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Found 116 results

  1. Thank you for checking out my Dev Thread. I will be releasing updates of my progress into modding for KSP. I am familiar with 3D modeling and texturing (Although I am very rusty), but not so with Unity so I appreciate any and all help. I am currently finishing up my first model to learn KSP. Here is the current mission plan: This is the main part of the mod. This is a stock-alike (ish) probe expansion pack inspired by real missions from the mid-1960s to now. I will start with basic probe cores, and utility parts and the move on to animated science parts and solar panels. Expect parts inspired by (but no realistic replicas of) Voyager, Galileo, Pioneer 10, Venera, Hubble, Kepler, New Horizons, Juno, And more! WIP Part list: IMGUR ALBUM Beta v0.15 Download: To prevent issues, please remove any previous versions of the mod before updating (Old version 0.14.2 only. New one coming soon) Also available soon (probably) on: Requires: Dmagic Orbital Science(For some science experiments to work), DMagic ScienceAnimate (included) Mod configs included: Remote Tech by @rakol Tweakscale by @Jso SCANsat by @akron Phase 3 - Rovers and Landers Pack: Phase 3 is Very well down the line since these parts will be more complex (Animated wheels and legs). This will add stock-alike parts inspired by Lunokhod, Viking, Beagle, Rosetta/Philae, And the many mars rovers Here is the WIP Parts list: Sample Crafts v0.2: (Two Barquetta Communication Satellites, Barquetta-Odyssey, Deep Space 1, Landvermesser, Mariner, Quetzal, Tatsujin, Tatsujin-Express, Torekka, Vorona, Vorona-SAR) Nerva HT Engine 1.0 Released! Link to release thread or download below: Spacedock Dropbox Real Plume config by @VenomousRequiem. Module Manager required for RealPlume configs. License: CC-BY-NC-SA 4.0 Please let me know if you release anything based on my work. I'd love to check it out!
  2. The time has come for Kerbal-kind to leave our small blue oasis on Kerbin and venture out into the great beyond - to the unknown worlds that beckon us from afar like silent lanterns adrift in the night. We are resolved to go to Jool! To unlock the secrets of the unknown, and hopefully also to come back! Prologue: What follows is my account of the planning, execution and aftermath of the Magellan mission to the Jool system in my career save. I have spend the majority of my time playing KSP within the Kerbin system visiting the Mun and Minmus ad nauseum, and unlocking most of the tech tree. Besides Duna, I have never visited any other body in a career save. My goal in this career is to send missions to visit all the celestial bodies in the Kerbol system. Some will be manned and some unmanned. With a Jool transfer window approaching in 41 days, I have decided to take a bold step towards this goal by sending a crew of valiant (or maybe daft) kerbals to this giant green world and her moons. Magellan Mission The Magellan mission will take after the great explorer Ferdinand Magellan in attempting a feat which has never before been done (by me). To send a manned mission to the Jool system, take science data on all the worlds therein and return to Kerbin. I'm calling this a Jool-4.5 mission because unlike the Jool-5 mission reports from challenges, there will be no flags or footprints on Tylo, instead I will have a probe land and report back with science data. But the rest of the moons will be visited by Kerbals. Here is the mission patch for the Magellan Mission : The patch shows the silhouettes of Jool, Laythe, Val and Tylo against a backdrop of stars and backlit by the sun as the spacecraft flies by. It is modeled after the STS-41 mission patch. The motto is latin for "To the stars through adversity", and was totally Magellan's rallying cry on his voyage something I thought sounded cool. This mission report is primarily for my own benefit, as something to look back on when this mission is over, but I hope others will find it enjoyable as well. I intend to chronicle my thinking as it relates to mission planning, vehicle design and testing and mission execution in a matter of fact way, and not to write a story or a novel. Right now, I'm not planning to do much if any roleplaying from a Kerbal standpoint, but who know maybe I will get carried away later on. Notes about my playstyle: At this stage, I have designed the vehicle and a rough sketch of the mission plan. I build and test all my vehicles in a sandbox save and then copy the craft files to my career save. For testing purposes, I am allowing myself cheats to get the vehicle into LKO, but no testing will be done in the Jool system. This will hopefully force me to think more carefully about what conditions I will encounter at Jool and will preserve the newness of the experience for me when I actually fly the mission in my career save. I do use quite a few mods, but no part mods (aside from SCANSAT). The mods that I use fall under one of three categories: (1) Visual enhancements (2) Sounds/Effects to increase immersion and (3) Gameplay tools (ie KER) What's Next: In the next posts I will be showcasing the design of the spacecraft, and possibly doing some on-orbit testing. Once I unlock all the parts I need in my career save we will get onto the meat of the mission.
  3. hey fellow kerbonauts!! So I started a new career... and I thought; how many science is there to be gathered troughout the kerbol system? so all the expirements in all the biomes on all the bodies. not including: - station science - repeating science experiments - asteroid science - etc I started a new science career and edited the savegame so I could unlock the whole techtree. mods I use are only for convenience: Mechjeb RPM Vesselviewer Final Frontier Trajectories Astronomers Visual Pack Im planning to keep you guys up to date in the coming period on the findings of the Kerbol Exploration Program!! Parts: First Steps at Kerbin Roving the KSC Vessel introduction Kerbin Explorations part 1 Kerbin Explorations part 2 Kerbin Explorations part 3 Onwards to Mun! From Mun to Minmus with love KHASE KSR Mission Progress: Edit: Any suggestions for craft, explorations or other topics are welcome! Kreetings! Ferdoni
  4. This is the development thread of KSP Interstellar Extended where new development can be discussed or request can be made. For any question on existing functionality, ask and discus them in the new Release Thread of KSP Interstellar Extended For KSP 1.2.2 Download latest release 1.13.8 from Here source: Github If you appreciate what I create, please consider donating me a beer you can make a donation by PayPal or support me by Patreon To Do Improve realism magnetic nozzle, increasing maximum Isp and making it depend more on reaction charged product speed, which should significantly increase Isp for Beam core antimatter Future Note that do not consider myself the person that have to determine the future of KSPI, it's just that nobody else seems to want to do it. I would be more than happy to share that responsibility. Anyone that actively want to develop KSPI is free to do it. It would appreciate it as it would allow me to focus more on advanced features I have ideas about. The simply truth is, KSPI is too big for a single developer. I don't have the time nor the skills to implement everything that it deserves. I'm especially frustrated about the lack of artist support. Many of KSPI models and effects look dated and ugly compared to more resent mods. There have been some artist and programmers offering their help but they often go AWOL after a short time. I'm not sure If I can keep it up myself indefinably. I would prefer to create a team of developers that works on KSPI together. I guess that's the only way to ensure KSPI Future
  5. Welcome to the Public Community Science Definitions for Gameslinx's Planet Overhaul. Here, you are able to submit, edit and produce science definitions for each planet, each biome and each science experiment for Gameslinx's Planet Overhaul. RULES: Please be respectful and provide legitimate science definitions for planets. I don't want to have to go through them all and correct immature writing. Please don't change what others have done unless it's to correct a grammar or spelling error. Don't mess around with the format of the document as the person who set this up put a lot of effort into it. Only write in the yellow space provided and clearly marked on the spreadsheet. How do I write science Definitions? You can easily write your own science definitions by writing text in the yellow boxes next to the planet and biome. Not all of the planets are present in the document, but I/the creator will add them at a later date. Use the 'User Edits' tab to input your definitions. You can see which experiment you are performing at the top of the spreadsheet. Notes Please note that not all 30 planets/moons are present in the document. I cannot get through writing all this text alone. I would greatly appreciate the support in this endeavour. Credit to @FuzzyMeep TWO for creating and formatting this spreadsheet. Click here to be taken to the spreadsheet. Thank you.
  6. When you first got KSP, and started up a career save, you were excited to play the game and go to SPACE! Then you realized you only had a flea booster to work with, so you said "Space will have to wait," and built that same starter rocket everyone builds, didn't you? (You know what I mean) WELL NOT ANYMORE! WHAT IF YOU COULDN'T WAIT TO WORK YOUR WAY UP THE SCIENCE TREE? YOU NEED TO GET TO SPACE! This is the root of this challenge: Get the highest possible altitude with only tier 1 parts, easy right? (Here's a hint: Tier 1 has no decouplers or struts) Parts List: MK1 Command Pod, RT-5 "Flea" SRB, Mk16 Parachute, Mystery Goo, Modular Girder Segment, Basic Fin. THAT'S IT. How This Challenge Works: Create a NEW career file, on normal difficulty, go into settings, and put funds at 500,000 (Max), and make sure starting science is 0 Upgrade any buildings you want to, I recommend VAB+Launchpad for larger rockets, and Astronaut Complex to allow for EVA's (Extra Points) BUILD AWAY Staff your rocket, more kerbals does not equal more points, however those extra crew reports are worth something LAUNCH! Collect science along the way, it earns you points! (Using X-Science helps) REACH NEW HEIGHTS, THEN LAND! At least ONE kerbal must walk away from landing to plant a flag (all the more reason to have more >:) Do Nots: DO NOT use modded parts that happen to be in tier 1, mods that don't use parts like X-Science and Kerbal Engineer are ok DO NOT use the administration bulding, or mission control in any way to try and boost funds/science DO NOT use tier 2 or above parts (no science building) DO NOT use part clipping to stuff 10 flea boosters into the size of 1, mild part clipping with structural parts ok YOUR FIRST FLIGHT must be the record attempt, if you fail, revert flight, DO NOT RECOVER OR TERMINATE (test run on sandbox or another file) NO F12 OR HYPEREDIT (hopefully, this is a duh) NO USING the EVA spam push trick once in space, I will allow ONE push retrograde using a max of 1.0 units of EVA fuel (more info in spoiler) Tips + Tricks You may use the runway if you wish, however there are no wheels in tier 1 Flea boosters blowing each other/structural parts up make good decouplers The structural girders are very flimsy, although they "decouple" better than the fleas themselves (no struts) The Basic Fins perform strangely on some rockets, also they add weight, sometimes it is better to go without them Command Pods can be used as nose cones, even with their weight it can pay off once you are moving 500 m/s, also you get more reaction wheels Remove Monoprop from the command pods, it helps at those later stages Parachutes alone most likely will not stop you in time, having an alternate landing system is usually necessary Launching straight up will get you the highest, unless you are going for orbit Scoring: Suborbital: Highest Point Reached (in meters) + # of science points x 1000 = total score (91,000 + 16x1000 = 107,000 points) Orbital (Separate Scoring): Periapsis + Apoapsis + # of science points x 1500 = total score (71,000 + 83,000 + 18x1500 = 181,000 points) If there is need for a higher scoring system, such as moon orbits/landings (or interplanetary :P), I will add more leaderboards, you MUST have a screenshot of your rocket during launch, your map view upon reaching your final height, and one of the space center (science points) when you return as a minimum. Leaderboards Suborbital: @MarvinKitFox - 859,101 Points (859,101 Meters, Science Not Given) @LazySoUseHyperedit - 206,138 Points (94,038 Meters, 112.1x1000 Science) @Cunjo Carl - 137,951 Points (76,951 Meters, 61x1000 Science) First Besides Me To Do It Award I LIKE - 0 Points (0 Meters, 0 Science) PIE - 0 Points (0 Meters, 0 Science) Orbital: @Gordon Fecyk - 593,275 Points (Apoapsis 290,421 Meters, Periapsis 71,284 Meters, 154.5x1500 Science) First To Orbit Award Somebody - 0 Points (Apoapsis 0 Meters, Periapsis 0 Meters, 0 Science) Once - 0 Points (Apoapsis 0 Meters, Periapsis 0 Meters, 0 Science) Told - 0 Points (Apoapsis 0 Meters, Periapsis 0 Meters, 0 Science) Me - 0 Points (Apoapsis 0 Meters, Periapsis 0 Meters, 0 Science) CHALLENGE ENDS LAST DAY OF MAY, UNLESS OTHERWISE STATED
  7. How do we explain all of the claims of magic being real? There are several thousand videos and images and audio recordings of supposed magical entities and objects and locations and events, and so many of them go unexplained! I've put together some hypotheses of how "magic" might be real here: My bet is on 2. ok this was a mistake mods move this to the lounge
  8. Goal: a bit helping to select proper experiment for mission. This simple plugin adds additional info about science experiment to its information panel (RightMouseClick). Now You can find info about situation when experiment will work and its relations from biomes while constructing your vessel in VAB. Also it adds usage requirements and can trace multiple experiments definitions in one part. Works in VAB-SPH only. Observed partmodules can be configured using CFG. So, it can trace parts containing stock science module "ModuleScienceExperiment", additional infos will be collected from its EXPERIMENT_DEFINITION node. Example cfg with nodes for stock science parts, OLDD, StationScience and DMagic's science parts are enclosed. Seems like it can trace any handmaded sciencemodules with its own names from different mods, but only if it were inherited from stock ModuleScienceExperiment. source DOWNLOAD
  9. SEP v2.1.4 This is a continuation of the mod originally created by @AlbertKermin, and now co-authored by him, myself, and @DMagic. I'm merely starting a new thread so that I (as a more active user) can maintain the thread as needed. SEP now runs on a custom science plugin, allowing much more complex science over time. (See the next post for more images!) Changelog: Mod Support: This mod has custom science definitions for CaptRobau's wonderful Outer Planets Mod. This mod has custom science definitions for KillAshley's New Horizons Pack. @Nils277 has made a Central Station wedge for use with his Kerbal Planetary Base Systems mod. Run a SEP off your ground base! RemoteTech compatible (requires Module Manager) AntennaRange compatible (requires Module Manager) Dependencies: KospY + IgorZ's wonderful Kerbal Inventory System/Kerbal Attachment System. Credits: AlbertKermin, for creating the original MSEP mod, helping create the original SEP mod, and contributing sciencedefs for the current iteration. CobaltWolf, for creating the new models and parts used in the mod. DMagic for creating the new plugin on which the science system runs. KospY, for the Kerbal Attachment System mod without which my mod could not exist. Vaga, who created the RemoteTech compatibility patch. Kerbas_ad_astra, who created the AntennaRange patch. Beale, whose solar panel texture we used (with permission). Enceos, for his amazing help with converting the original mod to use KIS. JefferyCor, for advice on repairing one of this mod's more troublesome bugs. Dunrana for helping write the Science definitions, testing, and generally getting me back to work on the mod. Shameless plug: Need a lander to carry your SEP down to the surface? Like a fine wine, SEP pairs excellently with Bluedog Design Bureau - which includes a stockalike version of the LEM lander! License: This work is presented under a Simplified BSD license. Art assets used in Surface Experiment Pack were made by Matthew (CobaltWolf) Mlodzienski and are licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. All credit for the wonderful new textures/models/artwork goes to CobaltWolf, who retains the copyright to his work. All source files for the mod, including uncompiled textures and models, are available upon request. We back boys!
  10. I've recompiled and fixed up (so that it runs; not necessarily as designed) @N3h3mia's excellent collection of Science Mods for KSP 1.x as he is currently not able to update his mods. THIS IS AN UNOFFICIAL AND EXPERIMENTAL BUILD Do NOT raise bug reports for this build directly to @N3h3mia, nor to his official threads! NB: This release is (probably) NOT backwards-compatible with existing saves! However, please DO test this out, and post any bugs and balance suggestions in this thread. I will collate (and possibly attempt to fix/implement any suggestions in this build) so that @N3h3mia can have a starting point for the official release of his mods for KSP 1.x. The build is available via Github (please do NOT request to have this added to CKAN or hosted elsewhere; remember, this is an unofficial build). Link to Latest Version (KSP1.2) Link to last KSP1.1.x Version Resources @N3h3mia's Original Thread - contains original mod information, video tutorials, and more. Unofficial Release Thread - contains current release information (duplicated here) Source Code on GitHub Version History
  11. RELEASE 2.2.0 (alpha) Plugin is now compatible with KSP 1.2, but I haven't had time to thoroughly test. Therefore I've chosen not to push the release to SpaceDock/CKAN until it's confirmed this new version is fine (I would be very grateful for any help!). See new version link below. RoverScience is a KSP plugin that attempts to add more interactive functionality to the science system FOR rovers. You drive rovers to search for science spots which you may then decide to investigate and analyze for science gain. Rover Brain parts made by @akron Wonderful tutorial/showcase video by youtuber KottabosGames; thank you! There is one discrepancy, however: you do not get more science the farther away you are from the landing spot - you only generate science spots much quicker. What does give you more science (potentially) is scanning for science spots farther away from the rover (this is what the scan range is for): see here for the boost to science potential with distance from the rover. Steps are pretty simple: Quick Instructions [1] Build your rover and attach the appropriate Rover Brain and ensure it is pointing "forward". As long as it is pointing "forward" it can be placed anywhere on your rover. This forward orientation is not critical to the functioning of RoverScience, but it will provide you with a convenient "Control From Here" for driving the rover correctly forward. [2] Right-click on the Rover Brain in-flight and click "Activate Rover Terminal". [3] This console will update you with information regarding the Rover Brain. Drive and explore around to search for a science spot. [4] After driving for awhile, you may detect a potential science spot. This will be shown as a large red transparent sphere waypoint. Drive towards the waypoint to further investigate. [5] Drive into the marker and it will turn green. You may now analyze for science, but before you do consider the potential science. Every science spot analysis will increase future science loss; be wise with which spots you wish to analyze, and which to abandon. At any point you may click on "Reset Science Spot" to begin search for another spot. [6] This is the upgrade menu. "Current" shows you what value an upgrade currently has. "Next" will show you the value if you increase the level. "Cost" is how much you will spend in science to upgrade. "UP" is the button to upgrade. An explanation of each of the upgrades is given further below. All upgrades are permanent and work across all rovers! Click HERE for information on RoverScience Upgrades Notes: Firstly, RoverScience will not function unless the Rover Terminal is opened. This is done through the right-click menu of the Rover Brain part. RoverScience will only search for science spots if your vessel has at least one wheel, and that it is in contact with the ground. Upon landing, your rover will establish a landing spot. Driving farther away from where you originally landed will increase chances of finding a science spot. Science spots detected far away from the rover will have a bonus multiplier added to them. You are rewarded for exploring and reaching far destinations. Bear in mind that a 50% increase to 10 is only 15 -> carefully consider whether the potential (or the prediction) is worth it. Each analysis you commit to will slowly degrade a rover's return of science. For the first 2 analyses you'll get normal values, and anything past that will slowly degrade the amount of science you get back. Soak up those high potentials as much as possible! CTRL + R + S will open the RoverScience menu. DOWNLOAD FOR KSP 1.2.1 (or SpaceDock link) (or CKAN) 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 ___________________________________________ SpaceDock Link README Everything should be running fine, but if there any issues please post here or, even better, on the RoverScience GitHub. Known Issues: 1. Two rovers with Rover Brains that are within physics range will throw Null References and will break RoverScience. Much thanks to the community of KSP modders, who have been very patient, very kind and very helpful. This is my first major C# project and I'm still learning. The code may be messy in some places and I apologize. But nothing will ever describe my gratitude to those who helped - particularly malkuth, whose inbox I have no doubt spammed with questions. Rockstar04 for loyal testing for much of the development. And anyone else who I might have forgotten (sorry)! Some more thanks: - etmoonshade - udk_lethal_dose - akron for Rover Brain parts - modelling and texturing - Nat Sum for rock models! This is a wonderful community, and I thank you all once again. This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
  12. The question: I want to visit every biome on Laythe and retrieve all the science, including surface samples. There are a million ways of doing this, but I’m wondering which is the most time efficient one (in real time)? In other words: i would rather fly a heavy inefficient ship that's gets the job done in say 3 hours than sail the seas on light cheap-as-free solar energy and spend weeks getting the same results. Do you guys have any experience with visiting every biome on Laythe? I won´t be able to use the RAPIER, but I think I have all other engines at my disposal. I would love to hear your ideas. Edit: I'm trying to build something from stock parts only. My current ideas so far I´ve been thinking of the following strategies, but they all have certain pros ans cons... · Seaplane: cruising the biomes with a large winged plane. Afterwards I could send the data (and Kerbal) with a separate rocket to a mothership orbiting the planet. o Pros: Low part count, elegant, cheapish o Cons: Biome hopping 10 biomes at mach 1.5 takes a lot of time · Reusable dropship: From orbit I decouple a dropship that descends towards a certain biome, performs science and the gets back into orbit where it is refueled again. Rinse and repeat o Pros: low weight, low part count o Cons: 10 rendezvous procedures which take a lot of time · Biomehopping spaceplane: build a high tech spaceplane that performs sub-orbital flights to get from biome to biome o Pros: pretty fast. o Cons: Requires a high tech node (which I don’t have yet (see picture below)), fuel consumption will be pretty high. Getting out of the water could be pretty difficult · Miner/refiner: land an all-purpose miner, refiner that has enough delta v to get to at least 2 biomes and is able to make its own fuel. o Pros: time efficient (real time) o Cons: very heavy, high part count · …??? Some background info I’ve been working on a career game where my goal is to unlock the entire tech tree with all reward sliders at 10%. I’m currently visiting the Jool system and I want get all the science from Laythe. I don’t have all the tech nodes unlocked but here is my current tech situation. NOTE: I also want to note there is a batch of 1500 worth of science points heading to the KSC so I will be able to unlock several new tech nodes! YAY! I'm currently trying out some nice designs with advice @Cunjo Carl gave me. it's a sub orbital spaceplane with whiplash engine. it's able to land and take off from land and sea... but i don't know if I'm able to visit all biomes with a fuel budget of 22km/s. the whiplash is pretty inefficient down in the souposphere and getting out of the water is tricky. I'll post a craftfile and a picture of the ship tomorrow.
  13. Hello everyone, I'm looking for a mod that add science data relay system to KSP (1.0.5) because I'm tired of always needing to get the craft back to kerbin to get 100% Science... If you don't understand what I mean, here's an example : I have a rover on Duna and a little orbiter around Duna, the rover does the science, send it to the orbiter that get back to kerbin ( and land ) to get 100% of the collected science without having to get the rover back... Thanks for your help
  14. Hello! So I've recently started to play KSP and since I'm quite the rookie at it I will of course have questions, most are searchable but some are more difficult to find the answer to. Anyway as the title suggests I wonder if you're actually supposed to add large amounts of out science parts on to your space craft. I mean you can only gather science from a certain surrounding one time so why not max out the reward? The reason why I'm doubting it is all of the pictures I've seen of others creations where they only have maybe one goo container instead of 8. Also it looks kind of ridiculous. So if it's true that you're only supposed to have maybe one or two science parts then why? Thanks in advance! Picture of what I mean by maxed out science:
  15. This is just a quick little question I have, that is more of a little annoyance for me. When extracting experiment results from a Science Jr or a Mystery Goo, the notification pops up every dang time asking for confirmation due to the lack of ability to reuse the module without a scientist. This is especially annoying when extracting said module using a scientist. Just wondering if there is a way to disable this notification, as I could not find any methods through a Google search. Thanks.
  16. Orbital Survey Plus Update 2.3 Notes Introduction Does the insta-scanning capability of the M700 Survey Scanner keep you awake at night? Are you thirsty for more realism but uninterested in complex add-ons that ignore or replace the rest of the stock resource system or add lots of parts? You might be in luck! Orbital Survey Plus is a light-weight mod that provides you with a more realistic and intuitive way to perform surveys with the survey scanner while still using the rest of the stock resource system. Gone are the arbitrary inclination requirements and instant full-body witchcraft resource reveals! The M700 will now only reveal resource data for terrain it has passed over and scanned. How It Works After deploying the M700 Survey Scanner and pressing the "start survey" button, survey of the current body will begin. As long as altitude conditions are met (which are the same as stock behavior) the scan will progress, gathering resource information for the terrain under the vessel and draining electric charge. There are no other specific orbit requirements besides current altitude. As the scan progresses, survey data is accumulated, which can be transmitted back to the KSC. As soon as you transmit your first batch of survey data the stock resource overlay becomes unlocked. When you toggle the resource overlay, you will notice that regions that haven't been scanned and transmitted will be shrouded. As your vessel gathers more data as it passes over terrain, the resource overlay will become revealed for those regions after that data is transmitted. [Science] Not only does transmitting survey data back to the KSC reveal planetary overlays, it also yields science! [Biome Overlay] This mod adds a biome overlay toolbar button to go along with the stock resource overlay. The biome overlay will be shrouded in the same way for regions that haven't been scanned and transmitted by the survey scanner. [Background Scanning] Once you get your scanner going, feel free to leave it and launch more ships! Scans will progress in the background, so there's no need to stick around and time warp. [Settings] Many of the features of OSP can be tweaked or toggled through the KSP game settings menu. For example, if you're just here for the biome overlay, the advanced surveying feature can be disabled. Download Current Version - 2.3.2 for KSP 1.2 (source included) Spacedock | Curse *ModuleManager included and required Pictures! Video! (Thanks KottabosGames!) Changelog License Known Bugs - At the highest time warp speed scan lines can start to zig-zag - Entering the map view can swap the biome overlay with the resource overlay sometimes - Having the biome overlay active on some planets can cause significant slowdown I primarily built this mod for me, so I don't expect anything. But if you like it and you're the tipping type, feel free.
  17. I have finally figured out how to add on mods to KSP, however I find myself perplexed I downloaded SCANsat and installed it I got the parts and there are a few bugs in my game, I deleted the SCANsat files and everything was okay, but I would like to know where to get a fully working SCANsat from. The bugs included the parts not unlocking in normal menu but where okay in sub assembly menu, couldn't preform science even clicking on things such as mystery goo or capsule, and one of the maps stayed open even though I hit the "x"
  18. Hi, As a bachelor Thesis, a friend and I, would like to build a small hybrid rocket engine, that's why I'm looking for some literature that would describe: rocket nozzle theory, thermochemistry of different propellant, thermodynamic, and speaks about the different propulsion method, and of course speaks about hybrid rocket engine. I found the "Rocket Propulsion Elements" by Stutton and Biblarz, but since it cost 200$ in my country, I would like to be sure that it's the best alternative possible. Thanks in advance.
  19. This is a thing I'm working on. Long story short: 1. Exterminate the ability to transmitt science 2. Set the science transmission to always 100% 3. "Clear out" the large crewed lab (no converting science anymore) 4. Give the now useless lab the only transmitter wich can actually transmitt science I never used the lab. And when I gave it a shot it seemed to be highly overpowered. I also think not beeing able to transmitt science form wherever you want and get 100% is a good idea, but I thought having a "base" from wich you could transfer your science back home with no loss would be really nice too. So I came up with this idea. Probably needs some testing and balancing (especially the transmitter). Here is the code, not that much: //Disable Sciencetransmisson for EVERY antenna @PART[*]:HAS[@MODULE[ModuleDataTransmitter]] { @MODULE[ModuleDataTransmitter] { %packetInterval = 0 %packetSize = 0 %packetResourceCost = 0 } } //Delete ScienceLab and ScienceConverter, add Datatransmitter @PART[Large_Crewed_Lab]:FINAL { !MODULE[ModuleScienceConverter]{} !MODULE[ModuleScienceLab]{} %MODULE[ModuleDataTransmitter] { name = ModuleDataTransmitter antennaType = DIRECT packetInterval = 0.1 packetSize = 5 packetResourceCost = 40 requiredResource = ElectricCharge antennaPower = 500000 antennaCombinable = False } } //Set EVERY experiment to be 100% transmittable @PART[*]:HAS[@MODULE[ModuleScienceExperiment]]:Final { @MODULE[ModuleScienceExperiment] { @xmitDataScalar = 1.0 } } If you'd like to check it out, test it, improve it, nag about it, print it ... here is the LINK, it also needs ModuleManager of course
  20. Hi, I have a mobile procession lab orbiting duna with a barometer, thermometer and gravimax attached and have collected the data from these for research by the two scientists stationed there. This worked fine, the data was added to the lab and they are making science. I then docked a craft that had spent a lot of time (67 experiments worth) collecting science from duna, put a kerbal eva, collected the science from this craft and added it to the mobile lab. I expected the data count to go up but instead it just added the experiments. Could someone tell me how I add the data I have collected from Duna to that in the science lab? I'm completely stuck. Thanks in advance.
  21. So, I accepted a mission called "Help a scientist perform experiments at Minmus's Lesser Flats" involving taking a scientist to a marked position and then doing certain science experiments. One of the experiments is "Experiment: Plant growth study" but I have no idea how to run this experiment. There are no science parts in the VAB which allows this kind of science. I downloaded the Station Science add on and tried taking the plant study module to the site along with a lab and accumulating Eurekas and all that stuff to run the experiment. Still it doesn't work. Can anyone help please.
  22. So, I accepted a mission called "Help a scientist perform experiments at Minmus's Lesser Flats" involving taking a scientist to a marked position and then doing certain science experiments. One of the experiments is "Experiment: Plant growth study" but I have no idea how to run this experiment. There are no science parts in the VAB which allows this kind of science. I downloaded the Station Science add on and tried taking the plant study module to the site along with a lab and accumulating Eurekas and all that stuff to run the experiment. Still it doesn't work. Can anyone help please.
  23. Hi, I wondered if anyone knew of a mod that works as science alert did. It would popup in a small window any experiment that had science points available. It was the best for easy science part activation. Especially in orbit when zooming over biomes. If there hasn't been a decent remake would anyone consider reviving the mod if the license allows? I loved that mod so much . Thanks!
  24. Hello folks. I would like to suggest a new structure to Kerbal Space Center: A ground telescope. It could be used to make some space observations and generate some extra science points. It could work similarly to the tracking station observing celestial bodies and help planning future missions. Best regards.
  25. Hey, For me, at least career mode isn't for most fitting, because i cant build whatever i want. So Science mode is mainly what i play, But i think there should be more career stuff in science. Example: You can upgrade Facilities by science points instead of fully upgraded ones. And another main thing is that contracts in science mode, because sometimes it gets boring. I am glad that kerbal experience can be turned on at science mode, but it still needs more career options. Of course this can be achieve by playing career and max out money and then remove science points when upgrading facilities and reconfig contracts, but it does not feel same. i am really glad if these thing get added to KSP. Cheers.