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Found 98 results

  1. 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!
  2. Ever felt KSP needs more explosions? Me neither really, but space debris is a problem in real life, and now it can be a problem in your game too! When/if you start leaving debris in orbit, your craft may encounter a "micrometeroid", which will explode a random part of your ship, unless the game considers it to be shielded from the airstream. Debris only counts (and therefore explosions can happen) if: 1) It's Periapsis is above the atmosphere height (or 5000m for airless bodies) 2) Your vessel is outside the atmosphere (or 5000m for airless bodies), and below the Apoapsis of the debris. More debris = more chance of an explosion (the exact amount this is affected can be changed in the difficulty settings) I know, no pics no clicks, so here's some screenshots from some earlier versions with pretty explosions: License: MIT Download it here
  3. Contract Configurator - A config-file based solution for creating new contracts! How it Works Contract Configurator exposes various hooks into KSP's contract system through a standard config file syntax. This means that modders using Contract Configurator can create new contracts without writing any code. The config file format has 5 basic sections: Contract Summary - This contains all the summary text, expiry/deadline dates, and reward information. Parameters - These are mappings to the stock ContractParameter classes which specify what the player has to do to complete the contract. Requirements - This is what is required before the contract will show up. Most of the ProgressTracking information is supported, along with a few other things. Behaviours - These are behaviours that are applied at the contract level. A behaviour can create additional objects related to the contract (such as spawning Kerbals), be used to store persistent data or any number of other things. Data nodes - These define new data for use within the contract using Contract Configurator's powerful expression language. And if the provided parameters and requirements aren't enough, Contract Configurator is extensible. New parameters and requirements can be added in as little as a dozen lines of code. Download Contract Configurator can be downloaded from GitHub. Source The full source and test configuration is available on GitHub. Documentation The user guide is hosted on the GitHub wiki. Change Log Version Checking 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. Recommended Mods The following is a list of mods that enhance some of the things Contract Configurator does: Coherent Contracts - this is a must for any contracts using the stock description (aka gibberish) generator. It turns the gibberish into actual understandable English! Waypoint Manager - this will help with any contract using the stock waypoint system by drawing the waypoints in the flight view. Makes hitting targets more accurately much easier! License Contract Configurator is licensed under the MIT License. RemoteTech integration (CC_RemoteTech.dll) is licensed under GNU GPL v2.0. Like what you see? Consider donating to the coffee fund! It will not go directly to supporting this or other mods under my care, but it may keep my motivation up!
  4. 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 Ship Core: Engines A set of engines in many varieties, including pre-built engine clusters. Many more engines, mounting options, and cluster designs will be added over time. Ship Core: Series A A set of parts modeled after the Soyuz CSM stack. Includes Orbital Module, Descent Module, Service Module, and LAS. Ship Core: Series B A set of parts modeled after the Apollo CSM stack. Includes two command modules (one with integrated heatshield and parachutes), launch abort system, and Apollo-inspired service module. Ship Core: Series C A series of parts heavily inspired by and based on current NASA - SLS project. Includes representations of SLS upper stack initial configuration, and lifter parts designed in the vein of the lower/core portions. The upper stack is designed to allow for a low-part-count manned orbiter setup, while the lower-stack parts are intended for super-heavy-lift capabilities. Command module and upper-stack are 3.75m, while the lower-stack lifter parts are 5m. Ship Core: General A line of generic / utility parts. Fairings, RCS, Science experiments, and procedural decouplers of various types. Includes a full line of configurable/dynamic fuel tank parts in standard cylinder, sphere, R-7 booster (integrated decoupler), and upper-stage (integrated rcs) form factors. Includes a full set of truss based cargo bay modules. Also includes a full line of interstage fairings and petal adapters, and standard payload fairings. (Many parts not shown in album) Lander Core A series of parts specially crafted to enable low-part-count non-atmospheric lander designs for use in the stock Kerbol system. Station Core A line parts for low-part-count station use. Includes inflatable Bigelow-inspired inflatable modules, inflatable centrifuge modules, ISS inspired habitat and lab modules, and a line of TKS/DOS inspired single-part station cores (integrated solar, engines, rcs, docking ports, sas). Also includes a full line of stand-alone solar panels and a 'welding' docking port. (Album not yet available) Craft Files None currently available, will possibly start becoming available when the mod has reached a stable state (not for the foreseeable future). Additional Addon Compatibility and Integration RealPlume -- Optional but highly recommended. SSTU includes a set of patches for RealPlume for all engines as well as most other engine-enabled parts. More will be added over time. Stock effects are also included, but options and configuration for those are much more limited. If you want pretty-looking exhaust effects, get RealPlume. MechJeb -- If MechJeb2 is installed, Command Pods (and some service modules) include a built-in MJ module. The tech-unlocks for these are based on the default MJ tech-settings. Kerbal Joint Reinforcement -- As of KSP 1.2+, KRJ is no longer necessary, as the stock Auto-Struts can eliminate most of the wobbles. Might still have utility on extremely large craft designs, but should no longer be nearly-mandatory. USI-LS -- Patches for most parts are included, and will be enabled when the requisite mods are installed. These patches add a few days worth of life-support to each of the pods and some of the service modules. TAC-LS -- Some patches are included. Not up to date, and not all parts are patched. ConnectedLivingSpace - A simple CLS patch is included to add CLS passability to all SSTU crewed parts. FAR - Unsupported. You are on your own if you choose to use FAR. Any problems involving FAR needs to be brought up in the FAR thread. RO/RSS - Unsupported. Take any support requests regarding RO to the RO threads. KR&D - Known to be incompatible. Some config edits can be made to allow them to work in the same install, but KR&D cannot adjust stats on most SSTU parts. Introductory video by MrMeeb Known Issues IVAs - Many are incomplete. WIP. They'll be finished 'eventually'. Textures - Many unfinished textures. Please see the Github issues tracker for a complete list of known issues: 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 dependency for the SC-E (shuttle) landing gear, and is distributed under its own license (GPL 3.0+ https://github.com/shadowmage45/KSPWheel/blob/master/License-GPL3.txt). 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 - 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!).
  5. So I have been considering over the past month or two the creation of a life support system tailored to fit in with the USI mods, and also bring together some the bits I like about other mods already on the market, and add a few of my own tweaks, etc. This is pretty much my interpretation of how, if I were to go buy Kerbal in a store, I would expect a stock-ish life support system to work. I've been playing with it and minus a few refinements am very happy with the result. With that, I am pleased to introduce USI Life Support. Basic overview stuff. Mechanics wise, it's pretty simple. Kerbals require supplies. Kerbals also require EC. these are both on the same timer, so I just check supplies for the status window. When Kerbals are done consuming supplies, leftovers, scraps, and 'anything else' is either tossed overboard, or (if storage is available) tossed into a 'mulcher'. The resulting organic slurry is called 'mulch' and can be used to feed greenhouses, etc. at the player's discretion (or in the case of MKS, converted into Organics at varying levels of efficiency). 15 days out, the visuals go yellow (sorry, no auto-warp-slowdown-thingie, use KAC). When supplies run out, things go into the red. If you leave them unsupplied for 15 days... well, they just say 'screw it', get grouchy, and quit. They are still in the pod. they still take up a seat. But they can't fly, can't EVA, and essentially do the Kerbal equivelant of spinning around in their office chairs, refusing to work, until resupplied. This is a design consideration in that all of us, at least once, has just flat out done goofed, and lost a whole colony of Kerbals via glich or other sadness. Yes, death/despawn will be an option. Not the default one tho. Mechanics wise, they are transformed into tourists, as they are essentially on a self-imposed vacation Once resupplied, they are happy as clams and will return to work. While on EVA, they will not quit. But if they are brought back aboard a ship and have been starved (and can't find a hot meal waiting) they will promptly go in strike, and begin their self imposed vacation immediately. Orange suited Kerbals (Jeb, Bill, Bob, and Val) are immune to the ill effects of life support. They will still consume supplies if given, but do not leave the job, because they are just that awesome. This always gives a player (especially a new one) an 'out' to test out a manned mission before actually committing your other kerbals, etc. to a horrible fate of snack deprivation. Yes, it's a bit more 'Kerbal' than TAC-LS, but also a lot more predictable and with harder consequences than 'Snacks'. It does, however, feel 'right' (at least to me) from a design standpoint. Parts wise: Three inline storage compartments. No extra recyclers needed. No resourced added to pods (the 15 day window covers all of the Kerbin SOI so no point). No random contracts. MKS/OKS Changes MKS wise, closed loop just got a lot harder/more interesting (depending on your point of view). The old C3 (now renamed to the Pioneer Module) will have a basic mulcher and greenhouse and can do recycling at 50% efficiency for up to four Kerbals. Kerbitats operate at 75% efficiency. Mk-IV modules (once released) will operate at 90% efficiency off-world, 100% efficiency on the surface (pulling in of local material is inferred, no extra drills required). Supplies come from organics. Organics come either from mulched supply waste, or from a combo of water/substrate. So surface bases are easier to get to self sufficiency - if they are on water/substrate deposits. Orbital will always be a pain - so you will need to fly up fresh organics or keep large stores. And since organics creation is not tied to the life support loop, building large surface farms is also pretty easy now. Dealing with hungry Kerbals So you can do some very interesting things. Run a command pod to dock reviving supplies/snacks to a starved out colony ship. Use one of your orange-suits to lead a mission and conserve supplies. Note that Kerbals are pretty damn aggressive about getting their snacks - the only way to lock them out of the biscuit tin is to click that little feed button by the resource on a part (same way we reserve some battery power for a probe). Note that a Kerbal about to starve (i.e. no supplies for 15 days) will in fact happily break open said biscuit tin. witty screen message included Design side note: So 'Mulch'. Waste was used, and too generic. And I wanted something that showed that the stuff was kinda useful, not edible, and felt more 'kerbal' (and less like poo!) if that makes sense. The idea of Kerbals tossing all of the spare bits and scraps into a contraption and getting out a semi-useful generic organic slurry had a certain appeal, hence the abstracted mulchers and mulch resource. The resource itself is just 'supplies' and has the visual representation of a translucent, semi-rounded green cube. What are they? Well... leave that to the imagination. But the labeling will read 'N.O.M.S. - (Nutritional Organic Meal Substitute)' on the tins 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: Get it at the GitHub Repo! https://github.com/BobPalmer/USI-LS/releases
  6. Have you taken a new survey contract and then been frustrated when you had to keep flipping between map and flight mode to find your waypoints? Did you crash your vessel? NEVER AGAIN. Waypoint Manager does the following: Renders waypoints in flight mode. Gives a GUI listing of all waypoints and allows you to activate navigation from that GUI. Allows the creation of custom waypoints. If you want to see it in action, check it out in maxhfx's KSP Easy Mods series: Custom Waypoints @Miles Teg has provided some custom waypoint files! To use them, copy the to GameData/WaypointManager/CustomWaypoints.cfg (I'll have to add a proper file dialog in a future version) and hit the "Import Custom Waypoints" button. Included are files for the various KSC biomes and for marking off the runway and helipads. Download Waypoint Manager can be downloaded from GitHub. Source The full source is available on GitHub. Documentation No documentation, just install and enjoy the waypoints. Change Log License Waypoint Manager is licensed under the MIT license. Like what you see? Consider donating to the beer fund! It will not go directly to supporting this or other mods under my care, but it may keep my motivation up!
  7. Connected Living Space (CLS) NOTICE to CLS USERS: Codepoet's real life is preventing him from supporting CLS. He has asked and I have volunteered to support CLS going forward. Codepoet is NOT gone, but has no time. Therefore, I'm cloning his OP and creating a new thread to continue the support and maintenance of CLS. Source code and download locations will remain the same, only the Forum thread will change (vBulliten limitation). The link to the original CLS thread is here. the Forum mods have locked the original thread, so post your needs in this thread going forward. Current Version, 1.2.4.2, can be downloaded from SpaceDock || GitHub You will also need ModuleManager to load the config files for CLS to work. CLS now supports KSP-AVC, an addon version checker. If you have KSP-AVC inistalled, it will detect when CLS needs to be updated. CLS also is listed in CKAN for your automatic installation convenience. You can access the source code here. If you spot a bug please let me know. Ideally bugs should be raised in Github, but if that is too much to ask then post on this thread or the development thread. More helpful than raising a bug report is to raise a bug report with lots of information about how to reproduce the problem, and with logs files, save files, craft files etc. Even more helpful is to write a fix by forking the code in Github, and then generating a pull request Introduction This mod identifies areas within a vessel that can be crewed by Kerbals and through which kerbals can pass internally to reach other parts that can be crewed. It is provided to make the concept of connected living spaces easily available to other mod developers and so to provide a single consistent understanding of which pars connect to each other, bringing together both multiple features via plugins and multiple part pack via configurations. CLS itself has a simple GUI to show the player which parts are connected to which. It also has an optional feature that conforms the stock crew transfer system to CLS's view of internal connectivity. License: ConnectedLivingSpace is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License CLS API WIKI - of interest to modders using CLS in their own mods. There is also some early documentation in the development thread. While CLS is primarily an API, it will operate in standalone mode, and does offer a few features. Check out Acessing CLS and CLS Features in the Wiki for details. Updates changelog: ---------- release v 1.2.4.2 * New: Added a custom event to notify mods that the CLS vessel data has been refreshed. * New: Added a some configs per GitHub issue and PR 79 Thanks Kerbas-ad-Astra! release v 1.2.4.1 * Fixed: Some parts were not merging spaces event when hatches were opened. Github Issue #75. Forum Post: http://forum.kerbalspaceprogram.com/index.php?/topic/109972-122-connected-living-space-v1240-30-dec-2016-customize-your-cls-parts/&do=findComment&comment=2906269 * Fixed: CLSDefaultPart.cfg was included in distribution. There should only be a CLSDefaultPart.cfg.txt file. Removed. Github Issue #78. release v 1.2.4.0 * New: Refactored to support KSP 1.2.2. * New: Completely refactored method used to Add hatches to vessels. Now utilizes a module manager config, eliminating prefab manipulation in game. * New: Code refactored to improve performance and garbage collection. * Fixed: Some parts containing ModuleDockingNode without a referenceNodeName would be rendered impassable in some nodes. * Fixed: NRE generated during Vessel load. The addition of a female kerbal broke the CLS Module attachment code when a vessel is loaded at Flight. (This was a old undetected bug, that may explain some parts not showing as passble) * Fixed: Spammed Index out of range error during space changes while CLS Window is opened. release v 1.2.3.0 * New: Added support for intercepting Parts selection list during stock Transfer target part selection. A part not in the same space will be unselectable and is highlighted orange like full parts. * New: Added support for overriding the "Allow unrestricted Crew Transfers"in CLSInterfaces.dll setting via other Mods to prevent "competition" between mods when handling stock crew transfers. * New: Updated config for Docking Port Jr. Squad now says that a kerbal can squeeze thru. * New: Refactored code to improve performance, recuce garbage collection, & use Explicit typing. * Fixed: CLS windows now properly close when changing scenes. * Fixed: In the Editor, part highlighting does not work correctly when adding new crewable parts. release v 1.2.2.1 * Fixed: Stock Crew Transfer fails for "not in same space" even when the 2 parts are in the same space. release v 1.2.2.0 * New: Refactored Stock Crew Transfer Handler to use new KSP 1.1.3 events to pre-empt the transfer if disallowd by CLS. release v 1.2.1.5 * Fixed: Finally squashed NullRef exceptions when RemoteTech is installed. * New: Added Distribution folder to project for ease in locating binaries from Git. * New: Added folder check for PluginData to ensure proper config file creation when Mod is installed. release v 1.2.1.4 * Fixed: NullRef exceptions when RemoteTech is installed. * New: Moved configuration file from GameData root folder to GameData\ConnectedLivingSpace\Plugins\PluginData folder to comply with KSP folder standards for mods. release v 1.2.1.3 * New: Changed behavior of CLSClient.cs (API wrapper class) to prevent additional assembly scans when called. Ref Git Issue #72. * New: Added new configs for Taurus HCV. Git Issue #71 * New: Added config changes for KOSMOS SSPP Git Issue #69 * New: Refactoring for KSP 1.1.2 (WIP) release v 1.2.1.2 * Fixed: When a Stock Crew transfer is overridden, the override message is not properly displayed. * Fixed: When a Stock Crew transfer is overridden, the original move message is not properly removed. :release v 1.2.1.1 * Fixed: Null reference errors. * Fixed: Window would not open release v 1.2.1.0 * New: Updated mod for KSP 1.1.2 compatability. prerelease v 1.2.0.9 New: Updated mod for KSP 1.1 compatability. New: Corrected Stock Screen Messages so that they are properly removed when CLS overrides a Stock Crew Transfer. Fixed: CLS would not display a window when the stock Icon was clicked. Fixed: CLS should now only display 1 icon in Editor or flight. Removed redundant icon call in Start, now that stock buttons now behave as intended.Version 1.2.0.2 - 21 mar 2016 New: Added Changes to configurations based on conversations in forums and a Pull Requests by Technologicat, khr15714n & Kerbas-ad-astra. Fixed: Correct build deploy automation to project (missing icons for blizzy). Fixed: CLS tweakables incorrectly visible when custom passability is disabled. Version 1.2.0.1 Corrects an implementation bug. in 1.2.0.0 release, the wrong dll was distributed.. Build and deploy process is now automated. Version 1.2.0.0 makes CLS KSP 1.0.5 ready, and adds a new feature to the VAB/SPH Customizable Part configs for CLS. This feature is off by default. Refer to the CLS Wiki for more details on this handy new feature. Version 1.1.3.1 Fixes a KSP 1.0.2 toolbar issue when Blizzy Toolbar is not insatlled, a display issue with options when no vessel is loaded, and a change to the Freedom Alt Stock MM config. Version 1.1.3.0 Fixes a KSP 1.0.2 toolbar issue, a vessel loading bug, and adds support for Blizzy's toolbar. CLS now supports KSP-AVC if you have it installed. Version 1.1.2.0 Fixes a bug. Version 1.1.1.0 makes changes to the way hatches and highlighting work to make is easy to co-operate in these areas with other mods. Version 1.1.0.0 makes CLS work with KSP 0.90 Version 1.0.11.0 fixes a bug with the stock crew transfer integration Version 1.0.10.0 fixes a bug and integrates with the stock crew transfer system Version 1.0.9.0 is to support KSP0.25 and adds more config for various mods. Version 1.0.8.0 is to support KSP0.24.2 and uses the new stock toolbar. A bug in the VAB/SPS descriptions is fixed too. Version 1.0.7.0 fixes a bug in the editor when the root part is deleted, and adds config for FASA Version 1.0.6.0 fixes some problems with the hatches closing themselves across saves, and also allows hatches to be opened for attached rather than docked docking ports. Version 1.0.5.0 provides a scheme for mods using CLS to "loose bind" to it, which means that they can more easily work without CLS. However if you upgrade to 1.0.5.0 you should update other mods such as Ship manifest that use (or do not use!) it. Version 1.0.4.1 fixes bugs, allows for shielded docking ports and is the result of a major rework of the code. Hatches in docking ports have been re-written. There is also config for many more mods, and more options for the configs. Version 1.0.3.0 fixes a few bugs and adds more configs Version 1.0.1.0 is now available. this version adds closable hatches in docking ports, as well as improvements to the GUI, and configuration for more part packs. Here is a deep space transport vessel docked at an LKO transfer station with 3 crew shuttles also attached. Mods using the CLS API Here is a list of mods that have been released that make use of ConnectedLivingSpace. If you would like to add your mod to this list, send me a PM. KerbalHotSeat Ship Manifest Kerbal Crew Transfer Wetworks crew tanks KeepFit Mods that provide CLS configuration themselves Sum Dum Heavy Industries USI Modular Kolonization System GingerCorp Station Hubs Lack Luster Labs. (separate link from the forum thread) Fustek Kip Engineering: Low profile structural hub set MRS Space Station Parts Expansion Near Future Spacecraft Civilian Population Mods that CLS provides config files for: Here is a list of mods that CLS provides configuration files for. If you would like to add your mod to this list, send me a PM. FASA Novapunch B9 Home Grown Rockets KSOS LSSC ASET Stack-able inlight lights Kosmos KW Rocketry Porkjet's Habitat Pack 2 different stock configurations. and loads more (I loose count!) Mods that the community has provided config files for: Taurus HCV. Contributed by: ModZero Roadmap Provide configuration for every part pack anyone has ever heard of. improvements to the GUI hooks that can be used by mods such as Porkjet or wetworkshops to change the passability / habitability of parts in flight.
  8. This mod does what it says on the tin... it introduces a budget system to Career Mode KSP. Unlike some other budget mods, which just add money on top of what you already have, this one will cap your "maximum budget" based on your repuation. I'll explain what I mean further below. Features Monthly Budgets: Every 30 days (configurable) a monthly budget will be allocated to you, primarily based on your reputation (although it takes into account a couple of other factors). If your current funds are less than the budget allocation, your funds will be adjusted to match the new budget. (So, if you say have 100k funds on hand, but the mod was going to allocate you 500k, your funds will be topped up to 500k. If you held 600k, your costs would be deducted, but no budget would be awarded this month. Contracts will (usually) not have a cash payout/advance. Instead, whatever you would have gotten will be converted into reputation instead (at a conversion rate of 1 rep for every 10,000 funds) when you complete the contract. So you get it in the next budget cycle. The exception to this is contracts that pay out when you complete a parameter. You'll still get the funds for the parameters (mainly because I haven't figured out a way to make it transparent that the payout is 0 on these, without just pulling the funds away when you complete it, so the game will tell you you got paid, but you didn't). You'll also still get payouts for World First milestones (cause thats kinda the point, to encourage you to go exploring rather than worry about contracts). New to Version 2.0: This can now be disabled. Kerbal Deaths are punished. When a kerbal dies, a hefty reputation penalty is applied. The Kerbal government takes the lives of it's astronauts very seriously... so your funding will be slashed if you have many deaths. (reputation is reduced by a quarter, so a high rep program has more to fear from this than a low rep program). Massive thanks to JPLRepo for this bit, as he basically wrote it for me. Costs Running a space program is expensive, kerbals need to be paid etc. When calculating your budget, costs for wages and any active vessels will be deducted before the budget is awarded. If no budget is awarded, the costs will be deducted from your available funds. Configurable - Most aspects of the mod are configurable. See below for more details. *NEW* Emergency Funding - So you need to mount a rescue mission, you are running out of life support, but you've blown your budget. What do you do? With version 2.0 you can now access "Emergency funding" for 10% of your reputation (and therefore next budget). This has diminishing returns, and will completely cease if you access it 10 times in a row. If you don't use it for a few months, the levels of funding will gradually recover. Configuration: Most options are configurable. Options can be set in the stock difficulty menu. If that's not flexible enough, look in your save for "BudgetSettings" and the options are there. Licensing Licensed under the MIT License Icon made by Freepik from Flaticon.com Download Not mandatory, but I've balanced the default values assuming that Kerbal Construction Time is installed - so would recommend that mod. https://github.com/severedsolo/MonthlyBudgets/releases Source https://github.com/severedsolo/MonthlyBudgets
  9. ** New ** 1.3 Compatibility! Ship Manifest is a tool to manage your ship's "things". I originally started with Crew Manifest as a basis for this work. My great thanks go out to vXSovereignXv for creating Crew Manifest, and Sarbian for contributions to and continuing maintenance of Crew Manifest. I've now re-imagined it into Ship Manifest, Crew transfers are now only a small part of what SM can do. Ship Manifest moves crew, Science and Resources around from part to part within your ship or station. It also manages docked vessel refueling, hatches, deployable Solar Panels, antennas and lights. Kinda like your Ship's bridge... Ship Manifest has a LOT of flexibility and a lot of Options. So much is available that is NOT seen in a default installation (Realism mode set ON by default) that you may be missing a lot of what SM has to offer. Please go to the Settings Window to see what options are available, and play with them. You will be surprised at the number of features that exist in this tool. I believe in choice, so you can configure SM to be pretty much exactly what you want. You want a "realistic" experience? Check. You want to be a god and chafe at realism mode restrictions? Check. I also invite suggestions for things you would like to see. Current Version: 5.1.4.1, 26 May, 2017 -- Download: SpaceDock | CurseForge | GitHub (all releases). Also supports CKAN and KSP-AVC for your convenience in updating. NOTE: This version of SM is NOT backwards compatible. It will not work on KSP version 1.2.2. License: CC BY-NC-SA 4.0. Original license on Crew Manifest was do as you want. I felt the original and contributing authors deserve due attribution, since this is a derivative work. Source code (and all releases): http://github.com/PapaJoesSoup/ShipManifest Ship Manifest WIKI: http://github.com/PapaJoesSoup/ShipManifest/wiki No Mod Dependencies!: Ship Manifest is mod independent. You don't need any other mods to use Ship Manifest. However, if you install the mods below, Ship Manifest provides specific support for their features. Toolbar, by blizzy78. This mod is the "original" and a great alternative to the stock toolbar. Connected Living Spaces (CLS) by codepoet. This mod provides the player with graphical information on livable spaces in a ship. It shows you where you could go internally on your ship. Module Manager. This mod allows you to extend the configurations on your parts. Used by CLS. RemoteTech. This mod overhauls the unmanned space program and makes antennas much more important. Very powerful mod. DeepFreeze. This mod provides part(s) for cryogenic freezing of kerbals for long duration flights. JPLRepo has taken over maintenance of this mod. USI Kolonization System (MKS/OKS) Inflatable Modules. Very cool mod for compacting your trips and station builds. KSP-AVC. This mod checks your installed mod versions against the mod's latest version. Let's you know when you need to update. CKAN. The Comprehensive Kerbal Archive Network (CKAN) Package Manager (CKAN) is a multi-platform app that manages nearly all your mods from one clean executable. Performs installs, updates, and uninstalls of your mods automatically. NOTE TO CKAN USERS: don't expect support for installs via CKAN. if the CKAN install fails, contact the CKAN folks, NOT me. What's New: Version 5.1.4.1 - Release 26 May 2017 - KSP 1.3 Compatibility Edition - New: Implemented Localization system. Now it is possible to translate SM into other languages. - New: Realism Settings Refactor. Realism Mode is redefined and easier to use; settings are now more granular. - New: - Added Radio switch for realism Categories: Full, None, Default, Custom. - New: - Added new setting to the Realism Tab "Realistic Control". This affects ship control window and uncontrolled resource transfers. - New: - Added new setting to the Realism Tab "Enable Roster Modifications". Affects Roster actions Create, Add, Edit, Remove, and Respawn. - New: - Added new setting to Realism Tab. "Realistic Transfers". This affects Transfer features for crew, science and resources. - New: Added several new tooltips in the Mod. Cleaned/updated up several others. - New: Refactored Vessel to Vessel transfers. Now separates multiple vessels originating from the same launch. - Fixed: Selecting a resource in the Manifest Window triggered an enumeration error. - Fixed: Crew respawn was always allowed. Should be disabled for Realism. Roster actions are now impacted by Enable Roster Modifications setting. - Fixed: Issue with multiple instances of SMAddon class loading when changing scenes. - Fixed: Roster and Settings windows continued to be displayed even when Pause Menu or Hide UI is on. - Fixed: Manifest and other windows disappeared in flight under certain conditions (when staging/part destruction occurs). - Fixed: Antennas not properly working. Post fix RemoteTech support is not yet confirmed. - Fixed: Part highlighting on mouseover of part selection button was broken. Bug introduced when I refactored highlighting awhile ago. - Fixed: Sound file changes were not taking immediate effect. Scene change was required. Github Issue #25 - Fixed: Resource totals not preserved during Transfers. Github Issue: #36 - Fixed: Resource Transfers exhibited incorrect stop button behavior with Target to source transfers. - Fixed: Tourists could go EVA, and should not. Github Issue: #37 - Fixed: ToolTips displayed even when SM interface is not. Github Issue: #38 - Fixed: ToolTips not properly updating on Xfer button. Github Issue: #39 - Fixed: Crew Xfers between full parts failing under certain circumstances. Github Issue #40 Installation: 1. Remove the ShipManifest folder from your GameData folder before installing any new version.. 2. Overwrite your GameData folder with the contents of the archive. Ship Manifest is KSP-AVC aware and is CKAN indexed Support: If you expect me to provide support for issues with this mod, I will expect that you have read and will follow these instructions. Change History: This work was originally based in large part on Crew manifest 0.5.6.0 by xxSovereignxx as modified by Sarbian to work with 0.22. It has since been completely reworked and massively expanded. Videos: - Kottabos did a fine review here: (Feb 28th, 2014). It was very educational for me . I've long since fixed the bugs and added much more... Screenshots: Donations: I wrote and support SM (and other mods) as it is an opportunity to give back to the community I love in some small way. But, some folks have asked me how they could donate. It completely blew my mind. So, I've added a donation button. It is Completely voluntary, absolutely amazing, and I very much appreciate the gesture!
  10. Project Manager DOWNLOAD On GitHub Overview. Project Manager is a small and unintrusive plugin to help organise craft files into "projects" whilst ingame. One of the main benefits of this is that you can give your crafts more helpful and descriptive names (I.E. "Two stage Mun Lander"), but launch them with more "poetic" and organised names - allowing better role-playing and a more structured career game. Projects are stored per-save file. Examples. Imagine you have three craft files: [STS] Discovery [STS] Atlantis [STS] Endeavour As these craft files have a tag in the name (in this case STS) they will be launched with the project name instead of the original craft name, and sequential numbering will be applied. On launch, these crafts would become: STS 1, STS 2, STS 3... and etcetera. Crafts without the square bracket tags will be completely unnafected! Just in case you have any 'special' launches planned Future Plans. Tracks more stats about a project, how much you have spent on it and maybe the launch to recovery ratio? GUI to control projects, rather than the tag system. Please, feel free to give constructive criticism, I will listen. Any suggestions, ideas, or bugs found are greatly appreciated. Licence. Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License
  11. Deadly Reentry 7.5.0, for KSP 1.2.2 - The Melificent Edition What Deadly Reentry does! (especially with KSP's new handling of thermodynamics) Deadly Reentry balances part thermal properties (max temp values of skin and internal as well as various conduction properties: skin-skin, skin-internal, emission, etc) If parts get too hot then they may catch fire. (or begin to melt; depends on if they are logically flammable or not). This begins to happen at 85% of its max temp. Some parts have had their max temp increased to compensate. Basically, think of the 85% mark as being a soft failure point leading to hard failure. Parts and Kerbals that experience excessive G forces for excessive periods of time may fail/die. Download latest version! If you find this mod helpful and want to throw some money away, feel free to click the donate button below! ialdabaoth (who is awesome) created Deadly Reentry 2, based on r4m0n's Deadly Reentry; this is a continuation. This continues NathanKell's work on Deadly Reentry continued, and he might contribute more at times. License remains CC-BY-SA as modified by ialdabaoth. Also included: Module Manager (by sarbian, swamp_ig, and ialdabaoth). See Module Manager thread for details and license and source: http://forum.kerbalspaceprogram.com/threads/55219 Module Manager is required for DREC to work. INSTALL INSTRUCTIONS: If you currently have Deadly Reentry installed, go to KSP/GameData/DeadlyReentry and delete everything (files and folders). Also delete any old versions of ModuleManager (modulemanager.dll for example) in your KSP/GameData folder. Extract this archive to your KSP/GameData folder * ModularFlightIntegrator is not currently required or used by Deadly Reentry as of about DRE 7.2.2. USAGE INSTRUCTIONS: Be careful how you reenter. Make sure your craft has a heatshield (the Mk1 pod has a built-in heatshield, as do stock spaceplanes; the Mk1-2 needs a heat shield from the Structural tab). For a low Kerbin orbit reentry, try for a periapsis of about 10-20km over Kerbin. do not deploy your parachute until speed has dropped below ~350m/s. (typically you should be at a safe velocity by the time you reach an altitude of 7km) Note: Deadly Reentry no longer interferes with chutes. Both stock chutes and Real Chutes have adopted their own implementations of punishing deployments at unsafe speeds. The above warning still applies except you don't get to blame Deadly Reentry about it. Compatible shield/reentry packs! Deadly Reentry Frequently Asked Questions. Changelog: Old Legacy Changelogs! Download (latest official) Source on Github
  12. Are you tired of your Kerbals complaining about having nothing to do during long flights? Do you want to give them more buttons to push, and maybe some displays so they can keep track of what's going on? Then look no farther. RasterPropMonitor is a plugin and toolkit originally by Mihara that provides functional props within your IVA. It was originally designed for the displays of the ALCOR capsule, but it evolved to add more features and widgets, dragging the Kerbal Space Program into the 21st Century. RPM includes some overrides for stock capsules (and a few mod capsules) to show off what can be done, but there's far more in the plugin than these examples can show. DOWNLOAD: From GitHub. CKAN USERS: I do not support installing by CKAN. If you have questions regarding this mod being on CKAN, or missing from CKAN, you can talk to the people on the CKAN thread. If you installed this mod using CKAN, and you are having problems with it, you must uninstall this mod through CKAN and install it manually to make sure it is not a CKAN installer issue. If you have not taken that minimal step, I will not provide additional support. I am not involved with CKAN - installation issues need to be taken up with them. HOW TO GET HELP: Did you use CKAN? Look at the previous entry. Otherwise, read the first few entries in the FAQ on GitHub. DOCUMENTATION: Want to tweak an IVA to your liking? Documentation is on GitHub. RELEASE NOTES: On GitHub. FREQUENTLY ASKED QUESTIONS: Also on GitHub. SOURCE CODE: Also on GitHub (notice a theme? ). LICENSE: GNU GPLv3. Props courtesy of alexustas and other contributors, and available under the terms of CC 3.0 BY-NC-SA. Portions of this package are derived from stock textures by Squad and are distributed according to Squad policy of permitting to distribute stock assets with mods if required. TinyPirate's 2-minute-mod review: Add-ons for RasterPropMonitor: Plugins that integrate with RasterPropMonitor, enhancing the IVA experience. Docking Port Alignment Indicator, to make IVA docking much, much easier. NavUtilities, providing ILS and HSI in the cockpit. SCANsat, for map views on the MFDs. VesselView, for graphical representations of your craft. Plugins RasterPropMonitor can interact with, enhancing the IVA experience even more. Ferram Aerospace Research: for FAR-computed variables, as well as controlling flaps and spoilers from IVA. MechJeb: for all sorts of auto-pilot features and flight information. RealChute: RPM can arm, disarm, deploy, and cut RealChute parachutes (as well as deploying and cutting stock 'chutes). RasterPropMonitor contains example props based on stock internal props. If you want to create a really good looking IVA, you should consider grabbing Alexustas' ASET Props. It implements more of RPM's features than any other mod I've seen. Even better, ASET Avionics provides props for space planes (or any other IVA wanting some aviation-styled props). Projects using RasterPropMonitor: Aerokerbin Industries Modified IVAs by MasseFlieger. The ALCOR capsule and ERS rover by alexustas. CST-100 7-seat crew vehicle by xxhansonmaxx Falcon Drone cockpit Home Grown Rockets KSA IVA Upgrade Mk3 Pod IVA Replacement by Apex Don't see a current IVA project on this list? Let me know. I may have missed it, or I may not have imported it from the original RPM thread. Speaking of which... Mihara had more to say about RPM on the original thread (and I'll edit this post some time down the road to include more of the links and info he had).
  13. Malah's Quick mods are very small plugins which add a small feature You can download all of my mods on SpaceDock, on GitHub or some on KerbalCurseForge. This modlet is compatible with KSP-AVC, Toolbar and LanguagePatches (localize in English and French). All my mods can be installed with CKAN. Released: [1.2.2] QuickBrake [v1.22 - 2017.01.14]: Brake your vessel at launch [1.2.2] QuickSearch [v3.12 - 2017.01.14]: Enhanced the editor part search and add a part search on the tech tree [1.2.2] QuickStart [v2.13 - 2017.02.18]: Start your last savegame after the loading [1.2.2] QuickGoTo [v1.32 - 2017.01.14]: Go to an other scene from anywhere [1.2.2] QuickRevert [v3.12 - 2017.01.14]: Revert keeper [1.2.2] QuickContracts [v1.22 - 2017.01.14]: Keyboard's shortcuts for Mission Control [1.2.2] QuickSAS [v1.12 - 2017.01.14]: Moar keyboard shortcuts for the SAS [1.2.2] QuickHide [v3.22 - 2017.01.14]: Hide the stock toolbar and the stages [1.2.2] QuickExit [v2.12 - 2017.01.14]: Exit everywhere [1.2.2] QuickMute [v1.22 - 2017.01.14]: Mute all sounds [1.2.2] QuickIVA [v1.22 - 2017.01.14]: Go to IVA at the loading or the launch of a vessel [1.2.2] QuickFineControl [v1.05 - 2016.12.09]: Toggle the precision control at the load of a vessel [1.2.2] QuickCursorHider [v1.05 - 2016.12.09]: Hide the cursor when you push on F2 in flight [1.3.0] ZeroMiniAVC [v1.05 - 2017.05.26]: Delete/Prune/Disable all MiniAVC Dead mods: [1.0.5 & 1.1.0-pre] QuickScroll [v2.00 - 2016.04.01]: Scrolling for the parts lists [1.0.5] QuickEngineer [v0.10 - 2016.03.28]: stockalike calculation of Delta V & TWR Currently, I work on these mods, an update will be released soon. Known bug / New features to come If you like these tiny mods you can consider a little donation... QuickSAS What is it? QuickSAS is a small plugin which adds keyboard shortcuts for the SAS Download: SpaceDock GitHub More Informations: QuickSearch What is it? QuickSearch is a small plugin which adds an extension to the part search function on the editor, it also adds a part search on the tech tree. Download: SpaceDock GitHub More Informations: QuickGoTo What is it? QuickGoTo is a small plugin which adds the possibility to go to an other scene from anywhere (VAB, SPH, Tracking Station ...). Download: SpaceDock GitHub More Informations: QuickRevert What is it? QuickRevert is a small plugin which adds the possibility to keep the revert function. Download: SpaceDock GitHub More Informations: QuickExit What is it? QuickExit is a plugin which adds the possibility to exit KSP at any time. Download: SpaceDock GitHub More Informations: QuickHide What is it? QuickHide is a plugin which adds the possibility to hide the stock toolbar, the mods of the stock toolbar and the stages. Download: SpaceDock GitHub More Informations: QuickIVA What is it? QuickIVA is a small plugin which adds a switch to the IVA at the loading or the launch of a vessel. I suggest you to use the awesome mod RasterPropMonitor which makes the IVA usable. QuickIVA support the mod Probe Control Room. Download: SpaceDock GitHub More Informations: QuickBrake What is it? QuickBrake is a small plugin which adds the possibility to brake your vessel at launch. Download: SpaceDock GitHub More Informations: QuickStart What is it? QuickStart is a small plugin which adds the possibility go to the last game saved after the loading of KSP. Download: SpaceDock GitHub More Informations: QuickContracts What is it? QuickContracts is a plugin which adds the possibility to have keyboard's shortcuts on the mission control. Download: SpaceDock GitHub More Informations: QuickMute What is it? QuickMute is a plugin which adds the possibility to mute all the KSP sounds. Download: SpaceDock GitHub More Informations: QuickCursorHider What is it? QuickCursorHider is a plugin which hide the cursor when you push on F2. Download: SpaceDock GitHub More Informations: QuickFineControl What is it? QuickFineControl is a plugin which adds the possibility to toggle the precision control at the load of a vessel. Download: SpaceDock GitHub More Informations: QuickScroll What is it? QuickScroll is a small plugin which adds the possibility to scroll the parts pages, the categories and the filters on the editor with the mouse wheel and with keyboard shortcuts. Download: SpaceDock GitHub More Informations:
  14. About INSTANTIATOR is the plugin that allows you to place primitives and billboards around the celestial bodies and do a lot of manipulations with them. How to use it? 1. Drop everything from the .zip file to your GameData folder 2. Open the file "Object.cfg" in any text editor (Notepad++ for example) This file contains the list of the objects and its parameters. The object config node looks like this: SCALED_OBJECT { name = ExampleSphere type = sphere scale = 12000, 12000, 12000 shader = Unlit/Transparent main_tex = /example_tex rotation = 0, 0, 0 bodyName = Kerbin invertNormals = false } Let's break it down! name - the name of GameObject type - for now there's 3 object types - "cube", "sphere" and "billboard". NOTE: the objects of type billboard can be applied to the bodies that has the Sun template (or to The Sun itself) ONLY. scale - the scale of the GameObject (x,y,z) shader - You can use any shader that is present in Unity. main_tex - path to the texture rotation - the rotation of the GameObject (x,y,z) bodyName - the name of the parent body invertNormals - inverts the normals of the mesh DOWNLOAD: Compiled (An example is included) Source Planet packs that uses it: Gameslinx's Planet Pack by @Gameslinx Kargantua System Warning! It's the alpha version and it may contain a lot of glitches. If you find a one, please let me know. Planned features: -Edit all the material parameters -Load custom .mu files
  15. This is a continuation of the idea of the well-known Audio Muffler mod by NovaSilisko Its purpose is to make game sounds feel more realistic by muffling them as the air around your vessel gets less dense. here will be a video demonstrating the mod's features later License: CC BY-NC-SA Source code: on GitHub Supported KSP version: 1.2 Download from SpaceDock A serious redux of the original version was made to be able to implement some new features as Cabin sounds are not muffled when you are inside it Music is not muffled anymore In atmosphere sounds feel different if they happen outside your vessel from the ones inside While on IVA in space you can hear your own engines and can't hear anything outside your vessel If you get bored by totally silent space, you may edit the mod's config file (Audio Muffler Redux/PluginData/AudioMuffler Redux/muffler.cfg) and set the "minimalCutoff" to 300. Doing so you'll get the original mod's behaviour when sounds in space were not muffled to none but to "nothing more than a deep bass rumble" instead. More settings: helmetOutsideIVA - hear helmet and cabin sounds (e.g. Chatterer, alarms etc.) in flight when not on IVA helmetOutsideEVA - hear helmet sounds when on EVA and not in 1st person view helmetInMapView - hear helmet sounds in Map view vesselInMapView - hear muffled sounds from distant parts of your vessel in Map view outsideInMapView - hear muffled outside sounds in Map view (actually, doesn't make much significant difference) For first person view on EVA you can use the Through the Eyes of a Kerbal mod
  16. Ages ago i saw a mod, allowing to see trajectory's prediction in flight scene. But it has been lost. Now - it back. Just displays trajectory predictions. Partless, ON/OFF and nothing more. (adds itself with the help of MM-patch to each unit with ModuleCommand). This mod is designed to help with a more accurate landing. If activated in the flight scene, it will draw the trajectory and predict the point of contact. short review full review from Kottabos Download from Spacedock DONATE Source installation: remove previous version and just extract an archive into Gamedata. requirements: ModuleManager
  17. I've always been a fan of @Overengineer1's GravityTurn (see original thread). Unfortunately it wasn't updated for a while, so I thought to take care of that myself . Also thanks @sarbian for all the useful MechJeb code of which parts were/are incorparated into this plugin. So this is what it does: Launch a craft into a low orbit with a few customizable settings. Performing a Gravity Turn is arguably the most efficient launch procedure. The plugin will take care of the entire ascent for you by maintaining a strict hold to prograde (as much as possible) and varying the throttle to keep the desired ascent curvature. The circularization burn will be up to you, but it's normally less than 50 m/s. The "First Guess" button tries to find the best settings for a particular rocket. After the trajectory reaches the destination height and the vehicle leaves the atmosphere, you can revert back to launch and use the "Improve Guess" button to get a better set of parameters. Do this multiple times and you will get a very efficient launch. Download the mod here Source on GitHub License: GPL V3 V1.7.6: hotfix for issue #36 V1.7.5 (issue tracker): New feature: showing orbital info in stats window (apoapsis, periapsis, time to those). improvement: roll program starts after vessel has cleared it's own height. improvement: launches with inclination much more precise now, no wobble and overcompensation. improvement: Navball switches to orbital display when switchen to orbital insertion pitch program. improvement: main window hides as soon as destination height is reached successfully. bugfix: solved stuttering issue and further reduced memory garbage bugfix: Hiding all TG windows when pressing F2 Feature requests are welcome, but of course subject to spare time restrictions and personal taste... Next on the plan: Reworking UI Adding KSPedia support (maybe) Storing an loading a set of default launch parameters.
  18. Updated for KSP 1.2.1 Once upon a time there was LAZOR mod from famous Romfarer, which included a useful docking camera, that displays the videostream a small window in the main flight scene. However, it has not been updated for a long time, and refused to work in recent versions of the game (or I could not start it). Nevertheless, I like it output style of information and I was bored without this service. That in turn has led me to attempt to revive the aforementioned docking camera. And YES, i know about Docking Port Alignment Indicator, HullCamVDS, cameras for RasterPropMonitor etc. But i do not know about any working cameras in window. New shaders example: So, what we have here. Docking-camera itself, which can be integrated to any part (MM patch enclosed for the docking port modules). It looks ahead by the vertical axis of the vessel's and displays a minimum of necessary info for the docking maneuver - namely, range, speed, angle, alignment and when the correct trajectory occured - time prior to docking with the mark that such trajectory will lead our vessel to dock without additional actions (small lamp will become green and will show time to docking). camera window has three size presets. It also has three viewing modes: color, Black and white and infrared. Powered zoom function. Also, there is a button to remove flight data from the screen. Furthermore, effect of television interference can be added. The range of the camera,parameters of night vision (RSMA) and presence of noise - can be configured through CFG. Camera requires a target to operate. In addition the ugly external camera enclosed. It can show videostream only and also has three modes of vision and is able to rotate on two axes. For cameras, installed under the belly of the aircraft (which gets inverted upside down) there is the mode of rotation of the image. In the CFG of the partcamera some meshes could be configured for use with other camera model. All cameras have a title with its number, and also can work a few pieces at a time. Docking camera reporting its target on its window title. There is an experiment on part camera - a try to reproduce a surveilance (spy) activity. You need to be at a distance less than 1000 m near any targetable thingie, catch it on camera's screen and targeted. press "⦿" button. A ray will be shoot. If all requirements have met and there are no obstacle on ray's path - you'll should get experiment results, if something wrong - you just spend one bullet. Experiments is limited by bullets (4 yellow balls around cam, dissapearing one by one each time). I thought it will be interesting if contracts. Camera has 3 presets of shaders (noisy TV 1960th style, TV 1980th style and standart (color, b/w and nightvision). available via button, appearing when blizzy toolbar is installed. Also, by toolbar button you could find info about nearby cameras installed on other vessels in transmission range. If camera has been activated on some vessel, but you drive other one - a new window from distant camera will appear when distance from first one will become less than 2500 (or 10k (customizable)). If you want you can use "look at me" mode by activating it on distant camera. "Targetcam" and "follow me" modes on your active vessel (set camera position using scrollers). The cameras can transmit the videostream to nearby vessels, but only at a distance of up to 2 500 meters. You can change this unload range via toolbar button. Configuring examples History Download from Spacedock DONATE Source installation: remove previous version and just extract an archive into Gamedata. requirements: ModuleManager recommends: Blizzy Toolbar
  19. Contracts Window + v7.3 Download from SpaceDock Download from CurseForge Alternate Download: GitHub -------------------- Consider donating if you like what you see here. * Money will not go directly to development or upkeep of this addon -------------------- Source is available at GitHub A new contract monitoring window designed to give more information and be more flexible than the stock window. This window gives players a number of options for displaying contracts. Grouping and ordering of contracts can be modified and contracts can be placed into custom mission lists. All contract and parameter reward and penalty values are displayed, along with the amount due to any strategy modifiers. The contract reward modification section of this addon has been removed. Its functionality has been moved to a new, separate add-on that can be found here. Known Issues: When Contracts Window + is opened in the VAB or SPH the numbers on the total Funds display in the bottom-left corner will become invisible; this goes away by turning off the window. The top bar has several buttons that are used to adjust contract ordering and display options. The top-left icon opens a new window with options for changing sort order based on several criteria. The next icon toggles between ascending and descending order for the selected sorting type. The eyeball icon on the right toggles between the active and hidden contract list. Each mission list has its own active and hidden contract lists. The top-right icon opens a new window displaying all of the existing contract missions. Selecting a mission will switch the primary display to those contracts. The primary mission is always at the top of the list and contains all contracts. The bottom bar has several buttons that control various window options. The version number is displayed on the left. Tooltips for most buttons can be toggled on and off with the next icon. The spinning arrows icon is used to reset the window and primary contract list. A confirmation box will open upon pushing this button. This should generally not be needed, but if there are errors in the contract window (no contracts displayed, no "MasterMission" contract list, the window is too small, etc...) this can be used. All window size, font size, and position options will be reset; the internal list of contracts will be updated with all active contracts and the "MasterMission" will be reset with this internal list. All other mission lists should be unaffected, these can be manually deleted if there are any other problems. The aA icon controls font size for most of the window's labels. Each font is increased by one unit. The next icon toggles the overall window and texture element size. It also increases the font size by two units. Between the font and window size options there are four available font sizes and two window element size options. The arrow icon in the lower-right is a re-size handle; it can be dragged to increase or decrease the window size in either dimension. Each contract has a title bar above it with information and options for the contract. The contract difficulty, or prestige, is displayed on the left with one to three stars. The time remaining for the contract is shown next. It updates every five seconds (at high time-warp several days can go by during this period) and switches to days and hours, and turns yellow, when the counter gets low. The year/day time is dependent on your selection of Earth/Kerbin days in the KSP settings menu. The A icon can be used to display the flag and name of the contract's agency. The eyeball icon can be used to move the contract into the hidden or active contract list. The pin icon can be used to pin the icon to the top of the list, regardless of sort type or order; a contract's pinned state is persistent. The checkbox icon can be used to move the contract into a different contract mission list or create a new one. The blue icon at the end can be used to display contract notes if they exist; these are different from individual parameter notes. The primary contract and parameter display shows the same information as the stock window. In orange is the contract title. It is a button that can be pushed to collapse or expand the contract's parameters. When completed the contract text will turn green; when failed it will turn red. The contract parameters are shown in white. When completed these will turn green. Contract parameter notes can be displayed using the blue icon. Sub-parameters are offset slightly and are shown in a darker color. When all sub-parameters are completed they will be collapsed into their parent parameter and no longer displayed. The rewards for each contract and their parameters are displayed on the right side of the window. Funds, Rep, and Science rewards are displayed depending on how wide the window is. Rewards are in green, penalties are in red. The amount of any reward/penalty due to strategies, if any, is displayed in parenthesis. When the green checkbox icon is selected the mission list will appear. The current contract mission lists are displayed in this window. A green checkmark indicator on the left indicates that the currently selected contract is already in that mission. The green number to the right is the amount of contracts in that list. The red x box on the right can be used to remove a contract from any mission that it is present in. Selecting any existing mission will add the contract to it. Selecting the "Create New Mission" option will open the mission creator window. New missions can be created after giving them a name. Missions must have a name, can't use the same name, and must be under 20 characters. All progress nodes, their rewards, and in some cases, information about when they were completed is shown in this window. There are four types of Progress Nodes. Interval Nodes: These are nodes with multiple levels of progression, such as the altitude or speed records. Standard Nodes: These are nodes not specific to any one Celestial Body. Point of Interest Nodes: These are nodes completed by visiting anomalies. Celestial Body-Specific Nodes: These are nodes which are given separately for each Celestial Body Interval progress nodes. Standard progress nodes. The mission title bar is shown at the top of the window. The Title Bar is a button that can be used to switch to Progress Node mode. The edit mission window is opened with the pencil icon in the mission title bar for all but the Master Mission. Change the name of any mission. Delete any mission; this won't affect the contracts, and all contracts are still available in the Master Mission list. ChangeLog: This add-on uses TriggerAu's KSP Plugin Framework code Released under the MIT License.
  20. Strategia - A Brand New Strategy System! Description Strategia is a revamp to Kerbal Space Program's strategy system. All the stock strategies are removed, and replaced with new and unique strategies. The first set of strategies are special mission strategies. These strategies will give you advance cash and bonuses to certain milestones for completing a high level objective as part of your space program. They are dynamic, so they will work with mods that change the stock solar system by adding or changing celestial bodies. Be warned though - if you cancel one of these strategies without completing the objective, you will face a heavy penalty! Crewed Missions Once we've proven we can get a Kerbal to orbit and back, we need to continue to break new barriers. We have a choice of nearby bodies that we can get to. We choose to go to <insert celestial body here>, not because it is easy, but because it is hard. Uncrewed Missions The costs of sending a Kerbal to another planet are astronomical compared to those of sending a probe that we can leave behind. Why don't we send some probes to our neighbouring planets to gather science autonomously for us? The remaining strategies are the standard strategies - these give a bonus while active, and can be active for as long as you like. Astronaut Training Program Our standard training procedure is to treat newly hired astronauts as a disposable commodity to greatly reduce the cost of unscheduled disassemblies. Still, some argue that training our astronauts before putting them on top of a top of a ton of explosives will result in a lower mission failure rate. The cost of setting up the program will be high, nevermind the cost of actually training the astronauts. What do you say, do we want the right stuff, or the almost-good-enough stuff? Massive Scale Launches We've found some investors who are willing to sponsor us if we're able to launch colossal structures into space in a single launch. We'll have to employ some truly Whackjobian construction techniques to get these things into orbit. Contract Slot Machine These agencies seem to think they're doing us a favour offering by us these ridiculous contracts. Why should we be penalized for being choosy? By closing our books to the public, agencies will have no idea what we're willing to accept. There might be a little chaos in the contracts we see under this model, but if we're only choosing the best ones, then who cares?!? To Boldly Go If we want to get the most research possible done out there, we need to explore as many new biomes as we can. Government grants from exploration programs will ultimately help us fund further exploration and research. Probe Frenzy If we want to do some research, then probes are the way to go. What we save on sending Kerbals out there can be spent on a vast fleet of autonomous probes. Local Science There are so many research opportunities right in our back yard. We should focus on local research to bootstrap our space program. That way when we do make it further out there, we'll be sending the best technology we can. Stagnated Research There are several conservative groups on Kerbin that think we've gone too far, too fast. We're not about to shut down the space program, but maybe slowing down our development of new technology to appease these groups will get us some goodwill and ensure that they don't burn down KSC? Free Ice Cream We've come up with a crazy idea - giving out free ice cream at the space center. The public will absolutely love us. If we push the program far enough, we'll get better rewards for rescuing Kerbals (they'll get ice cream when they land!) and maybe even be able to get a discount on hiring new astronauts. FREE. ICE. CREAM. Media Circus To make a reputable space program, we need to ramp up the media involvement. Cameras everywhere, coverage 6 hours a day, 426 days a years. Of course, this could easily backfire if we have any... accidents. Pilot Focus Clearly the most important role among our astronauts is that of the pilot. Without a skilled pilot, nobody is going to space today (or any other day). Shall we build our space program around our brave pilots? Engineer Focus Where would we be without our engineers? They make sure everything is in order to get the other astronauts up and down safely. Shall we build our space program around the skilled engineer? Scientist Focus The scientist is the key role that we need to focus on. A skilled scientist knows exactly which sample to send back to maximize our science gain (we can only fit so many Mun rocks in those capsules). Shall we build our space program around our brilliant scientists? Download CKAN: In CKAN, select and download the mod "Strategia". GitHub: For the direct download option, please ensure you have all the dependencies before raising a support request: Contract Configurator is a required dependency and can be downloaded from its release thread. Custom Barn Kit is a required dependency and can be downloaded from its release thread. ModuleManager is a required dependency and can be downloaded from its release thread. Strategia can be downloaded from GitHub. Source The full source is available on GitHub. Change Log Special Thanks sarbian - For mods like ModuleManager and Custom Barn Kit that make my life a lot easier. smjjames - For the ridiculous amount of bugs he found during the beta phase. License Strategia is licensed under the MIT license. Like what you see? Consider donating to the coffee fund! It will not go directly to supporting this or other mods under my care, but it may keep my motivation up!
  21. Download from Github Changelog DISCLAIMER This mod is not in a final release state yet and everything you see is subject to change. I will do my best to make every update compatible with your savegames from the last version, but cannot guarantee it. This mod is science mode ready. All parts are placed at there correct node in the tech tree. This mod is career mode ready. The parts and the printing process itself (cost of MaterialKits plus EC) is scaled so that costs of MaterialKits and other resources match the cost of the printed parts. What does it do? The OSE - Workshop is a new Part that is meant to be used together with Kerbal Inventory System (KIS). It allows you to create parts in flight. Current Features Queueing of items for production All Items require MaterialKits, ElectricCharge and a crew of two Kerbals to be created The amount of MaterialKits needed is depending on the mass of the created item => To create an item with the mass of one ton you need one ton of MaterialKits (not one unit) Recycling of items stored in your vessels inventory Processing of Ore into MaterialParts Cancelation of item production Selection of target inventory Efficiency based on Crew Traits Planned Features Specialized Workshops for different categories Known issues and restrictions N / A Requird mods KIS by KospY and Winn75 FirespitterCore by snjo CommunityResourcePack by the KSP Community ModuleManager by sarbian & ialdabaoth Recommended Mods Pathfinder by Angel-125 MKS-Lite by RoverDude License OSE Workshop is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license, which means You are permitted to use, copy and redistribute my work as-is. You may remix your own derivatives (new models, alternative textures, etc.) and release them under your own name. You may not use the material for any commercial purposes. You must use the same license as the original work. You must credit the following people when publishing your derivatives in the download and forum posts: ObiVanDamme and Enceos (OSE Workshop), KospY and Winn75 (Kerbal Attachment System). Credits and Thanks The included plugin Community Resource Pack (by RoverDude) is distributed under it's own license. The included plugin ModuleManager (by ialdabaoth & sarbian) is distributed under it's own license. The included plugin FirespitterCore (by snjo) is distributed under it's own license. Portions of this codebase include source by taniwha, used under GNU general public license. KIS is the original Work of KospY and Winn75 - Thank you for creating this awesome mod. Authors ObiVanDamme: mod idea and C# programming Enceos: 3D models and textures Angel-125: Maintenance during absence
  22. This is something I made for placing RCS thrusters in the right positions in the first try without having to go back and forth between the VAB and the hacked gravity launchpad. Features: Display thrust and torque forces caused by RCS or engines. Delta V readout for RCS. Dry center of mass marker. "Average" center of mass marker. Center of drag marker (CoD) for parachute placement. Ability to resize editor's overlay markers. Display total mass of resources. Supports: blizzy78's toolbar KSP Add-on Version Checker Once enabled you should see RCSBuildAid's window, select the translation mode or press any of the translation flight control keys ("hnijkl" keys) and then you should see something like this: Cyan arrows represents thruster forces, the green arrow represents the translation motion (or thrust). The red arrow represents the torque force in your vessel, if you have a red arrow then your ship will rotate when trying to translate in docking mode. So all you have to do is place your RCS thrusters in a way that eliminates this force. The red circular arrow is an indication of how fast the vessel will rotate. The red CoM marker is the dry center of mass (DCoM) which represents the center of mass of your vessel when it doesn't have any fuel (in the picture, without liquid fuel, oxidizer or mono-propellant, but is configurable). Image album with some examples http://imgur.com/a/UJdV7 Video explaining how to use RCSBA (version 0.5) by Geneborg This plugin only works with parts using stock modules such as ModuleRCS and ModuleEngines, mods that use custom modules will not be detected. Known issues: delta v readout will only show for monopropellant RCS, doesn't work for the new Vernor RCS. Parachute mode only works with stock aerodynamics and parachutes, will not work with mods such as FerramAerospaceResearch and RealChute. KSP 1.0.5 Download KSP 1.2 Download GitHub repository - Documentation - Changelog Sources are in the zip file and in github. Licensed under LGPLv3. This program is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program. If not, see <http://www.gnu.org/licenses/>.
  23. What it does It tweaks the "estimated burn time" display on the navball so that it will be reliable and accurate. It takes into account increasing acceleration as fuel mass is burned. When the ship is in vacuum and on a collision course with the ground, it will automatically show time-to-impact, and the estimated burn time to kill your velocity at ground level. When the ship is in orbit and has an upcoming rendezvous with a target ship, it will automatically show time-to-closest-approach, and the estimated burn time to match velocity to the target. For maneuver nodes and closest-approach, it shows a countdown indicator to tell you when to start your burn. What this means for maneuver nodes: You will see a burn time that's accurate to the second. You will never see "N/A" unless your vessel actually can't run at all (e.g. is out of fuel or has no active engines). Shows a warning if the maneuver would require more fuel than you have (see Notes, below) What this means for landing on vacuum worlds: No more messing around with ground-level maneuver nodes to figure out when to start your retro-burn. Download from SpaceDock License: CC-BY-NC-ND 4.0 Source code Why? The "estimated burn time" indicator provided by stock KSP is very rudimentary. It just keeps track of the maximum acceleration observed for the current ship in the current flight session, and then assumes that. This has several drawbacks: You just see "N/A" until the first time you do acceleration in the flight session. It doesn't take into account the fact that your acceleration will get better as you burn fuel It doesn't deal with engines running out of fuel, being deactivated, etc. It happily tells you an estimate even if you don't have the fuel to do the burn. You have to do mental math all the time to split the burn across the maneuver node. This mod addresses all the above problems. Summary below, see the README for full technical details. Notes The "countdown" indicator For maneuver nodes and closest-approach, the mod displays a "countdown" indicator. This is a little row of green dots, immediately below the estimated burn time. This row of dots counts down until it's time to start your burn: when the last dot disappears, start the burn. The display is logarithmic. The last three (biggest, leftmost) dots are in seconds: 3, 2, 1, go. After the first three dots, it's 5 seconds, 10 seconds, 15 seconds, then it doubles for each dot after that. Note: No countdown indicator is currently shown for the "time to impact" indicator; this is because "when should I start?" is more complex, depending on a lot of factors including your descent angle, TWR, etc. This feature may eventually be added, but until then, you're on your own. If you don't like this indicator, you can do any of the following (see mod page on SpaceDock for details): Customize its appearance Make it numeric rather than graphic (e.g. "Start burn in 43s" or "Burn-43s" or however you like) Turn it off completely The "insufficient fuel" warning Normally, the mod displays estimated burn time like this (48 seconds in this example): Est. Burn: 48s If the mod decides that you don't have enough dV to do the specified maneuver, it will display the time like this instead: Est. Burn: (~48s) Note that it won't do this if you have the "infinite fuel" cheat turned on (since then you always have enough dV!) The time-to-impact indicator Under the right circumstances, the mod will display a "time until impact" indicator (instead of "time until maneuver"), along with an estimated burn time which is how long your engine would need to kill your velocity at ground level. All of the following conditions must be met for this indicator to be displayed: The impact tracker isn't disabled via settings (see "Settings", below) The planet/moon whose SoI you're in has no atmosphere. (Someday I may release an update to enable the impact indicator when it's in atmosphere, but not right now. It gets ugly and would significantly complicate the calculations.) You're on a trajectory that intersects the surface. You're falling by at least 2 m/s. The time of impact is no more than 120 seconds away (though you can tweak this with settings, see below). Note that the time-to-impact is based on the assumption that you don't do a retro-burn and just coast to your doom. So if you're figuring out "when do I start my retro-burn to land," you'll generally want to wait a little bit after the point at which time-to-impact equals estimated burn time. The time-to-closest-approach indicator Under the right circumstances, the mod will display a "time until closest approach" indicator (instead of "time until maneuver"), along with an estimated burn time to match velocity with the target. All of the following conditions must be met for this indicator to be displayed: The approach tracker isn't disabled via settings (see "Settings", below) You don't have a maneuver node set The impact tracker (see above) isn't displaying time-to-impact You have a target, which is a vessel (e.g. not a planet) Neither you nor your target is landed You have an upcoming approach within 10 km distance The closest approach is no more than 15 minutes from now You're not within 200 meters of the target and going under 10 m/s, or within 400 meters and going under 1 m/s To slow your craft to a halt when it's close to the target, you should start your burn when the time-until-closest-approach is about half of the estimated burn time shown. Caveats A few things to know about how the mod works. Summary presented here; please see the README for full details. It doesn't know about staging. It assumes that all fuel will be consumed by your current stage. Therefore, the burn time estimate and dV warning indicator may be inaccurate if you're going to be staging in the middle of the burn. (After you stage, though, it will immediately update itself.) It doesn't know about fuel flow. It assumes that all your fuel will be available to all your engines throughout the burn. Therefore, if any of your engines are going to run dry before others during the burn, the time estimate will be optimistic. (After the engines run dry, though, it will immediately update itself.) It ignores electrical supply, so make sure your ion engine has enough power. Time to impact is very simplistic. It looks at the elevation directly under the ship, and at your current vertical speed. It corrects for the acceleration of gravity, but nothing else. This means that if you're flying over rough terrain, the time-to-impact indicator will be irregular (it will suddenly get shorter when you're flying over an ascending slope, or longer when you're flying over a descending slope). If you're hurtling horizontally and about to smack into the side of a mountain range looming up in front of you, the mod has no clue. Be warned. The time-to-impact estimate takes into account your current velocity and the acceleration of gravity, and that's it. It deliberately does not take into account the acceleration of your engines, if you're firing them. It's an estimate of "how long would I take to smash into the ground if I turned off all my engines." So when you're retro-burning to land, the actual time to reach the ground will be longer than the displayed estimate, depending on things such as your TWR, throttle setting, angle of approach, etc. So if you want to time your burn so that you reach zero velocity right when you get to ground level, you'll need to wait a little bit past the point where the estimated time to impact equals the estimated burn time. Also, be aware that this mod will tell you a shorter burn time than stock KSP would, since it takes into account your ship's increasing acceleration as it burns fuel. That's good (more accurate!)... but keep it in mind when judging safety margins (i.e. when to start your engine) when landing. If it tells you that you need 20 seconds to brake to a halt, you really need 20 seconds. Don't say I didn't warn you. Acknowledgments Thanks to @FullMetalMachinist for the excellent suggestion of using a row of dots to show the countdown-to-start-burn. Ask and ye shall receive! Thanks also to @Gen. Jack D. Ripper for usability suggestions on the countdown timer's appearance.
  24. AtmosphereAutopilot plugin development thread. I'm a flight man. After getting bored from mundane KSP launch routine I found myself enjoying my old hobby - atmospheric flight. And then the struggle was born - lack of control. SSTO's were annoying, keeping them on ascent was hard. Flying anything but overdamped dart was exhausting even with joystick. I felt like i'm in 1940-s, and it was not the feeling i wanted to get from a game I love so much. One year ago, in November of 2014, I started working on this plugin to solve those problems for me. I needed three things in my life: generic fly-by-wire, cruise control and automatic lander. It makes me sad, but after one year, I only managed to implement the first autopilot (cruise control is also implemented). Considering my free time shortage as a student, I decided to still release this mod here, for one may find it's functionality useful for him, or for another to see the potential in this mod and help it with his advice or coding\engineering skills. Autopilots list: Standard Fly-By-Wire. Control signal abstraction autopilot. Here is a short flight footage of statically unstable plane I took: VIDEO. You can see roll-yaw induced isolation, AoA and G moderation, as well as general behaviour of the autopilot. Mouse Director. Plane tries to fly towards camera direction. Use middle mouse button hold + mouse turn to look above the craft and have a convenient camera angle. Precise control (CAPS LOCK) prevents from roll-over while accelerating down, as well as restrains acceleration in general. VIDEO. Cruise Flight. Maintain course, altitude, speed, fly towards a waypoint, picked on Kerbin in map view by click. More details in documentation. Videos: Quick overview by KerbalItalia dude (in Italian of course, but that doesn't really matter): https://youtu.be/k3rLK4uuJg8 Download links: Curse or SpaceDock or Github As usual, put .zip contents in gamedata. License: GNU GPL v3. Dependencies and compatibility: FAR is supported. No wind mods are supported, as well as any mods, wich are changing control surface, rcs and engine gimbaling behaviour. I recommend using Kerbal Joint Reinforcement by ferram4. If you're using "Stock Bug Fix Modules", turn off ModuleControlSurfacePlus and ModuleGimbalPlus modules in it's manager. FAQ: >FAR? - yes >Wobbling on my plane. - yes. In 99% of cases I'll know what's the problem, it's just that to fix it would be impossible under my time budget. Warm it up by pitching\rolling, tweak some stuff, it may help. Ask me, if desperate. Documentation: I tried my best at providing documentation of the code itself and writing a readme you can find in the archive, or in Git repo - https://github.com/Boris-Barboris/AtmosphereAutopilot/blob/master/README.md. Please, make sure you've examined it before asking any questions. I'm not very good at support, but i will try. FPS impact: Computational complexity of plugin (when active) - O(n), where n - number of parts. You will feel it on 100+ part crafts, and you will feel a heavy GUI, wich is full of numbers (Unity is slow with rendering strings, or maybe I'm just a bad coder), needed for debugging. Fortunately, most of the time, you don't need any GUI at all. Hotkeys: Default ones: "P" - "Master switch" you can use to toggle AA. "Shift"+"P" - toggle Autopilot Module manager GUI. "O" - default hotkey for moderation switch, when Fly-By-Wire is active. Can be changed in Global_settings.cfg in Fly-By-Wire section. Acknowledgments: Sarbian - for support of ModuleManager and consultation on numerical precision issues, and other cheesy KSP stuff. Kobymaru - he kindly helped with initial criticizm and debugging of plugin in August-September. Ferram4 - for providing a license application example to copy from, I'm new to this stuff. Morse - neo-GUI design and implementation. Donate
  25. Tired of asteroids hitting Kerbin every other month? Bored with your 10th identical playthrough of an asteroid redirect mission? Want bigger Δv challenges? Custom Asteroids is a rework of the stock asteroid system. Just install the mod, load up a save game, and any newly spawned asteroids will appear in locations around the solar system, including an asteroid belt, a more varied near-Kerbin asteroid population, and cometary orbits (ice and tails not supported at present, sorry). No in-game configuration necessary once the included asteroid packs are installed, although nearly everything can be configured. Latest versions KSP 1.2: Version 1.4.1 (SpaceDock) (Curse) (Github) KSP 1.1.2-1.1.3*: Version 1.3.1 (SpaceDock) (Curse) (Github) *No longer supported. Custom Asteroids is available under the MIT license. Source code hosted by Github. Please report bugs on the issue tracker, and include the mod version, the KSP version, whether it's 32- or 64-bit, and your operating system. Public documentation, including both user's guide and public mod API. User's guide also included in the download in .md (plain-text) format. Optional Asteroid Packs I am happy to take config file submissions to go with popular solar system mods. Easy-to-reach belts around KSP 64k planets by @Sandworm Features (Optional) new spawn system that lets asteroids appear gradually over time, instead of any time there are no untracked asteroids. For players who prefer the stock spawner, set Spawner = Stock in the options file. Modular config files let you pick and choose asteroid packs, or write your own. Asteroids may appear in any number of groups, including planet intercept trajectories. All orbital elements and spawn rates are customizable. Asteroids may even be placed around planets or moons. Asteroids come in five classes: Stony, Metallic, Carbonaceous, Icy-Organic, and Comet. Different classes have different resource content (need 3rd-party mods to take advantage) and different science flavor text. Supports update monitoring through KSP-AVC and CKAN. Planned Features Distinct models/textures for each asteroid class. Control of asteroid size per group. An asteroid discovery API for 3rd party modders (e.g., telescope mods). Known Issues There is currently no way to determine the asteroid class from the tracking station or during approach, though it will be displayed in the right-click menu once you're attached. Does not interact with Kopernicus or Asteroid Day -- if you install CA and one (or both) of the other mods, you'll have two (or three) completely independent asteroid systems. Credits Custom Asteroids started with some proof-of-concept code by xEvilReeperx for placing asteroids in specific orbits. I am eternally grateful for their help, as otherwise this mod would not exist. Many thanks to Thomas P. for improving the original method. Custom Asteroids was inspired by Trueborn's Custom Biomes and rbray89's Visual Enhancements, and follows a similar "customize everything" philosophy. While Custom Biomes is now defunct, I still recommend Visual Enhancements.