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Found 125 results

  1. Attribution-NonCommercial-NoDerivatives 4.0 International - If you like what I do and would like to donate it would be appreciated File structure has changed, delete old version if updating from 1.2.1 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 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) RO configs by @DrLicor In progress for new update Shuttle Payload Technologies by @MrMeeb 6 seat Mid-deck IVA by @Daelkyr CxAerospace by @cxg2827 Persistent Rotation by @MarkusA380 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 Original art assets and cfgs may be modified and redistributed by @MrMeeb and @DrLicor Parts derived from stock assets are free to be used in any way: CAdelta, CAstrake, CArudder, CA_Elevon1, CA_Elevon2 ----------------
  2. Airplane Plus Powerful stockalike parts for aircraft enthusiasts. Feedbacks would be helpful. And if you have time, please take the Poll: Click here to vote on what part do you want to be added Download at: Spacedock · Curseforge Optional: User Patches: Tweakscale Compatibility RPM Compatibility AJE Compatibility F-16 Cockpit RPM Remotetech Config Sound Issue Workaround is under "Issues" Below If you want assist in hovering, I recommend this mod I'm using -- Album disappeared because of forum issues, here's the link - -- Landing Demonstration (with the f Extra: Video of the Rotary Engine and Demo of Helicopter Latest Changelog: Installation: Copy the GameData folder into your root folder. -Included in the pack are AirplanePlus and Firespitter folders. It also packs ModuleManager* *I do not own these mods, I merely packed them in for Airplane Plus to be functional and avoid linking downloads for dependencies. Big thanks to their Authors. Known Issues: Possible NREs with Rotorwings (FS) No CoT in SPH if Rotorwings are used (FS) Sound: Sounds only play in the right channel. Sounds never soften even if you're far from the engine. These are firespitter issues and I can't do anything about it. Workaround: License: *I only take credit on my parts. Firespitter and Modulemanager which are included in the pack are made by different authors with their own licenses. Most performance configs powered by @Tanner Rawlings Shout out and big thanks to @acc for doing a test run back then. @kiwinanday helped a lot on producing important info in reconfiguring performance, thanks a lot!
  3. Trailer cinematic by @MrMeeb Thanks to @FullAuto556 for making this awesome movie using BDB! (Thanks to @Drakenex for the screenshot gallery and the historical descriptions!) Changelog: What is this mod? Variety is the spice of life. BDB doesn't necessarily add new gameplay hooks, new systems to the game, new features. What it does add, are parts. Lots of parts. The mod adds a tremendous number of parts, including launchers, spacecraft parts, and probe parts, all in a stockalike style. The focus lies primarily on the US space program up through the Apollo program, but there are several unrelated parts. The parts are not perfect replicas, but rather take inspiration directly from existing designs. Care has been taken to research and include parts for projects that were proposed but never happened, to increase the possibilities available to the player. Parts are made in a lego frame of mind, and I greatly encourage you to mix and match parts to see what cool things you come up with. The mod is not recommended for new players, as the mod adds a good deal of clutter to the VAB lists. The mod also adds new standard sizes (such a 0.9375m, 1.5m and 1.875m diameter) of parts in order to more accurately scale to KSP. Extreme care has been taken to leave the mod with as small a footprint as possible while keeping the graphical fidelity to acceptable levels. The textures are not HD, however they are intended to look as good if not better than stock textures. For example, the entire Titan rocket series (39 parts total) is made using 1x 1024 texture sheet and 5x 512 texture sheets (1 per fuel tank series, 1 for SRBs and 1 for Transtage). Compared to stock, which generally uses a 1024 texture for a single part, the savings are enormous. For those familiar with KSP mods, BDB can be considered a stockalike equivalent of FASA, and a US counterpart to Tantares' soviet rockets. Well, what do I get? Currently, the mod includes 300 parts you can use to make: Mercury (Courtesy of Bloeting Aerospace Corp) Gemini (Courtesy of Trails Manufacturing Co.) Apollo Block II, III, III+, and V CSM Vanguard rocket with Able and Ablestar upper stages Scout rocket Redstone rocket Juno II, IV rockets Diamant rocket (All variants) Thor-Delta rocket (Almost all variants can be made) Delta 2 rocket (Including upper stage, GEM SRBs) Atlas rocket (Can make pretty much everything up to Atlas 2AS) Agena upper stage (All variants) Vega (old Kerolox upper stage for Atlas) Centaur D, G, G', T upper stages Atlas V rocket (Pretty much just the CCB for now) Titan 1, 2, 3, 4 rockets, with SRMs and Transtage (No IUS yet!) Saturn (Can make C1, 1B, V, and 1C right now, along with some extra parts for more options) New probe cores New antennas and dishes New science experiments I would like to see X, Y, and Z in game! Awesome! I love having people interested in the mod's development. First, check the roadmap to make sure I haven't already planned on making it. If it's on there, it will get done - eventually. Some day. Hopefully. If not, feel free to ask on the thread. Preferably with pictures, or something. Fair warning - I don't have much of an interest in modern rockets, so don't expect to see things like a Falcon 9 or some such in this mod. I also don't plan on covering anything Soviet - Tantares already does a fine job of representing those in a stockalike style. Right now I'm also sort of swamped, with content planned for upwards of the next year! However, if you have something relevant to what I'm currently working on (ie you can't have X rocket without Y part for it) please speak up - I like to be complete! There's something wrong with the CKAN configs for BDB! Myself and the other authors do not maintain the CKAN configs for this mod. @linuxgurugamer has graciously volunteered (I think) to look into any issues pertaining to this mod on CKAN. Compatibility: Credits: Licensing: Like what I do? Want to directly support development? Consider donating via Patreon or Paypal! Set up recurring donations through Patreon ...Or make a one time donation via PayPal #RealThrustHasCurves
  4. Thank you for checking out my Dev Thread. I will be releasing updates of my progress into modding for KSP. I am familiar with 3D modeling and texturing (Although I am very rusty), but not so with Unity so I appreciate any and all help. I am currently finishing up my first model to learn KSP. Here is the current mission plan: This is the main part of the mod. This is a stock-alike (ish) probe expansion pack inspired by real missions from the mid-1960s to now. I will start with basic probe cores, and utility parts and the move on to animated science parts and solar panels. Expect parts inspired by (but no realistic replicas of) Voyager, Galileo, Pioneer 10, Venera, Hubble, Kepler, New Horizons, Juno, And more! WIP Part list: IMGUR ALBUM Beta v0.15 Download: To prevent issues, please remove any previous versions of the mod before updating (Old version 0.14.2 only. New one coming soon) Also available soon (probably) on: Requires: Dmagic Orbital Science(For some science experiments to work), DMagic ScienceAnimate (included) Mod configs included: Remote Tech by @rakol Tweakscale by @Jso SCANsat by @akron Phase 3 - Rovers and Landers Pack: Phase 3 is Very well down the line since these parts will be more complex (Animated wheels and legs). This will add stock-alike parts inspired by Lunokhod, Viking, Beagle, Rosetta/Philae, And the many mars rovers Here is the WIP Parts list: Sample Crafts v0.2: (Two Barquetta Communication Satellites, Barquetta-Odyssey, Deep Space 1, Landvermesser, Mariner, Quetzal, Tatsujin, Tatsujin-Express, Torekka, Vorona, Vorona-SAR) Nerva HT Engine 1.0 Released! Link to release thread or download below: Spacedock Dropbox Real Plume config by @VenomousRequiem. Module Manager required for RealPlume configs. License: CC-BY-NC-SA 4.0 Please let me know if you release anything based on my work. I'd love to check it out!
  5. Shadow Space Technologies Unlimited - Labs Division This is the public discussion thread for ongoing development of SSTU parts and plugin code. Downloads: The latest test versions may be found at: And are also available on Github: (Github will always be more up-to-date than curse, as they are auto-published there; I have to manually update Curse; so please check the GitHub link if you are looking for the latest versions) Please keep in mind that these are all testing releases. Things may break between releases. There will be bugs. Many things are unfinished and/or unoptimized. The test versions are for ironing out bugs in new features and for testing out prototype parts before they are finished; as such they will always have bugs, often severe, and there will often be unfinished parts (no textures, missing features, etc). Please only use these versions if you wish to contribute to testing and are comfortable with the state of the releases. Additional Parts / configs (by @JoseEduardo) Wiki (WIP): Contribution: IVA Modeling: SSTU could greatly use someone with interest and experience in modeling IVAs. If you think you are that person, please contact Shadowmage through PM to work out the details. Testing: If you would like to contribute to pre-release testing (and get to try things out in their pre-release state), please follow the link above; the most recent test version will be at the top. Please submit issue reports for any problems you encounter via the GitHub issues tracker: (If you do not report the issue there, it will not be resolved; issues posted in the thread or through PMs will be forgotten about and likely never fixed; so please, do the organized thing and use the bug-tracker). Configs/Patches: I welcome pull requests and contributions for adding patches for mod compatibility, adding new part configs, or fixing issues in existing part configs. Documentation: One very major part of the mod that could greatly benefit from public contributions is the Wiki: While this is the 'dev version' wiki, I will be using it to form the basis of the public release wiki; so any/all information and details that can be filled in now will be transferred over to the public release repository and wiki when it is created. Feedback, suggestions, comments, etc: Please feel free to post feedback, suggestions, questions, etc regarding development releases and/or any posted previews. Even if you are not on the testing team, I still value your feedback and suggestions. Please use the issue tracker for any 'official' feature requests; it may be found at: Bug Reports: Please submit issue reports for any problems you encounter via the GitHub issues tracker: No other method for submitting bugs will be supported; posts on the forum or through PM will be forgotten about before I can ever get to them. Opening up a ticket ensures that your report does not get lost in the forum or forgotten about. No ticket = no fix. Enough with the disclaimers, and onto the parts! The Parts: The goal of SSTU is to provide low-part count, CPU-efficient parts for common uses. To this end many of the parts are designed with additional integrated functionality beyond the base functions, for instance integrating RCS ports and engine(s) into a fully fledged service module. I have tried to maintain a stock-compatible appearance, though as I am not an artist or modeler (at least not by training/profession), how well this has worked out is subject to opinion. Master list of parts; current, planned, the whole lot: Ship Core: Engines A set of engines in many varieties, including pre-built engine clusters. Many more engines, mounting options, and cluster designs will be added over time. Ship Core: Series A A set of parts modeled after the Soyuz CSM stack. Includes Orbital Module, Descent Module, Service Module, and LAS. Ship Core: Series B A set of parts modeled after the Apollo CSM stack. Includes two command modules (one with integrated heatshield and parachutes), launch abort system, and Apollo-inspired service module. Ship Core: Series C A series of parts heavily inspired by and based on current NASA - SLS project. Includes representations of SLS upper stack initial configuration, and lifter parts designed in the vein of the lower/core portions. The upper stack is designed to allow for a low-part-count manned orbiter setup, while the lower-stack parts are intended for super-heavy-lift capabilities. Command module and upper-stack are 3.75m, while the lower-stack lifter parts are 5m. Ship Core: General A line of generic / utility parts. Fairings, RCS, Science experiments, and procedural decouplers of various types. Includes a full line of configurable/dynamic fuel tank parts in standard cylinder, sphere, R-7 booster (integrated decoupler), and upper-stage (integrated rcs) form factors. Includes a full set of truss based cargo bay modules. Also includes a full line of interstage fairings and petal adapters, and standard payload fairings. (Many parts not shown in album) Lander Core A series of parts specially crafted to enable low-part-count non-atmospheric lander designs for use in the stock Kerbol system. Station Core A line parts for low-part-count station use. Includes inflatable Bigelow-inspired inflatable modules, inflatable centrifuge modules, ISS inspired habitat and lab modules, and a line of TKS/DOS inspired single-part station cores (integrated solar, engines, rcs, docking ports, sas). Also includes a full line of stand-alone solar panels and a 'welding' docking port. (Album not yet available) Craft Files None currently available, will possibly start becoming available when the mod has reached a stable state (not for the foreseeable future). Additional Addon Compatibility and Integration RealPlume -- Optional but highly recommended. SSTU includes a set of patches for RealPlume for all engines as well as most other engine-enabled parts. More will be added over time. Stock effects are also included, but options and configuration for those are much more limited. If you want pretty-looking exhaust effects, get RealPlume. MechJeb -- If MechJeb2 is installed, Command Pods (and some service modules) include a built-in MJ module. The tech-unlocks for these are based on the default MJ tech-settings. Kerbal Joint Reinforcement -- As of KSP 1.2+, KRJ is no longer necessary, as the stock Auto-Struts can eliminate most of the wobbles. Might still have utility on extremely large craft designs, but should no longer be nearly-mandatory. USI-LS -- Patches for most parts are included, and will be enabled when the requisite mods are installed. These patches add a few days worth of life-support to each of the pods and some of the service modules. TAC-LS -- Some patches are included. ConnectedLivingSpace - A simple CLS patch is included to add CLS passability to all SSTU crewed parts. FAR - Unknown. RO/RSS - Unknown. KR&D - Known to be incompatible. Some config edits can be made to allow them to work in the same install, but KR&D cannot adjust stats on most SSTU parts. Introductory video by MrMeeb Known Issues IVAs - Many are incomplete. WIP. They'll be finished 'eventually'. Textures - Many unfinished textures. Please see the Github issues tracker for a complete list of known issues: Future Timeline / Future Plans Please see the Github Milestones and Issues Tracker to see future/current development plans. Milestones (long-term plans): Issues Tracker (current in-dev stuff): Legal: Source: All source code and compiled plugin binaries for this addon are distributed under the GNU General Public License (GPL) 3.0, except where noted below, where that code is distributed under its own license. The text of this license may be found at: EXCEPTIONS: None at this time Source code for plugins is included in all releases packs (source may also be found for the most current version at: Models/Art/Configs All Assets and Artwork in this addon are licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License, except those areas noted below, which are distributed under their own licenses. The text of this license may be found at EXCEPTIONS: None at this time ModuleManager Module Manager is distributed under its own license (CC-SA). Source code and licensing details may be found at: Community Resource Pack Community Resource Pack is distributed under its own license (CC-BY-NC-SA). Source code and licensing details may be found at: Mini-AVC 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 KSPWheel KSPWheel is a dependency for the SC-E (shuttle) landing gear, and is distributed under its own license (GPL 3.0+ It may be found at: The Team: Development: Shadowmage - Modeling, animation, texturing, plugin code, concept development, and most configs (balance). And a special thanks go out to all others who are making this add-on possible: JoseEduardo - Co-Conspirator, Testing and feedback, RO and RF Integration, Craft files, additional texture sets blowfish - Testing, feedback, and concept development MrMeeb - Intro video, testing and feedback. StratoChief - RO and RF Integration VenomousRequiem - Concept development and feedback. MeCripp - Testing and feedback _Augustus_ - Testing and feedback drtedastro - Testing and feedback riocrokite - Testing and feedback, concept development for part reduction falken - Testing and feedback martinezfg11 - LC-POD IVAs Jimbodiah - Craft repository and testing -if I missed you on this list, sorry! (feel free to send me a PM if you think you deserve a mention in the credits) Donations: I work on this mod during my spare time, and use vast amounts of caffeine in the process. If you would like to help contribute to my coffee fund, please see the link below. This is purely optional, but can help keep me motivated and energized ( = more work getting done!).
  6. KerbalFoundries - Continued Re-inventing the wheel. Literally. This is the main release and development thread for the continuation of KerbalFoundries, originally created by Lo-Fi and Gaalidas, continued under new development with explicit permissions from the original authors and under the terms of the original licensing. This mod adds a variety of new parts to KSP that include wheels, tracks, and anti-gravity repulsors. For a list of features available to the wheels and tracks in this mod, please see the KSPWheels documentation ( ). Currently included are four wheel models, eight track models, three repulsor models, a single skid/ski, a single screw-drive, and three adjustable aircraft landing gear. Tweakscale is not needed or supported for the wheel or track parts (though you should be able to have it installed without problem, the wheels will not use TS for scaling). Scaling of the parts is accomplished through the KSPWheel plugin's native scaling support, and includes configurable scale powers for all scaled variables (rpm, load handling, motor power output) (in the in-game difficulty menu). Many options are available and configurable through the stock in-game difficulty options menu. Look for KSPWheel and all of the options will be under that tab, including scaling powers and damage model adjustments. Downloads: Releases available on Github ( ) Issues / bug-reporting: Report all issues through GitHub ( ). Include log files, a description of the problem, and screenshots if they will help explain the problem(s). Mod Dependencies: KSPWheel (included) ModuleManager (included) Documentation: Please see the KSPWheel wiki for information regarding the features, functions, and configuration of the PartModules ( ). Images, screenshots, examples: Change log: * Full logs -- Known Issues: * Balance on parts is a bit arbitrary - can be changed based on feedback (especially the scaled balance) * Scaling support is WIP - scaling powers are not finalized (motor, mass, speed, load, etc) * Any other issues that exist with KSPWheel (see the KSPWheel repository/issues list) Future Plans: * More cleanup on configs and lots of balance work. * Add a selection of helicopter style rotors. (custom KF plugin support, modeling, configs) * Add a selection of airplane style propellers (custom KF plugin support, modeling, configs) * Add a selection of VTOL / airship / hovercraft style ducted fans. (custom KF plugin support, modeling, configs) * Add alternate and optional 'ICE' engine handling -- uses lfo/ox/intake air, with torque curves and gearing more suitable to an ICE engine. (KSPWheels) Legal and Licensing: KerbalFoundries - Continued models and art assets from the original Kerbal Foundries are licensed, released, and distributed under CC-BY-NC-SA licensing as per the original license of KerbalFoundries. Adjustable Landing Gear models and textures - originally by BahamutoD, modified and distributed under CC-BY-SA licensing as per the original license of Adjustable Landing Gear. This mod uses the KSPWheel API for wheel-collider physics and PartModules, and redistributes it under the terms of its own license (GPL 3.0+). Source code and license details may be found at: ( ). This mod includes and redistributes ModuleManager under the terms of its own license. Development Team: @Shadowmage - KSPWheels coding, KF configs, model (re)rigging for legacy KF and ALG parts. @TiktaalikDreaming - Models and textures for new parts. Credits and Acknowledgements: @lo-fi - for the creation and development of the KerbalFoundries mod and branding, for helping figure out some of the physics used in KSPWheel, and for his continued support. @Gaalidas - for his contribution to the development of the original KerbalFoundries and adaptation of the DustFX code and dust-camera setup. @LitaAlto - for the spiffy new high-res KF logos @BahamutoD - for the Adjustable Landing Gear assets and concept. @damerell - for sanity checking on physics and math in KSPWheels development. @blowfish - for helping figure out implementation details and tracking down bugs in the code. - Many others on the KSPWheel thread who helped figure out some of the physics and implementation details for wheel features. Donations: I work on modding during my highly-contended for spare time. If you would like to help contribute to my motivational caffeine fund, please see the button below. This is purely optional (and highly appreciated), but can help keep me motivated and energized ( = more work getting done!).
  7. Proton-M / Breeze-M A realistic and highly detailed parts pack for Kerbal Space Program. See more images of the Proton M with Breeze-M Proton Medium, Proton Light and 5 Meter Fairings for Proton M+ (included) See more images of the Proton Medium, Light and 5 Meter Fairings Proton launch pad (included) See more images of the Proton Launch Pad Features Proton-M booster Proton Medium Variant (new) Proton Light Variant (new) 5 Meter Fairings for Proton M+ Variant Breeze-M upper stage Proton launch pad Procedural and and fixed size fairings in different sizes and style Payload adapters for various TKS and DOS payloads Supported Mods Realplume Firespitter Core Realfuels stockalike Realism Overhaul OldscoolFairings Filter Extension Tantares (as Payloads) Fairing Logo Template Download the Template as a .psd file. Qestions and Answers Changes License Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0)
  8. 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. You need ModuleManager (min version 2.7.5) 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 Propulsion: Modular Fueltanks, Realfuels, Stockalike Realfuel @ibanix, @DStaal and @tsaven are working on a patch to support UKS. There is not ETA though. Support for OSE Workshop Please remove the folder of older versions of this Mod before installing! Additional Downloads: Sample Craft, Templates to tinker with, Deprecated parts TAC-LS Spreadsheet 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! Kerbal Planetary Base Systems is licenced under: 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:
  9. 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!
  10. SEP v2.1.4 This is a continuation of the mod originally created by @AlbertKermin, and now co-authored by him, myself, and @DMagic. I'm merely starting a new thread so that I (as a more active user) can maintain the thread as needed. SEP now runs on a custom science plugin, allowing much more complex science over time. (See the next post for more images!) Changelog: Mod Support: This mod has custom science definitions for CaptRobau's wonderful Outer Planets Mod. This mod has custom science definitions for KillAshley's New Horizons Pack. @Nils277 has made a Central Station wedge for use with his Kerbal Planetary Base Systems mod. Run a SEP off your ground base! RemoteTech compatible (requires Module Manager) AntennaRange compatible (requires Module Manager) Dependencies: KospY + IgorZ's wonderful Kerbal Inventory System/Kerbal Attachment System. Credits: AlbertKermin, for creating the original MSEP mod, helping create the original SEP mod, and contributing sciencedefs for the current iteration. CobaltWolf, for creating the new models and parts used in the mod. DMagic for creating the new plugin on which the science system runs. KospY, for the Kerbal Attachment System mod without which my mod could not exist. Vaga, who created the RemoteTech compatibility patch. Kerbas_ad_astra, who created the AntennaRange patch. Beale, whose solar panel texture we used (with permission). Enceos, for his amazing help with converting the original mod to use KIS. JefferyCor, for advice on repairing one of this mod's more troublesome bugs. Dunrana for helping write the Science definitions, testing, and generally getting me back to work on the mod. Shameless plug: Need a lander to carry your SEP down to the surface? Like a fine wine, SEP pairs excellently with Bluedog Design Bureau - which includes a stockalike version of the LEM lander! License: This work is presented under a Simplified BSD license. Art assets used in Surface Experiment Pack were made by Matthew (CobaltWolf) Mlodzienski and are licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. All credit for the wonderful new textures/models/artwork goes to CobaltWolf, who retains the copyright to his work. All source files for the mod, including uncompiled textures and models, are available upon request. We back boys!
  11. Explodium Breathing Engines "Jet" engines that (actually!) use Eve's atmosphere and Oxidizer It had to happen. After good success with @GregroxMun's Alien Space Programs and @OhioBob's Eve Optimized Engines, along with an old discussion about atmospheric engines using oxidizer instead of liquid fuel, I just had to ask how hard it would be to make jet engines that would breathe "explodium vapour" likely found in Eve's atmosphere and burn it with oxidizer to produce efficient thrust. @JadeOfMaar and @wasml pointed me in the right direction, @DStaal filled in a few blanks, and I hacked together some parts. Introducing Explodium Breathing Engines. A set of cloned configuration files from stock jet engine parts that use oxidizer only, and a new resource configuration found hypothetically in Eve's atmosphere: "Explodium Vapour" evaporated from Eve's Explodium Sea. Some rebalancing has happened based on ethane (C2H6) chemistry, and as a consequence engine efficiency is somewhat lower than with the original jet engines. As a proof-of-concept though, it's working well. Modified parts include explodium versions of all intakes, oxidizer + explodium versions of nacelles, oxidizer only Mk0 and Mk1 tanks, and underworld-themed engines: J-21 "Hades" J-34 "Zephyrus" J-91 "Atlas" J-405 "Sphinx" J-X5 "Beelzebub" and let's not forget our favourite: CR-8 L.U.C.I.F.E.R. (Large Unkerbal Cycle-Interchanging Fueled Explodium Rocket) I put all of the modified parts and ExpVapour resource configurations in a new GitHub repository. MIT license to match OhioBob's choice for the Eve Optimized Engines. I'd be glad to let others into the project who know better than I do. The to-do list includes: Rewrite parts as Module Manager patches to remove dependency on Squad art (Done!) Fix the intakes to work on Eve only, somehow (Done! Intakes are now zero EC harvesters.) Fix the resource config if needed, integrate with Community Resource Pack (Not necessary as it turns out.) Rebalance engine performance based on tester feedback Produce different artwork to identify the explodium-based parts Create RealPlume configurations; I'd like to do a different colour plume for these like the green from Eve sunrise or something To use this part pack, grab a release from here, and put the "GameData\ExplodiumBreathingEngines" folder into your GameData folder, and copy a supported edition of the Module Manager DLL to your GameData folder. I tested this with Module Manager 2.7.5. To use an ExpVapour intake / harvester, first deploy the harvester's filter (Deploy Filter), then start it (Start ExV Filter). You might want to use the Brakes action group to deploy the filters and then the Stage action group to start them. Note that GitHub's release ZIP puts the folder into "ExplodiumBreathingEngines-v0.1.5\GameData\ExplodiumBreathingEngines" so you only need the last folder copied to your GameData folder. Now with more science! Change log:
  12. Download via the USI Catalog Page Introducing Freight Transportation Technologies! A series of modular parts for all of your hauling, mining, and exploration needs! Phase 1 introduces the 'Honeybadger' freighter - a 3.75m form factor craft ideal for mining operations or light hauling/tug duties. Usual deal, this is a pre-release, so there are still some minor texturing adjustments being made, as well as proper tech tree integration. And a video for those that have not yet seen it! Configuration files and code are licensed under the GPL v3 license. Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely Download from GitHub: This package redistributes FireSpitter This package redistribures Module Manager Changelog: 0.3.0 - 2014.12.16 [LIST] KSP 0.90 compatibility [*]Converted over to Regolith for all generators [*]Updated Honeybadger reactor - now larger and with radiators [*]Added Metal, Chemical, Polymer, and RocketParts Kontainers [*]Converted nukes to be LH2 only, and tweaked ISP/cost to be comparable to stock nukes [*]Adjusted LH2 volume in spherical tanks [*]Tweaked down the large toroidal SAS, made both StarLifter SAS modules scale linearly with stock [*]Tweaked the reactors - especially price - to be inline with NFT [*]CTT Integration [*]The Honeybadger parts are under Gigantic Rocketry [*]The StarLifter parts are under Colossal Rocketry [*]Nuclear engines are under High-Efficiency Nuclear Propulsion [*]Nuclear reactors are under Large-Scale Nuclear Power [*]All ducted fan engines are under Experimental Aircraft Engines [/LIST] 0.2.4 - 2014.11.01 [LIST] [*]Adjusted directory structure to help with package management [*]Converted TGA->PNG [*]Full CRP [*]ORSX/USI Tools Refresh [*]Adjusted cost for several modules [*]Added new 5x5 adapter (one 5m -> 4x5m) [*]New toroidal 5m SAS [*]Tweaked ISP of the nuclear engines [/LIST] 0.2.3 - 2014.10.17 [LIST] [*]Replaced TGA with PNG [*]Updated tech level of some HoneyBadger parts [*]Updated HoneyBadger descriptions [*]Introduced all parts for the StarLifter - a 0.25m freighter [*]Structural parts [*]5m Command Pod [*]2.5m and 3.75m nuclear engines [*]5m reactor [*]5m SAS [*]5m Karborundum and LiquidHydrogen tanks [*]10m LiquidHydrogen tank [*]Cargo racks and adapters [*]Larger Kontainers [/LIST] 0.2.2 - 2014.10.07 [LIST] [*]KSP 0.25 Support [*]Removed LqdHelium from reactor [*]ORSX/CRP/USI DLL refresh [/LIST] 0.2.1 - 2014.09.28 [LIST] [*]Removed RCS reference from the inline fan, fixed intake issue [*]USI/ORSX/CRP refreshes [*]Added new radial outrigger - no more weird fuel issues. The dual outrigger is now considered legacy [*]DRE support [*]ATM support [*]Ducted fan tweaks - note that the radial fans changed position so this will affect ships in flight! [*]Hover mode and an attachment node for the radial ducted fans! [*]Added FireSpitter version file [*]Fixed transform location issue with ducted fan engines [*]Switched to latest CRP/ORSX [*]Latest USI DLLs [/LIST] 0.1.3 - 2014.09.02 [LIST] [*]Multi-colored honeybadgers thanks to HostageTaker who gave us a bunch of new textures. You can color your ship in yellow, gray, orange, or brown. Note some bits have more than one coloration choice, and some are for contents only. [*]Engine tweaks - power requirements are up, props now spin in the right direction [*]Two new ducted fan engines - a radial one with similar characteristics as the inline one we already have, and it's new smaller cousin (smaller than FTT's, larger than Exp Pack's). These all have RCS capabilities, but these are not exactly nimble ships [*]Kontainers - Kerbal-style cargo containers for hauling around raw goods. They fit snugly inside of the bay of a Honeybadger, and are perfect for use with a KAS and IR crane [*]Added CRP integration for resources (config only not maps) [*]Updated to latest USI tool DLLs [/LIST] 0.1.2 - 2014.09.02 [LIST] [*]KSP-AVC integration [*]No longer dependent on Karbonite [*]Updated the propfan - better thrust, huge power consumption increase, slight gimbal, slight mass increase [*]CLS integration [*]Tech tree update [*]Updated engine cowling nodes to not include duplicates. Should not break stuff, but hilarity may ensue. [/LIST]
  13. NOTE: SpaceY Expanded 1.3 requires KSP 1.2! NOTE: Requires ModuleManager and SpaceY Heavy Lifters as dependencies! SpaceY Expanded Optional Parts Add-On for SpaceY-Lifters SpaceY Expanded is an optional expansion to the SpaceY Heavy Lifters, adding 7.5m parts and other accessories that go beyond the original intent of the original main pack. NOTE: Requires ModuleManager and SpaceY Heavy Lifters as dependencies! Cooperates with other mods: TweakScale FAR / NEAR AVC (Add-on Version Checker) Engine Ignitor Community Tech Tree HotRockets! CryoEgines Connected Living Space ModuleManager (for mild customization of the tech tree) Part of the NecroBones suite of mods, that work nicely together: Modular Rocket Systems (stock-alike parts pack, NASA-like alternatives, and filling the gaps) SpaceY Heavy Lifters Parts Pack (stock-balanced large rocket parts, 5m parts, large SRBs) Color Coded Canisters (replacement models/textures for stock fuel tanks: prettier, cleaner, and diameter color-coding for the tank end-caps) Fuel Tanks Plus (collection of large stock-like tanks with Color Coded Canister style) ColorFuel Lines (color-selctable fuel lines) Lithobrake Exploration Technologies (lander parts, large chutes/legs/ladders/etc) --------------------------------------------------------------------------------------------------------------- Image Gallery: (Note that the stats, appearances, and descriptions of the parts shown below are subject to change, or may be out of date) --------------------------------------------------------------------------------------------------------------- Future updates: All sorts of things are possible, so who knows? Some ideas for additional parts: 3.75m, 5m, and 7.5m cargo/service bays More RCS, OMS options, both for monoprop and LFO Additional launch clamp designs Who knows? --------------------------------------------------------------------------------------------------------------- Installation Instructions: 1. If upgrading from a previous copy, it's recommended to delete the old "SpaceY-Expanded" folder first. 2. Backup your "saves" folder! While not required for installing mods, it's a good idea anyway. If any parts you have already used (including stock parts) fail to load, you'll have ships getting deleted! 3. Download and open the ZIP file. 4. Copy the "SpaceY-Expanded" folder into your "GameData" folder. 5. Make sure you have up-to-date copies of Module Manager, and SpaceY-Lifters installed. 6. If upgrading, check your designs in the VAB/SPH. If attachment nodes have changed, you may need to reposition parts. --------------------------------------------------------------------------------------------------------------- Troubleshooting: Problem: Fuel tanks or SRBs flash different colors, with glitchy "z-fighting": Usually it boils down to one of a few different things. Now that I've seen probably most of them, I can give you a good list: 1. Everything is installed correctly, but ModuleManager's cache hasn't noticed the changes yet. Fix: This is a great one to try first. Delete the file called "ModuleManager.ConfigCache" in GameData. ModuleManager recreates it on the next KSP start. 2. ModuleManager isn't installed. Fix: Install it. 3. This mod is installed incorrectly, or you've deleted the color-change ModuleManager configs. Fix: Reinstall the mod correctly, and in its entirety. The MM config files include rules for what to do when color-changing isn't available, so please don't delete those. 4. Firespitter and/or InterstellarFuelSwitch are installed, but not functioning. Fix: The most likely cause is that the version of FS or IFS doesn't work with your version of KSP (for instance, you upgraded to KSP 1.1, and the mod is meant for 1.0.5 or earlier), or your copy is only partially installed. Delete it, and install the latest version of it. 5. ModuleManager thinks color-changing is available via Firespitter or InterstellarFuelSwitch, but neither is installed. Fix: This is a little trickier to pinpoint. Either another mod has bad rules in it (for instance using "FOR[Firespitter]" instead of "NEEDS[Firespitter]") and is therefore tricking ModuleManager, or one of these two mods is only partially installed. That could happen if you removed them via CKAN but the directories still exist, which ModuleManager will see as having them installed. To fix, either make sure both of those mods are completely uninstalled, or install one (or both) of them. Only the DLL from one of them is needed, you don't need the entire mod. But it needs to be running if ModuleManager thinks its there. 6. It's possible that another mod may be confused that changes how VAB/SPH tweakables or engine shrouds work. This is an odd case, but not impossible. When you don't have Firespitter or InterstellarFuelSwitch installed, the alternate paint jobs are disabled by turning them into "engine shrouds" that correspond to an attachment node that is a kilometer outside the VAB. If another mod interferes with this, such as defaulting all shrouds to "on" even when detached, then you might also see z-fighting. Sadly, the solution might be to simply not use the mods together. Problem: Textures are missing and you're seeing a lot magenta (purple/pink): 1. Files may be missing, or not where the mod is expecting to find them. Fix: Make sure you've installed the mod correctly, in its entirety, and in the right location. Don't rename folders. You can try completely deleting the mod and reinstalling (which is the best way to update the mod anyway). Also make sure the mod's dependencies are installed (SpaceY Expanded requires SpaceY Lifters, for instance). 2. ActiveTextureManagement is goofing it up. Fix: Either remove ATM, or try deleting ATM's cache. ATM frequently has cache issues that cause problems for texture reassignment across folder boundaries. ATM doesn't help as much as it used to, now that stock KSP and most mods use DDS texture format. We've included configs to try to stop ATM from processing this mod's folder, but that may not be working either. Problem: Engine exhaust plumes are missing: Cause: ModuleManager thinks that HotRockets is installed, but it actually isn't. Fix 1: Install HotRockets so that it's a non-issue. Fix 2: Go into the SpaceY folder(s) and delete "SpaceY_HotRockets.cfg". This will keep it from trying to use the HotRockets plumes. Fix 3: Figure out which other mod is causing the confusion, and remove it. We still don't know which mods are causing this, but it's probably due to someone using a "FOR" statement in their MM config instead of "NEEDS". --------------------------------------------------------------------------------------------------------------- Download From: SpaceDock -or- -or- (NOTE: Don't forget to install both ModuleManager and SpaceY-Lifters when using SpaceY-Expanded) --------------------------------------------------------------------------------------------------------------- Creative Commons 4.0 Attribution-NonCommercial-ShareAlike CC BY-NC-SA --------------------------------------------------------------------------------------------------------------- Revision History: 1.3 (2016-10-18) - Update. - Moved service bays to Payload tab. - Added a pair of 10m-3.75m engine adapters. - Added 10m stack separator. - Added two new lengths of 10m fuel tanks. - Added "SaturnV" paint scheme to 10m tanks to match new engine adapters. - Removed some unnecessary duplicate geometry from 10m fuel tanks. 1.2 (2016-10-12) - Update & KSP 1.2 compatibility. - Added KSP 1.2 and KerbNet modules to probe cores. - Corrected a mesh alignment issue on the E1 Emu engine. - Added 10m parts, including some large thrust plates for SpaceX BFT/MCT/ITS styled lifters. - Categories adjusted for several parts, corresponding to 1.2 changes. 1.1.11 (2016-08-01) - Tweaks. - Icon-only shroud added to fairing base, for easy identification in menu. - Removed RemoteTech modules from probe core (now handled by patch in SpaceY-Lifters). - Added a compatibility exclusion for HPTechTree. 1.1.10 (2016-07-12) - Tweaks. - Restricted liquid fuel engines, fairings, and decouplers to non-surface part testing contracts, to match SRBs. - Adjusted some nickname tags on engines. 1.1.9 (2016-05-01) - Tweaks. - Updated Probe core to use IndicatorLights if available. - Probe cores now also have a toggle option for light-up labels that correspond to the indicator lights. - Converted many texture placeholders to DDS format (not that this gains much of anything). 1.1.8 (2016-04-25) - Tweaks. - More search keywords on engines. - Added collider setting for procedural fairing base. - Updated heat shield's staging settings to match stock changes in 1.1. - Fixed the "always transparent" problem in the VAB for the service/cargo bays. 1.1.7 (2016-04-17) - Career fixes. - Drastically reduced career prices for fuel tanks, to bring them into line with stock again. - Adjusted career prices of E1,E2,E4,R9 engines, to bring them into line with stock again. - Increased prices on Penguin (P-series) engines. 1.1.6 (2016-3-31) - KSP 1.1 Update. - Moved ModuleManager patches to "Patches" folder. - Added tags for part searches. - Updated ModuleManager inclusion. 1.1.5 (2016-01-29) - Tweaks. - Updated the CryoEngines config to be consistent with its new propellant ratio. 1.1.4 (2016-01-14) - Tweaks. - Removed the tech tree nodes, since they've been moved to SpaceY Lifters (requires SpaceY Lifters 1.8.2+). 1.1.3 (2016-01-11) - Fixes. - CryoEngines fix: The Penguin engines should no longer display their default plume effects even when not running. 1.1.2 (2016-01-02) - Fixes. - CryoEngines fix: The Penguin engines should no longer run more than one engine mode at once. 1.1.1 (2016-01-02) - Fixes. - Included ModuleManager version updated with its 2.6.16 bugfix update. - Added a "needs" condition for TweakScale patches. 1.1 (2015-12-31) - Texture Compatibility. - Removed 7.5m fuel tank texture, since it was moved to SpaceY Lifters. - Repointed all necessary texture assignments to the new location. - Adjusted UV-mapping of 5m texture as needed to corrospond to changes in Lifters. - Changed "ModularFuelTanks" config to also apply if RealFuels is installed. 1.0 (2015-12-17) - Stable. - Let's call this the 1.0 release. Things have been pretty stable lately. - Added "SpaceY_ATM.cfg" with settings to attempt to disable or dissuade ActiveTextureManagement for this mod. - Can optionally be deleted to return to ATM defaults. - ATM known to occasionally have caching issues with remapped/shared textures in my mods. - SpaceY is already very memory efficient and uses DDS, so ATM doesn't help much for this case. - May need to delete ATM's cache if using ATM and some textures still aren't appearing. - Updated 7.5m stack decoupler: - Ejection charge reduced by half (to 500, down from 1000). - Added built-in "sepratron" solid propellant separator motors. - Research cost increased slightly. - Replaced "placeholder" textures. Smaller, and more obvious when texture reassignment has failed. - Corrected a texture assignment problem on the 7.5m E2 engine. 0.9 (2015-11-11) - KSP 1.0.5 update. - Corrected the display-name of the "Gigantic Structure" tech node, instead of displaying it as a second "Massive Structure" node. - Diameters added to 7.5m fuel tank names, for easy identification in VAB menu. - Updated heat shield to current stock ablator settings and contract constraints. Slightly increased ablator quantity. - Updated all engines to use FXModuleAnimateThrottle for heat animation. - Engines, fairings, decouplers/separators updated to use new stock-alike thermal settings and contract constraints. - Lightened the color and "grain" of the white texture on fuel tanks (will also affect 5m tanks). 0.8 (2015-10-16) - Beta, engine updates. - Adjusted R9 engine HotRockets config to correspond to SpaceY Lifters' fixes (as of Lifters v1.3). - R9 engine now uses custom default engine effects from SpaceY Lifters (requires Lifters v1.3+). - R9 engine now uses new engine bell art assets from SpaceY Lifters 1.3+. - New default custom particle effects for LFO engines (E,P series). 0.7 (2015-10-09) - Beta. - Corrected the cross-section profile on several parts (mainly Emu engines and decoupler/separators). - Fuel tanks now have multiple paint schemes, selectable if InterstellarFuelSwitch or Firespitter are installed. - Known issue: Will have nasty z-fighting with all paint schemes at once, if something tricks ModuleManager about Interstelar/Firespitter installed state. Might have to delete ModuleManager config cache. 0.6.1 (2015-10-02) - Tweaks. - Moved some engine mod-support to their own MM config files: - CryoEngines - EngineIgnitor - Adjusted the Penguin engines' CryoEngines-triggered ISPs upward for both fuel modes. - Added 7.5m stack separator. 0.6 (2015-10-01) - Beta. - Adjusted P-series (Penguin) engines back to 400 ISP by default. - Added MM config for Penguin engines to detect CryoEngines and make the following tweaks: - Reduces Liquid-Fuel ISP to 360. - Adds mode switching, with alternate Liquid-Hydrogen mode, with slightly better ISP but slightly worse thrust. - Added a minuscule gimbal range to Penguin engines (previously they were non-vectoring). - Significantly increased connection breaking strength on most parts (including all 7.5m parts). 0.5.1 (2015-09-23) - Beta. - Adjusted P-series (Penguins) vacuum ISP to 390. Work in progress. - Fixed a problem with the 7.5m tanks (and 5m tanks) working properly with Modular Fuel Tanks. 0.5 (2015-09-23) - Beta. - Fixed an issue with some parts not being able to show up in CTT's tech tree. Requires SpaceY-Lifters v1.0.4 to be effective. - Corrected the names of the README and this CHANGELOG to reflect that it's the Expanded version of the mod. - Reduced P-series (Penguins) vacuum ISP to 380 (down from 400). 0.4 (2015-09-11) - Alpha/Beta. - Added 7.5m service bay. - Corrected the 3.75m and 5m service bays to have "No Attach" flag for door colliders. - Reduced the size of the flag decal on the 5m service bay. 0.3 (2015-09-10) - Alpha/Beta. - Added service bays: 3.75m, 5m - Fixed a typo in the TweakScale config. 0.2 (2015-09-04) - Alpha/Beta - Increased the 1-atmosphere ISP of the Penguin (vacuum) engines to 250, up from 100. - Changed the E1 engine's thrust vector location to aid in clipping engines. - Added fueled 7.5m nose cone. - 7.5m to 5m adapter tank more than doubled in capacity, cost, etc (was underpowered for its size) - Also added it to the Modular Fuel Tanks config. - Added an additional shorter 7.5m to 5m adapter tank with checkered paint scheme. - Added non-fueled 7.5m to 5m adapter. - Added an upper-stage capable 7.5m "Dual-Emu" engine. 0.1 (2015-09-02) - Initial Alpha test version. - Requires ModuleManager and SpaceY-Lifters as dependencies.
  14. Introducing Konstruction! Konstruction adds new parts and game mechanics to KSP centered around base and orbital construction! Features: Weldable, configurable construction ports, with auto-rotation and configurable parameters on the fly. Once connected, these can be removed, resulting in a permanent joint between the parent parts of the two ports. Design your assembly in the VAB, cut it up and add construction ports, reassemble in-situ. Great for large bases and stations, or building larger vessels in orbit! Konstruction also includes an array of parts that can be used to create forklifts, cranes, magnetic couplers, stabilizers, etc. - ideal for building vehicles to help with in-situ assembly. If Module Manager is installed (not included till an official 1.2 version drops), the claw will have a magnetic grappler added to it automatically. Lastly, Konstruction includes the absolutely adorable Akita Rover. Small enough to fit in a Karibou cargo bay, great as a little runabout for your base. And now the important bits! Download Links Use any of the links below to download this mod, or pick it up via CKAN. Source Code and Change Log Donation Info! If you like what you see, and want to help out (or just buy me a beer!), please consider donating, either via PayPal or Patreon. License Information Configuration files and code are licensed under the GPL v3 license (see attached). Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely
  15. Download from Curse or Download from SpaceDock 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. Includes: Falcon 9 Landing Legs in three different sizes. Firespitter required for black variant. 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 How to: Build a reusable first stage Special thanks to: @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 plug-in for the grid fins. It's in the public domain and can be found here. Good luck landing stages!
  16. Download via the USI Catalog Page LOTS OF STUFF CHANGED WITH 1.0 - DELETE YOUR OLD STUFF FIRST! Introducing Karbonite Plus (K+) - New resources and parts for Karbonite K+ adds new resource and gameplay elements as well as supporting parts to Karbonite. K+ requires Karbonite (not included) to use. Enhancements and Changes included in K+ New resource: Karborundum. Valuable and incredibly fuel efficient, but also very hard to get. It can be harvested on the surfaces of Eeloo and Eve, or by a solar collector within approximately 2000 meters of the sun's surface. Hats off to nli2work for his awesome rover-sized models, and for TMarkos for being awesome and collaborative! New parts: Tiny radial Karbonite/Karborundum drill. 0.625m form factor, can be node or surface attached. Also KAS-portable! Deployable Karborundum scanner (NOTE: Karborundum is only detectable on the surface, or at altitudes lower than approximately 500m over the terrain - so bring your Rovers and nape of the earth (NOE) flyers). New fuel tank - the Karry Kan - great for small quantities of Karbonite or LFO. Comes in two sizes - a surface-mountable single Kan, and a double-Kan (great for the Packrat Rover). Rover-sized generator, for powering your Karborundum operations on the fly. KASable, surface and stack attachable. New radial tanks to store Karborundum in three sizes - a Jumbo radial tank, an inline tank cluster, as well as a 0.625m mini tank. The mini tank is KAS-enabled. A Karborundum sample tank. Luxuriantly expensive, but saves you the trip to eeloo. Made for testing purposes. Warning: Will self-decouple and explode when empty! Hilarity may ensue. A new particle collector with slightly better range (at the cost of efficiency and energy use), allowing it to skim the sun's surface picking up stray Karborundum particles. The Karborundum Fusion Drive (in two sizes - 1.25m and 2.5m) Expensive, incredibly efficient, but require significant EC to operate, and runs on Karborundum. A small but adorable 0.625m Karbonite engine. This one has the added benefit of taking some of the vented exhaust and converting it into monopropellant for later use. Dev Note: The Karborundum engines are absolutely OP compared to stock engines (we're in KSPI territory with these), This is to balance the absurd difficulty in getting fuel for them. Tech tree wise, Karborundum-specific parts will be under Nuclear Propulsion. Karbonite bits will be under Fuel Systems. Demo of the Fusion Drive Configuration files and code are licensed under the GPL v3 license. Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely Download on GitHub: Change Log: 0.3.0 - 2014.12.16 [LIST] [*]KSP 0.90 Compatability [*]Moved 0.625m Karbonite engine and Karbonite SRBs to the core Karbonite mod. [*]Moved the Karry Kans, mini drill and mini-generator to the core Karbonite mod. [*]Added MM config to add Karborundum back to mini drill for K+ [*]Swapped all generators and converters to Regolith [*]Removed the Liquid Hydrogen requirement from the torch drive, increased ISP, reduced thrust (so they are more... you know... torch drive like). [*]Added in CTT support. [*]All K+ harvesting parts are under Resource Exploitation. [*]Fusion drives are under Fusion Rockets. [*]Torch Drives are under Exotic Reactions. [/LIST] 0.2.3 - 2014.11.01 [LIST] [*]Moved K+ DLL and version file to better support package management [*]Replaced all PNGs with TGAs [*]Adjusted KAS containers to better manage state [*]Fixed name and attachment issues with RAT boosters [*]Fixed missing model part from inline Karborundum tank [*]Added two new torch drives in 3.75 and 5m form factors. Because Hohmann transfers are for sissies. [/LIST] 0.2.2 - 2014.10.07 [LIST] [*]KSP 0.25 Support [*]Added ability to shut off Karbonite SRBs [*]Corrected issue with node spacing for fusion drives [*]Updated ORSX/USI DLLs [/LIST] 0.2.1 - 2014.09.28 [LIST] [*]Updated USI Tools [*]Fixed bug where Karborundum could be seen from orbit (boo!) [*]Karborundum tank description now includes max capacity [*]Added four Karbonite based SRBs in 0.625 and 1.25m form factors. NOTE: While these are very powerful, they also become unstable as speed increases - beware! [*]Fixed issue with the radial drill not extracting [*]DRE Support [*]MFT support for Karborundum [*]Tweaks to the 0.625m engine [*]Switched from ORS -> ORSX [*]Fixed animation on fusion drive [/LIST] 0.1.2 - 2014.09.12 [LIST] [*]Maintenance release - version file, new DLLs with version checking, and a dummy DLL for folks to use with MM to determine if K+ is present (KarbPlus.dll) [*]Updated to latest USI components [/LIST] 0.1.1 - 2014.09.07 [LIST] [*]Added bottom nodes and fairings to all engines [*]Fixed cost issue with Karborundum tanks [/LIST]
  17. MacLuky Space Solutions Standing on the shoulders of giants we strive to bring a unique set of parts to the game that enhance and excite the gameplay. Download from GitHub: or SpaceDock:'s Space Solutions Current release consists of: The IRAS Space Telescope IRAS is modeled after a telescope that was constructed at Hollandse Signaalapparaten, my first employer. The mod tries to stay close to the original. More info in the dev thread: Mod Support: * CTT * Bluedog Design Bureau (scale down so it can be launched on a Delta rocket as original) * TarsierSpaceTech Known issues: None License Space Labs A set of space habitats that can be easily converted into early space labs using the the better science labs mod. Consists of an early 1.25m cabin like lab with expandable yagi antenna, a small 2.5m can and an inflatable lab that can be launched on a 1.25m stack. More info in the dev thread: Mod Support: * Prepped for BetterScienceLabs Known issues: - hatches and ladders not working License Mod Review Roadmap Rosetta and Philea (Solar panels, grabbing hook) ESA Launchers (Lionheads revived or own stuff) Foldable Rover (wheels, wheels!) Fictional crew capsule. Cross over between Dragon and Apollo and Soyuz. Special thanks Bobcat, dboi88, CobaltWolf, InsaneDruid, martinezfg11, SpannerMonkey, NecroBones, Climberfx
  18. Stockalike Mining Extension SME adds a number of mining and ISRU-related parts in a variety of form factors. Currently a Work-In-Progress Click here to link to the rest of the album Current Part List: -Mining 0.625m stack mount Drill 1.25m stack mount Drill 1.25m Inline mount Drill 2.5m stack mount Drill Mk2 inline Drill 1.25m Stack Oceanic Extractor 1.25m Atmospheric Condenser 2.5m Atmospheric Condenser -Processing 3.75m ISRU converter Mk2 ISRU converter 0.625m ISRU converter -Storage -Mk2 Ore Tank 0.625m Ore Tank 3.75m Ore Tank -Power Mk2 Fuelcell Generator 1.25m Fuelcell Generator 0.625m Fuellcell generator -Utility 1.25m Superheavy-Duty landing Leg Download from SpaceDock or GitHub Kottabos Review (Version 0.8) Changelog: To Do: -0.625m Inline Drill -2.5m Inline Drill -3.75m stack drill -2.5m FuelCell Generator -0.625m Fuelcell Generator? -Heavy mobility landing leg? -Klaw variants? Currently a Work in Progress; feedback and suggestions welcome.
  19. Download via the USI Catalog Page This modpack is a repackaging of the PackRat Rover as well as new parts geared towards planetary exploration. Contents: The Pack-Rat Rover. A modular heavy-duty Rover for all of your planetary exploration needs. Easy to assemble Durable Balanced No twiddly surface attachment - everything snaps in place Integrated RTG and batteries Integrated headlights Glow-in-the-dark tape, for when you forget to turn the lights on... Handles like a dream - Munar speeds up to 20m/s Includes experiment storage lockers Includes a new science component (a data camera) Six customizable equipment slots (demo includes four science crates, a seat, and a data camera] Includes a Rover Delivery System - a cage framework with plenty of surface attachment space, and nodes for both the Rover and stack attachment in a 2.5m form factor (though a 3.75 fits the entire wheelbase of the Rover cleanly) Oh... And it can be completely assembled in the field using KAS... If you are assembling this as a sub-assembly in the VAB, start with the roll cage (it has a spare attachment node on top) If you are assembling this via KAS, start with the Front (and surface attach it to a pylon or something so your Rover does not fly away on minmus or something) The Advanced Extravehicular Suit (AES) What started out as a hardened EVA pod soon transformed into an assortment of small parts to extend it's functionality. Parts included: The AES Commad Pod - Tiny, with full glass IVA Micro SAS Micro RCS thrusters and mini tanks Micro decoupler (so handy!) Electric ducted fan motor (atmo only) - Nifty in that it ties to both the RCS and Engine systems FireSpitter and ModuleRCSFx are both required and included. Requires the Community Resource Pack (resources only, no ORS maps) as well as various USI DLLs (all included). Configuration files and code are licensed under the GPL v3 license. Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely Additional Modules: This package redistributes FireSpitter This package redistribures Module Manager Download on GitHub: Changelog: 0.2.5 - 2014.11.01 [LIST] [*]Reorganized folder structure to better support package managers [*]Included complete CRP [*]Replaced TGAs with PNGs [*]Increased maintenance pod range to 5m [*]Thanks to FrancoisH, fixed several broken welded parts [*]Thanks to Deadpan110 for surface attachable packrat wheels [*]Merged in the Safety Light, and made it KAS-attachable [*]Updated FireSpitter DLL [/LIST] 0.2.2 - 2014.10.07 [LIST] [*]KSP 0.25 Support [*]DRE/ATM support for the HERP command pod and jumpseat [*]Fixed typo in Jumpseat name/description [*]Minor update to HERP IVA [*]Added in HERP lights [*]New maintenance pod and various crates for resource transfer [*]Bundled KERT for EVA Transfer support [/LIST] 0.2.1 - 2014.09.28 [LIST] [*]Synced ORSX/CRP changes [*]Added the HERP command bubble and Jumpseat pods! [*]FAR/NEAR support [*]Engine tweaks for the ducted fan engines [*]DRE support [*]ATM support [*]Better packrat wheels! [*]FireSpitter Hover Mode! [*]Corrected model for ducted fan (transform issues) [*]Switched to latest USI DLLs [*]Switched to ORSX and new CRP [*]The PackRat has been adjusted again - be careful, old ones may have bees. [*]Updated RDS cage (3.75m) with matching fairings [*]Ducted fans have attachment nodes and should play symmetry better [/LIST] 0.1.3 - 2014.09.12 Bundled ORS 0.1.2 - 2014.09.12 [LIST] [*]Small update to the duct fan model - beware this may cause your ships to look weird as some transforms changed. [*]Slight boost to RCS power, texture size reduction, some model updates. [*]CRP Integration [*]USI Tools Refresh [*]Internals tweaks [*]Fixed bug where IVA caused a transparent pod [/LIST]
  20. Version 1.7.35 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 -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-size2 short adapter T, X, and L hubs Mk2 Structural Tube Mk2 decoupler Mk2 Service Tank Mk2 Science Lab Mk2 airlock endcap Mk2 Radial Attach Mount -Utility Shielded Mk2 docking port Low-Profile Aligned Docking Port Mk2 Service Compartment Mk2 Nuclear Reactor Mk2 radial shrouded solar panel Mk2 nose cargo bay Shrouded Thermal Control System DOWNLOAD -Primary: SpaceDock -Secondary: Github Mk2 Expansion uses as dependencies, and is bundled with, Module Manager, CommunityResourcePack, and InterstellarFuelSwitch This mod is also CKAN indexed Kottabos review: (From Version 1.0) Image gallery: -Click here for the rest of the album- 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 Deadly ReEntry ExtraPlanetary launchpads Ferram Aerospace Research Modular Fuel Tanks Near Future Electrical Community Tech Tree Modular Kolony Systems WindowShine 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' This mod uses the Community Resource Pack, Interstellar Fuel Switch, 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.
  21. This is a companion thread to my Mk2 spaceplane parts expansion pack. While that thread will handle releases and support, WIP models and so forth will be posted here to avoid main thread clutter. I am also working on a similar Mk3 Spaceplane expansion parts pack as well as the occasional non-spaceplane part; WIP content, dev releases and so forth will for those will also be posted here. Mk3 Expansion pack This is a parts pack intended to flesh out the stock mk3 parts lineup with new engines, cockpits, fuselage parts and more, to give players more options when building spaceplanes. parts almost exclusively use MODEL nodes and stock textures, so RAM footprint should be almost non-existent. -Command Mk3 Cupola Mk3 Hypersonic cockpit Mk3 Drone Core Mk3 Inline Cockpit -Propulsion C.L.E.A.V.E.R. Mk3 dual-mode engine 'Cyclone' Concentric Toroidial Aerospike 'Fulcrum' gimballed Linear Aerospike 'Elephant' 2.5m Thrust-Reverser equipped Turbofan 'Hurricane' 2.5m prop engine 'Wellington' Mk3 basic jet 'Wipeout' TurboRamjet 'Coxswain' Orbital Maneuvering System 'Hades' Nuclear rocket 'Sievert' Nuclear Jet 'Atlas' Mk3 SRB -FuelTank Mk3-1.25m adapter mk3-mk2 tricoupler mk3-1.25m tricoupler mk3-1.25m quadcoupler mk3-inverted mk2 mk3 hypersonic nosecone mk3 rounded nose cap OMS shoulder tank -Control Chine Cap w/ RCS Chine Segment RCS Fuselage Extension RCS cap Fuselage Extension RCS segment Heavy RCS thruster -Structural Mk3 Decoupler Mk3 T-Hub Mk3 X-Hub Radial Fuselage Extension/saddle tanks, 5 variants(endcap, 2m, 4m, intake, 1.25m adapter) Radial Fuselage Extension crew cabin Truncated Fuselage Extension for Mk3 cargo bays -Aero: Chines in three flavors; short, long, endcap Big-S class wing boards - square, rectangular, and triangular Mk3 circular intake Mk3 Shock cone -Utility mk3 Service Bay w/ integrated EC/MP storage Mk3 inline docking port Mk3 shielded docking port Download from Spacedock or GitHub Changelog: Licensing The contents of this mod are distributed a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License' This mod uses the Interstellar FuelSwitch plugin Feel free to post comments/critiques/feedback, and if any of you have ideas for parts that you simply have to have to flesh out your mk2/mk3 experience, speak up! Ideas for new parts are welcome. The list of parts on the to-do list/suggested/requested: Mk3 heavy radial/inline air intakes mk3 double-decker crewcabin inline and rover cockpits mk3 ion/nuke engines mk3 landing legs
  22. BETA Version (v0.4.3.1) I feel happy enough with the state the mod is in at present to open this up for a 'Beta-test'. Without further ado I present my first Mod release: Introducing the Recoverable Emergency Kerbal Transport (REKT) escape pod mod. This part mod pack is designed to introduce another means of safely recovering your Kerbals from a mission which may have gone wrong, or possible as a deliberate means of evacuating an orbital station as it makes its graceful descent on a sub-orbital trajectory. Command: REKT mk1A - Single Kerbal pod with built-in airbrakes for atmospheric re-entry REKT mk1C - Single Kerbal Cryogenic† pod with built in RTG. REKT mk1D - Single Kerbal lightweight pod with inbuilt communications equipment and additional provisions (where applicable)* REKT mk1N - Single Kerbal pod with built-in retro-rockets, which can be automated**, for non atmospheric sub -orbital trajectories REKT Miniature Probe Core - for flying kontainers, has a built in MonoProp thruster. OTAV Core - Single Kerbal lifting body style pod. Utility: REKT Kompatible Kontainer - a simple freight pod which can store a multitude of provisions*** REKT Kompatible Kontainer (KIS Variant) - unsurprisingly, a KIS variant of the REKT Kompatible Kontainer REKT Auxiliary Miniature Parachute - a smaller, slim-line a parachute designed to fit well under the ITA. Coupling: Surfacemount Hardware REKT - A surface attaching single pod decoupler. Inline Triple Adapter - a 1.25m Inline triple REKT mounting adapter, you might want to cover this with a faring... OTAV Docking Port - lightly angle inline docking port designed to mate with the front hatch of an OTAV core. OTAV Ring Dock - specialised round docking apparatus, 2.5m dia. Designed for use with OTAV docking clamps. OTAV Clamps - splecialised apparatus to mate an OTAV core pod to the OTAV Ring Dock Electrical: Standard Utility REKT Fuel-cell - A compact monoprop fuel-cell Engines: REKT Payload Retro Rocket - a miniature SRB, derived from the same ones in the mk1N, intended for use with the freight pods OTAV engine - small LFO engine derived from the Thud engine. Aero: OTAV Winglets - bespoke retractable wings for use with the OTAV core. OTAV flap - a precise control surface for use with the OTAV core. OTAV Air Fins - Stabalisaing apparatus to help assist atmospheric flight and incorporating an air-brake. OTAV Parts Introducing the REKT-OTAV and accessories... IMPORTANT NOTE: REKT-OTAV parts rely on using the RetractableLiftingSurface module created by @linuxgurugamer the current version is bundled with the latest release. Additional note - These parts may receive more attention/extra bits if there is interest in it's development. DOWNLOAD: Primary: Github Secondary: SpaceDock download and copy the SHED folder directly into the your KSP GameData folder. Licensing: The contents of this mod are distributed a CC-BY-NC-SA International License (please refer to the license file on github for further details). Highly Recommended Supporting Mods: REKT is a stand-alone parts mod and does not have any other mod dependencies, that said, it has been designed around the utilisation of supporting mods and it is highly recommended that you add them to your collection (they are very useful in their own right). IndicatorLights by @Snark Landertrons managed by @Kerbas_ad_astra RasterPropMonitor by @MOARdV Module Manager will implement the supporting modules, so you'll need that to (if you haven't already got it). The REKT mk1C is compatible with @JPLRepo's DeepFreeze Mod (designed specifically for this purpose) *Supported Life Support Mods: TAC LS USI LifeSupport Snacks **Landertron is required for automatic functionality ***InterstellarFuelSwitch is required for variety of cargoes †DeepFreeze is required to use the 'cryogenic' aspects of the pod. [Its will act as a normal pod with an RTG without this mod. It can be removed from your REKT installation if desired] KIS functionality is now supported through the REKT Kompatible Kontainer (KIS Variant) I must extend my thanks to @Snark, @Kerbas_ad_astra @DStaal and @linuxgurugamer for their input and help. Also thanks to @njmksr and @MaverickSawyer for preliminary testing. Change log: Planned additions: IVAs for the pods (still WIP on those at present) Create the mk1C - a REKT equivalent Cryo-Pod, specifically designed for use with DeepFreeze Properly update TAC-LS patch Finish the mk1C animation components Additional MM config patches for the StageRecovery Mod to enable more autonomy of the pods (and allow for concurrent multiple suborbital trajectories without risk of the core game 'scrapping' the pod. Further integration of Indicator Lights (extra, more clever bitz). Accessories! KIS variant of the Freight Kompatible Kontainer More adapter parts (bigger, better). Way down the pipeline is for a custom plugin that would replace the 'probe module' in the mk1A (and possibly mk1N). Feedback and suggestions: Always welcome, if you have any ideas which you might like to see implemented let me know and i'll see what can be done!
  23. Animated warp effect: Inroducing a new, stand-alone Alcubierre drive for KSP! What does it do? The Alcubierre drive works by moving space around your ship, not through accelleration. In KSP we do this by changing your vessels position based on the engine throttle controls for the warp engine. Speeds of up to 16 times the speed of light are possible. How does it work? Use massive amounts of electric charge to create Exotic Matter. Point at your target. Use Exotic Matter and Xenon Gas (the latter is for the maneuver thrusters) to go straight to the target. Note that since your velocity does not change, only your location, you will have to compensate for any orbital speed differences. This can be excessive (15K+ DV) or, with proper planning, next to zero. To be clear. This is NOT just a fast, efficient engine. There is no acceleration (other than a tiny amount from the maneuver thrusters). It works through translating the ship's position (simulating how a real Alcubierre drive might work). What's the catch? How is this not OP? You will still need either very careful navigation or excessive DV changes to achieve orbit. Also, because of the destructive nature of the warp bubble, parts outside of it (both on your own ship and others) will be destroyed. Warp bubble collapses are also destructive, and maneuvering at excessive warp speeds can be very dangerous (everything from losing control through parts of your ship slipping outside of the bubble and exploding). What other mods do I need? None. Really. The only dependency is Regolith which is needed for it's converter (used to make Exotic Matter from EC). What other parts do I need to support this? Stock only. Really. Near Future Technologies reactors, or reactors from the USI mods will make some things easier, but you can get away with a completely stock warp ship with just the addition of this part. Can this support [mod X]? If you want integration with other mods, tell your favorite modders to ping me. I am very open to collaboration LICENSE: Configuration files and code are licensed under the GPL v3 license. Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely DOWNLOAD HERE Source can be found here
  24. add it so you can switch versions like you can go to 0.16 also i would like 5 meter parts because they would be much more powerful and we could launch are creations and have less part count and it would be less laggy so you could fit the bigger payloads in fairings also you should add RSS in the game nathankell made i like it very much. and also clouds and scattering effects for planets and in astronomer's visual pack.
  25. About This is the new thread for B9 Aerospace. The old thread is available here This pack adds a vast selection of new parts, introducing new spaceplane components such as new engines, cockpits, wings and fuselage systems, new structural components for orbital installations and colonies, and so on B9 was originally developed by @bac9, @Taverius, and @K3-Chris, now maintained by @blowfish and @Flashblade with help from many others Requirements The latest version is compatible with KSP 1.2.2 (build 1622). All other KSP versions should be considered incompatible. If you are on an earlier version of KSP, however, you may be able to find a compatible version of B9 here B9 depends on several other mods to make it work. They are included in the download, and listed below in the "Dependencies" section. Installation Instructions You can install with CKAN and have the dependencies installed automatically. If you are doing a manual install, open the zip you downloaded, find the GameData folder and copy all of its contents into your existing GameData folder in KSP. If you already have any of the bundled mods, check which one is the latest version. Note that the core and HX packs come with the same version of some dependencies. B9 will not work unless installed correctly. If you're having issues, please verify that you have installed it correctly. Download Three packs are available for download: B9 Aerospace Core Pack - All of the main spaceplane parts B9 Aerospace Legacy Pack - Older Mk1 and Mk2 parts, modular wings. Requires the core pack and all of its dependencies B9 Aerospace HX Pack - Large blocky futuristic parts. Does not require the core pack, comes with its own dependencies Also available on CKAN Changelog Latest Version Release 6.3.1 Fix CryoTanks patch not working Fix wheels breaking over 10 m/s Remove wheel sounds effects that weren't working Increase load rating and brake torque of larger wheels Increase heat tolerance of Mk2b cockpits Previous Versions FAQ Q: The mod crashes the game for some reason, what can I do? Make sure that everything is installed correctly, your dependencies are up-to-date, and you are on the correct version of KSP. If you can't find the issue read this helpful topic and post the issue in this thread. Be sure to include your logs! If you are quite certain that you have found a bug, you can create the issue on our Github page. Try to provide as much detail as possible - logs, example craft, reproduction steps. Also be sure that the issue is reproducable with only B9 installed. Posts along the lines of "Its not working" or "Everything is broken" won't really help us much. Q: I don't understand a thing in those IVA displays, there are too many buttons and screens Here is a very helpful manual. Q: Why aren't you respecting stock balance? Mods should reference stock for the configs of the new parts, otherwise balance of modded game would be all over the place! While we try to respect stock balance as much as possible, there are a number of inconsistencies in the balance of stock parts that make it impossible to keep balance against every stock part. If something seem very far off of what it should be, feel free to ask in this thread. Q: I can't find those huge blocky parts from the opening image in my part catalog. Why are those missing? They were recently separated into another download as they mostly don't share dependencies with the main part of the mod and as many people prefer not to use them. Q: I can't find the modular wing pieces that are depicted on many screenshots of this mod. Why are those missing? They were removed and will no longer be developed. They are available as an optional download in the Bitbucket repository linked on top of this post, but we do not recommend using them. A far better option is using procedural wings, since you'll have just one part with just one material and just one texture covering any possible wing shape then. Good for performance, good for design freedom, good for looks. Grab the procedural wings here. Q: Why aren't procedural wings integrated into the main B9 package? Because they have entirely separate dependencies and are maintained by different folks. Merging them will only needlessly complicate updates. Pictures New Mk1/Mk2 Parts HX Parts Old Screenshots Dependencies Core Pack B9AnimationModules plugin by blowfish B9PartSwitch plugin by blowfish Firespitter plugin by Snjo and RoverDude ModuleManager plugin by ialdabaoth and sarbian RasterPropMonitor by Mihara and MOARdV SmokeScreen plugin by Sarbian Legacy Pack Depends on the core pack and all of its dependencies (not included in the legacy pack download) HX Pack B9AnimationModules plugin by blowfish B9PartSwitch plugin by blowfish ModuleManager plugin by ialdabaoth and sarbian SmokeScreen plugin by Sarbian Credits Old core team: bac9 - 3D modeling, texturing, editor tools Taverius - balance, 3D modeling, craft design, maintenance K3|Chris - 3D modeling, texturing, IVA New updates: blowfish - plugin code, maintenance, balance, coordination of new updates flashblade - various contributions V8jester and M4ck - stack node adjustments danfarnsy and JaredTheDragon - RPM fixes joshwoo70 - RT compatibility sparkybear - Part tags taniwha - Fix for planet-illuminating lights Contributors: Nazari - HotRockets Engine FX: forums jadebenn, Hyomoto, Helldiver - RPM MFD configuration. alexustas - RPM MFD configuration FPSlacker - HR exhaust pressure compensation Special thanks: DYJ C7 r4m0n Sarbian NathanKell egg snjo ferram4 Mu mrBlaQ License This work is shared under CC BY-NC-SA 3.0 license. Dependencies may come under their own licenses. Please check dependency documentation for details.