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Found 94 results

  1. 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
  2. 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. A developer's snapshot is occasionally available on DropBox. 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 project KSP 1.0.x-compatible in 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).
  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. 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.
  5. Idiot Lights r0.0.1 Released 6/30/16 Downloads to date: Donations will be credited toward the Maritime Pack, my other mod. Donations to Date: List of Donors. THANK YOU! Ok, let's think about this for just a moment. Kerbals have exactly two stats: courage and stupidity. Now, when your crew's performance is based on their level of ignorance and lack of self-preservation, can you really afford to overload them with information? Introducing the first piece of Gednuk from Fengist's Shipyard and Gedunk Shoppe: Idiot Lights. We've made this so simple that even the most incapable Kerbal can't get it wrong. Simply stick this little gem anywhere on your vessel and watch the pretty lights flicker. Green = good. Yellow = ummmm mebbe good Red = we're gonna crash. Now, for the human translation: Idiot Lights are the solution to keeping track of your fuel status without having to watch a bunch of numbers. Let's face it, flying a rocket isn't easy. And sometimes, you can get just too much information. One quick look at Idiot Lights and you know your fuel status. Green = You have more than 50% of a resource. Yellow = You have between 25% and 50% of a resource Red = You have less than 25% of a resource. Resources monitored: Battery Liquid Fuel Oxidizer Monopropellant Features: Lights only go on when a resource is present! That's some serious technology! Surface mounts to just about anything. It is scalable but you'll need to do that in the .cfg for now till I get it tested with Tweakscale. It's original size is 10 time larger than what you see. In the .cfg the line:[ rescaleFactor = 0.1 ] sets that size. Change that until you have the size you want. The reason for this resizing was to get the text beside the lights to look decent. Known Issues Ok, so I got the surface connection pointed the wrong way... but you can turn it around till I get that fixed.
  6. 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
  7. 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. ConnectedLivingSpace - A simple CLS patch is included to add CLS passability to all SSTU crewed parts. FAR - Unknown. RO/RSS - Unknown. KR&D - Known to be incompatible. Some config edits can be made to allow them to work in the same install, but KR&D cannot adjust stats on most SSTU parts. Introductory video by MrMeeb Known Issues IVAs - Many are incomplete. WIP. They'll be finished 'eventually'. Textures - Many unfinished textures. Please see the Github issues tracker for a complete list of known issues: 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!).
  8. Hey there, KSP community! I posted a couple years ago a thread regarding my desire to create probe parts, as I felt probes in KSP were desperately lacking the love they deserve. Unfortunately, despite the kind words and encouraging comments, the process quickly overwhelmed me, as I was unsure how to process with the mod-creation process, and my texture work leaves alot to be desired. Well, that was two years ago, and now I ask all of you a seemingly simple question: which areas of the game do you believe need improving upon; what niche or niches need to be filled to make the game more of what it can be? Of course, Squad provides us with the results of their hard work and we appreciate what they give us, but there are many of us that are left wanting more. Perhaps we feel that the game should be more realistic, and thus we want more mods like FAR, DRE, RemoteTech, and Kerbalism. Or maybe we feel that our dreams cannot be fulfilled by the limited collection of parts, so we yearn for more parts. Whatever the reason, there are many who are left wanting more. And that is where this thread comes in. So, please, don't hold back, and tell me what you all would love to see. My main area is in 3D Modeling, with a little basic programming under my belt. What I don't know, I am willing to learn, so even if it seems complex, I will try my darndest at making it happen. Thank you for your time, and I can't wait to see what my fellow members of the KSP community have to say regarding this subject!
  9. 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
  10. Final Frontier kerbal individual merits current version: 1.2.7-3080 Sometimes it's hard to choose a kerbal for a mission because they are all the same... well, they differ in courage and stupidity but they have no history, no personal merits they have achieved. Do you remember who was the first kerbal in space? No? Ok, who was the first kerbal on Mun? Still no idea? The Final Frontier plugin will handle this for you. Each kerbal will get ribbons for extraordinary merits. And the number of missions flown (i.e. vessel recovered), total mission time and total EVA time is recorded, too. Download: Spacedock Spacedock direct link for KSP 1.1.3 Mirror: Curse For modders: Version 0.8.12 and later includes an api to reward ribbons from an external plugin. You will find an adapter class and an example here: FinalFrontierAdapter Planet Packs (for use in 0.6.0 or later): PFCE: Download Kerbol Expanded: Download (WIP, last update 02.01.2015) Ribbon Packs (for use in 0.9.1 or later): RANKS and MILITARY RANKS FOR KERBALS (Base ID 1000) by Araym Expedition/Rank Ribbon Packs (Base ID 8000) bySmarterThanMe Armed Forces Ranks (Base ID 3000) by Shadriss If you want to create your own ribbon pack feel free to do so. But you should use IDs other than in the ribbon packs above. Just set the BASE in the config file to some other number and keep in mind that every ribbon must get an unique ID. (Screenshot of my development copy and not from a real game) To open the Final Frontier Hall of Fame window just click on the button labeled "FF" in the toolbar or press LEFTALT-F (hardcoded at the moment, so it's not assignable to another key). If you are using the stock toolbar you will find some kind of award icon. To browse all available ribbons just press the "Ribbons" button on the right of the hall of fame. Currently the following ribbons are awarded to kerbals: Orbit around a celestial body (including Kerbin) Landing on a celestial body (including Kerbin – kerbals do reward even simple tasks, because most of the time they fail...) EVA in around a celestial body without a stable orbit (including Kerbin) EVA in an orbit around a celestial body (including Kerbin) EVA on a celestial body (including Kerbin – let's hope they will survive...) Docking around a celestial body (including Kerbin) Collision in a vessel Dangerous EVA while not on ground and not in a stable orbit Get into a Kerbin orbit in less than 200, 150 or 120 seconds Accumulated mission time of at least 5, 20, 50, 100, 500, 2000 or 5000 days (20, 80, 200, 400, 2000 or 20000 kerbin days) A return from single mission that lasted for at least 20, 50, 125, 500 oe 2000 days (80, 200, 500, 2000, or 8000 kerbin days) At least 5, 20 or 50 missions flown (i.e. vessel recovered) Done a splashdown landing First kerbal in space A ribbon for entering the sphere of influence of a celestial body (new in 0.2.2) Planting flags on celestial bodies Launching with solid fuel boosters of 10%, 20%, or 30% ship mass Achieved gee-force of 3, 4, 5, 6,..., 17 or 18 g Entering the deep athmosphere of Jool Orbiting the Sun at half or less the distance of Moho Moving a vehicle (hopefully a rover) on the surface of a celestial body Crew member of a heavy vehicle of at least 250, 500, 750, 1000, 1500, 2000 or 4000 tons Launching a heavy vehicle of at least 250, 500, 750, 1000, 1500, 2000 or 4000 (!) tons Landing a heavy vehicle of at least 250, 500, 750, 1000, 1500, 2000 or 4000 (puh!) tons Ribbons for 1h, 2h, 6h, 12h, 24h, 48h, 96h and 192h in EVA Ribbons for flying a vessel at Mach 3, 4, 5, 6, 8, 10, 15 below 20,000m in Kerbin atmosphere (0.4.1 and later) Ribbons for EVA Endurance, i.e. a single EVA of at least 20, 30, 40, 50, 60, 90, 120, 180, 240 or 300 minutes. Ribbons for entering atmosphere of Eve, Duna, Jool,... A Ribbon for entering the sphere of influence of all celestial bodies (Grant Tour ribbon) A Ribbon for entering the sphere of influence of all moons of Jool (Jool Tour ribbon) Ribbons for completing contracts Ribbons achieving research (while in a mission) Ribbons for first completed mission as an engineer, pilot or scientist Ribbons for altitude, distance, speed and depth records A Ribbon for entering deep space beyond Eeloo (or whatever outermost planet may exist) Ribbons for landing in polar regions Ribbons for landing at high elevations on kerbin Ribbons for landing with less than 5% or 1% liquid fuel More than 500 ribbons in total! If a kerbal is the first one rewarded with a celestial ribbon, he will get the "First kerbal" ribbon of that kind (for example "First kerbal in orbit around Kerbin "). Some ribbons replace some others when earned. For example: The ribbon for EVA in an orbit around a celestial body replaces the ribbon for EVA around the same body without a stable orbit. The ribbon for 20 missions flown replaces the ribbon for 5 missions, etc. A tooltip gives a short description for each awarded ribbon. The ribbon graphics are inspired by the ribbons created by Unistrut (view this thread). But unfortunately I still do not have his permission to include his ribbon graphics into Final Frontier so I have created my own set of ribbons. They are using the same color and sometimes similar graphics (so they will look similar). If Unistrut will give his permission to use his ribbons, I will include them in a modified form with better graphics than mine. Some of the custom ribbons are created by SmarterThanMe and nothke and are used with their permission. Update: I finally got the permission to use the ribbons from Unistrut. But why is it called "Final Frontier"? Well, I'm quite surprised that nobody is asking, but I will try to explain it anyway. I was thinking about this plugin since the personal achievement mod by blizzy78. I liked the idea in general but in a sandbox game achievements for the player doesn't mean to much to me (but this is a personal opinion of course). Unfortunately I'm a Java/C++ programmer and C# is quite new for me, so time and missing skills/experience delayed the implementation until the first days of 2014. Then I decided to give it a try and created a small C# project for testing/learning the basics. The first decision to made was the name of the project. I do not exactly remember how I get the idea for the name, but I searched a bit in Youtube, Google and well, perhaps there was a replay of Star Trek in TV. I really don't know how I got the name, but I created a project "Final Frontier" and so it begun. And I don't like to change the name of a project afterwards without a specific reason. Installation: Important! Please read if you have trouble with Final Frontier. Just unzip the archive into the KSP folder. Don't move the FinalFrontier folder, it should be nested in the folder GameData/Nereid. If you are already using the toolbar you don't have to extract the toolbar folder. Do not change the installation path! Final Frontier must reside under GameData/Nereid Compatibility: Final Frontier should be compatible with most mods. There is one important exclusion from this rule: Mods that are changing names of celestial bodies or add new celestial bodies will cause trouble. All releases from 0.6.0 and later can handle the altering of celestial bodies. There is still one exclusion: All celestial bodies must have unique names. To get ribbons for new celestial bodies, you must install a planet pack (see above). Changelog: 0.7.15-1047: Fix for missing button in blizzys toolbar 0.8.1-1282: Fix for lost ribbons bug 0.8.2-1285: minor bugs fixed 0.8.6-1370: fix for Contract Configurator compatibiliy 0.8.8-1410: Update for KSP 1.0.5 0.8.9-1414: new custom ribbons from SmarterThanMe 0.8.13-1728: 7 new ribbons (includung deep space ribbon) support for external plugins that may award ribbons minor fixes 0.9.1-1749 support for user defined custom ribbons 0.9.3-1792 fix for not properly removed kerbals in hall of fame that were spawned by CC+ new ribbons: Lost And Found (untestet), Significant Contract, Exceptional Contract, Passenger Transport removed some uneccessary log spamming added optional logging of ribbons/achievements (to analyze incorrectly awarded ribbons; see last checkbox in config window) 0.9.4-1798 fix for Lost And Found ribbon and Passenger Transport ribbons (NREs in log) 0.9.5-1819 Minor fixes (if you do not enable the logging of ribbon awards you should be fine) Lost And Found ribbon disabled Reasearch ribbons tuned down a bit 0.9.6-1826 Fix for mission summary window 0.9.8-1882First North Polar Lander ribbon North Polar Lander ribbon First South Polar Lander ribbon South Polar Lander ribbon 5% Fuel Landing ribbon (only liquid fuel ist taken into account!) 1% Fuel Landing ribbon (only liquid fuel ist taken into account!) 1500m Mountain Lander ribbon 2000m Mountain Lander ribbon 2500m Mountain Lander ribbon 3000m Mountain Lander ribbon 3500m Mountain Lander ribbon 4000m Mountain Lander ribbon 1.0.2-2131 Update for KSP 1.1.0 1.0.3-2181 Update for KSP 1.1.2 Minor fixes (e.g. windows stay open in main menu) 1.0.4-2216 New First-Kerbal-In-Space and First-EVA-In-Space ribbons graphics by SmarfterThanMe Configurable hotkey 1.0.5-2223 correct URL for KSP-AVC no other changes 1.0.6-2301 Fix for Closer Solar Orbit ribbon and OPM 1.0.7-2319 Hotkey fixed (hopefully) 1.0.8-2443 no more 0%/5% Fuel Landing ribbons if a vessel is landing with deployed (or cut) parachutes logging of some keypresses to analyze the still not solved hotkey issue 1.0.9-2459 timestamps in log now in kerbin time, if enabled in KSP settings fix for FinalFrontierAdapter (kerbal type applicant now eligible for ribbon awards) hall of fame is now refreshed, if an applicant joins the crew roster 1.0.10-2467 Fix for hotkey issue (maybe) minor fix to prevent NRE 1.0.12-2505 Build for KSP 1.1.3 RSS compatibility 1.0.13-2539 Mountain Lander Ribbon for 4000m now superseedes 3500m fixed a typo in the description of the polar landing ribbons 1.2.1-2650 Build for KSP 1.2 1.2.3-2675 fix for the incorrect data in the mission summary window "show summary window" checkbox in config 1.2.4-2772 mission summary window only shown if crew recovered 1.2.5-2906 Fix for conflict with Contract Configurator 1.2.7-3080 KSP 1.2.2 (no significant changes) The plugin is currently in some kind of alpha beta gamma stage. It works or at least I think it will work. But bugs may occur and don't try this plugin in a current game without a backup. And it its my first project in C#, so don't expect to much from the code . Kerbals are identified by their names. So don't add kerbals with the same name or Final Frontier will get confused. The plugin takes use of System.IO to store its data in the corresponding persistent.sfs of a game and its settings in GameData/FinalFrontier.dat. Release 0.8.x will do a scan for old save games in the saves folder and converts them upon permission by the user. There are no other write operations anywhere on the system. License: http://opensource.org/licenses/BSD-2-Clause Source is included in the zip archive. Final Frontier uses the toolbar created by blizzy78, see http://forum.kerbalspaceprogram.com/threads/60863-0-23-0-Toolbar-1-4-3-Common-API-for-draggable-resizable-buttons-toolbar. If you don't like the toolbar or just want to use the stock toolbar for Final Frontier disable the use of blizzys toolbar in the configuration dialog of Final Frontier. Bugs: Ike and dres ribbons are the same. (fixed in 0.4.20) Decoupling in orbit, leaving orbit and immediatly returning into orbit give Fast Orbit Ribbon (fixed in 0.5.4) A splashdown landing in water give Mach 10 Ribbon (fixed in 0.5.4) Typo" Grant Tour" instead of "Grand Tour" (fixed in 0.5.4) SOI ribbons (and maybe others too) are not awarded when in time acceleration (fixed in 0.5.6) Gee force ribbons don't work as intended if crew is changed in flight (still suspicious) Closer solar orbit ribbons don't work (fixed in 0.6.0) quickload may cause loss of ribbons (fixed in 0.6.3) Ribbons may get lost, after installing new mods (fixed in 0.8.1-1282) Kerbals may get cloned (fixed in 0.8.3-1361) mission summary incorrect in some cases (fixed in 0.9.6-1826)
  11. 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.
  12. 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!
  13. 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
  14. As superb as KSP is in its stock state, I sometimes feel the need for more of a challenge, so I put forward the mod: Vaguely Realistic With this mod I hope to add some challenges to how we play KSP in the stock universe, by applying some of the limitations that our real-life engineers and pilots face, for example: Huge reaction wheel nerf Command Modules will have their reaction wheels removed. This means an RCS system is just about essential for control, unless Jeb fancies using his jetpack Probes cores will retain their reaction wheels, in varying strengths, but their power will be massively reduced. They'll be fine for getting your craft orientated a few minutes before a burn, but for quicker movement, e.g. for a lander, you'll want to bring RCS Engine ignition limits - DONE! Some engines will have a limit on the maximum number of ignitions First stage engines (e.g. Mainsail) will have a single ignition Service module engines (e.g. LV-909) will have many, but limited, ignitions e.g. 50 (this figure was taken from the rated restarts of the Apollo Service Module engine) Monopropellant and what would be hypergolic engines (e.g. LV-1R) will have unlimited ignitions, as they don't actually need igniters! Currently supports: Stock/Squad Engines Ven's Stock Revamp Engines Solid rocket booster thrust curves SRBs will have a thrust curve so thrust tails off as propellant is depleted Any feedback is greatly appreciated, this will be my first major mod (outside of ModuleManager-only patches). Check back soon for updates! I've broken out my Engine Ignition functionality in to a separate mod. Its thread is here:
  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. Deadly Reentry 7.4.7.1, for KSP 1.1.3 - 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! This update is by Starwaster. 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
  17. IMPORTANT NOTICE Thank you @Teflon_Mike for the logo! Gif with GemFX and KSPRC v2 courtesy of @cobbman11 Video (-v2) Album on imgur Gif in VAB WindowShine is dependent on TextureReplacer managed by Shaw (Unofficially updated by RangeMachine) and ModuleManager maintained by Sarbian. Make sure to install them both first. Download: WindowShineTR-v12 (Dropbox) *Please read known issues before posting Installation instructions License: Link Mod Support: Many thanks to Nhawks17 and Nebuchadnezzar for createing even more mod-compatible packs! How to add reflections to your own mods Asteroid Day pack [1.0.5] K2 Command Pod pack - @cy4n Kerbal Planetary Base Systems pack - @Nhawks17 KSPRC pack Modular Kolonization Systems pack - Nhawks17 Near Future Solar pack Near Future Spacecraft pack - @nebuchadnezzar RLA Stockalike pack - cy4n Stockalike Station Parts Expansion pack - Nhawks17 Taurus HCV pack Ven's Stock Revamp pack - cy4n ??? *Using more than one pack that has same part can cause compatibility issues. Use with caution. Change log Known issues: *On parts with the added reflection shader/module, all other part shaders are ignored. I.E. Parts that have reflections added don't have edge highlighting, don't gray out when moved in editors, and lights do not turn on. This is sadly an issue with Shaw's reflection plugin built into TextureReplacer. Current fix unknown. Shameless plug! If you've enjoyed this mod you might also like Space Plane Color Corrections.
  18. Ever want to use bi- or tri-couplers but want to recombine the stacks before the next stage? Ever wish you could make circular stations in the VAB without having to spam struts to keep the open end closed? Here's the answer you've been looking for! ReCoupler works around the Vessel tree by identifying attach nodes that would have been connected but can't without a part having multiple parents or creating a circular structure. Once those nodes are identified, it hides them in the editor so that you don't accidentally connect anything else to that node. Then, in flight, it creates a structural link identical to the ones that normally hold parts together. But wait! There's more! When decoupling (or explosions) happens, it detects if one of the virtual connections would continue holding the vessel together and magically makes that the real connection point as if no funny business had been happening! Check out the rest of the album! And some new building styles you can use with ReCoupler: Interested? Get it from SpaceDock or GitHub now! Known bugs: The icon is super lame. Not a bug, necessarily, but it only works for stack attach nodes. Future plans: Make a decoupler that connects to 2-, 3-, or 4-engine clusters and makes their fairings work with it. I'm open to suggestions
  19. 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.
  20. 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/>.
  21. Download and source (MIT license): https://github.com/Boris-Barboris/CorrectCoL/releases https://spacedock.info/mod/789/CorrectCoL Stockalike CoL indicator for stock Aerodynamics, accounts not only for ILiftProviders. Please, don't try it with FAR (mod disables itself if FAR is found). Simple static stability analysis: Most graphs are torque-AoA relations: green graph - current fuel levels. yellow graph - emptyed fuel tanks. Exceptions: blue graph - pitch L/D ratio (wet). blue vertical line - level flight AoA (wet). aoa range - AoA and sideslip range to plot, degrees. aoa marks - horizontal axis marks step, degrees. aoa compress - zero for 1:1 AoA axis, positive for quadratic compression. Helps to focus on important stuff near zero AoA while not loosing large-AoA behaviour. speed - speed towards root part nose direction, m/s. Enter negative values to analyze retrograde stability. altitude - meters above sea level. Four simplistic and quite stupid trait labels, may sometimes fool you. Be careful with launch clamps, they are accounted for too. Also, move your craft by the root part a little after loading to ensure correct results for graph (strange API stuff).
  22. P L A N E T S H I N E Why PlanetShine? After trying some mods to improve visuals and get something more realistic looking, I transformed KSP into something really good looking, but I was really happy with the result, but I felt that something was still missing. When in low orbit of a planet, the side of my ship which was facing the planet was completely dark, which was not realistic! It should have been illuminated a bit by the planet's own reflective light! I decided to fix that with this mod, by making planets and moons to reflect their own (colored) light to your vessel. This phenomenon is called in real life albedo or planetshine : What does this mod actually do? (Summary) When you are close to a planet or moon, its bright side reflects (colored) light to your vessel. More realistic ambient light in vacuum, very dark by default, can be customized. More realistic ambient light on the ground and atmosphere of planets/moons, tinted by the surface color. Very lightweight: almost no RAM used, and your FPS should not change. Additional features Settings menu to customize many parameters, as well as several quality/performance settings. Support for the Toolbar mod. Planet and moons light configuration supports Module Manager and loading across GameData folder, and can be easily customized by players or other mods. Conflicts with the mod "Ambient Light Adjustment" because it has exactly the same feature: custom ambient light settings with a slider. When close to the sun, the sunlight becomes dramatically intense. Screenshots You can see the subtle red light over Duna, green over Jool, and blue over Kerbin: http://imgur.com/a/4MODI Before / After Screenshots by CaptRobau: http://imgur.com/a/Nekay Recommended mods for the best experience Environmental Visual Enhancements for clouds and city lights. A good galaxy skybox (using Texture Replacer): Oinker's Skybox Teflon's Skybox Chatterer for adding ambient sounds that really improve the immersion. An atmospheric sky enhancing mod: SkyTonemapper (Stable) makes the sky look better by smoothing it (removes the banding effect) Scatterer (Experimental - many bugs) makes the sky and atmosphere looking really great and much more realistic, sunsets become amazing. Engine lighting for adding realistic lighting to engines thrust. Surface Lights to illuminate the ship when it gets really dark. Additional information I would appreciate feedback on this mod a lot! I spent a lot of time trying to make this reflected light to behave as consistent as possible, and I think it's pretty well tuned by now. Planet and moons colors are all editable in "CelestialBodies.cfg", and you can change a few other settings in "Settings.cfg", such as the vacuum light level (quite low by default), and the reflection light intensity. Compatible with all game versions from 0.25 to 1.0, and probably older versions as well. 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. Changelog Known issues Conflicts with other mods that change ambient light, such as Ambient Light Adjustment and AmbientLightShifter Not tested much on x64, might cause issues Might have minor issues with Kopernicus, which optionally provides custom atmospheric and vacuum ambient lights. Planned features Automatic detection of planet colors and atmosphere, no more need for CelestialBodies.cfg (working on it right now) Actual planetshine (reflected lights between two planet/moon) Different reflected light color depending on the biome (land/sea/poles) Sunset/sunrise lights More performance tweaks, such as reducing the number of light depending on the situation, or using a diffuse wrapping shader Choice between presets for ambient light (realistic or stock) and other settings Better (future) compatibility with other mods Credits I copied the planets/moons color list from the Distant Object Enhancement mod Thanks to TheSexiestofClowns on Reddit for his screenshot that I used at the beginning A lot of thanks to the people who helped me over IRC, such as Thomas, Rbray89, and a few others ----------------- Support the author If you like this plugin, please consider donating, it will be greatly appreciated: ----------------- Download standard versions: 0.2.5.2 for KSP 1.2 0.2.5 for KSP 1.1 0.2.4.2 for KSP 1.0.5 or older ----------------- Download experimental version 0.5 for KSP 1.0.5 or older: details in this spoiler: Copyright 2014, Valerian Gaudeau, Apache license 2.0
  23. I am using blender, and I cannot find a plugin that works for this. The only one I have found Blender won't accept. Do you guys have any way of changing these into those?
  24. MOD EDIT: AN UPDATED VERSION MAY BE FOUND HERE. VesselMover Continued v1.5.1 Pick up, move, rotate, and place landed vessels quickly and easily. NOTE: Since BahamutoD is now busy with real life and has graciously made it known that we can continue support in his stead, I'm reviving the mod in this thread and will continue its support. The original VesselMover thread is here: BahamutoD's Original VesselMover Thread Download Locations: Download from GitHub | Download from SpaceDock Installation: Extract the folder called "VesselMover" to KSP's GameData folder. For installation convenience, VesselMover is now CKAN listed, and supports KSP-AVC. 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. Usage: Use the toolbar menu buttons to pick up or place a vessel. It must be landed or splashed down in order to pick it up. Use pitch/yaw (WASD by default) to move around. Use roll (Q/E by default) to roll, and translation buttons (IJKL by default) to rotate pitch and yaw. Use translate fwd/back (H or N by default) to auto rotate planes and rockets respectively to level/upright. Press Tab to toggle speed modes. For long distances, it works well to use "Ludicrous speed" in map mode! Click spawn vessel to open the craft browser. Select a craft, then select a place to spawn it. It will spawn in vessel-move mode so you can reposition it or rotate it before placing it down. 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. Video Demonstration: License: MIT Source: https://github.com/PapaJoesSoup/VesselMover