.12 Community Resource Pack - 0.6.1 Interstellar Fuel Switch - 2.3 Community Resource Pack - 0.6.1 Interstellar Fuel Switch - 2.3 ModularFlightIntegrator - 1.1.6 Docking Port Alignment Indicator - 6.5.2 NearFutureConstruction - 0.7.6 NearFutureElectrical - 0.8.7 NearFuturePropulsion - 0.8.7 NearFutureSolar - 0.7.2 NearFutureSpacecraft - 0.6.3 Outer Planets Mod - 2.0 OPT Legacy Spaceplane Parts - 1.0.5 PhysicsRangeExtender - 1.2 Procedural Wings - 0.12 Procedural Parts - 1.2.8 QuantumStrutsContinued - 1.7.0.1 BD Animation Modules - 0.6.4.2 Firespitter - 7.4.1 QuizTechAeroPackContinued - 1.3.9 RealChute - 1.4.1.2 Recovery Controller - 0.0.1 RKE Joystick - 0.11 SCANsat - 1.1.6.11 ShipManifest - 5.1.3.3 TextureReplacer - 2.4.13 ThrottleControlledAvionics - 3.4.1 TooManyOrbits - 1.1 Trajectories - 1.6.6 Kerbal Alarm Clock - 3.8.4 Transfer Window Planner - 1.6 TweakScale - 2.3.4 Sounding Rockets - 0.5.9 EVAParachutesAndEjectionSeats - 0.1.13 VesselMover - 1.5.1.2 VesselViewerContinued - 0.8.4 WernersCheckerContinued - 0.5.5
  6. Hello there! I'm new to the forums, so why not introduce myself with a craft. This is an interplanetary spacecraft built with every Near-Future Technologies mod, built almost entirely in orbit. It's built from 5 docked parts: command pod with a JX2 antenna and an octagonal truss "bicoupler", 2x2 octagonal trusses with xenon fuel tanks and radiators and 2x2 xenon fuel tanks with solar panels, 2 fusion reactors and 2 VASIMR engines. Total Delta-V (according to Kerbal Engineer) is 26,359m/s on high-efficiency mode. It's all nicely strutted up using KIS. Alright, here are the screenshots: If someone wants .craft files for some reason, DM me
  7. I trying to use realism overhaul and rp-0 and make a mod pack that works. I been trying to make one but I keep getting where u can't select parts in vab or sphere I need help
  8. Hi, Do you wanted to remake Interstellar but are you running KSP 1.2? Then this is the mod for you! This is interstellar continued for KSP 1.2! This inclueds: The Ranger The lander The endurance and the fast crew transport Ranger i say Thanks for the original builder BenJee10 to build this mod. and one more thing: can somebody help me to make a black hole + a another solar system? Thanks, enjoy! Spacedock: https://spacedock.info/mod/1369/Kinterstellar 1.2
  9. So, I finally came back to playing KSP, gradually and carefully built my mod list... only to realize that the game is unplayable with my mod setup (nothing excessive, mind you - all fits under 2Gb). I have not "the latest and greatest" but still a pretty decent CPU, GTX780, 16G ram. EDIT: Removed "observations from prior versions" comment because I did proper testing with 1.1.3 and found that it was just false memory on my part - tendencies are the same in terms of slowness (except that 1.1.3 is ~25-30% slower overall). Now in 1.2.2 (identical behavior in 1.2.9, at least for those mods that work with it) I see huge performance hits. Example: a 300-part airplane on the runway: 1. Full stock: 50fps, down to 35 over ocean (btw, why such a drastic drop in fps, when there is little to render and nothing has changed in physics/parts?) 2. Scatterer: 48-35 fps 3. Scatterer + Kopernicus + SVT: 41-29 fps 4a. SVE + SVT (+EVE, Kopernicus, Scatterer)): 21-12 fps 4b. Same mods, but flying Aeris 3a: 60-44 fps (!!!) 5. KJR only: 31-12 fps (!!) So, these are heavy visual mods and one physics mod, so one would expect a performance hit (even though it was not nearly as noticeable in 1.1.3). BTW, at no point do I get 100% CPU core usage - at most it goes up to ~75%, with a couple more cores at ~25-30%. Graphics is definitely not the bottleneck either (see 1 and 4a/b above). So, what if we install a few essential and light-weight mods that should, in theory, have minimal impact on in-flight performance? 6a. MM, Toolbar, Better burn time, Better time warp, KAC, CCK, CRP, CTT, AGX, EasyVesselSwitch, EditorExtensions, KAS, KIS, MechJeb2, Docking alignment, Vanguard Parachutes, no KJR, same 300-parts airplane: 31-25fps (just a reminder - 50-35fps in pure stock). 6b. Same mods, but flying Aeris 3A: 60 fps (limit!!!). At some point I tended to blame the total memory footprint as being the culprit, but it does not seem to be the case - although total RAM consumption and part count (existing in game, not on vessel on in the scene) does have some effect, it is nothing compared to number of mod DLLs installed. Conclusion: what (tf) is going on here? Why mods that should not work on per-part basis (visual enhancements, utility non-physics mods) slow the game down proportionally to the size of the craft? And even if, for some bizarre reason, they are called on each part, why the execution is so slow for what is essentially just a few lines of code (from my long-past days of hands-on programming, this feels like every call to third-party procedures is wrapped in several layers or extreme debug exception handling - btw, no exceptions reported in the log)? Do you experience something similar, or perhaps you have 200 mods and more than 5GB in GameData folder and yet everything runs just as smoothly as in stock? Either way, please report your experiences here (keep it civil, avoid excessive quoting, and include your rig configuration and specific test results if available).
  10. I have like 61 addons enabled. Kerbal Space Program is taking 5GB just loading into the settings tab which has not loaded yet and has been that way for around 7 minutes by the time i'm posting this. Do you have have any suggestions for this to work, i understand the best method is just to remove some and i can but other alternatives would be nice. To clarify i did launch the 64 bit version in steam. Thanks.
  11. Hello, I'm planning on downloading this craft from Kerbalx:https://kerbalx.com/callsignblaze/BAE-hawk/ and I was looking through the modlist and found ''MIAD'' I dont know what this mod is,and when i did a quick search nothing came up... any clarifications would be appreciated,along with a download link for it! cheers, Dmav522
  12. Hey guys, I'm pretty new the forums as well as KSP. I have about 13 mods installed and have an aching suspicion that one of them is either out of date, or installed incorrectly: massive memory leak, when I go above the first layer of atmosphere, shadows and lighting get really buggy. What would be a suggestion from an experienced modder? Any advise would be appreciated. P.S. My apologies if this is not the correct place to post a topic such as this, as I said, I'm pretty new around here ...
  13. Hey guys, I started modding this game with very little understanding of how everything works. I've corrupted several GBs of data that I literally can't delete. I'm wanting to uninstall everything and start over. But at this point, I'm wondering if I should just reformat... Corrupted data is never good. Any advice from someone in the know would be greatly appreciated.
  14. Hello, Just as the title says, I'm about to either reformat my HD or uninstall everything completely; however, I don't have a sure fire method of obtaining the latest versions of mods in general. There seems to be a lot of dead links and dated files out there, so if someone could shine a light in the right direction for me that would be great.
  15. I don't know if this is the right place for this, so if it's not, feel free to relocate it. The Models and mods we create at Skunk Works, will be released through the spacedock site from time to time. Most of the sci-fi models are ridiculously powered to reflect the shows they come from. They do not adhere to physics. I use the basic required add ons such as firespitter, mechjeb and so on. Some of the meshes are scratch, some modified with owners permissions. If you see a model I show an image of, be patient, it will be available soon. Currently working on the AC130, P3, E2C, for release, the shado skydiver is on back order, a multitude of modern jets are also on back order. With the collapse of the other download site, kerbalstuff, most were lost to the Kraken. Hopefully i can get our team of engineers to expedite the refabrication of them. Thanks and keep on flying. Skunk Works command.
  16. I have been having some problems with my mods. I would appear that one of the mods I have has broken the parachutes (the parachutes are empty objects, when I put them on my ship I get the warning that I don't have any parachutes, they don't show up in staging, so on, they just don't exist from a function standpoint), some other things, and all of BDArmory. I could go through taking out each one and trying it but my computer is a bit slow and it would take hours. I'm hoping I can get a quicker response on the forums. I'm going to list everything in my GameData folder, so if you know of any clashes, please tell me. BDArmory CommunityCategoryKit CommunityResourcePack FerramAeroSpaceResearch Firespitter JSI KAS KAX KerbalEngineer KIS Klockheed_Martian_Gimbal KWRocketry MagicSmokeIndustries MechJeb2 PlanetaryBaseInc ProbeControlRoom QuizTechAero SmokeScreen Squad (of course) ThunderAerospace Trajectories TriggerTech and a few versions of module manager I feel stupid to ask about this since I have been playing for 4 years, but I don't have time to go through them myself anymore. Thanks in advance!
  17. What they fear...will come to pass... Oh, if you see a new chapter in the topic, and it's not uploaded yet, check back in a few minutes. I may be working on it. Updates Every Monday! ~~Table of Contents~~ Chapter 1: Mission to Arctica Chapter 2: Mactop To the Rescue! Chapter 3: What Is It? Chapter 4: Meanwhile at Duna... Chapter 5: The Rescue at Duna, Part 1 Chapter 6: The Rescue at Duna, Part 2 Chapter 7: In The Shadow of Duna Chapter 8: Cat Out of the Bag Chapter 9: Seclusion CHAPTER 10: Accedens Ignis Chapter 11: Kerb Zero Chapter 12: Adventures in Babysitting Chapter 13: Missing Chapter 14: Firebird Chapter 15: Never Corner a Big Cat Chapter 16: Close Encounters Chapter 17: Jeb's Revenge Chapter 18: Onward and Upward Chapter 19: Riding the Phoenix Chapter 20: Top Gun Chapter 20.5: Elsewhere... Chapter 21: Alone Chapter 22: The Aftermath Chapter 23: A Major Setback Chapter 24: Kerbal Down Chapter 25: For Jeb! Chapter 26: Hackin' It Chapter 27: Superunit 0003 Chapter 28: The Launch of KSS Haydi Chapter 28.5: Before the Beginning Chapter 29: Return to Flight Chapter 30: Elysium Chapter 32: The Flight to Ike Chapter 34: The Battle for Ike Chapter 35: Wernher's Decision Chapter 36: Chasing Evil Chapter 38: KSS Wernher Chapter 40: The Launch of KSS Wernher Chapter 42: The Final Push, Part One Chapter 43: The Final Push, Part Two Notes: Also used - Surface Mounted Lights 1.2.2, Other_Worlds (for the endgame) Welcome to my humble story! This was created in Sandbox mode useing most of the mods listed above. I started this in Notepad with the intention to post it when I was finished, and it's actually easier for me because I can go at my own pace with the story while STILL hopefully giving you all a thrilling storyline! Enjoy!
  18. Hola, kerbonautas. He instalado unos cuantos mods de Umbra Space Industries, y parecen chulos, pero es bastante complicado utilizarlos. Ya he tenido varias misiones fracasadas por culpa de no saber bien cómo funciona el MKS (Kolonization) por ejemplo. El USI Life Support no parece muy complicado a priori, pero al combinar todos los mods me hago un lío. Estoy leyendo documentación sobre los mods en inglés, pero hay tanta información que a veces se me pasa algo por alto. De todas formas seguiré intentándolo hasta que sea capaz de poner una base autosuficiente en Duna, como mínimo. De momento intentaré construirla en Minmus, que debido a su baja gravedad, es más fácil trabajar allí. Si hay alguien que esté utilizando estos mods y le apetezca compartir su experiencia y consejos, estaré muy agradecido; y si alguien se apunta al carro y empieza una carrera para lograr colonizar otros planetas, bienvenido. Espero que podamos compartir conocimientos e ideas en este hilo. De momento, voy a escanear Minmus en busca de recursos (ore, agua, minerales, uranio...) Mi fallo creo que ha sido intentar construir la base entera de golpe, así que ahora intentaré ir poco a poco añadiendo los módulos necesarios; primero los más urgentes y después los más complejos.
  19. First time posting on the forums, so please let me know if I've something wrong. I am working on a concept for a mod, and I wanted to know if it's possible for IVAs to extend outside of the model of a part. One of the main parts of my mod is a habitat based on a real life Mars colony concept, and the real life building is inset into the ground. I know parts themselves can't go under the surface, or they'll explode, but is it possible to have a short habitat sitting one the surface with an IVA that extends below the bottom of the part to simulate the habitat being partially buried? Would this show up? Would it show up through the ground? Thank you for any assistance that you can provide!
  20. Have anyone know mods that Achroma uses ?
  21. I'm making a mod that will introduce a completely new way to make wheels work. I already have the models and the basic systems working. The mod will add a new resource, torque, that engines make in exchange of fuel. Wheels use torque instead of electric charge. The thing is that it seems KSP, when the wheels are checking for torque, checks the left wheels first and therefore gives more power to them. This makes the car turn slightly to the right. The easy fix is that every player adjusts the traction limiter of the wheels perfectly, which is pretty time consuming and confusing. My idea, in which I need help with, is making it so that the wheels somehow check for the amount (persentage) of torque in the engine and adjust how much they take. This sounds pretty simple but I have ZERO background in coding and these CFG files in general. As of right now, this is how the wheel takes torque, just for clarification: RESOURCE { name = Torque rate = 1000 } And this is the resource conversion part of the engine: INPUT_RESOURCE { ResourceName = LiquidFuel Ratio = 0.035 FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = Torque Ratio = 200 DumpExcess = false } } RESOURCE { name = Torque amount = 20 maxAmount = 20 } Any ideas, help, or feedback are seriously appreciated
  22. Dear Kerbals, I have been searching for a mod to change the color of parts (stock/vanilla); For example when wanting to make a SR-71. Can you help me find this mod? If that is not the case I would like to request it now, but that's not all! I am a first year programmer or 'software developer' (c#). I would like to team up with people to make this mod, else { just chatting about programming also is cool. } Greetings
  23. Hey there, KSP community! I posted a couple years ago a thread regarding my desire to create probe parts, as I felt probes in KSP were desperately lacking the love they deserve. Unfortunately, despite the kind words and encouraging comments, the process quickly overwhelmed me, as I was unsure how to process with the mod-creation process, and my texture work leaves alot to be desired. Well, that was two years ago, and now I ask all of you a seemingly simple question: which areas of the game do you believe need improving upon; what niche or niches need to be filled to make the game more of what it can be? Of course, Squad provides us with the results of their hard work and we appreciate what they give us, but there are many of us that are left wanting more. Perhaps we feel that the game should be more realistic, and thus we want more mods like FAR, DRE, RemoteTech, and Kerbalism. Or maybe we feel that our dreams cannot be fulfilled by the limited collection of parts, so we yearn for more parts. Whatever the reason, there are many who are left wanting more. And that is where this thread comes in. So, please, don't hold back, and tell me what you all would love to see. My main area is in 3D Modeling, with a little basic programming under my belt. What I don't know, I am willing to learn, so even if it seems complex, I will try my darndest at making it happen. Thank you for your time, and I can't wait to see what my fellow members of the KSP community have to say regarding this subject!
  24. When I attach weapons and weapon managers, they don't work, at all. But it is up to date, according to AVC, so whats causing the problem?
  25. Hey all, Recently, I decided to make a jeep to use with my BDArmory save. I ran into an issue: kerbal helmets were just a little too big for the roof. The heads aren't. Instead of editing the jeep, I want to take the lazy out: remove the helmets. I've seen a lot of people use a mod that removes helmets from kerbals on Kerbin, so I would like to know where to find it. Thanks!