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Found 71 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!
  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. Shadow Space Technologies Unlimited - Labs Division This is the public discussion thread for ongoing development of SSTU parts and plugin code. Downloads: The latest test versions may be found at: And are also available on Github: (Github will always be more up-to-date than curse, as they are auto-published there; I have to manually update Curse; so please check the GitHub link if you are looking for the latest versions) Please keep in mind that these are all testing releases. Things may break between releases. There will be bugs. Many things are unfinished and/or unoptimized. The test versions are for ironing out bugs in new features and for testing out prototype parts before they are finished; as such they will always have bugs, often severe, and there will often be unfinished parts (no textures, missing features, etc). Please only use these versions if you wish to contribute to testing and are comfortable with the state of the releases. Additional Parts / configs (by @JoseEduardo) Wiki (WIP): Contribution: IVA Modeling: SSTU could greatly use someone with interest and experience in modeling IVAs. If you think you are that person, please contact Shadowmage through PM to work out the details. Testing: If you would like to contribute to pre-release testing (and get to try things out in their pre-release state), please follow the link above; the most recent test version will be at the top. Please submit issue reports for any problems you encounter via the GitHub issues tracker: (If you do not report the issue there, it will not be resolved; issues posted in the thread or through PMs will be forgotten about and likely never fixed; so please, do the organized thing and use the bug-tracker). Configs/Patches: I welcome pull requests and contributions for adding patches for mod compatibility, adding new part configs, or fixing issues in existing part configs. Documentation: One very major part of the mod that could greatly benefit from public contributions is the Wiki: While this is the 'dev version' wiki, I will be using it to form the basis of the public release wiki; so any/all information and details that can be filled in now will be transferred over to the public release repository and wiki when it is created. Feedback, suggestions, comments, etc: Please feel free to post feedback, suggestions, questions, etc regarding development releases and/or any posted previews. Even if you are not on the testing team, I still value your feedback and suggestions. Please use the issue tracker for any 'official' feature requests; it may be found at: Bug Reports: Please submit issue reports for any problems you encounter via the GitHub issues tracker: No other method for submitting bugs will be supported; posts on the forum or through PM will be forgotten about before I can ever get to them. Opening up a ticket ensures that your report does not get lost in the forum or forgotten about. No ticket = no fix. Enough with the disclaimers, and onto the parts! The Parts: The goal of SSTU is to provide low-part count, CPU-efficient parts for common uses. To this end many of the parts are designed with additional integrated functionality beyond the base functions, for instance integrating RCS ports and engine(s) into a fully fledged service module. I have tried to maintain a stock-compatible appearance, though as I am not an artist or modeler (at least not by training/profession), how well this has worked out is subject to opinion. Master list of parts; current, planned, the whole lot: Lander Core A series of parts specially crafted to enable low-part-count non-atmospheric lander designs for use in the stock Kerbol system. Ship Core: Engines A set of engines in many varieties, including pre-built engine clusters. Many more engines, mounting options, and cluster designs will be added over time. Ship Core: Series A A set of parts modeled after the Apollo CSM stack. Includes two command modules (one with integrated heatshield and parachutes), launch abort system, and Apollo-inspired service module. Ship Core: General A line of generic / utility parts. Fairings, RCS, Science experiments, and procedural decouplers of various types. Ship Core: Series B A series of parts heavily inspired by and based on current NASA - SLS project. Includes representations of SLS upper stack initial configuration, and lifter parts designed in the vein of the lower/core portions. The upper stack is designed to allow for a low-part-count manned orbiter setup, while the lower-stack parts are intended for super-heavy-lift capabilities. Command module and upper-stack are 3.75m, while the lower-stack lifter parts are 5m. Includes a customizable fuel tank setup as well as multiple engine clusters and heavy lift SRBs. Craft Files None currently available, will start becoming available when the mod has reached a stable state (not for the foreseeable future). Additional Addon Compatibility and Integration RealPlume -- Optional but highly recommended. SSTU includes a set of patches for RealPlume for all engines as well as most other engine-enabled parts. More will be added over time. Stock effects are also included, but options and configuration for those are much more limited. If you want pretty-looking exhaust effects, get RealPlume. MechJeb -- If MechJeb2 is installed, Command Pods (and some service modules) include a built-in MJ module. The tech-unlocks for these are based on the default MJ tech-settings. Kerbal Joint Reinforcement -- Fully supported and highly recommended if you intend on using 3.75m+ parts. Some parts will not function...nicely... without KJR installed due to stock joint mechanics (radial decouplers). If you have wobbly rockets or parts, get KJR. KNOWN ISSUE: KJR is known to cause unstable orbits; more unstable the lower the gravity/orbital velocity is. USI-LS and TAC-LS -- Patches for both are included, and will be enabled when the requisite mods are installed. These patches add a few days worth of life-support to each of the pods and some of the service modules. ConnectedLivingSpace - A simple CLS patch is included to add CLS passability to all SSTU crewed parts. FAR - Currently incompatible, but awaiting a fix that should restore compatibility. RO/RSS - Should be mostly functional through the patches that are included in RO. Not all things are working. I do not offer support for RO, so please direct any RO questions to the Realism Overhaul thread. Introductory video by MrMeeb Known Issues IVAs - Many are incomplete. WIP. They'll be finished 'eventually'. Textures - Many unfinished textures. Please see the Github issues tracker for a complete list of known issues: Future Timeline / Future Plans Please see the Github Milestones and Issues Tracker to see future/current development plans. Milestones (long-term plans): Issues Tracker (current in-dev stuff): Legal: Source: All source code and compiled plugin binaries for this addon are distributed under the GNU General Public License (GPL) 3.0, except where noted below, where that code is distributed under its own license. The text of this license may be found at: EXCEPTIONS: None at this time Source code for plugins is included in all releases packs (source may also be found for the most current version at: Models/Art/Configs All Assets and Artwork in this addon are licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License, except those areas noted below, which are distributed under their own licenses. The text of this license may be found at EXCEPTIONS: None at this time ModuleManager Module Manager is distributed under its own license (CC-SA). Source code and licensing details may be found at: Community Resource Pack Community Resource Pack is distributed under its own license (CC-BY-NC-SA). Source code and licensing details may be found at: Mini-AVC This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin KSPWheel KSPWheel is a non-included dependency for the SC-E (shuttle) landing gear. It may be found at: The Team: Development: Shadowmage - Modeling, animation, texturing, plugin code, concept development, and most configs (balance). And a special thanks go out to all others who are making this add-on possible: JoseEduardo - Co-Conspirator, Testing and feedback, RO and RF Integration, Craft files, additional texture sets blowfish - Testing, feedback, and concept development MrMeeb - Intro video, testing and feedback. StratoChief - RO and RF Integration VenomousRequiem - Config Creativity Director, Testing, config development (descriptions), concept development and feedback. MeCripp - Testing and feedback _Augustus_ - Testing and feedback drtedastro - Testing and feedback riocrokite - Testing and feedback, concept development for part reduction falken - Testing and feedback martinezfg11 - LC-POD IVAs Jimbodiah - Craft repository and testing -if I missed you on this list, sorry! (feel free to send me a PM if you think you deserve a mention in the credits) Donations: I work on this mod during my spare time, and use vast amounts of caffeine in the process. If you would like to help contribute to my coffee fund, please see the link below. This is purely optional, but can help keep me motivated and energized ( = more work getting done!).
  4. Im trying to make a mod where you can go to a planet in the tracking station to build a base or something, without having the hassle to fly to the mun (or other planets) does any one know what i could use to make this mod.
  5. 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 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!
  6. ** New ** 1.2.2 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:, 29 Jan, 2017 -- Download: SpaceDock | CurseForge | GitHub (all releases). Also supports CKAN and KSP-AVC for your convenience in updating. 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): Ship Manifest 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 - Release 29 Jan 2017 - KSP 1.2.2 Compatibility Edition - Fixed: Object not found error in ModDockedVessels Get LaunchID. now properly returns a 0 if the underlying object is null. Version - Release 16 Jan 2017 - KSP 1.2.2 Compatibility Edition - New: Refactored for KSP 1.2.2 - Fixed: Enumeration error when opening or closing more than one hatch at the same time. - Fixed: Respawn Kerbal fails. Github issue # 35. - Fixed: Opening/closing hatches via a part's tweakable doesn't properly update the transfer windows xfer/eva buttons when CLS spaces change. - Fixed: Fill buttons do not have tooltips. Can be confusing as to their behavior. - Fixed: Part level fill buttons do not behave as expected by users. Should not be available in flight with realism on. - Fixed: Roster and Settings Icons sometimes appear in flight scene. Should only be in Space Center Scene. - Fixed: Highlighting is disabled temporarily when hatches are opened and closed. - Fixed: Resource selection in the Manifest window is behaving erratically. Resources are disappearing in the display when multiple selections are made. - Fixed: Vessel to vessel transfers are failing with an NRE in ShipManifest.SMVessel.UpdateDockedVessels. - Fixed: Sometimes crew transfers do not work. 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 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!
  7. 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
  8. 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!
  9. 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.
  10. Hi fellow kerbonauts After years of downloading and enjoying mod from the great KSP community it's time I do something myself, so here it is : Crew Light The goal of this mod is to automatize, as much as possible, the lights of your vessels (and of kerbal's helmet). Every part that currently hold crew gets its lights turning on Lights react to the sunshine And to depth GIF incoming... When approaching a distant vessel its lights will blink, sending you a welcoming message in Morse code Kerbal on EVA can toggle lights Youtube review by @Kottabos : How does it works ? Vessel's lights are divided into 3 groups : Lights of crew-able part : They will remain off until a kerbal gets on-board Lights NOT in the light action group : (and kerbal's helmet light) They'll go on when the sun's fall, off when it rises Other Lights : They will work as usual, toggling by the light action group This mod rely on the light action group to determine which light belongs to which group, in stock KSP you can change action group only in the editor, so no lights on all crafts already launched will react to the sun rising/falling. To change action group in flight you will need the mod Action Groups Extended, by @Diazo. And and enhanced support of the mod Aviation Lights by @BigNose, maintained by @MOARdV : By default its navigation and strobe light will get turned on at night using the custom blinking light provided by AviationLights, flash, double flash, interval. This is configurable, per light, in the setting file. The beacon light will stay off until you push the throttle, acting as a real warning light How to modify how it works ? There is a file Settings.cfg in Kerbal Space Program/GameData/CrewLight/PluginData/ with some variables to tweak, names and comment should be explicit enough. Most useful one are : morse_code : change the morse message sent by distant vessel, here you can find a Morse alphabet distance : set the distance at which the Morse message begins only_light_not_in_AG : if False every light will toggle according to sunlight always_on_in_space : if True kerbal who disembark will always turn their lights on while on orbit use_staggered_light lights which respond to the sun light will be turn on in a staggered way What is needed ? ModuleManager is the only dependency, all credits go to @ialdabaoth and @sarbian Know issues : Lights on kerbal's helmet don't turn on/off as the sun rises/falls. Lights will be turned on if the kerbal disembark in the dark but status of the sunlight won't be checked after that. What to do if it doesn't work ? Report it to Github or on this thread. This is my first mod for KSP and one of my first working C# code, I've tested it on every situation I could think of but it may have bugs left. And a big thank you to @Diazo, @Nereid, @Crzyrndm, @RealGecko, @Skalou for helping me, and to every modders out there who wrote good code for learning Download on SpaceDock Download on Github Source on Github License is MIT Dev thread, now closed
  11. 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: Source is included in the zip archive. Final Frontier uses the toolbar created by blizzy78, see 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)
  12. Mod Edit: This thread has been closed, and can be reopened by request of the OP. Danger Alerts adds alerts that trigger while your ship is crashing, burning, and all around not having a good time. It also adds a simple interface that let's you silence, or modify exactly when the alarms go off. Currently, there are two alarms: one for when you're about to crash, and a highly configurable resource alarm for when you're running low on electricity, life support, or fuel. If you have any suggestions, bugs to report, or opinions on your favourite type of potato chip, please post here. I'll reply as soon as I can. Download here: SpaceDock Dropbox v1.2 (Or use CKAN) FAQ: Q: Is the alarm auditory or visual?: A: The alarm uses a sound, a harsh *twang* sound on repeat, and the toolbar icon changes colour to red. Q: I want to download this, but I'm not sure if I want the alarm on ALL the time. A: No problem, the sound can be disabled easily in-game. Q: You should add/do/implement/make sure/fix "X". Can you do that? A: Maybe, suggest it to me on this thread and i'll see if it can be done. Q: Is this in the CKAN? A: Yes! It's listed under "Danger Alerts" Q: I found something that I'm 90% sure is a bug; where can I report it? A: Here! Just make a post on this thread and i'll reply ASAP. ---------- Known Bugs: None; for now. Source is available on GitHub. License: Danger Alerts is licensed under the MIT license. See LICENSE.txt in the download for details, or see this link No pics; no clicks:
  13. 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: Before / After Screenshots by CaptRobau: 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: for KSP 1.2 0.2.5 for KSP 1.1 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
  14. 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 Download Not mandatory, but I've balanced the default values assuming that Kerbal Construction Time is installed - so would recommend that mod. Source
  15. 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 - 2016.01.14]: Brake your vessel at launch [1.2.2] QuickSearch [v3.12 - 2016.01.14]: Enhanced the editor part search and add a part search on the tech tree [1.2.2] QuickStart [v2.13 - 2016.02.18]: Start your last savegame after the loading [1.2.2] QuickGoTo [v1.32 - 2016.01.14]: Go to an other scene from anywhere [1.2.2] QuickRevert [v3.12 - 2016.01.14]: Revert keeper [1.2.2] QuickContracts [v1.22 - 2016.01.14]: Keyboard's shortcuts for Mission Control [1.2.2] QuickSAS [v1.12 - 2016.01.14]: Moar keyboard shortcuts for the SAS [1.2.2] QuickHide [v3.22 - 2016.01.14]: Hide the stock toolbar and the stages [1.2.2] QuickExit [v2.12 - 2016.01.14]: Exit everywhere [1.2.2] QuickMute [v1.22 - 2016.01.14]: Mute all sounds [1.2.2] QuickIVA [v1.22 - 2016.01.14]: 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 [1.2.2] ZeroMiniAVC [v1.04 - 2016.12.07]: 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:
  16. 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
  17. What it does It makes better automatic default choices for crew assignments (e.g. "labs need scientists" or "drills need engineers"). It remembers your assignments, so that the next time you launch that ship, it will try to do the same thing. (No more discovering, *after* you're in orbit, that your gosh-darn rescue ship filled up all the slots and you've got nowhere to put the stranded kerbal!) You can customize the default behavior with ModuleManager config. NOTE: This mod is not compatible with Kerbal Construction Time. Download from SpaceDock License: CC-BY-NC-ND 4.0 Source code How to install Unzip into your GameData folder, same as any mod. How to use Just play KSP! The mod is deliberately minimalistic. It adds no UI, it doesn't require any special actions to use. It just silently makes the crew-assignment experience better. The only thing that affects you at all is: if you go into the "crew" tab of the editor and change crew assignments, then your choices won't be persisted unless you hit the "save" button before launching the ship. That's it, that's all there is to know. Cool things it does by default Makes sure there's a pilot on board, if you don't have any SAS-capable probe cores. Staffs science labs with scientists. If you have any non-rerunnable science experiments on board, makes sure there's at least one scientist. If you have any parts that need an engineer (ISRU, drills), makes sure there's at least one engineer. Repairable parts (parachutes, landing legs, wheels) also have an engineer requirement (if there's an available engineer of sufficient level). Tries to pick the highest-level crewmembers available. (Except for pilots; if you have an SAS-capable probe core and your pilots are all lower-level than the core, it picks the *lowest* pilot available.) Tries to fill all command pods; doesn't try to fill passenger cabins. If you do manual assignments in the crew tab and then save the ship, it remembers your choices the next time you load the ship. Empty slots will be left empty. It will try to assign specific kerbals by name (e.g. "Jeb goes in slot 0 of this command pod"), and if that crewmember is unavailable, will try to assign another kerbal of the same profession (e.g. "I want Jeb, but he's on a mission already, so I'll use this pilot here.") How it decides The mod works with two types of assignments: default choices, and player choices. Default choices Default choices are controlled by ModuleManager config in a file that comes with the mod (see "How to customize", below). There are two flavors of default choices, *assignments* and *requirements*. Assignments are default choices for crew slots in specific crewable modules. The default config that comes with the mod assigns scientists to science labs, and all crewmembers to command pods. The default config deliberately leaves passenger cabins empty, though you can tweak this by adding your own config if you like. Requirements are added to parts that are not themselves crewable, but which need a particular type of kerbal to operate them. If your vessel has any parts that specify requirements, then the mod will try to ensure that at least one of the specified kerbal type is present in the crew. The default config that comes with the mod adds a "scientist" requirement to all non-rerunnable science experiments (Mystery Goo, Science Jr.), and an "engineer" requirement to ISRU units and ore drills. Player choices When you load a new ship, or add a new part, then everything is controlled by the default behavior and assignments will be updated dynamically as you switch stuff around on your ship. It can do this because you haven't *observed* the assignments and it's therefore free to shuffle assignments around without invalidating any of your choices. However, the moment you switch to the "crew" tab in the editor and see what the assignments are, it then nails all the assignments in place. (It's a Heisenbergian sort of thing.) Basically, what it's doing is assuming that the moment you *see* the assignments, they become your conscious choices rather than something the program assigned. Once you see the assignments (and make any changes of your own), those get persisted to the ship, and will be saved when you hit the "save" button. Such specific choices are assumed to be for a specific kerbal, or for a kerbal of that profession if the kerbal isn't available. How to customize Since all crew assignments/requirements are controlled by ModuleManager config, you can add your own .cfg file to change the behavior to whatever you like. If you'd like to customize the behavior, the following references may be helpful: BetterCrewAssignment.cfg: This is the ModuleManager config that is installed with the mod. It includes detailed comments explaining how it works, so that you can write your own config. ModuleManager documentation: You can find helpful information here and here. A word of thanks Many thanks to @sarbian for a small but vital bit of advice that unblocked the completion of this mod. Thanks to @HebaruSan for the feature suggestion of adding engineer requirements to repairable parts.
  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. Original Thread (A new thread for one of my previous mods, for two reasons. First, I'm splitting the parts and the plugin itself into two separate items in CKAN. Secondly, it has been so long that I forgot the password to my original account, and I think I used a temporary email to register it.) ODFC is a plugin to simulate fuel cells in KSP, and do a better job of it than stock's use of a resource converter. The main difference is it only generates electricity when it's really needed (batteries almost empty), and otherwise lets electricity of a craft float up and down, as it might in a solar powered vehicle when the sun is eclipsed by another celestial body. It also allows fuel cells to generate byproducts, aimed at supporting life support mods like TACLS. It also includes a wealth of documentation in order to ease use of the plugin by anyone potentially interested in creating parts that use the plugin, as well as the source code. For some example parts that demonstrate the plugin, see Okram Industries Fuel Cells (thread, SpaceDock). Please keep discussion here related to the plugin. Download on SpaceDock here or DropBox here. Also available on CKAN. Change Log: v1.1 - Release split into two pieces; plugin is now distributed separately from the OI parts, to ease CKAN support - Updated to support KSP v1.1 (KSP 1.0 was not and will not be supported) - UI will now hide certain elements if they are not used (mode switching and fuel used is hidden for those with only a single mode; Byproducts is hidden unless there are at least 2 modes, at least one of which has a byproduct) - Info screen will now report units in an easier to read and interpret manner (e.g. 0.36/h instead of 0.0001/s) - Fixed a bug where floats were truncated to integers when reading the MaxEC value - Changed code to use public KSP/Unity functions where applicable - Very small code optimizations and organization v1.0 - Initial release (for KSP v0.90) License: CC-BY-NC-SA-4.0
  20. I've run into something I just can't get my head around. I created a custom event and wanted to have my parts module listen for it, but I got some errors because it was "listening" for the event 3 times. On investigation, I found that the OnLoad(), OnStart() and OnStartFinished() methods was called exactly 3 times on startup of scene for my module. Now I can find anywhere where I do anything more that use those methods once. Therefore my question is. Have anybody seen this behaviour before? Are anybody aware why this could happen. Normally it does not mess up my plugin is it is executed more than once, but in this case it is important that it is only done once! An observation I had was, that even if I introduce a bool, which I switch on first execution, the next one does not recognize that, and reports it to the log as false still - it's like it is a new instance, but why..... I've gone through my save file to see if my module was there more than once on my vessel, but I could only identify the one. I'm testing on the simplest craft I can think of. Command module, fuel tank, engine. My module is in the engine part. So again, have anybody observed anything like this? I'm definitely still working on the assumption that the error is mine, but I'm trying to gather information. EDIT: LOL....... Just notice, I had another craft at my space center on the runway, and it had two engines...... Nevermind!
  21. Early WIP Hi Kerbonauts around the world In my space program career I'm at a point where I'd like to send unmaned probes to distant planet, before doing so I need a relay constellation in Sun orbit. Far from the end of the tech tree, no big antennas are available. No problem, they can be combine Going to take a look at the formula on the wiki... mmh... There is a little more here than addition... Where is my TI-89 ? ... Haven't seen it in years... Well, how hard can it be to do the math in a KSP plugin ? Here is what it does, for now : Number of antennas : Show you the number of antennas on the craft. Either "Direct" (all antennas) or "Relay" (only antennas with relay capability). The number between parenthesis show you the number of stackable antennas. Pick another target : Let you choose which level of DSN you want to use for the calculation Max range from the target : maximum distance between your vessel and the DSN (in meters) Max power : maximum antenna power of your vessel. Planets Range (window) : Show you what signal strength to expect for each planet, at their max and min distance from Kerbin. Hover the percentage will display what was the distance used for calculation. (should work with planet pack too) Everything you see on the screenshot that are not mentioned in the list above are just placeholder for the time. So this is what I like to implement/change or need input about : I'm new to this communication thingy, I'd really like input from experienced player of the CommNet system on what value should also be displayed For now the target list only has DSN, I'd also like to have all the vessel with relay capacity there. Those already in flight and those under construction. I've tried to access "HighLogic.CurrentGame.flightState.protovessels" but it doesn't seem to exist when in the editor or the space center. And I have no idea on how to get those that only exist as .craft files. Any input on this will be really appreciated. Having the maximum range with a signal strength of 100% seems useful but I haven't got the formula right yet. Here is what I've started with. Better UI. The one I use now is ugly to say the best. I may give a try to the "new" UI system, I've some idea for useless pretty way of displaying the max range and level of signal strength. But if someone with skill to draw good, intuitive UI want to give it a try I'll welcome the help. Applauncher Icon : as ugly as the window. The one I use is from by Freepik Code optimization : for now the code is... like the window and the applauncher icon... It will probably stay that way until I know which info is valuable for building satellites/probes, hence the first bullet point. The idea for an in-game calculator is from this thread by @Tyko Thanks to @Poodmund for his google docs's calculator. I hope he will share his thought about this project. And a big thanks to the anonym who wrote the KSP wiki, specially the CommNet section. If you feel adventurous you can download it from Github. Source are on Github. License is MIT. Please share your thought, suggestion, 2 (or more) cents, etc... And remember that's an early WIP
  22. "As we know the liquid engines in KSP can ignite for infinite times at any moment as you want, which seems a bit making life too easy." This words has been said ages ago by HoneyFox and i completely agree with him. But his mod has not been updated for ages, also behaviors has been broken by KSP version changes and i have decided to rewrite. All inner logic has been changed but functionality is about the same, according to my vision. Well. What this mod can? 1. Each engine have limited number of available ignitions. 2. Engines requires resources (hypergolic fluid) and ignitors (and also electricity) to be activated. The required amounts of consumables can be configured in CFG. (Example MM patch included, additional explanation see below). 3. If lack of ignitors or hypergolic fluid - ignition will fail. 4. Its functionality could be restored using reloading by kerbalEVA from additional containers (included in pack). 5. Simplified ullage simulation available. If it is on, fuel have two condition s: "stable" (while under gravitation or acceleration) and "unStable" (if weightlessness). For "unStable" state - you can specify a chance of succesfull ignition (0.2 or 20% in example). Better way - to have small special engines for fuel rebound (sit down) down and reignition in weightlessness. 6. Of course, here are unlimited consumables if you'll use Launch clamp. This way onboard resources will not be consumed on launch. (useless to my mind, but let it be) only standart configuration at the moment. But each engine could be configured as you want. Also, more configs for different mods will be provided soon. For example (in upcoming configs): low stage engines will have 1 ignitors and 1 hypergolicFluid (or nothing if launch clamp), upper stages engines should have about 4-8 ignitors and 2 units of hypergolicFluid onboard (so, if you'll need to restart it more times you forced to have hypergolicFluid tanks onboard), LF/OX thrusters should have a lot of ignitors and much less onboard (in engine local part) amount of hypergolicFluid. Mainly (for better playability), amount of hypergolicFluid must be significantly less than ignitors. And IgnitorToolbox must be in top tech nodes. This way in the first games stages we will have engines with limited and unchangeable numbers of ignitors (when we have relatively short flights) and limited hypergolicFluid. This will force gamers carefully select engines for mission. (of course, this this involves having nonstandart configs, and if, after short period of public testing, there will not be found awful errors, i'll provide it). Also, ignitors are using for counting engine usages. In other words - this are engine life duration. HypergolicFluid - just consumables. Config example @PART[*]:HAS[@MODULE[ModuleEngine*],!RESOURCE[SolidFuel]] { RESOURCE //engine must have resources onboard to ignite { name = HypergolicFluid amount = 4 maxAmount = 4 } MODULE { name = ModuleEngineIgnitor // do not touch ignitionsAvailable = 4 // how many attempts tou have without reloading. -1 for infinitive autoIgnitionTemperature = 800 //we can ignite without spending resources if temp is high enuff ignitorType = T1 // just a string name T1 - means type1 (1 unit of HypergolicFluid for ignition attempt). may be any. useUllageSimulation = true // ullage simulation true/false (on/off) chanceWhenUnstable = 0.2 //0-1 chache to ignite in weightlessness ECforIgnition = 20 // How many EC should be spent per ignition attempt IGNITOR_RESOURCE //main resource usage { name = HypergolicFluid amount = 1 } } } Download from Spacedock DONATE Source installation: remove previous version and just extract an archive into Gamedata. requirements: ModuleManager
  23. This is an update to an older addon I made some time ago to fix a small but annoying problem, especially if you like to take screenshots of your accomplishments. For some reason those darned flags like to come out at just the wrong angle. With this addon, you'll be able to spin your flag around on its pole while in EVA to face whichever way you'd like. Changes are persistent. Applies to all flags. Angle and button names adjustable in the config. Download Source License: MIT
  24. Release - IFI Life Support. 10-2-2016 : Release VER 3,21 for 1.2 (on Curse of Github) (ModuleManager no longer required for this Mod) or Project Page on curse Source Code available at GitHub Released Under GPL3 License. Author : Stavell Bugs can be submitted in this thread or at GitHub. If plug-in seems not to be working right you can enable Debugging log entries via the right click menu on any pod (recommended to be left off unless you are experiencing problems.) Released Under GPL3 License. I know that there are a few Life support mods in development. They are too intense for my tastes. SO I designed my own. GOALS I have for my plug-in: Tracks life support use even when ships are not loaded into scene. Based on Realistic Life Support values on use and weight. based on information from Life Support Systems at Low overhead and play-ability with KSP. Life support tracked and used on EVA. Use only one new resource to simulate O2-Food-CO2 Scrubbers and recyclers, and emergency power ( LS resource use figures in Waste recycling based on Tech tree advances) Currently the MOD is working with no game breaking bugs found yet. therealcrow999 - Thank you for contributing the nice Logo and Flag for Interstellar Flight Inc. Universal Storage - Has Created a wedge that holds Interstellar Flight Life Support Resource more info can be found here spiritplumber - Has created a Part cfg for using a greenhouse part for use with the system Can be found here Sandworm - Created Modmanager file for HGR Parts -Thread is here Akinesis - Created more tanks for use with the mod Thread is here maxrsp - Has made a video featuring IFILS, thank you. Video Here Current Working Features: Kerbal going on Eva takes Life Support from pod/vessel. Boarding a pod returns unused Life support to pod/vessel. Running out of Life Support can kill crew All pods have LS Resource and plug-in installed using Module Manager. 2 Custom parts a radial and a inline tank for Life-support resource storage. Universal Storage has created a wedge to hold Life-support giving you 3 options for extra LS storage. Plug-in Operation Info: Currently there are several Status LS system can be in: Pod Standby - No demand for LS and no resources consumed. Life Support tag for days / hours of LS remaining is hidden. Active - Demand for LS and resources consumed. Life Support tag for days / hours of LS remaining will read how long LS will last for whole vessel. Visor - Kerbal on EVA breathing outside air decreased Resource consumption. Life Support tag for days / hours of LS remaining will read how much LS remains once active again (fixing). Intake Air - Pod using air intakes to provide O2 to crew - decreased Resource consumption. Life Support tag for days / hours of LS remaining will read how much LS remains once active again. CAUTION - Less than 2 days pod or 1 hour EVA of LS remaining. Life Support tag for days / hours of LS remaining will read how long LS will last for whole vessel. Warning! - LS at 0. Kerbals will start dying if immediate action not taken. Life Support tag for days / hours of LS remaining will read 0. Each unit of Life-Support should provide 1 Kerbin Day (6 hours) of Life support for 1 Kerbal. In Career and Scince game modes this goes up and down based on Tech tree. Mod uses the time as set in settings menu so it will track 6 or 24 hour days depending on setting in main menu. Days remaining on RT click menu are accurate based on this setting. Only change in mod is that if not using kerbin time each Kerbal requires 4 units of LS per day. Screen Shots Crew Pod Life Support Eva Life Support: Parts for system
  25. Mission Patch Manager for KSP 1.1.3 by udk_lethal_d0se Introduction Over the past few months, I've seen a lot of talk about mission patches; and the way players have got around this is to make their own custom flag and use that as their patch. However, what if you wanted to use your space programs flag, and a mission patch? Well, this mod is the answer to that question. This mod adds a new PartModule similar to that of Squad's FlagDecal; the PatchDecal. It works in a similar way to the FlagDecal module with a few extras: It allows you select through multiple images (within the VAB/SPH) in its Asset folder and use one as a mission patch, cool eh? Instructions You can either use the supplied Spraykan part to add patches to you craft, or you can add the PatchDecal module to your custom part, providing it has been designed with an area for a patch (like the flag) to be used. Contents - Default.png (within the Patches folder). - MissionPatchManager.dll - Spraykan part. Screenshot(s) Spraykan part, visibility in the editor and outside of the editor. PatchModule applied to one of my own parts, with a seperate Quad (on the right) designated for mission patches. Instructions If you're a part developer and/or have a part you want to use mission patches on (providing you have the relevant Quad available), all you need to add to your selected part's configuration is the following. MODULE { name = PatchDecal textureQuadName = Patch } If you have any patches you want to use, place them in the Patches folder; images should be the same size as flags (256 x 160) and in PNG format. The database of patches is only indexed once, on startup (at the Main Menu). Downloads - Spacedock - Addon is also listed on CKAN. Note: Plugin source included in download. Changes and Updates 12th October 2016 - v1.2.1 - Updated for version 1.2, no changes necessary. 15th September 2016 - v1.2.0 - Reverted directory structure to original. - Added new part, the Spraykan, to allow users to apply patches without needing their own customized part. 12th September 2016 - v1.1.0: Changed the location of the plugin and the Patches directory to make usage more appealing. - Patches directory now exists under the Squad folder: /GameData/Squad/Patches/ - Plugin now exists under the GameData folder: /GameData/MissionPatchManager.dll This change will require that you remove all traces of the previous version before installing this one. Please make backups of your custom patches beforehand. 12th September 2016 - v1.0.0: - Initial release. LicensingThis work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.