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Found 116 results

  1. SM Stryker Armory and Aerospace combined Continued from the fine start by @strykersm This update brings hatches, improved textures and other tweaks Current parts: Cockpits: BF-109 ; Mig ; Hyperion (P-80 lookalike) ; Razor ; Jetfire (SR-71/F-106 lookalike) Intakes: Early and Late variants of Mig-21 intake ; Engines: Reaper AB Jet Engine (based on Su-9 engine); Kiril AB Jet Engine (based on Mig-21) AT this point I intend not to add anything new, but will continue to update overhaul and enhance as time goes on and my texturing skills improve . All included parts are based on the originals by @strykersm. who has kindly given permission for this continuation emergency download CC BY-SA 2.0
  2. 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:
  3. Lithobrake Exploration Technologies A parts pack that is focused on exploring other worlds, and returning safely to Kerbin. The emphasis is on surface exploration, particularly with large rockets and large landers. IMPORTANT NOTES: This is still considered a "work in progress" and "wide alpha", meaning that ship-breaking changes can still happen. I'll try to minimize this, of course. The highest likelihood of this happening is in removing or redesigning parts, in a way that makes your vehicle either not function as originally planned, or the vehicle can be "deleted" if the part is missing or unloadable. The pods don't currently have custom IVAs. This will come later. This pack includes: (as of 0.2) 3-Man Lander Can 4-Man Capsule Several sets of large landing legs (the "medium" set will handle Mainsails, and the "large" works with Mammoths). Large radial and stackable parachutes Long static ladders Very long deployable ladders Service bays / rover garages. 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) Images: --------------------------------------------------------------------------------------------------------------- Download From: SpaceDock -or- ksp.necrobones.com --------------------------------------------------------------------------------------------------------------- Creative Commons 4.0 Attribution-NonCommercial-ShareAlike CC BY-NC-SA --------------------------------------------------------------------------------------------------------------- Change History: 0.4 (2016-10-12) - KSP 1.2 Update. - Updated categories for many parts. - Added KSP 1.2 sound effects and additional variables for landing legs. - Added transmitter modules to command pods. 0.3.6 (2016-07-12) - Tweaks. - Added an optional experimental config for RealChute integration (for the radial chute only). - To enable, rename "GameData/LETech/Patches/LETech_RealChute.txt" to have "cfg" instead of "txt". - Removed references to "drogue" in the parachute tags. - Added parachute deployment sound effects, as per KSP 1.1.3. 0.3.5 (2016-04-22) - Transparency fix. - Fixed the "always transparent" problem for bays in the VAB. - Adjusted the "expanded" 2.5m bay to use transparency only on the doors. 0.3.4 (2016-04-17) - Tweaks. - Tweaked leg settings. - Moved leg wheel colliders to allow for more accurate aerodynamic occlusion. - Legs reduced in mass quite a bit. 0.3.3 (2016-04-01) - KSP 1.1 Hotfix - Landing leg suspension systems working again. Known issue: Feet float slightly. - Added search tags to parts. 0.3.2 (2016-03-29) - KSP 1.1 Hotfix - Landing legs updated to not be 100% deadly. Suspension still doesn't work, legs are rigid for now. - Moved MM configs to "Patches" folder. 0.3.1 (2016-01-11) - Tweaks. - X3 lander can mass increased. - Mass, fuel capacity, and cost increased for the "large" variant of the lander cargo bay. 0.3 (2015-11-11) - KSP 1.0.5 update. - Switched the 4-man capsule's "generic" IVA over to use the Mk3 shuttle's IVA instead, so that all 4 Kerbals are EVA/IVA selectable. - Moved "CHANGELOG" to the mod's directory. - Updated bays to use current cargo bay thermal stats and allow door deployment limit. - Parachutes now use new contract constraints. - Command pods use new maxTemp and skinMaxTemp values. - 4-man capsule uses new buoyancy settings. 0.2.1 (2015-08-05) - Alpha fixes. - Fixed a texture problem that resulted in the 1m and 2m fixed ladders not loading textures. - Fixed a scaling error with the "large" octagonal bay's doors, causing it to leave gaps when closed. - Radial parachute's storage case reduced in size by 15%. - Increased deployed-drag multiplier on all parachutes. - Added Connected Living Space support. - Added TweakScale support. 0.2 (2015-08-03) - Wide Alpha - Added 3 large parachutes: 1.25m & 2.5m stackable nose cones, and a large radial chute. - Added 4-man, 2.5m capsule-style command pod. - Added landing lights to the landing legs. - Fixed a collider issue with the Expanded 2.5m service bay that prevented use of the floor's attachment node. 0.1 (2015-07-08) - Initial Alpha - First release. Media: Kottabos review of version 0.2:
  4. Kerbetrotter Ltd. is happy to announce its newest creation from the Feline Utility Rover series: The Lynx Rover. A medium sized versatile rover that is capable to operate independently in the harshest environments. It is mainly designed to operate on other planets, but also in the outback of Kerbin. Depending on your configuration it can contain crew cabins, a laboratory or even bellowed joints to be more flexible in difficult terrain. Currently the Lynx Rover is still in the test phase and may have remaining bugs. Use it with caution! Many bugfixes for the Hitches/Joints Support for RPM and ASET Resource Support for Multiple Mods Please remove the folder of older versions of this Mod before installing! The source code is available on GitHub For instructions on how to use the hitches and joints, please take a look at the KSPedia entry of Feline Utility Rovers The hitches and joints are locked by default when you first launch your vessel. You have to click "Unlock" in the right-click menu to unlock them. Life Support: TAC-LS, USI-LS, Snacks!, Kerbalism, IFI Life Support Gameplay: KIS, KeepFit, RemoteTech, Connected Living Space, Pathfinder, Realfuels Visual: JSI Advanced Transparend Pods, Raster Prop Monitor, ASET Props Supports resources from: OSE Workshop, Extraplanetary Launchpads, MKS, Deepfreeze, Near Future Propulsion, Near Future Electrical Following additional features are planned for the future. The order of the list does not indicate when the new features are added. New Parts: Landing Thrusters, Legs, Docking-Bay The Hitches and Joints do currently not work when Kerbal Joint Reinforcement is installed. This will be fixed with the next update of KJR. If you encounter a bug with Feline Utility Rovers, please follow these instructions to report it.Most important: I need the LOG FILE. Otherwise i won't be able to help! Feline Utility Rovers is licenced under: @sirkut and @Ziw for Infernal Robotics, which was used as reference/learning source for the functionality of the hitch. Also thanks to @Snjo for the Firespitter mod. The Fuel-Switch is based on the one from Firespitter. Last but not least thanks to @Rafael acevedo for testing and suggestions during the development.
  5. 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!
  6. Thanks to @FullAuto556 for making this awesome movie using BDB! LAUNCHER GALLERY (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
  7. 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 - http://imgur.com/a/6kDLM -- 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!
  8. 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: https://github.com/macluky/MacLuky/releases or SpaceDock: https://spacedock.info/mod/1279/MacLuky'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 https://creativecommons.org/licenses/by-nc-nd/3.0/us/ 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 https://creativecommons.org/licenses/by-nc-sa/3.0/us/ 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
  9. NOTE: KSP 1.2 (either full release or latest pre-release, or 1.2.X) is required for SpaceY 1.13.2 or later. SpaceY Heavy-Lifter Parts Pack Required Dependencies: ModuleManager Cooperates with other mods: TweakScale FAR / NEAR AVC (Add-on Version Checker) Engine Ignitor Community Tech Tree HotRockets! DefaultActionGroups (To enable automatic toggling of SAS light on radial reaction wheels) as of version 1.10 IndicatorLights 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) Do you want more parts!? If you do, you can also install SpaceY Expanded with even more parts, and 7.5m diameter! Contains several unusual or unique features, including some "firsts": Engines with multiple sized fairings, or with conical fairings. Engine clusters with mode-switching for activating/deactivating nozzle groups. Rocket-assisted radial decouplers. Stack size adapters with multiple target diameters (adaptive shrouds). Docking ports with guide-lights. Fuel tanks with automatic shrouds. Thrust plates and adapters with fairings. "Petal" cargo bay. Author: NecroBones Special Thanks: NBZ, for lots of input, ideas, part names, and art feedback. Akira_R & 4nxs, for their HotRockets configuration work to add variation between vacuum/atmo effects. And many others for bug reports and feedback! --------------------------------------------------------------------------------------------------------------- SpaceY Lifters is a parts pack that is intended to extend the stock line-up of parts for lifting heavy payloads to orbit, by providing a similar update to the NASA/ARM pack from 0.23.5, in the next size up. It provides a range of 5m fuel tanks and engines, a fueled 3.75m nose-cone, both "stack" and "radial" decouplers, a fueled size adapter, large docking ports, adaptive size adapters, upper-stage thrust plates with shrouds, and a range of powerful SRBs. The name is a play on "SpaceX" in the real world, but also has the amusing double connotations of being "spacey", and also "Space, why?" -- Because it's there! All of the models and textures were made 100% from scratch, using Blender, Photoshop, and Unity. Design Goals: Maintain a "pretty", but still mostly stock-alike appearance. While KW goes a long way toward realism, we want to have a smaller pack that blends nicely with stock, and other stock-alike packs. While extending the stock game, try to maintain a gameplay balance with stock. Stay memory efficient. Similar parts attempt to share the same textures (currently ALL fuel tanks use just one texture). And do so while adding: Another layer of large rocketry, beyond the 3.75m ARM/NASA update that was added in KSP 0.23.5. Specifically, 5m parts. Large SRB options with high thrust and shorter burn times than the NASA/ARM SRB. Large rocketry utilities-- Big radial decouplers with thrusters built in, larger sepratron, big docking ports, etc. Possible future plans? Bigger engine/tank parts? (7.5m for instance) More SRB types? LFBs? (Liquid Fuel Boosters) More decoupler types? More multi-way adapter pieces? --------------------------------------------------------------------------------------------------------------- Image Gallery: (Note that the stats, appearances, and descriptions of the parts shown below are subject to change, or may be out of date) --------------------------------------------------------------------------------------------------------------- Parts Inventory: (as of version 0.17, 2015-06-18) Do you want more parts!? If you do, you can also install SpaceY Expanded with even more parts, and 7.5m diameter! --------------------------------------------------------------------------------------------------------------- Installation Instructions: 1. If upgrading from a previous copy, it's recommended to delete the old "SpaceY-Lifters" 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-Lifters" folder into your "GameData" folder. 5. 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- Curse.com download page -or- ksp.necrobones.com --------------------------------------------------------------------------------------------------------------- Creative Commons 4.0 Attribution-NonCommercial-ShareAlike CC BY-NC-SA --------------------------------------------------------------------------------------------------------------- Change History: 1.16 (2017-01-30) - SRB Update. - Corrected smoke emitter location on the 3.75m SRB, 21m length. - Added a 30m long 3.75m SRB. - Added a 29m long 2.5m SRB. 1.15.1 (2017-01-03) - Compatibility Update. - Added "NEEDS" conditionals for ConnectedLivingSpace and EngineIgnitor patches, to clean up log spam. - EngineIgnitor patches moved to their own file in the patches folder. - Added "NEEDS" conditionals for Engineering Tech Tree compatibility. 1.15 (2016-10-21) - Update. - Added new RCS sounds/effects. - Added a linear RCS thruster. - Updated OMS engines to use new RCS sounds and effects. - Added two adapters that can be used with the Rose/Rosette adapter center slots. - Updated custom part category with recent additions from here and SpaceY Expanded. - Added some missing search tags on thrust plates / adapters. 1.14 (2016-10-12) - More KSP 1.2 Compatibility & Fixes. - Landing legs should now work in the Landing Gear action group automatically again. - 5m Fairing base null reference exception corrected, and is available again. - Names adjusted on some thrust plates / adapters. - Version changed to 1.14 to make it more clear this is a significant 1.2 update. 1.13.2 (2016-10-10) - Basic KSP 1.2 Compatibility. - Added KSP 1.2 and KerbNet modules to probe cores. - Landing leg suspension disabled until a 1.2 solution can be found. - Using ModuleAnimateGeneric for the time being, so legs can still be used. - Will need an Action Group, or the Default Action Groups mod, for best results. - Categories adjusted for several parts, corresponding to 1.2 changes. 1.13.1 (2016-08-01) - Tweaks. - Icon-only shroud added to fairing base, for easy identification in menu. - 5m conical bay added to custom parts tab. - Added MM "NEEDS" conditionals to RemoteTech modules in probe cores, and moved to separate patch file. - Deadly Reentry patch file renamed to sort properly in the folder. - Added a compatibility exclusion for HPTechTree. 1.13 (2016-06-08) - Update. - Adapters and Thrust Plates marked as passable for Connected Living Space so that they can be used for station construction, and docking ports, etc. - Added 5m/3.75m conical payload bay. - Adjusted the "hide if empty" rules for the tech nodes. 1.12.9 (2016-05-31) - Hotfix. - Massive Rocketry/Structure tech nodes are now set to be hidden if empty. - Fixed a harmless mistake in the MM patches, as part of its self cleanup. 1.12.8 (2016-05-31) - Tweaks. - Adjusted some nickname tags on engines. - Minor tech tree and config changes in MM patches. Partly for better compatibility with Real Scale Boosters. - Non-CTT tech nodes are now added, even if CommunityTechTree is installed. - Gigantic Rocketry node internally renamed to match CTT. May have to re-unlock if you don't use CTT. 1.12.7 (2016-05-18) - Tweaks. - Added configs for docking ports to use IndicatorLights, if installed. - Reworked docking alignment lights to be slightly prettier when turned off, or dim, etc. 1.12.6 (2016-05-12) - Tweaks. - Restricted liquid fuel engines, fairings, and decouplers to non-surface part testing contracts, to match SRBs. - Changed underlying texture for Docking port alignment lights, for compatibility with IndicatorLights. - Converted small lighting textures for docking ports to DDS format. 1.12.5 (2016-05-08) - Tweaks. - Refined the primary launch clamp's internal layout, to use as a template for later projects. - Added basic thrust curves for SRBs. Flat profile, however thrust tapers off during last 5% of remaining propellant. 1.12.4 (2016-05-01) - Tweaks. - Corrected AVC version number. DOH! 1.12.3 (2016-05-01) - Tweaks. - Updated Probe cores and reaction wheels to use IndicatorLights if available. - Probe cores now also have a toggle option for light-up labels that correspond to the indicator lights. - Corrected a missing texture placeholder for the 3.75m stack separator. 1.12.2 (2016-04-25) - Tweaks. - More search keywords on engines. - Added colliders 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. - Tech Tree nodes are no longer hidden if empty. - Corrected some copy/paste mistakes with SmokeScreen rescaling settings for the small SRB particle emitters. 1.12.1 (2016-04-17) - Tweaks. - Tweaked leg settings. - Moved a leg collider to allow for more accurate aerodynamic occlusion. 1.12 (2016-04-10) - Tweaks. - Added 1.25m-0.625m interstage thrust plate to the TweakScale config, and default VAB custom tab. - Drastically reduced career prices for fuel tanks, to bring them into line with stock again. - Increased career prices for engines, to bring them into line with stock again. - Added a 2.5m thrust plate, with 1x 1.25m and 8x 0.625m nodes (half scale version of the 5m model). - Adjusted leg deployment animation to reduce the "foot teleportation" problem. - Increased damper ratio on the leg suspension. 1.11.5 (2016-04-05) - Tweaks. - Moved conical payload bay to Specialized Construction tech node. - Added a 1.25m-0.625m interstage thrust plate. - Softened leg suspension spring. 1.11.4 (2016-03-31) - KSP 1.1 Hotfix - Landing leg suspension works again. Suspension is very stiff to help prevent heavy vehicles from bobbing endlessly. 1.11.3 (2016-03-29) - KSP 1.1 Hotfix - Landing legs updated to not be 100% deadly. Suspension still doesn't work, legs are rigid for now. - Added menu search tags. 1.11.2 (2016-03-18) - HotFix. - Removed duplicate "MODCAT" entry for the SpaceY Expanded custom menu tab. 1.11.1 (2016-03-11) - Tweaks. - Added/enhanced custom category tab for FilterExtensions (will also include SpaceY Expanded, if installed). 1.11 (2016-02-28) - Tweaks. - Adjusted the MM rule for DefaultActionGroups to tweak the descriptions in the radial reaction wheels. - Added 5m color-changing to the R7 engine cluster. - Corrected the missing blue texture from the 3.75m tall 5m tank. 1.10 (2016-02-19) - The unintentionally quick update. - SRB 10R (radial) gimbal range reduced to 2 degrees (from 4). - Base (dry) cost of most SRBs (other than 3.75m models) increased slightly to align more with stock. - Moved ModuleManager patches to a "Patches" folder. - Added support for DefaultActionGroups mod, to automatically enable the SAS light on the radial reaction wheels. - Added color switching for 5m decoupler and separator, to match 5m tanks. 1.9 (2016-02-18) - Paint! - Added additional striped paint scheme to 5m tanks. - Switched the Color-Changing config to turn off alternate paint schemes via a slightly simpler method. 1.8.2 (2016-01-14) - Tweaks. - Consolidating tech tree for better mod compatibility: - Added SpaceY Expanded's tech tree nodes. - Added a hidden Colossal Rocketry node for future use (and for other mods if they want). - Removed TweakScale "adapter_3_1" definition since it's redundant with default TS configs now. 1.8.1 (2016-01-02) - Fixes. - Included ModuleManager version updated with its 2.6.16 bugfix update. - Added a "needs" condition for TweakScale patches. - Fixed the FilterExtensions category icon path. 1.8 (2015-12-31) - Texture updates. - Moved the "SpaceY Expanded" 7.5m tank texture into this pack. - Repainted default appearance for 5m tanks to use it. - Enables color-switching for 5m tanks even without "SpaceY Expanded". - 3.75m fueled short nose cone repainted with it too, removed grey stripes. - Reduced size of original 5m tank texture, removing redundant black/white areas. - Repainted 5m R7 engine to match, for compatibility. - Removed a fairing texture that was no longer in use. 1.7 (2015-12-22) - More separator goodness. - 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 5m stack decoupler: - Ejection charge reduced by half (to 400, down from 800). - Added built-in "sepratron" solid propellant separator motors. - Research cost increased slightly. - Added slanted variants of the sepratron nose cones. - Reduced maximum temperature for docking ports. Should burn up more easily now. ;) - Added a default custom part tab for VAB/SPH. 1.6.1 (2015-12-11) - Fix for nose cones. - SRB sepratron nose cones rotated 90 degrees, so that they play nice with mirror symmetry mode. 1.6 (2015-12-11) - SRB Overhaul. - Added additional paint schemes to the 1.875m/2.5m/3.75m SRBs, - Optional, requires Firespitter or InterstellarFuelSwitch core (DLL). - Added sepratron nose-cones for SRBs. - Fixed a typo with the engine heat animation for the K1 engines. - Corrected a typo with Agency mentality. - Replaced "placeholder" textures. Smaller, and more obvious when texture reassignment has failed. 1.5 (2015-11-11) - KSP 1.0.5 update. - Kiwi engine adjusted: slightly improved ISP, decreased mass, increased thrust. - Fuel crossfeed toggle added to decouplers. - Launch clamps updated with new contract constraints. - Ejectatrons updated to use new contract constraints, and exhaust damage reducer, and other thermal settings. - Updated heat shield to current stock ablator settings and contract constraints. Slightly increased ablator quantity. - Updated conical/petal bay to use current cargo bay thermal stats and allow door deployment limit. - Adjusted inner attachment node on conical/petal bay to be offset inward like new stock settings on cargo bays. - Updated all engines/SRBs to use FXModuleAnimateThrottle for heat animation. - Updated all engines/SRBs engines to use new standard thermal settings, and new career contract constraints. - "Automatic Switching" button hidden for cluster engines, since it did nothing. - Adjusted fuel tank texture settings to reduce log warnings when SpaceY Expanded is not installed. - Fairings, decouplers/separators, and more updated to use new stock-alike thermal settings and contract constraints. - Launch Clamps updated with new contract constraints. 1.4 (2015-11-05) - More colors, balance. - Added three new colors to 5m tanks (when color switching is available): Red, Blue, and Grey. - Diameters added to 5m fuel tank names, for easy identification in VAB menu. - Rebalanced the weight ratios of all SRBs, to correspond to KSP 1.0.X balance: - Increased dry mass (did not alter propellant amounts, ISPs, thrust values, etc). - Wet/Dry mass ratio is on sliding scale. Larger & more advanced SRBs have better mass ratios. - Removed stripes from procedural fairings (will affect SpaceY Expanded as well). - Slightly improved the texture rendering for the 5m fueled nose cone in the VAB menus. 1.3.1 (2015-10-18) - Bug fix. - Fixed the ModuleManager conditionals to detect when the prerequisite mods are missing for fuel tank appearance switching. 1.3 (2015-10-16) - Engine and fuel tank Update. - HotRockets adjustments: - Corrected some of the internal ID assignments (M/K engines). - Made corrections to particle scaling for all LFO engines. - Switched M,R series engines to use yellow flame instead of blue (RP1/kerosene inspired). Blue will be moved to the Penguins. - LFO engines will now animate their heat glow based on throttle (like "Better Emissives" patch) instead of temperature. - I've been debating this one for a while. We'll try this out and see how it goes. - It's contained in patch called "SpaceY_HeatAnimation.cfg". Delete it or rename the "cfg" part to disable. - Patch will also apply to SpaceY-Expanded engines. - New default custom flame/particle effects for all LFO (K,M,R series) engines. - New engine bell art assets for the M,R series of LFO engines. - Color switching added to 5m LFO tanks. To be enabled, requires Firespitter or InterstellarFuelSwitch, and SpaceY Expanded. 1.2 (2015-10-08) - Tweaks. - Added LC2 launch clamps to TweakScale config. - Removed erroneous flagDecal module from LC2 launch clamps. - Added bottom stack node and shroud to the R1 single Ratite engine. - Added surface attachment to K1,M1,R1 engines. - Note: May cause some occasional goofiness with saved crafts in the VAB/SPH saved with the old versions. Best to remove, re-attach, and re-save. - With InterstellarFuelSwitch or Firespitter, stack attachment bases can be toggled on K1,M1,R1 engines. - Improved labeling on shrouds for K1,M1,R1 engines. 1.1 (2015-09-30) - Update. - Increased connection breaking strength on many parts. - Added second set of launch clamps, with long retraction range to reach around boosters. 1.0.4 (2015-09-23) - Tweaks. - Fixed a double entry in the TweakScale config. - Corrected an issue with some parts not showing up in CTT's tech tree. 1.0.3 (2015-09-02) - Tweaks. - Increased joint breaking strength on 3.75m and 5m thrust plates. - More file preparation to support the "SpaceY Expanded" dependency. - Added spotlights to the docking ports. - R1 ratite engine moved up to Very Heavy Rocketry tech node. 1.0.2 (2015-08-26) - Tweaks. - Custom sounds disabled by default, until better ones can be located. - To re-enable, rename "SpaceY_CustomSounds.txt" back to "SpaceY_CustomSounds.cfg" (note the ".cfg" suffix). - Added new "Massive Structure" tech node (when not using Community Tech Tree). - Moved all 5m structural/interstage adapters, docking port, and stack decouplers to this new node. - Moved all 5m structural/interstage adapters, docking port, and stack decouplers to "Experimental Rocketry" in CTT. - Cleaned up some of the Community Tech Tree configuration (organizing). - Added the longest 3.75m SRB to the Gigantic Rocketry node in CTT, where it should have been. - Added the longest 3.75m SRB to the Massive Rocketry node in non-CTT tech tree, where it should have been. 1.0.1 (2015-08-21) - Tweaks. - Converted the 3.75m SRB textures to DDS format. - Added missing manufacturer setting for 10R radial SRB. - A few minor tweaks in preparation for the 7.5m spin-off pack (since this pack will be a dependency). - Moved "README" and "CHANGELOG" to the mod's directory. - Corrected a problem with multi-mode engine gimbal. - R5 engine moved down to "Experimental Rocketry" node in Community Tech Tree. 1.0 (2015-08-05) - New things. - Changed version numbering to 1.x to indicate we're no longer in rapid growth. - Added a longer 5m (15m long) fuel tank. - Added a set of 3.75m SRBs, stackable wih shrouds. (functional as lower/middle stages) - Reworked the models/textures for the 2.5m SRBs. 0.17.6 (2015-07-26) - Tweaks. - Reduced heat production in all liquid fuel engines to be more stock-alike. - Slightly reduced heat production on 1.875m and 2.5m SRBs. - Slightly altered names on M-series and R-series engines for clarity. 0.17.5 (2015-07-05) - Tweaks. - Added ConductionFactor/convectionflux settings for petal bay. - Adjusted OMS/RCS blocks' RCS thrust vectors to remove 5-degree offset (and thus minimize cosine losses). - Moved custom engine sounds to separate "SpaceY_CustomSounds.cfg" ModuleManager file, for easy removal. 0.17.4 (2015-06-27) - M1 update, continued/hotfix - Addressed a problem with new straight fairing in M1 Moa engine: - Removed middle attachment node that was added. - Replaced the 3.75m->5m cone fairing with the 2.5m straight fairing. (doubtful many people use that one anyway). - KNOWN ISSUE: If you used the new fairing in 0.17.3 (during the 12 hours or so it was available), the fairing will be invisible on ships already constructed. - requires KSP 1.0.4 to not be save-breaking 0.17.3 (2015-06-26) - M1 update. - Added a middle-length, 2.5m "straight" cylindrical fairing to the M1 Moa engine. (requires KSP 1.0.4 to not be save-breaking) 0.17.2 (2015-06-22) - KSP 1.0.3 balance update. - Updated thermal and ablator properties of heat shield, and removed transparency. - Updated thermal settings on many parts, for stock balance, including nose cones, fairings, SRBs, Engines, etc. - Fairing mass & thermal values updated. - SRB ISPs rebalanced, to be equal to some of the better performing stock SRBs. - Adjusted SRB propellant capacities and costs. 0.17.1 (2015-06-21) - SRB hotfix - Corrected a problem with colliders on the new 21m long 1.875m SRB (should no longer fall through the pad). 0.17 (2015-06-18) - Thermal help, plus SRBs. - Increased "thermal mass" multiplier and heat conductivity for thrust plates. - Increased "thermal mass" multiplier for structural/conical size adapters. - Increased heat tolerance for thrust plates and size adapters. - Shortened SRB names to "SRB" instead of "Solid Rocket Booster" to save space in the UI. - Added a new (21m) long 1.875m SRB. - Added a new (9m) long 0.625m SRB. 0.16.1 (2015-06-09) - Hotfix - Fixed R7 engine description. - Converted R7 supplemental texture to DDS format. 0.16 (2015-06-09) - New engine, etc. - Deleted an unused texture. - Moved the large launch clamps later in the tech tree. - Restored the R5 engine to 11,000 thrust (10% increase over the previous few versions). - Added new R7 engine cluster with integrated fuel. - Adjusted sound for R5 (and new R7) engines. 0.15 (2015-06-04) - Tweaks & fixes - Updated Deadly Reentry config with more current data. - Added support for Modular Fuel Systems (Modular Fuel Tanks). - Small tweaks to conical payload bay; shielding should theoretically work better now. - Closed a small gap in the colliders on the conical payload bay. - Added VAB/SPH transparency to conical payload bay. 0.14.1 (2015-05-28) - Balance tweaks - Increased cost, torque, and battery capacity in both probe cores. - Improved ISP for most engines at extreme atmospheric pressures (Eve). - Changed flag/agency images back to PNG format so they'll work again. 0.14 (2015-05-20) - Hot fix, finalizing as 0.14. - New RCS block set to be physicsless. 0.13.2 (2015-05-20) - Fixes & Engine rebalancing against stock. - Corrected the 3.75m fueled nose cone to appear in the size-3 bulkhead profile. - Corrected the manufacturer setting on the 0.625m SRBs. - LFO Engine balance pass. Note that a lowered Vacuum ISP results in improved sea-level thrust: - K1 engine: Lowered vacuum ISP. - M1 engine: Increased mass slightly, and lowered vacuum ISP. - M5 engine: Increased mass, and lowered vacuum ISP. - M9 engine: Lowered vacuum ISP. - R1 engine: Increased mass slightly, raised sea-level ISP, and lowered vacuum ISP. - R9 engine: Raised sea-level ISP, and lowered vacuum ISP. - Added a 5-way RCS block (without integrated engine). - Fixed a minor texture issue with the smaller "Dibamous" RCS/OMS engine block. - Slightly increased RCS thrust on the smaller "Dibamous" RCS/OMS engine block. 0.13.1 (2015-05-14) - SRB adjustments, etc - Corrected several TweakScale settings to allow scaling of various engines, plus fairings and heat shield. - Small amount of gimbal added to 2.5m SRBs. - Added an intermediate sized radial SRB. 0.13 (2015-05-09) - More heatshield goodness. - Fixed a typo in the Community Tech Tree config. - Corrected the bulkhead profile for the new mini radial SRB so it's not listed as a size-0 stack part. - New texture for the procedural fairing panels. - Adjusted the procedural fairing panels to begin at upper edge of base. - Added large (5m) heat shield. 0.12.3 (2015-05-08) - 1.0.2 adjustments - Tweaked the conical cargo bay's drag cube. - Fixed a configuration typo for the 3.75m to 2.5m thrust plate. - Reversed the attachment node priority order for extremely thin parts (docking ports, probe cores, thrust plates), so that they attach more easily. - Updated "Community Tech Tree" support for compatibility with CTT's new design. - Improved performance of monopropellant engines in atmospheric pressures > 1. - Corrected the career-contract settings for the launch clamps so that they match stock. - Added NASA engine sounds to SRBs and engine clusters. - Added a pair of small scale (0.625m) SRBs. 0.12.2 (2015-05-01) - 1.0.1 adjustments - Improved gimbal on liquid-fuel engines. - Adjusted heat generation on all engines to correspond to KSP 1.0.1 changes. - Adjusted all engine thrust numbers to correspond to KSP 1.0.1 changes. - Added "drag box" settings for conical cargo bay. - Converted textures to DDS format. 0.12.1 (2015-04-30) - More 1.0 adjustments - Fixed the 5m engines to no longer cause continuous smoke on the pad. - Tweaked the max-temps on the engines and fuel tanks. Now only 5-10% more heat tolerant than stock. - Adjusted heat generation/dissipation values on SRBs to match stock KD25k SRB. - Lowered ISPs of the liquid-fuel engines, due to stock rebalance. - Tweaked some of the thrust numbers for the liquid-fuel engines. - Tweaked ISP range of the monopropellant OMS/RCS engines to match stock. 0.12 (2015-04-29) - More tweaks, KSP 1.0 updates - Slight correction to 1.875m SRBs exhaust positioning. - KSP 1.0 compatibility pass (fixes to attachment nodes, heat scales, tech tree assignments, thrust/ISP scaling, etc) - KSP 1.0 balance pass, and additional settings. - Reassigned tech-tree locations. - Removed static fairings. - Added 1.0-like procedural 5m fairing. 0.11 (2015-02-18) - Beta, minor imrpovements - Corrected several mistakes in the Community Tech Tree patch. - Updated the HotRockets config to have different vacuum/atmo effects. - Added some gimbal to the 1.875m SRBs (inspired by the Space Shuttle SRB gimbal). - Slightly updated the texture on the 1.875m SRBs, plus other minor fixes. 0.10 (2015-02-06) - Aerodynamic and Structural Edition - Added "command station" settings to the probe cores for Remote Tech. - Added 5m and 3.75m inline fairings with optional size adapters + associated nose cones. - Added 5m and 3.75m Stack Separators. - Added taller 5m and 3.75m fueled nose cones, in the style of the fairing nose cones. - Added Deadly-ReEntry settings for the existing and new nose cones. - Significantly increased torque/breaking strength of nearly all SpaceY parts. 0.9.1 (2015-01-21) - The "rapid unplanned disassembly" mitigation edition. - Discovered that a lot of the torque/breaking strength numbers were set at 3.75m values: - Increased torque/breaking strength of all radial reaction wheels. - Increased torque/breaking strength of conical size-adapters. - Increased torque/breaking strength of all fuel tanks (which were set slightly lower than the 3.75m Kerbodyne tanks). - Increased torque/breaking strength of all decouplers. - Increased torque/breaking strength of all engines & SRBs, except the Kiwi/K1. - Tweaked torque/breaking strength of docking ports. - Tweaked torque/breaking strength of petal payload bay. 0.9 (2015-01-16) - Beta - Added a stack attachment node to "Dibamous" RCS/OMS pod. - Experimentally tweaked some strength settings on the docking ports. Let me know if this helps. - Adjusted colors on inside ring of large probe cores, to differentiate them in the VAB menu. - Several adjustments to the rigid landing-leg stack ring: - Adjusted size, positioning, rotation, and number of the legs. - Considerably improved strength / breaking force. - Switched to the actual landing-leg module to call the animation, so it responds to landing gear hotkey. - Added "SpaceX" style individual landing legs. - Added "Super Dibamous" combined RCS/OMS pod (larger variant of "Dibamous"). - All "thrust plate" parts have had their names adjusted, and color-coding added. - Added support for Connected Living Space, for the probe cores and docking ports. 0.8 (2015-01-09) - Beta - Added RemoteTech support for probe cores. - Added Engine Ignitor support for launch clamps. - Added auto-shroud to tops of cylindrical fuel tanks. - Altered fuel tank paint scheme to be a little more glossy, and less "satin". 0.7 (2014-12-27) - Beta - Removed the "ASAS" from the Radial Reaction Wheel texture, and slightly enhanced the gloss. - Added multi-mode operation to M5 and R5 engines, allowing for center engine cut-off, like Saturn-V. - Added 3.75m and 5m advanced probe cores ("Stack Guidance Systems") - Added 5m landing-leg "ring". Warning: Must land lightly, probably 3m/s or slower. Fragility is a known issue. 0.6.1 (2014-12-23) - Beta - Actually applied the thrust increase for the K1 Kiwi engine that belonged in the last update. - Corrected a few typos in part titles and descriptions. 0.6 (2014-12-23) - Beta - Removed SAS from Reaction Wheel parts, since it no longer works without being on a command pod/core. - Updated the naming convention for all engines, SRBs, tanks, and size adapters to be clearer and more consistent. - Added mode-switching for the M9 engine. Alternate mode engages only center engine, for landing. - Corrected K1 "Kiwi" engine's manufacturer so that it shows up in the SpaceY tab. - Increased thrust slightly on K1 "Kiwi" engine. - Increased thrust of R-series "Ratite" engines by 10%. - Increased thrust of M-series "Moa" engines by 33%. - Increased gimbal range of all M-series engines to 3 degrees. - Added RCS/OMS "Dibamus" monopropellant engine and maneuvering unit. - Slightly slowed the spool-up rate for all engines, to reduce sudden dissassembly syndrome with Z and X keys 0.5.1 (2014-12-16) - Beta Release, 0.90 tweaks - Added an even larger SRB, a 2.5m x 23m monstrosity. - Fixed manufacturer icon in VAB/SPH manufacturer-sort. - Reduced dry-mass of fuel tanks, to be more competitive with the new Mk3 LFO tanks. 0.5 (2014-12-15) - Beta Release - No changes strictly necessary for 0.90: - Engine/FuelTank split is automatic, but we went ahead and updated to explicitly categorize anyway. - Leaving SAS basic capability on the reaction wheel parts for now. - New naming scheme for engines, as a parody of SpaceX's naming. Flightless birds instead of raptors. - D1 engine renamed K1 "Kiwi" - F1/F5/F5 "Falcon" engines renamed M1/M5/M9 "Moa" engines. - R1/R5 "Raptor" engines renamed R1/R5 "Ratite" engines. - Added Heavy-Duty Launch Clamp - Added TweakScale support for the M1 engine that was missing. - Added missing TweakScale "adapter 3-1" scale (which was fine if you also had Modular Rocket Systems installed) - Added HotRockets support - Repainted the ejection arrows on the radial decouplers to be blue. - Made several changes to the K1 engine: - Moved earlier in tech tree, to Heavy Rocketry, alongside Skipper instead of Mainsail. - Repainted turbopumps to be blue - Added a cylindrical shroud, and stacking capability. - Improved ISP (mostly at the vacuum end). - Corrected the attachment node to be 1.25m size (instead of the default of 0.625m). - Changed several stats of the 1-way thrust plates (shrouded size adapters): - Moved the 3.75m->2.5m and 2.5m->1.25m units earlier in the tech tree. - Reduced mass of the 3.75m->2.5m and 5m->3.75m units. - Slightly reduced costs of all three. - Added a fourth size: a shorter duplicate for the 2.5m->1.25m for use with smaller engines. - Adjusted naming convention of parts and model-numbers to be more consistent, across the entire parts list. 0.4 (2014-12-10) - Beta updates - Increased gimbal range of all engines, slightly. - Decreased dry mass of all fuel tanks slightly (dry/fueled mass ratio is now between stock 3.75m and 2.5m tanks). - Added "D1" 1.25m booster engine. - Added upper-stage (with fairing) single-engine thrust-plates: - 5m to 3.75 adapter - 3.75m to 2.5 adapter - 2.5m to 1.25 adapter - Added non-fueled size adapters with multiple target sizes each, with a shared texture (from the 5m to 3.75m adapter): - 5m to 3.75m/2.5m/1.25m adapter - 3.75m to 2.5m/1.25m adapter - Added 3.75m to 2.5m conical "petal" payload bay, with functioning doors 0.3 (2014-12-03) - Beta updates - Repainted 5m decoupler to match fuel tank stripes, and have blue triangles. - Repainted 5m to 4x 2.5m adapter, to match fuel tank stripes. - Repainted 5m to 3.75m fueled adapter tank, to match the other stripes (sensing a theme?) - Added external fuel pipes on 5m to 3.75m fueled adapter tank. - Rotated engine bell pattern on F5 cluster engine, to match the R5 orientation. - Raised center engine bell on F5 cluster, so that all five are mounted at the same height. - Added 3.75m and 5m docking ports. (5m port is in "nanolathing" 1000-point tech-tree node) - Added "thrust plates" with optional stacking as upper stage clusters with shrouds (with a shared texture): - Note: These are in the "nanolathing" 1000-point tech-tree node. - Added 3.75m to 5x 1.25m adapter - Added 3.75m to 7x 1.25m adapter - Added 5m to 8x 1.25 + 1x 2.5m adapter - Added 5m to 2x 2.5m adapter 0.2.1 (2014-11-25) - Quick Fix - Fixed logo path for SpaceY agency config (for career mode) - Changed "F1" engine to have conical size-adapting fairings instead of cylindrical. 0.2 (2014-11-25) - Beta update - Added "Community Tech Tree" support. If CTT is installed: - Moves tall 2.5m SRB to "Gigantic Rocketry" - Moves R5 (SaturnV-like) engine to "Gigantic Rocketry" - Changed sort-order in VAB/SPH menus for SRBs and short tank, so short versions are first. - (requires delete before reinstall of mod, or else you'll get double entries) - Added "Ejectatron", equivalent to 10x Sepratron. - Added intermediate height fuel tank. - Added 5m & 3.75m external-ring ASAS reaction wheel systems. - Added "R1" engine (single from the "R5" SaturnV-like cluster). - More thrust than Mainsail, and a little lighter, but much less efficient, costs more, and doesn't stack. - Added "F1" engine (single from the "F5"/"F9" engines clusters). - Less efficient and pricier, but more powerful and lighter than the Skipper. Accepts stacking in 2.5m and 3.75m. - Slightly improved "R5" engine cluster's efficiency. - Reduced the price and research costs of all liquid fuel engines. - Repainted fuel tanks, conical size adapters, and engines to be less "busy", and more SaturnV-like. - Slightly increased the "gloss" on tanks, so that the paint has more of a satin finish. - Updated TweakScale settings and moved them to a file called "SpaceY-TweakScale.cfg" for easy deletion/modification. 0.1 (2014-11-17) - Initial Beta test version. ---------------------------------------------------------------------------------------------------------------
  10. PicoPort is a small parts mod pack which contains a set of very small Docking Ports intended for use with tiny probes. Presently, this mod comprises four parts: Coupling: 1. PicoPortBasic - This is an orientation specific, ungendered docking port. It will mate with other PicoPortBasics in only 4 positons (90 degree rotations). This is useful if you wish to use balanced RCS from porbes connecting to the mother vessel. 2. PicoPortPlus - This is an ungendered docking port, similar to Clamp-o-Tron. 3. PicoPortM -This is a Male PicoPort, non-orientation specific and will only dock with the femal counterpart. 4. PicoPortF - This is a Female PicoPort, non-orientation specific and will only dock with the male counterpart. 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: PicoPort 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 Thanks: I must say thank you to @DStaal for setting me off down the path of this pack, its been a good learning experince (basically blame him). Also thanks to him and @linuxgurugamer for helping with testing and development ideas. Change Log: Feedback and suggestion: 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!
  11. 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: https://github.com/BobPalmer/FTT/releases 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]
  12. ===> Curse.com main download. <=== ===> SpaceDock mirror. <=== ===> Available in CKAN. <=== Dev thread here Same pics on Curse. Video review by Kottabos: Video review by GrunfWorks (fresher one): Other mods support: ModuleManager IS ABSOLUTELY ESSENTIAL for mods support. Connected Living Space is supported where it matters. F.A.R. is supported. (Hopefully...) JSI Advanced Transparent Pods Modular Fuel Tanks and Real Fuels are supported. RealFuels is recommended. TweakScale is supported and highly recommended. RasterPropMonitor RemoteTech is supported and recommended. Is supported by other mods: ModuleSolarTracking - should automatically make SSP right-click menus less confusing. SETI Techtree and Balance mods Parts are mostly self-explaining - either in Imgur album or in game. But here is what you're generally getting: Deployable skycrane in two sizes. Easy to use modular parachute system. Double-axis solar panels. Multistage Lander tank systems. Tiny electric impeller for atmospheric drones. Family of rovers - both manned and unmanned. Also a fix for stock rover body orientation. Mk2 spaceplane extension parts - mostly butts and some noses. Primitive unmanned soil sampler. Real worls CubeSat double-dipole antenna replica. 2.5m hubs. Aerodynamic blisters. Opening heatshield, allowing protection for your bottom docking port. Small tweakable weight to finely balance your tiny probes. Chengelog: Troubleshooting: It's GNU GPL 3.0 until I find something more CopyLeft-ish. But I'm too lazy to regularly update source files (Blender and Unity in my case), as GPL demands. And I'm constantly fiddling with them. So if you want anything - just ask and I'll send you the latest version. Comments, bug reports and ideas for further development are welcome.
  13. The Maritime Pack v0.1.9 Release Date: 11/22/16 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. Downloads to date: Donations to Date List of Donors.... THANK YOU! Download counts, usage chart, donations and the donors list is updated once every 24 hours. This chart shows the number of times a copy of KSP was started up with Maritime Pack installed over the past 30 days. Pictures! Ok, so it seems someone has disabled imgur album imbeds and left large gaping holes in the forums. You can view all of my KSP images here Other Links: The website where I sorta keep track of this mod ____________________________________________________________________________________________ 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. ____________________________________________________________________________________________ Thanks to @Beale and his modding tutorial He's responsible for this. ____________________________________________________________________________________________ Known Issues Required Plugins: Firespitter Plugin - made by Snjo (included) All rights to the included plugin are held by the original creator, for license information, please refer to the provided link.
  14. Imgur Album Service Module and accessories designed specifically for use with the stock Mk1-2 Command Pod, vaguely resembling NASA's Orion MPCV. May or may not have a convincing stockalike appearance. Dependencies - AnimatedDecouplers (@Starwaster), for umbilical animation on decoupling, as well as adding stock drag occlusion support for the Boost Protect Cover and Service Module side fairings - ModuleManager (@sarbian), for applying patches for functionality/features provided by dependencies and third-party add-ons - Wenkel Corporation RealChute Parachute Systems (@stupid_chris), for parachute functionality Supported Third-Party Addons - Deadly Re-entry Continued (@Starwaster) - if installed, the SDHI Heat Shield will protect the Mk1-2 Pod from the heat and stresses of atmospheric reentry; most other Service Module components will also consistently be burned up when deorbited - Ship Manifest and Connected Living Spaces API (@Papa_Joe) - if installed, crew transfer will be realistically limited to through the parachute-equipped docking ports - TAC Life Support (@TaranisElsu / @danfarnsy / @JPLRepo) - if installed, will add a total of Kerbin eight day's worth of life support provisions to the Mk1-2 Pod and Service Module, plus Carbon Extractors and Water Filters - USI Life Support (@RoverDude) - If installed, will add a total of Kerbin eight day's worth of life support provisions to the Mk1-2 Pod - PEBKAC Industries: Launch Escape System (@Kurld) if installed, will automate SDHI LES and Pod Boost Protective Cover deployment/jettison Download (V3.2.3 / 18 December 2016) - CurseForge - GitHub (Issue Tracker / Wiki) How To Install 1. Ensure that you have all of the aforementioned dependencies installed 2. Remove any previous version of the SDHI SMS add-on 3. Download from one of the sources above 4. Extract the .ZIP archive and copy the GameData folder provided into your KSP root directory The parts should then be located under the SDHI/Service Module System folder Usage - This parts pack is specifically designed for use with the stock Mk1-2 Command Pod - For assembly and configuration instructions, refer to the how-to guide on the wiki - A Launch Escape System is included in this pack, which has better performance than the LES from the stock game; it also comes with a built-in Solid Fuel-powered RCS thruster to allowing mid-abort course corrections Uninstallation Instructions Remove the SDHI folder and all its contents from the GameData folder. If you have other SDHI part packs you wish to keep, just remove the Service Module System subfolder. Need Help? Please read the FAQ at the bottom of this post first, as it addresses common issues and their solutions/explanations. If your issue isn't covered by the FAQ, post your bug reports and support requests in this thread, providing as much information as possible (error logs, screenshots etc.). Optionally, you may also submit a ticket on GitHub. Licence This parts pack is licenced under Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0), which in layman's terms means: - You are permitted to use, copy, redistribute my work as-is - You may remix your own derivatives (new models, alternative textures), and release them under your own name - You must credit Robin "sumghai" Chang (author, Sum Dum Heavy Industries Service Module System) when publishing your derivatives in the download and forum posts Further Information - Development thread (Behind-the-scenes, preview of upcoming features) Release Notes 3.2.3 - 18 December 2016 --------------------------- WARNING: This is a craft and save-breaking update; it is recommended you abort / recover existing SDHI craft before installing this update Changes / Fixes: - Compatibility Patch for KSP 1.2.2 - Fixed USI Life Support MM patch to use NEEDS instead of FOR - Added PEBKAC Industries: Launch Escape System compatibility - This automates Launch Escape System (LES) and Pod Boost Protective Cover deployment/jettison - Boost Protective Cover will automatically jettison when pod is pointed retrograde - Changed LES engines to use ModuleEnginesFX in order for compatibility with PEBKAC support - Added custom exhaust plume and smoke effects to LES main engines Bugs/Known Issues - PEBKAC support does not make use of LES pitch control motor RCS thrusters to actively point pod retrograde during abort - Kurld is working on adding this feature to the plugin in a future update 3.2.2 - 22 November 2016 --------------------------- Changes / Fixes: - Tweaked heat shield aerodynamics parameters so that pod stays retrograde during atmospheric reentry - Moved heat shield to Thermal category and Advanced Landing tech tree node - This brings it in line with the stock heat shields - Added USI Life Support compatibility - Eight days' worth of Supplies and Mulch storage for the standard crew of three Kerbals - Storage is applied directly to stock Mk1-2 Pod 3.2.1 - 20 November 2016 --------------------------- WARNING: This is a craft and save-breaking update; it is recommended you abort / recover existing SDHI craft before installing this update Changes / Fixes: - Compatibility Patch for KSP 1.2.1 - Service Module and Avionics Ring tweaks - Increased reaction wheel torque from 5 to 15 kN/m - Set SAS to standalone operation, allowing crafts with inexperienced crew to have full SAS capaibility - Mk1-2 Pod Aeroshroud colliders are now manifold (closed) meshes - Launch Escape System (LES) pitch control motor RCS thrusters now have custom flame and sound effects 3.2 - 8 July 2016 --------------------------- WARNING: This is a craft and save-breaking update; it is recommended you abort / recover existing SDHI craft before installing this update Changes / Fixes: - Compatibility Patch for KSP 1.1.3 - All models have been re-scaled to actual size in-game - Side fairings have been overhauled - They now split into thirds rather than halves, and include built-in solid rocket jettison motors to help push the panels away cleanly after separation - The parachute-equipped IACBM docking port has been updated to match the new design from FusTek Station Parts - The ports will now enforce docking orientation angles at 90 degree increments - Updated support for tg626's Kerbal Optical Alignment System (KOAS) mod, previously known as the Docking Target mod - This adds an inline docking camera and target to the parachute-equipped SDHI Clamp-o-Tron docking port 3.1.1 - 23 April 2016 --------------------------- Changes / Fixes: - Compatibility Patch for KSP 1.1 - Added support for DennyTX's OLDD docking camera plugin to both parachute-equipped docking ports - All parts now have search tags - Improved heat shield texture and normal map - The fairingless LV-909 "Terrier" Liquid Fuel Engine has now been deprecated - This is because the stock LV-909 now includes the ability to hide the engine shroud - Existing crafts will not break, but users are encouraged to switch over to using the stock engine for new crafts - The fuel cell in the Service Module and Avionics Ring can now be toggled using Action Groups - The Launch Escape System (LES) has been reassigned to the more sensible Advanced Landing tech tree ndoe - This is a Level 6 node, which puts it on par with the other SDHI SMS parts - Tweaked the ModuleAnimateGeneric parameters used to prevent the Mk 1-2 Pod Umbilical Port from being toggleable outside VAB/SPH editor scene - KSP 1.1 fixed some typos in the parameters used in KSP 1.0.5 3.1 - 13 February 2016 --------------------------- WARNING: This is a craft and save-breaking update; it is recommended you abort / recover existing SDHI craft before installing this update Changes / Fixes: - Compatibility Patch for KSP 1.0.5 - A dedicated Launch Escape System (LES) is now included in the parts pack - The LES runs on Solid Fuel, and is capable of lifting a Mk 1-2 Pod, heat shield and Pod Boost Protective Cover up to 2.0 km in altitude, making pad aborts viable compared to the stock LES - The LES also includes built-in RCS thrusters that are powered by its own independent Solid Fuel reserve, allowing mid-abort course corrections - Added support for tg626's Docking Target mod, which adds a cosmetic docking alignment target mesh to all Clamp-O-Tron docking ports - Dropped support for HotRockets! plugin - The plugin is currently not compatible/updated for KSP 1.0.5 - The fairingless LV-909 engine will now only have stock engine FX - Dropped support for Klockheed Martian Special Parts plugin - The plugin is no longer being maintained - The Heat Shield's flotation collar no longer works - Mk1-2 Pod Aeroshroud jettison motor thrustTransforms relocated to the sides of the shroud - The thrustTransforms were previously located under the skirt of the shroud itself, which would overheat nearby parts such as the Service Module and Heat Shield - Shroud texture modified to include jettison motor nozzles and warning label decals - Mk 1-2 Pod Umbilical Port no longer toggleable outside VAB/SPH editor scene - This long-standing bug was fixed with the introduction of scene-specific animation toggling in KSP 1.0.5 (courtesy of SQUAD developer NathanKell) - Rebalanced part costs to be in line with stock parts (courtesy Kerbas-ad-astra) - Avionics Ring now has higher entry/per part cost, lower mass and adjusted CoM offset - Service Module now has higher entry/per part cost, lower mass and adjusted CoM offset - Service Module Adapter now has lower entry/per part cost, lower mass and lower breaking force/torque - SDHI Heat Shield characteristics updated for KSP 1.0.5's thermal model - Side fairings and Mk1-2 Pod Aeroshroud colliders reworked using convex rather than concave meshes - Side fairings now decouple from the Service Module itself rather than the Service Module Adapter - The Service Module and Avionics Ring now have built-in support for MechJeb and RemoteTech - The Service Module and Avionics Ring decoupler will wait until the umbilical has fully extended before releasing the Mk1-2 Pod Bugs/Known Issues - Part testing contracts are generated in Career Mode - This not intended behaviour, since the SDHI SMS is intended to be tested as a complete assembled stack rather than in piecemeal - A future update might include a proper contract for testing the SDHI SMS 3.0.1 - 10 July 2015 --------------------------- Changes / Fixes: - Compatibility Patch for KSP 1.0.4 - Heat shield is now compatible with 1.0.4's updated thermal system - Deadly Reentry support has also been updated accordingly, and the corresponding patch is now compatible with DRE 7.2.x - Fallback patch for stock parachute behaviour has been updated - Deployment altitude increased to 1000m - Minimum air pressure required to open reduced to 0.04 kPa - Both values are comparable to stock parachute part performance - Note: RealChute is still the recommended default Bugs/Known Issues - Mk 1-2 Pod Umbilical Port is now also toggleable outside of the VAB/SPH editor scenes - This is due to a limitation with the current stock KSP ModuleAnimateGeneric behaviour, but is not game-breaking. - Part testing contracts are generated in Career Mode - This not intended behaviour, since the SDHI SMS is intended to be tested as a complete assembled stack rather than in piecemeal - A future update might include a proper contract for testing the SDHI SMS 3.0 - 11 June 2015 --------------------------- WARNING: This is a potentially craft and save-breaking update; it is recommended you abort / recover existing SDHI craft before installing this update Changes / Fixes: - Compatibility Patch for KSP 1.0.x - The Service Module's fuel cell now uses the new stock ModuleResourceConverter system, and has the same performance as its stock standalone counterpart - Stack attachment node directions have been updated to conform with 1.0.x stricter definitions - The Node Resizer plugin is no longer required when attaching the Heat Shield to the pod, Service Module or Avionics Ring - All textures have been converted to DDS format for faster loading and reduced memory usage - A bright patch on the Pod Boost Protective Cover has been fixed - The Heat Shield is now compatible with the new stock reentry system - Ablative darkening is not used in SDHI SMS, and has been disabled - Deadly Reentry is still supported, and the corresponding patch is now compatible with DRE 7.x - The fairingless LV-909 engine has been updated to have similar performance to its stock counterpart - The Service Module colliders have now been fixed, so that surface-attached parts like solar panels and RCS thrusters should no longer float out from the lower propulsion trunk segment - The Service Module Adapter textures have been reworked to be visually consistent with the Service Module upper ring itself - The Pod Boost Protective Cover and Service Module Fairings are now fully compatible with the new stock aerodynamics system - This requires the latest version of the AnimatedDecouplers plugin, which provides special versions of the standard decoupler/jettison PartModules in order for the stock ModuleCargoBay to know when to update its drag occlusion behaviour - Removed Ferram Aerospace Research MM patch for Pod Boost Protect Cover - The latest versions of FAR now intrinsically and automatically handle drag occlusion for hollow parts, making such patches redundant - Fixed HotRockets! MM patch for the fairingless LV-909 engine Bugs/Known Issues - Mk 1-2 Pod Umbilical Port is now also toggleable outside of the VAB/SPH editor scenes - This is due to a limitation with the current stock KSP ModuleAnimateGeneric behaviour, but is not game-breaking. - Part testing contracts are generated in Career Mode - This not intended behaviour, since the SDHI SMS is intended to be tested as a complete assembled stack rather than in piecemeal - A future update might include a proper contract for testing the SDHI SMS 2.4 27 December 2014 --------------------------- Changes / Fixes: - Compatibility Patch for KSP 0.90.0 - Added Editor Part List Filter By Manufacturer Icon for SDHI - Heat shield floatation collar powered by Klockheed Martian Special Parts now considered an optional feature instead of a depedency Bugs/Known Issues - In the VAB/SPH editor scenes, When surface-attaching solar panels and other small parts to the ribbed propulsion trunk segment of the Service Module, the parts will sometimes appear to be suspended a fair distance away from the surface - The problem generally occurs when angle snap is enabled, possibly due to editor scene changes in KSP 0.90.0 - No known fix - Part testing contracts are generated in Career Mode - This not intended behaviour, since the SDHI SMS is intended to be tested as a complete assembled stack rather than in piecemeal - A future update might include a proper contract for testing the SDHI SMS 2.3 10 October 2014 --------------------------- Changes / Fixes: - Compatibility Patch for KSP 0.25.x - Updated references and scaling factors in stock parts used by SDHI (such as the Fairingless LV-909 and Clamp-O-Tron Docking Port - Parachute version) - Replaced FSanimateGeneric with new stock KSP ModuleAnimateGeneric - IACBM fins, Boost Protect Cover hatch and Mk 1-2 Pod Umbilical Port remain toggleable in the VAB/SPH editor scenes - Firespitter plugin is no longer required, and has been dropped from the list of dependencies - Added fallback patch for stock parachute behaviour if RealChute is absent - Note: RealChute is still the recommended default - Stock parachute behaviour only deploys main chutes, and should only be used in an emergency as it may cause sudden or craft-damaging deacceleration upon deployment Bugs/Known Issues - Mk 1-2 Pod Umbilical Port is now also toggleable outside of the VAB/SPH editor scenes - This is due to a limitation with the current stock KSP ModuleAnimateGeneric behaviour, but is not game-breaking. 2.2.1 30 August 2014 --------------------------- Changes / Fixes: - Updated TAC Life Support patch for compatibility with new v0.10 version 2.2 29 August 2014 --------------------------- Changes / Fixes: - Added Node Resizer support - This dynamically changes the stack nodes of the Avionics Ring and Heat Shield to size 0 while in the VAB/SPH editor scenes, allowing for easier attachment (and thus fixing the "bouncing" attachment node bug) - When entering the flight scene, this automatically switches the node size back to 2 to ensure a strong structural connection as usual - New meshes, graphics and better details for the FusTek Karmony hatch on the IACBM parachute-equipped docking port - This is for compatibility / visual consistency with future versions of FusTek Station Parts 2.1.1 21 August 2014 --------------------------- Changes / Fixes: - Fixed TAC Life Support patch so that it only applies if TAC LS is actually installed. 2.1 7 August 2014 --------------------------- Changes / Fixes: - Compatibility Patch for KSP 0.24.2 - Native TAC Life Support compatibility - Increased Mk1-2 Pod Food and Waste storage capacities - Added Water, Oxygen, WasteWater and CarbonDioxide storage to Service Module - Added Carbon Extractors and Water Filters to both Service Module and Avionics Ring - A combined Command Pod / Service Module would thus contain up to eight Kerbin days' worth of provisions for its three crew - Fixed HotRockets! patch dependency checking - If HotRockets! is not installed, LV-909 Liquid Fuel Engine (Fairingless) will revert gracefully to stock effects - RealChutes 1.2.4 compatibility fix - SDHI TextureLibrary and ProceduralChute removed from parachute-equipped docking ports as they are no longer required - Fixed missing drogue canopy texture - WARNING: This is a craft and save-breaking change; it is recommended you abort / recover existing SDHI craft before installing this update 2.0 27 July 2014 --------------------------- Changes / Fixes: - Compatibility Patch for KSP 0.24.x - Native integration for Connected Living Space (CLS) API - Parachute-equipped docking ports will allow crew passage if Ship Manifest is installed - Native Deadly Reentry Continued support - Heat shield will protect command pod during atmospheric reentry - All other parts should burn up reliably when deorbited - Native HotRockets! particle effects support for LV-909 Liquid Fuel Engine (Fairingless) - Consolidated Service Module and Avionics Ring textures / subdirectories - Native FAR support for Boost Protective Cover - NOTE: When first installing FAR and/or SDHI, you must delete CustomFARPartClassification.cfg from your GameData\FerramAerospaceResearch\ folder in order for FAR to properly rebuild its part classification definitions to include the SDHI parts) - Reduced docking port spotlight range and intensities, as they are not intended for general illumination - Fixed Service Module rescaling bug that occurs on scene reload - RealChutes 1.2.2.2 compatibility fix - WARNING: This is a craft and save-breaking change; it is recommended you abort / recover existing SDHI craft before installing this update Features: - New Command Pod-Service Module Umbilical interface on Service Module and Avionics Ring - Stock Mk1-2 Command Pod now has option to show / hide SDHI Umbilical port - Umbilical will animate when decoupler is triggered - Requires Starwaster's AnimatedDecouplers plugin - Boost Protective Cover now has toggleable crew access hatch, compatible with FASA launch towers - Opening the hatch allows Kerbals on EVA to board the command pod, while closed hatches prevent Kerbals from getting out - Boost Protective Cover can now be adorned with mission flag / logo - Self-inflating floatation collar built into Heat Shield - Triggers automatically on splashdown to keep the pod afloat while awaiting recovery - Requires dtobi's Klockheed Martian Special Parts plugins 1.9 5 April 2014 --------------------------- Changes / Fixes - Compatibility Patch for KSP 0.23.5 - Fixed IACBM 1.25m - Parachute version docking light colors 1.8 20 March 2014 --------------------------- Changes / Fixes - Reduced drag on Service Module, so that when it decouples from the Mk1-2 Command Pod just before re-entry it is less likely to bump back into it - Set Boost Protective Cover decoupler force to 0, as the ejection force is made redundant by the cover's own solid rocket motors 1.7 13 January 2014 --------------------------- Changes / Fixes - Dropped FusTek_Sumghai.DLL in favour of external dependency on Snjo's Firespitter plugin - You will need to download and install the latest version of Firespitter yourself - This change now allows the IACBM guidance fins to be tweakable within the VAB/SPH 1.6 24 December 2013 --------------------------- Changes / Fixes - Added new 0.23 EFFECTS{} for parachute sounds (stupid_chris) - Tweaked main parachute deployment altitude slightly; the mains will now deploy almost immediately after drogues are cut, instead of after a (decidedly terrifying) period of free-fall. 1.5 8 December 2013 --------------------------- Changes / Fixes: - Compatibility upgrade to take advantage of new features in RealChute v0.3 - Parachute drag is now dependent on effective canopy area rather than stock drag - Command Pod assembly will now hang under parachute anchor realistically without the need for the CoMOffset hack, and as such the latter has been removed 1.4 24 November 2013 --------------------------- Changes / Fixes: - Parachute-equipped docking ports now use stupid_chris's RealChute Parachute Systems plugin - Drogues will now auto-cut properly before automatically deploying the main chutes - Docking port lights can now be toggled normally during parachute deployment - This is not included in the pack, so you will need to download it separately - Updated drogue parachute textures to distinguish them from the main parachutes 1.3 8 November 2013 --------------------------- Features: - New Part - SDHI 2.5m Avionics Ring - Avionics Ring is essentially the upper decoupler portion of the full Service Module, with a bonus battery, reaction wheel and toggleable integrated fuel-to-electricity converter - This is particularly useful for people who want to build their own Service Module, but also use the SDHI Heat Shield and Boost Protective Cover 1.2 25 October 2013 --------------------------- Changes: - VAB/SPH: Moved SDHI 2.5m Service Module Adapter and SDHI 2.5m Service Module Fairing to Aero tab - R&D: Moved SDHI 2.5m Service Module Adapter to "Supersonic Flight" node - If you have unlocked this part previously in Career Mode, you will need to edit your persistence file to temporarily remove the adapter from the list of unlocked parts, and then re-unlock after restarting the game - Modified SDHI Mk1-2 Pod Boost Protective Cover collider to allow the Mk1-2 Pod underneath to be selected - Hover your mouse pointer over the "Cut To Rescue" graphic on the cover and right-click 1.1 17 October 2013 --------------------------- Changes: - Compatibility Patch for KSP 0.22+ - All parts have now been assigned to the appropriate nodes in the Research & Development Tech Tree - Parts are in the same Tier Level as the Mk1-2 Command Pod (i.e. Tier 5) - "Specialized Construction" unlocks: - SDHI 2.5m Heat Shield - SDHI 2.5m Service Module Adapter - Clamp-O-Tron Docking Port - Parachute version - IACBM 1.25m - Parachute version - "Supersonic Flight" unlocks: - SDHI Mk1-2 Pod Boost Protective Cover - SDHI 2.5m Service Module Fairing - "Heavier Rocketry" unlocks: - SDHI 2.5m Service Module - LV-909 Liquid Fuel Engine (Fairingless) 1.0 12 October 2013 --------------------------- Features: - Initial release - New parts - SDHI Mk1-2 Pod Boost Protective Cover - Clamp-O-Tron Docking Port - Parachute version - IACBM 1.25m - Parachute version - SDHI 2.5m Heat Shield - SDHI 2.5m Service Module - LV-909 Liquid Fuel Engine (Fairingless) - SDHI 2.5m Service Module Fairing - SDHI 2.5m Service Module Adapter - Boost Protective Cover is ogive-shaped to fit stock Mk1-2 Pod and any surface-attached accessories underneath - Staging activates both the shroud decoupler and jettison solid rocket motors - If shroud jettison is to be triggered via action groups, both the decoupler and the solid motors must be manually mapped to the same action key - Docking Ports come with short-range illumination lamps and integrated drogue/main parachute system - Clamp-O-Tron variant is compatible with stock standard-sized docking ports - IACBM variant is compatible with the FusTek Station Parts Expansion add-on - Service Module comes with: - Non-staged CM-SM decoupler to prevent accidental Pod/Service Module seperation during flight (action groups or right-click context menu used instead) - Toggleable integrated fuel-to-electricity converter for use Bugs/Known Issues - Drogue parachutes do not auto-cut until mains are fully deployed - This is due to the use of *two* ModuleParachutes, which is technically "hacky" by KSP standards - Unlike BobCat's Orion spacecraft, however, the parachute-equipped docking ports will use the greater of the two drag configurations, guaranteeing a safe landing - Warranty void if parachutes are deployed on a planetary body other than Kerbin - Docking Port Lights become untoggleable after parachute deployment - This is because of the way KSP handles animations; the game can only save the state of one animation at a time, and the docking ports need several animations to handle the various parachute deployment stages and the lights. Frequently Asked Questions (FAQ) Acknowledgements - @stupid_chris: RealChute Parachute Systems plugin - @Starwaster: AnimatedDecoupler plugin, stock aero fixes, heatshield rebalancing - @Kerbas_ad_astra , @StevieC and @NathanKell: various tweaks and fixes
  15. DESCRIPTION: This mod adds parts made of rusty metal. The goal of this mod is to let you build rockets/spaceplanes that have completely different look than stock parts, and most of the other mods. If you like aestetics of Firefly, Red Dwarf, Fallout, Mad Max, you might like this mod. Most of the parts have stats comparable to similar stock parts. Some are maybe slightly OP. So far, there are more than 100 parts from all categories. Mod dependencies: none! SCREENSHOTS: Links to IMGUR albums: http://imgur.com/a/M1HX0 http://imgur.com/a/R9sZ0 Instalation: 1. extract RustyStarRockets.zip to GameData folder 2. have fun! Legal stuff: Rusty Star Rockets by GagaX is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
  16. So, i'm trying to build a craft and this problem arises every so often; I am wondering how to change the focal point of mirrored parts. Here's a shot because the few threads where I think this is the problem people are asking about, there is always a confusion on the interpretation of the question. The current mirrored rotation of these lights means they rotate with the small yellow arrows and "meet" on the yellow axis/arrow. I want the lights to meet and rotate outward from the blue arrow so that, if the blue arrow (by the VAB door) is 12 o' clock at this angle, the lights are sitting at like 2 & 10 (as opposed to 2 & 4, right now). Essentially, rotating the mirror focal point 90 degrees. Let this jankily drawn representation be the standard by which all understand this dilemma and hopefully find their answer.
  17. 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 (embedding is broken) Beta v0.14.2 Download: To prevent issues, please remove any previous versions of the mod before updating Also available on: Requires: Dmagic Orbital Science(For some science experiments to work), DMagic ScienceAnimate (included) Mod configs included: Remote Tech by @rakol AntennaRange by @rasta013 Tweakscale by @Jso 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 v0.1: (Two Barquetta Communication Satellites, Barquetta-Odyssey, Deep Space 1, Evera, Mariner, Quetzal, Tatsujin, Tatsujin-Express, Torekka) 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!
  18. Attribution-NonCommercial-NoDerivatives 4.0 International - If you like what I do and would like to donate it would be appreciated Delete Old Version of Cormorant Aeronology. File structure has changed 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 Credits Real Plume Configs by @VenomousRequiem included USI-LS patch by @FellipeC included RO configs by @DrLicor In progress for new update Cool Rockets effects by @damonvv on Github Shuttle Payload Technologies by @MrMeeb CxAerospace by @cxg2827 6 Seat Mk3 Cockpit by Ruben 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 ----------------
  19. 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: http://www.curse.com/ksp-mods/kerbal/241283-sstu-shadow-space-technologies-unlimited And are also available on Github: https://github.com/shadowmage45/SSTULabs/releases (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): https://github.com/shadowmage45/SSTULabs/wiki 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: https://github.com/shadowmage45/SSTULabs/issues (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: https://github.com/shadowmage45/SSTULabs/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: https://github.com/shadowmage45/SSTULabs/issues Bug Reports: Please submit issue reports for any problems you encounter via the GitHub issues tracker: https://github.com/shadowmage45/SSTULabs/issues. 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: https://github.com/shadowmage45/SSTULabs/wiki/Parts---Master-List Lander Core A series of parts specially crafted to enable low-part-count non-atmospheric lander designs for use in the stock Kerbol system. 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 Apollo CSM stack. Includes two command modules (one with integrated heatshield and parachutes), launch abort system, and Apollo-inspired service module. Ship Core: General A line of generic / utility parts. Fairings, RCS, Science experiments, and procedural decouplers of various types. Ship Core: Series B 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. Includes a customizable fuel tank setup as well as multiple engine clusters and heavy lift SRBs. Craft Files None currently available, will 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 -- Fully supported and highly recommended if you intend on using 3.75m+ parts. Some parts will not function...nicely... without KJR installed due to stock joint mechanics (radial decouplers). If you have wobbly rockets or parts, get KJR. KNOWN ISSUE: KJR is known to cause unstable orbits; more unstable the lower the gravity/orbital velocity is. USI-LS and TAC-LS -- Patches for both 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. ConnectedLivingSpace - A simple CLS patch is included to add CLS passability to all SSTU crewed parts. FAR - Currently incompatible, but awaiting a fix that should restore compatibility. RO/RSS - Should be mostly functional through the patches that are included in RO. Not all things are working. I do not offer support for RO, so please direct any RO questions to the Realism Overhaul thread. 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: https://github.com/shadowmage45/SSTULabs/issues Future Timeline / Future Plans Please see the Github Milestones and Issues Tracker to see future/current development plans. Milestones (long-term plans): https://github.com/shadowmage45/SSTULabs/milestones Issues Tracker (current in-dev stuff): https://github.com/shadowmage45/SSTULabs/issues 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: https://github.com/shadowmage45/SSTULabs/blob/master/LICENSE-SOURCE.txt 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: https://github.com/shadowmage45/SSTULabs/tree/master/Source). 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 https://github.com/shadowmage45/SSTULabs/blob/master/LICENSE-ASSETS.txt 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: https://github.com/sarbian/ModuleManager 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: https://github.com/BobPalmer/CommunityResourcePack 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 non-included dependency for the SC-E (shuttle) landing gear. It may be found at: https://github.com/shadowmage45/KSPWheel 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 - Config Creativity Director, Testing, config development (descriptions), 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!).
  20. Latest Update 0.99.13.03 removes 88's SM Armory 122 beta The original BDA expansion contains 100 items to enhance your military might from 7.7mm WW1 machine guns to modern CIWS systems , WW2 field guns to 152mmAGS turrets there's a weapon for every eventuality With SMA now containing 100 parts it's time to go for V1 and full release, Boomsticks as was will be frozen at v1.1.3 and no further updates will be done. SM Armory is also to my mind complete and as such very little will be added, however my intention is to make extra packs to add on if the user wishes, rather than forcing and increasingly large download This version includes the impossibles, things that were thought impossible to create with BDA. These turrets ALL designed for CIWS use feature rapid fire cannons and AA missile rails. Also as usual are loads of normal turrets some based on fantasy , some on reality, but wherever the inspiration came from I've attempted to make them relevant to the Kerbal world. With notable and deliberate exceptions everything here is appropriately powered for Kerbal Kombat. I've also spent a good amount of time making sure that they work with SM Marine and The Large Boat Parts as i find that's the situation in which most of these will be used Some of the latest additions Current Items that made release, constantly subject to testing and response Notes DO NOT INSTALL BOTH THIS AND BOOMSTICKS On installation you will notice that the mod contains an extras folder. In this folder you will find the Secubots security robot turrets, A weapon probe for connecting to turrets for standalone use, meant for use with the field guns, the pirate ship cannon and the 88. Also included is a filter extensions addition simply unzip and merge with filter extensions to get advanced sorting of SMM products IMPORTANT The Flak 88 is broken, and for a reason I don't understand it causes serious errors in game. Please do not use it or build craft that use it, As I've been unable to fix the problem the next update will remove the Flak88 Emergency download Links to original Boomsticks post Coming soon SM AFVs Tanks and trucks Gives you parts to build Tanks and trucks SM Old School Turrets and Tanks A relaunch and update of OST now with Tiger hull and ShermanM4 turret and Hull BoomsticksLegacy Boomsticks is currently under License: All Rights Reserved Old School Turrets and Never Enough Dakka With the uploading to SpaceDock or NED and OST I have decided to roll all the support and development into one thread, this should enable me to hear of and fix any issues ASAP. Although there will be little further development on these two packs( unless requested) I will continue to improve both function and appearance on all items, and of course I'll keep them working I have received some interesting other items in the assets i received from the original author PrototypeTheta and this will also make an appearance shortly THE NED REDUX RELEASE Works in 1.22 Old School Turrets Redux release Works in 122 Album link Thanks as always to @gomker @V8jester @XOC2008 and occasionally @colmo for testing bug hunting and sanity preservation Hi all yes the button is new, i don't ever expect anyone to bother, you are certainly not obliged in any way, I was asked by several people this week, if there was a donation button in order to show their appreciation, the wife saw the requests, and after a some discussion i have given in and added a donation facility
  21. Ablative-Airbrake More images: http://imgur.com/a/Gaj10 This "Ablative-Airbrake" mod adds a derived stockalike airbrake coated with ablator. This part reuses the stock textures to save your RAM, those included are fake of 4x4 pixels. It uses the "KSP Add-on Version Checker" mod if you have it installed (not included) to check its version by using a connexion on my github page given below, read the "KSP-AVC Add-on Version Checker" page for more details. Gameplay infos: - Part available in the "Aerodynamics" category. - Part unlockable in the tech-tree in the Hypersonic Flight node. Compatibility: - KSP-AVC - TweakScale, thank's @Marcelo Silveira Installation: - No Dependancy mods. - On update remove any existing older version. - Copy/paste the folder "Ablative-Airbrake" in your "Kerbal Space Program/GameData" directory. - Enjoy! Download on SpaceDock Available on Changelog Github page License P.S: let me know about the balance or suggestion, as it is a really new mod.
  22. What is it? Universal Storage is a parts pack that allows you to build Apollo Service Module style sections with various resource wedges attached around central cores. The pack is designed to work with many life support mods. More information http://ksp.kingtiger.co.uk Download SpaceDock or CKAN or OneDrive Universal Storage is set of parts to help you build service modules for your craft. Two core parts for 1.25 and 2.5 meter stacks provide a number of attachment points where you can fit various wedges. These wedges can store resources, provide KAS containers and even be used to create Apollo style science bays. In addition a number of reactors and processors are included to help you make the most of your resources. Each of these parts are balanced based on real world examples used in the Apollo space program or on the International Space Station. Designed to work with other mods Universal Storage is designed to work with lots of other mods, Universal Storage will automatically detect these mods and add / adjust parts to match. For the best experience we recommend the following: Kerbal Inventory System Universal Storage works with Kerbal Inventory System. With KIS installed you can pick up wedges and place them in cores. You’ll also get access to new parts designed for KIS. DMagic Orbital Science This amazing mod adds lots of new science parts and contracts, giving you lots of new opportunities to advance Kerbal knowledge. The Orbital Science mod includes some science experiment wedges that will be available with Universal Storage and Orbital Science both installed. Life support mods Universal Storage includes config files to work with the populate life support mods, providing the resources required to keep your Kerbals alive. New parts will be available depending on what life support mod you have installed. Supported mods include: TAC Life Support Asmi's ECLSS IonCross Life Support IFI Life Support Snacks! USI Life Support Change Log You can access the latest change log at SpaceDock Installation instructions The mod is very easy to install. Download the file from SpaceDock Unzip the file and follow the included .pdf documentation For more information and alternative download check out ksp.kingtiger.co.uk You can also download and instal from CKAN Licence The full licence is included in the download or at ksp.kingtiger.co.uk The short version is: Models and images: All rights reserved .cfg files: Creative Commons Attribution-ShareAlike 4.0 Packaged 3rd part mods are covered by their own licences (details in full licence) COPYRIGHT All models and textures are copyright of the original creator, all rights reserved. SCREEN SHOTS, IMAGES AND VIDEOS You may create and publish screen shots, images and videos featuring Universal Storage running as part of KSP, including for commercial or financial gain. This does not include the texture image files, except when viewed in-game as part of Kerbal Space Program. Note: this license does not override or supersede any existing license regarding Kerbal Space Program or Squad 3RD PARTY MODS AND PLUG-INS PACKAGED WITH UNIVERSAL STORAGE ARE COVERED BY THEIR OWN LICENCE Module Manager: CC share-alike license Mini-AVC: GNU General Public License v3 Universal Storage is created by New Horizons and NOX Industrial Initial concept, coding, lifesupport balancing, and supporting materials Paul Kingtiger Asset modelling, texturing, animations, Unity work and visual development Daishi
  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. Because UbioZur has kindly allowed to update his work, Alewx and girka2k have taken care to update and maintain this great mod. From the UbioZur's original thread: ----IMPORTANT---- These are the basic requirements that are necessary for any support of the issues that are happening. -What KSP Version is used -What Welding Version is used -Which Mods are installed -Preweldment craftfile -KSP.Log If you do not provide this information, do not expect great help. ----IMPORTANT---- Please read carefully "Known limitations" and "Known Issues" sections before using this mod. The program is still under heavy development, so you may encounter problems when using it, and the result of it's work may not satisfy you. In this case, do not hesitate to report it here. 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. Download version 2.5.0 for KSP 1.2.2 Download version 2.3.3 for KSP 1.1.2 Download Config and Icons for very useful Filter Extensions mod. Latest changes: 2016-11-15 - Version 2.5.0 - Continued New Feature: Internal merging Welding parts with internals will now create new internals for this weldment Improved mass calculation precision 2016-11-15 - Version 2.4.4 - Continued Fixed NPE with certain parts 2016-11-10 - Version 2.4.3 - Continued Fixed scaling of parts having only a single mesh 2016-11-08 - Version 2.4.2 - Continued Fixed scaling of parts Fixed a bug with CoM offset with multiple models 2016-11-08 - Version 2.4.1 - Continued Fixed scaling of parts Fixed a bug with the file simplification Full history of changes: Installation As usual, extract the GameData folder from archive into the main folder where your game is installed - for example: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program WARNING! Don't delete GameData\UbioWeldingLtd\Parts folder or you will lose all your weldments! Usage Create the set of part you would like to weld inside the VAB or SPH Press button in stock Launcher Follow the instructions. Weldments will be saved in the GameData\UbioWeldingLtd\Parts folder Reload game and then you will have your weldment available on the part list. (You can try to save time by enabling the "Database autoreload" option in settings, but it should be borne in mind that this mode is incompatible with many mods and can cause problems.) Known limitations / supported and unsupported mods If you weld together multiple RCS, you will not be able to use the weldment for rotation - the game doesn't allow it. Don't include in your weldment more than one Leg/Light/Solar panel/Science experiment - it is game limitation. The main restriction is not to weld together two identical parts from this list. So for instance, you should not weld two legs together. One leg and one illuminator on the same weldment does not present a problem. Also it is better not to combine together several Docking ports in one weldment. If you weld Engine with integrated Alternator, your weldment always will have Electricity amount equal to 0 even if you have welded a battery to it (Bug/Feature of the game). Multiple Engine with Fairing are not supported by the game. Generally, I suggest not include the engine(s) in your weldment. Crew Hatch: Game allow them only near the CoM of the weldment or hatch will be unusable. Game won't allow several hatches. Winglet/wings/control surfaces/parachutes: they can/must work incorrectly after welding. Other limitations will be described Soon(â„¢) Incompatible mods: You can have all these mods installed, and will have no problems. But welding the parts from them will lead to unusable weldment. Procedural parts Infernal Robotics Compatible mods: Tweakscale Hullcam VDS (only one camera per weldment) Remote tech (don't add more than one antenna to your weldment) Feel free to share in this thread what mods works and don't work for everyone to know. Known Issues welded engines are causing a major trouble, already when they are welded and also as a new part. Other stuff Sources The latest version for 0.25 The latest version for 0.24.2 Legal stuff Code and artworks are licensed under the Attribution-NonCommercial-ShareAlike 3.0 (CC BY-NC-SA 3.0) creative commons license. See http://creativecommons.org/licenses/by-nc-sa/3.0/legalcode for full details. This work based on malkuth's update for UbioZur's original code. All rights to original source code belong to UbioZur. The rights to malkuth's code update belongs to malkuth The rights to subsequent code changes and artworks belongs to Alewx and girka2k Thank you UbioZur for kind permission to continue your work! <--- If you suddenly decided to press star to raise reputation, do not forget that support of this mod is our joint work with Alewx and Girka2k so please raise his reputation too!
  25. 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!