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Found 25 results

  1. Introduction Interplanetary Colonization represents one of the largest technological and logistical challenges on the horizon for manned spaceflight. USI's Modular Kolonization System (MKS) provides a huge array of new gameplay systems and supporting parts to support the experience of designing, building, and maintaining interplanetary colonies in Kerbal Space Progam. For over three years, MKS has been the definitive Colonization mod for KSP, with continued refinement of the parts and core systems (including the resource system now integrated in the stock game) based on extensive community feedback and continued development and design. MKS is not a parts pack. It is a gameplay mod that adds a massive amount of end-game content for KSP, and can serve as the perfect capstone for your career save. It can be soul crushingly hard, and as unforgiving as gravity. But it can also be an incredibly rewarding gameplay experience, bringing back that sense of wonder and accomplishment that many of us remember from our first Mun landing. If you want a parts pack where your idea of a colony is landing a single ship and call it a day, this is probably not the mod for you. If you want something that transforms your gameplay, and gives you unapologetically difficult goals where you have to juggle planning, logistics, and the harsh constraints imposed by space, then you will likely get as much enjoyment playing MKS as I have received building and designing it. Features MKS adds a rich array of new features to support the challenge of building interplanetary colonies, including: A huge assortment of parts suitable for surface and orbital bases and stations, drawing inspiration from real-world parts and concepts from Bigelow, NASA, and others. A clear progression of parts, from simple outposts and mobile bases to larger manufacturing complexes and permanent colonies. Extended ISRU operations with more resources and more complex harvesting, refining, manufacturing chains, and new mechanics. Discoverable resource lodes for more interactive resource harvesting and exploitation Customizable and field-configurable converters and harvesters to allow post-launch customization of your colony. Tools for handling large bases, such as ground tethering and automated resource transfers for disconnected bases Tools for building out your base In-Situ with harvested resources, whether it's by expanding and kitting out modules, or through in-situ construction via the bundled Ground Construction mod by @allista Parts and tools for contructing bases including weldable ports, magnetic couplers, and heavy construction equipment via the bundled Konstruction mod. Parts for mobile bases via the bundled Karibou Expedition Rover Expanded Kerbal traits and effects in support of Kolonization Comprehensive and seamless integration with USI Life Support, including life support, habitation, and homesickness. Kolony rewards, providing ever increasing efficiencies as well as tangible bonuses in career mode, as your Kerbals gain experience colonizing other planets and moons. The ability to support permanent colonies as well as ark-ships as your Kerbals expand their knowledge and become more experienced with off-world colonies. Part disassembly and recycling Wireless power transmission and Geothermal wells Equipment wear and tear along with manual and automated maintenance tools And much more! FAQ I hear MKS is really complicated - is that true? MKS has significant depth and breadth, but provided you don't try to do everything at once, you will find the learning curve can be pretty reasonable. Start with life support, and don't get fixated on trying to build everything at once. The patterns learned with a small base quickly scale for larger ones. What about documentation? Thanks to @dboi88, MKS enjoys full KSPedia documentation. There's also an excellent community maintained wiki available here. MKS Documentation even has its own development thread here. I can't seem to fit a 100% self sufficient base in a single launch - what am I doing wrong? Building a self sufficient colony is hard. Like... REALLY hard. It's going to take a lot of launches and a lot of work. The idea of MKS is that it is not about plunking down a base and being done. Rather, it's the journey to get to that point that is the fun bit. So yeah... you are going to need a few more rockets. I can't find a place to create my base that has all of the resources! Good. Now you get to enjoy some of the challenges that result from resource constraints. Do you ship things in? Do you set up multiple bases? Or use low-efficiency harvesting to get trace materials and salvage the rest from scrapped components? I feel overwhelmed... I try to make a base, and it seems I just need so many different parts! Start small. Start with just a habitation module or two and ship in supplies. Then add some agroponics and ship in fertilizer. Once you get those down pat, you are ready for more complex systems. I am still lost - where can I get help? Ask in this thread. A lot of the folks here have been using MKS in their games for years, and are a pretty friendly lot. This looks amazing, and I didn't have any plans for my weekend anyway - where do I get this stuff? Great question! Links are below Download Links Use any of the links below to download this mod, or pick it up via CKAN. Source Code and Change Log Donation Info! If you like what you see, and want to help out (or just buy me a beer!), please consider donating, either via PayPal or Patreon. License Information Configuration files and code are licensed under the GPL v3 license (see attached). 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 This mod redistributes Firespitter, which is covered under its own license. This mod redistributes ModuleManager, which is covered under its own license. This mod redistributes Ground Construction, which is covered under its own license. NOTICE: 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.
  2. 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!
  3. Per suggestion by @dboi88, this will be a place to discuss development of KSPedia and wiki documentation for @RoverDude's MKS.
  4. UPDATED MODELS View the full collection of 3d Models here. Exploded View Of Freighter, Kontainers & Interchangeable Modules - With Internal IVA Space Example Craft - Cruise Liner - Crew Quarters & Hab Common Modules Interchangeable Modules: [sketchfab]ac761e71147747fdb59d281c6909585a[/sketchfab] Module Hab Common by dboi88 on Sketchfab Common Module Model & Texture - COMPLETE Science Labs - Animation - COMPLETE Habitation Common Areas - Large Cupola & Canteen - COMPLETE Crew Quarters - COMPLETE Passenger Cabin - COMPLETE Greenhouses - COMPLETE Aquarium - COMPLETE MedBay - COMPLETE Recycling Plant - Animation COMPLETE Workshop - Animation - COMPLETED Cargo Bay - Animation - COMPLETED Storage - COMPLETED -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Hi guys, just starting a new thread for development and discussion about the new project I've started. It's a personal project to full fill a specific role for my own career save but hopefully others will find it interesting too. So in USI - MKS and associated mods there are these HUGE 5m shipping kontainers. I wanted a way of transporting at least 6 of these at a time. Due to their size and MASSIVE weight when full building a stock craft was getting ridiculously large and part heavy just to transport one of them. So i thought why not make myself a nice transport freighter that does one job and does it perfectly. So an idea was born. I've been watching @RoverDude's streams making his new parts and it gave me inspiration to download Blender and have a go myself (i've only ever done around an hour in blender a couple of years ago before this). So first of all a massive thankyou! to RoverDude for streaming his workflow and answering some of my questions about blender as he was streaming. Here's the concept images i put together. Concept Images Here's some of the latest shots after i managed to get the model through unity and into KSP. The attach nodes are all sorted for the Kontainers and my engines are working and KER is telling me i have 0 torque. Yay!! Up to date screenshots of the model in game. Concept So the idea is to have a ship that can deliver 6 fully loaded 5m USI Kontainers. I'm going to make USI - Tools a dependency because i'll be using the load balancing feature on the Kontainers and freighter hull so that it automatically balances the weight and no one has to mess around with the engine tweakables. I'm also hoping to learn animations so i can put in a big cargo bay (compatible with Hanger from @allista) and a smaller airlock with an internal area where the access hatch will be and a few attach nodes for things like small KIS containers. In regards to balancing this with stock i simply don't plan to. I will include the amount of fuel that would make sense for the volume of the part but from there i'm simply going to give the engines what ever thrust and ISP they need to get 10,000dV when fully fuelled and loaded. It's designed as an end game craft to support LARGE kolonies. I'll be putting updates here as I go along, feedback is welcome. If this is something you might be interested in and want to provide suggestions, again please feel free to do so.
  5. Download via the USI Catalog Page Introducing Freight Transportation Technologies! A series of modular parts for all of your hauling, mining, and exploration needs! Phase 1 introduces the 'Honeybadger' freighter - a 3.75m form factor craft ideal for mining operations or light hauling/tug duties. Usual deal, this is a pre-release, so there are still some minor texturing adjustments being made, as well as proper tech tree integration. And a video for those that have not yet seen it! Configuration files and code are licensed under the GPL v3 license. Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely Download from GitHub: This package redistributes FireSpitter This package redistribures Module Manager Changelog: 0.3.0 - 2014.12.16 [LIST] KSP 0.90 compatibility [*]Converted over to Regolith for all generators [*]Updated Honeybadger reactor - now larger and with radiators [*]Added Metal, Chemical, Polymer, and RocketParts Kontainers [*]Converted nukes to be LH2 only, and tweaked ISP/cost to be comparable to stock nukes [*]Adjusted LH2 volume in spherical tanks [*]Tweaked down the large toroidal SAS, made both StarLifter SAS modules scale linearly with stock [*]Tweaked the reactors - especially price - to be inline with NFT [*]CTT Integration [*]The Honeybadger parts are under Gigantic Rocketry [*]The StarLifter parts are under Colossal Rocketry [*]Nuclear engines are under High-Efficiency Nuclear Propulsion [*]Nuclear reactors are under Large-Scale Nuclear Power [*]All ducted fan engines are under Experimental Aircraft Engines [/LIST] 0.2.4 - 2014.11.01 [LIST] [*]Adjusted directory structure to help with package management [*]Converted TGA->PNG [*]Full CRP [*]ORSX/USI Tools Refresh [*]Adjusted cost for several modules [*]Added new 5x5 adapter (one 5m -> 4x5m) [*]New toroidal 5m SAS [*]Tweaked ISP of the nuclear engines [/LIST] 0.2.3 - 2014.10.17 [LIST] [*]Replaced TGA with PNG [*]Updated tech level of some HoneyBadger parts [*]Updated HoneyBadger descriptions [*]Introduced all parts for the StarLifter - a 0.25m freighter [*]Structural parts [*]5m Command Pod [*]2.5m and 3.75m nuclear engines [*]5m reactor [*]5m SAS [*]5m Karborundum and LiquidHydrogen tanks [*]10m LiquidHydrogen tank [*]Cargo racks and adapters [*]Larger Kontainers [/LIST] 0.2.2 - 2014.10.07 [LIST] [*]KSP 0.25 Support [*]Removed LqdHelium from reactor [*]ORSX/CRP/USI DLL refresh [/LIST] 0.2.1 - 2014.09.28 [LIST] [*]Removed RCS reference from the inline fan, fixed intake issue [*]USI/ORSX/CRP refreshes [*]Added new radial outrigger - no more weird fuel issues. The dual outrigger is now considered legacy [*]DRE support [*]ATM support [*]Ducted fan tweaks - note that the radial fans changed position so this will affect ships in flight! [*]Hover mode and an attachment node for the radial ducted fans! [*]Added FireSpitter version file [*]Fixed transform location issue with ducted fan engines [*]Switched to latest CRP/ORSX [*]Latest USI DLLs [/LIST] 0.1.3 - 2014.09.02 [LIST] [*]Multi-colored honeybadgers thanks to HostageTaker who gave us a bunch of new textures. You can color your ship in yellow, gray, orange, or brown. Note some bits have more than one coloration choice, and some are for contents only. [*]Engine tweaks - power requirements are up, props now spin in the right direction [*]Two new ducted fan engines - a radial one with similar characteristics as the inline one we already have, and it's new smaller cousin (smaller than FTT's, larger than Exp Pack's). These all have RCS capabilities, but these are not exactly nimble ships [*]Kontainers - Kerbal-style cargo containers for hauling around raw goods. They fit snugly inside of the bay of a Honeybadger, and are perfect for use with a KAS and IR crane [*]Added CRP integration for resources (config only not maps) [*]Updated to latest USI tool DLLs [/LIST] 0.1.2 - 2014.09.02 [LIST] [*]KSP-AVC integration [*]No longer dependent on Karbonite [*]Updated the propfan - better thrust, huge power consumption increase, slight gimbal, slight mass increase [*]CLS integration [*]Tech tree update [*]Updated engine cowling nodes to not include duplicates. Should not break stuff, but hilarity may ensue. [/LIST]
  6. Ok, ages ago I wrote a simple set of MM patches to help integrate UKS with KPBS. Then it got noticed a bit, and a few of us made some big plans. Then 1.2.2 came out, USI updated everything, I couldn't run the latest versions, etc, etc, and it fell behind a bit. @TheRagingIrishman offered to take over the main effort, but stuff got put on hold until @RoverDude released his balance spreadsheet, which hasn't happened yet... So. I got a new computer for Christmas, and I'm interested in playing with both MKS and KPBS again. Nills277 isn't particularly interested in doing MKS integration himself (which is fine: if he doesn't play with it, it's a complicated thing to integrate correctly), and no one seems to be doing much with it, so I'm reviving my patch set. I've renamed it, in the hopes of eventually doing a 'real' release, and I spent some time today reorganizing and cleaning up. Current repositories: GitHub: GitLab: I like GitLab from what I've seen, but I know they aren't the big name (and aren't quite as stable), so I've got it on both. I may drop one or the other if keeping them in sync becomes to much of a hassle. Current Status: Current Release is 0.9.5, with logistics, power distribution, Ground Construction, and Kontainers support. Repository Structure: I'm trying to teach myself good Git usage using this as well, so I've got the repository structured for a 'Git-Flow' workflow. That means there are several branches: Release, where the main releases will be made to. If you just want to grab the last tested & stable version of the patches, go here. This still has the old version of the patchset. Development, where the main development occurs. Currently has most of the latest changes. Various 'feature' branches, which are focused development on specific features that may or may not be included in main development. At the moment there's really only one active 'feature' branch: MKS_Workshops. It's intended to house development for the big plans that got discussed ages ago, while the main development will be trying to get something that does basic integration. (There's also the old 'master' branch, which I may delete at some point.) Plans: Short-term: Next on our list is to get USI-LS support written up and functional. This will probably be two versions: A 'Basic' version for working with just USI-LS (which we'll be sending to Nils277) and a full MKS+USI-LS version which will stay in this pack. Check to see if Multi-Hub has a node at KPBS height, and if not add one. Long-term, I'd like to see support for the MKS industrial toolchain in the KPBS form-factor. We had an interesting idea of how to break that up back in the KPBS thread ages ago - I'll look up the links. It may not be possible with the current way MKS is structured, we'll need to take a new look at it. How You Can Help: I welcome discussion and PRs. If possible, please put the PRs on the correct branch - that's either 'Development', or a feature branch dedicated to the features you're working on. (At the moment that being the industrial toolchain workshops in the feature/MKS_Workshops' branch.) This should be fairly easy, as I've set up 'Development' as the default branch to look at. Also, while I can code fairly well, I have *no* modeling or texturing skills. I've tried. Really. I may try again in the future, but if you have some skills in either, they would be welcomed. Currently we could use: Textures for the tanks. (Small, medium, large) For any/all of the MKS resources. I can do without, or have a default, or just have a couple, but ideally we'd have all of them. License: MIT.
  7. Animated warp effect: Inroducing a new, stand-alone Alcubierre drive for KSP! What does it do? The Alcubierre drive works by moving space around your ship, not through accelleration. In KSP we do this by changing your vessels position based on the engine throttle controls for the warp engine. Speeds of up to 16 times the speed of light are possible. How does it work? Use massive amounts of electric charge to create Exotic Matter. Point at your target. Use Exotic Matter and Xenon Gas (the latter is for the maneuver thrusters) to go straight to the target. Note that since your velocity does not change, only your location, you will have to compensate for any orbital speed differences. This can be excessive (15K+ DV) or, with proper planning, next to zero. To be clear. This is NOT just a fast, efficient engine. There is no acceleration (other than a tiny amount from the maneuver thrusters). It works through translating the ship's position (simulating how a real Alcubierre drive might work). What's the catch? How is this not OP? You will still need either very careful navigation or excessive DV changes to achieve orbit. Also, because of the destructive nature of the warp bubble, parts outside of it (both on your own ship and others) will be destroyed. Warp bubble collapses are also destructive, and maneuvering at excessive warp speeds can be very dangerous (everything from losing control through parts of your ship slipping outside of the bubble and exploding). What other mods do I need? None. Really. The only dependency is Regolith which is needed for it's converter (used to make Exotic Matter from EC). What other parts do I need to support this? Stock only. Really. Near Future Technologies reactors, or reactors from the USI mods will make some things easier, but you can get away with a completely stock warp ship with just the addition of this part. Can this support [mod X]? If you want integration with other mods, tell your favorite modders to ping me. I am very open to collaboration LICENSE: Configuration files and code are licensed under the GPL v3 license. Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely DOWNLOAD HERE Source can be found here
  8. The Community Resource Pack is a clearinghouse for common resource configurations as well as resource distribution configs for the stock resource system. It gives modders a toolkit of commonly used resources to play with, and helps us all work together in the same resource playground. The CRP has two goals: Goal 1: Establish a common set of planetary resources. To make this happen, CRP will include a consolidated list of distinct resource configurations designed to be used with the stock resource system. Examples include Water, Substrate, Uraninite, and others. Goal 2: Avoid surprising our users by stomping over resources. When mods both define the same resource, bad things can happen for the player. So the CRP pincludes a bunch of resources that modders have agreed to consolidate on. Including ones from Karbonite and MKS/OKS (of course), Universal Storage, KSPI-E, RealFuels, Near Future Technologies, and others. Additional mods are supported where we've decided not to break their stuff, even though they are not (yet) active participants in CRP (kinda like santa claus handing out gifts). Examples include EL (for RocketParts), and TAC-LS (for life support stuff). If this goal is achieved, even for the few dozen resources we already have listed, I'm be thrilled, since being nice is a lot more beneficial than randomly stomping on things. So if you're sold, head on down to the bottom of this post for links and goodness. If you are not sold, read on. "I am sad! you're trying to control my stuff!" Not really. I just don't want to break your stuff, and I hope you don't want to break mine. All of this is totally optional, if you don't wish to participate, then peace out and rock on. "There's no way this will ever work, people can't agree!" I dunno, I have enough already agreeing that I am pretty darn happy. Given the current level of adoption and cooperation, I think we've landed in an excellent place. "But I don't want you mixing space cows in my ultra-realistic electrolysis sim!" Then don't use space cows. But maybe someone wants to have a nuclear-powered space cow RTG or something. In which case, you probably don't want them breaking your electrolysis sim. "But... you can't mix space cows and Plutonium-239!" Sure you can. Maybe you don't want to in your mod, or in the mods you select for your own save game, but people are going to do all kinds of crazy stuff. And I expect you'd prefer it if your Plutonium-239 to not suddenly triple in mass mid-flight because SuPaKerBaL9000 modified the AAA_SpaceCows mod you downloaded for your kid's save to triple the mass of Plutonium-239. "What about disparities in resource density and atmospheric pressure, or gas compression?!" Here's reality. Most of us just want to play a game. Hence, CRP has no opinion on units, compression, cost, densities, etc. - that's up to the mod creators. And if something is good enough to be adopted by a couple of mods, then it's good enough to join the club. In the end, this is curated. But the only considerations on the table are ensuring stuff plays well in our space lego game together, not in nitpicking physics or chemistry, and most certainly not in dictating how stuff should be measured. "But what if I want my own resources?!" Go for it. CRP does not dictate what resources your mod has or how you use them, just that you don't create ones that conflict with ones already there in CRP. "But this is more work for me! I am sad!" Actually less. Just include a dependency like you would Firespitter or any other similar mod. Shop for resources. Done. But hey, if you'd rather have SuPaKerBal9000 wreck your mod, rock on. "I'm still sad! I won't use this!" Ok that's fine too - peace out "Ok I'm sold.. how do I use this thing in my mod?" Since CRP is based on the stock resource system, it's super lightweight! Include the CommunityResourcePack folder with your mod, and you're done. And please don't modify any of the configs you download either, as that kinda defeats the entire purpose, and is downright mean Lastly, don't supersede CRP resources with your own definitions for any of the included resources - that's almost as bad as modifying them. The whole point of the club is that we all play nice. If you want in the club, awesome! But please don't join the club just to trash the clubhouse Mods that bundle CRP MKS/OKS Near Future Technologies Karbonite Asteroid Recycling Technologies Freight Transportation Technologies NearFuels RealFuels KSPI-E DangIt! Mods that are CRP Compliant (Mods that are known to play well in the sandbox together) Universal Storage TAC Life Support Download Links Use any of the links below to download this mod, or pick it up via CKAN. Source Code and Change Log Donation Info! If you like what you see, and want to help out (or just buy me a beer!), please consider donating, either via PayPal or Patreon. License Information Umbra Space Industries, USI, CRP, and Community Resource Pack are (tm), and may not be used without permission. License for all configuration files is CC 4.0 BY SA NC NOTICE: 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.
  9. I'm not sure If anyone else has this problem, but can you inflate the inflatable habitation modules (with USI) during flight? The button seems just to be not there. I wanted to get a habitation ring in orbit for my journey to Duna, but I cant extend it mid flight (space). Thank You!
  10. This is a bundled release of the USI nuclear reactors and the various kontanier types that are used accross many USI mods - tossing this out as a separate bundle by request (and to version this separately for ease of distribution) Uses KSP-AVC. 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
  11. Download via the USI Catalog Page Background: What's more awesome than asteroids? Asteroids you can put stuff in! Asteroid Recycling Technologies (ART) allows you to remove asteroid mass and attach multiple reconfigurable storage tanks to the asteroid's surface. ART is a collaboration between myself (plugin code, configs, and Unity), and WaRi (modeling and textures). How it works: First, Attach (via the same mechanism as the ARM Claw) a mass extractor to the surface of the asteroid. This device (aka the Jaw) uses a high powered laser to vaporize asteroid mass, transforming it into rock (a new resource) and prepare the interior space for use. Next, attach one of several reconfigurable storage tank hatches to the asteroid. Each of these contains a specific resource (LiquidFuel, Oxidizer, XenonGas and Karbonite are included, mod creators and players are encouraged to create more!). These begin with zero capacity, but can be inflated once attached to the asteroid and take advantage of the space created by the Jaw. Better yet, these storage tanks can be reconfigured on the fly based on your needs - need more Karbonite space and less XenonGas space? no problem - just compress and expand the different tanks. There's even an option to bleed off the contents if you need to make room for something else. What do I do with all of this rock?! You can bleed it off - just select 'Vent Rock' on your asteroid's right click menu to toss some out into space. Or, use one of our handy low-yeild extractors (ones for Karbonite, Minerals/Water, and Substrate/Ore come with the release) to transform rock into useable stuff. Example: Using the Jaw, a player can create available space of, say, 50,000 units. They could then attach tanks for Karbonite, Liquid Fuel, and Oxidizer, and distribute that 50K capacity among all three, and change it as needed (i.e. reduce Karbonite space and expand LFO space during conversion, etc.) There's some extra stuff too! Lastly, there are two new parts for other rocky goodness: a nifty mass driver engine that runs off of Rock, as well as an accompanying storage tank. These are similar to ion drives, but with much higher thrust at the expense of ISP (so they sit somewhere between the nuke and the ion drive). I'm still lost... can you make an awesome video or something? Ask and ye shall receive. License and stuff License is All Rights Reserved. But if you wish to use some code or a model, etc. toss me a line! In the event of my absence from the official KSP forums for 120 days or more, the license will revert to CC 4.0 BY SA NC. Uses the FireSpitter plugin by Snjo What's next: Habitable modules that let you turn your asteroid into an ant colony. More complex high-yield mining technologies, and integration with Freight Transportation Technologies (FTTP) ChangeLog 0.6.0 - 2014.12.16 [LIST] [*]KSP 0.90 Comatibility [*]Converted most parts to Regolith [*]Boosted Jaw efficiency by tenfold [*]Fuel hatches and the Jaw must be directly attached to an asteroid to function [*]Deprecated ORSX [*]Updated DLLs - including TEMPORARY FireSpitter patch for 0.90 [*]CTT Integration. Mass driver and rock tank are under Resource Utilization, with the balance of the parts under Off-World mining. [/LIST] 0.5.4 - 2014.11.01 [LIST] [*]Cleaned up resources [*]Moved out some dead code [*]Converted all TGAs to PNGs [*]Updated USI Tools/ORSX/ModuleManager [*]Moved to full version of CRP [*]Moved rock to the CRP as it will be multi-mod [*]Updated FireSpitter DLL [/LIST] 0.5.3 - 2014.10.10 Fixed name for Crew Hatch, added DRE config 0.5.2 - 2014.10.07 [LIST] [*]KSP 0.25 Compatability [*]Added the Crew Hatch! Latch on, stuff with Kerbals! (for phase 1, this will not take away from space - we assume they use existing caves). [*]Crew Hatch automatically expels Kerbals in the event of disconnection [*]CRP and USI DLL refresh [/LIST] 0.5.1 - 2014.09.28 [LIST] [*]ATM configs [*]DRE support [*]MFT support [*]Added FireSpitter version file [*]Updated to ORSX [*]Updated Module Manager [*]Updated USI Tools [*]Increased JAW laser strength and energy usage [*]Fuel hatches now have a top node so they can be stacked for delivery [*]Updated CRP resources [/LIST] 0.4.5 - 2014.09.12 [LIST] [*]Updated KSP-AVC info [*]Updated FireSpitter plugin [*]Updated USI DLLs [/LIST] 0.4.4 - 2014.09.02 [LIST] [*]Fixed resource issue that caused a Karbonite conflict with cost and flow type (yay for shooting myself in the foot) [*]Updated version info [*]Updated DLL dependencies [/LIST] 0.4.3 [LIST] [*]Updated USI_Converter [*]KSP AVC Support [*]Fixed missing transform on mass driver [/LIST] 0.4.2 [LIST] [*]Final configuration updates and licensing [/LIST] 0.4.0 RELEASE CANDIDATE [LIST] [*]Split parts into two packs - ART and ART_PartPack [*]RCS and 2.5m Mass Drivers are deprecated, RCS is coming back with a new model. [*]Hollowing potential jumped up to 75% of mass. [*]Simplified the converters at the expense of efficiency - now go straight from rock to resources. Ratio is approximately 1000:1 to account for conservation of mass (asteroids are fluffy), and to leave breathing room for mining specialization. [*]The probe now gives science. Analysis results are non-game impacting for now, but there to support the next expansion. [*]Some FX adjustments [/LIST] 0.4.0 RELEASE CANDIDATE [LIST] [*]Mass drivers in 1.25/2.5 form factors along with a high-thrust RCS version. Yes, you can fly asteroids around. No, they have no more gimbals. Oh.. and the fade of the emmissive is prettier. [*]The probe now requires direct activation to perform it's analysis. IT also shows analysis results (so does the asteroid). [*]Turns out asteroids are very fluffy... conversion rates and hollowed out volume adjusted accordingly. [*]A new part - Intermediary Separation Module - handles the separation of rock into the specialized types. It will attempt to do this when it sees you have a lot of rock. It also handles Rock=>RockDust conversion. [*]Fixed the whole 'probe zooming in the VAB' thing [*]Mass should now remain constant (until conversions start expelling waste). [/LIST]
  12. Download via the USI Catalog Page This modpack is a repackaging of the PackRat Rover as well as new parts geared towards planetary exploration. Contents: The Pack-Rat Rover. A modular heavy-duty Rover for all of your planetary exploration needs. Easy to assemble Durable Balanced No twiddly surface attachment - everything snaps in place Integrated RTG and batteries Integrated headlights Glow-in-the-dark tape, for when you forget to turn the lights on... Handles like a dream - Munar speeds up to 20m/s Includes experiment storage lockers Includes a new science component (a data camera) Six customizable equipment slots (demo includes four science crates, a seat, and a data camera] Includes a Rover Delivery System - a cage framework with plenty of surface attachment space, and nodes for both the Rover and stack attachment in a 2.5m form factor (though a 3.75 fits the entire wheelbase of the Rover cleanly) Oh... And it can be completely assembled in the field using KAS... If you are assembling this as a sub-assembly in the VAB, start with the roll cage (it has a spare attachment node on top) If you are assembling this via KAS, start with the Front (and surface attach it to a pylon or something so your Rover does not fly away on minmus or something) The Advanced Extravehicular Suit (AES) What started out as a hardened EVA pod soon transformed into an assortment of small parts to extend it's functionality. Parts included: The AES Commad Pod - Tiny, with full glass IVA Micro SAS Micro RCS thrusters and mini tanks Micro decoupler (so handy!) Electric ducted fan motor (atmo only) - Nifty in that it ties to both the RCS and Engine systems FireSpitter and ModuleRCSFx are both required and included. Requires the Community Resource Pack (resources only, no ORS maps) as well as various USI DLLs (all included). 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 Additional Modules: This package redistributes FireSpitter This package redistribures Module Manager Download on GitHub: Changelog: 0.2.5 - 2014.11.01 [LIST] [*]Reorganized folder structure to better support package managers [*]Included complete CRP [*]Replaced TGAs with PNGs [*]Increased maintenance pod range to 5m [*]Thanks to FrancoisH, fixed several broken welded parts [*]Thanks to Deadpan110 for surface attachable packrat wheels [*]Merged in the Safety Light, and made it KAS-attachable [*]Updated FireSpitter DLL [/LIST] 0.2.2 - 2014.10.07 [LIST] [*]KSP 0.25 Support [*]DRE/ATM support for the HERP command pod and jumpseat [*]Fixed typo in Jumpseat name/description [*]Minor update to HERP IVA [*]Added in HERP lights [*]New maintenance pod and various crates for resource transfer [*]Bundled KERT for EVA Transfer support [/LIST] 0.2.1 - 2014.09.28 [LIST] [*]Synced ORSX/CRP changes [*]Added the HERP command bubble and Jumpseat pods! [*]FAR/NEAR support [*]Engine tweaks for the ducted fan engines [*]DRE support [*]ATM support [*]Better packrat wheels! [*]FireSpitter Hover Mode! [*]Corrected model for ducted fan (transform issues) [*]Switched to latest USI DLLs [*]Switched to ORSX and new CRP [*]The PackRat has been adjusted again - be careful, old ones may have bees. [*]Updated RDS cage (3.75m) with matching fairings [*]Ducted fans have attachment nodes and should play symmetry better [/LIST] 0.1.3 - 2014.09.12 Bundled ORS 0.1.2 - 2014.09.12 [LIST] [*]Small update to the duct fan model - beware this may cause your ships to look weird as some transforms changed. [*]Slight boost to RCS power, texture size reduction, some model updates. [*]CRP Integration [*]USI Tools Refresh [*]Internals tweaks [*]Fixed bug where IVA caused a transparent pod [/LIST]
  13. Introducing the Malemute Rover! Based on the Mars rover from 'Last Days on Mars' (great rover, horrible movie), this pack includes parts for cargo, geo-science (no more awkward Narrow Band Scanners sticking out!), crew transport, and general shenanigans. Over a dozen parts with full IVA support. Interconnects with other USI bits and pieces, and can be configured both as a rover, and also a really sweet biome hopper or VTOL. Have fun! Download, Source, and Change Log! Donation Info! If you like what you see, and want to help out (or just buy me a beer!), please consider donating, either via PayPal or Patreon. License Information 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 This mod redistributes Firespitter, which is covered under its own license.
  14. I expect a lot of us will be starting new career saves after the release of 0.90. So in anticipation of that day, and because the idea of grinding science on the launchpad makes me sad, I give you Sounding Rockets! This mod adds a series of very simple 0.35m parts to the start node, including: Two SRB engines. One with high thrust, one with high efficiency. Neither have decouplers, but will instead automatically jettison when out of fuel (this is especially handy for the upper stage below your payload). A nosecone containing a basic parachute, gyro system, and control module. Note: These run off of StoredCharge not ElectricCharge, and by design cannot be recharged. You will have enough juice for a short mission, but don't expect to get to the Mun with it. Four new science experiments to serve as payloads for your sounding rocket. Note, that trying to stack more than one will likely exceed the parachute's capacity. Enjoy! Go forth and find bees, feedback rocks. 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 Pick it up on GitHub!
  15. Includes a 5m USAF Orion as well as a 5m Medusa variant. Note that this is a pre-release - you can pick it up here: Post bugs and whatnot 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
  16. MKS is a complex mod - it has a lot of resources, and a lot of moving parts. And while it’s pretty awesome once it’s up and running, it can also be intimidating to a newer player. So I’ve been carefully considering the best way to overcome this hurdle without sacrificing the spirit of the mod, and after a lot of discussion and feedback, have decided to build out a lighter, friendlier version of MKS. Thus, I am happy to introduce MKS-Lite! It will give you a taste of a lot of the MKS subsystems, but uses a much simpler resource set and more forgiving mechanics. The best part is that when you’re ready to move onto the main MKS system and it’s more involved processes, almost all of the knowledge you learn in MKS-L will transfer directly over. You can get a feel for the specifics over on the Wiki. You can grab a release over on GitHub here: 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 note that this is currently in BETA, so while it is pretty stable, I still anticipate some bugs I am also especially looking for feedback on the documentation, since this is intended to be a much simpler version, and I need to make sure the docs work for newer players. Note: This is not really suitable for use with core UKS because of balance issues (in the next release, the full UKS mod will explicitly hide MKS-L if present). Enjoy!
  17. Contract Pack: Sounding Rockets 1.2 A simple contract pack developed by @inigma for USI Sounding Rockets by @RoverDude "Sometimes it's just the simple mods that fill a niche that are treasured the most..." - a KSP mod fan SpaceDock Download Description: A simple set of 6 altitude contracts requiring the use of USI Sounding Rockets. Perfect for any fledgling beginner space program. This Contract Pack is CCF Certified - guaranteed to work with any Community Career Framework based career games!
  18. Hi guys, do you know how to use those weldable ports correctly? I've tried to do this for last 6 hours, and I cannot find it out.
  19. With th eedesign of the UKS modules for 1.2 i'm wondering how people are landing these modules on planets i can see the cradles but how are people landing multiple modules together to form bases. Is it just using vtol engines and then disassembling them after wards? Just looking for some ideas for inspirations short of landing them and tipping them over unless thats the only solution at the moment?
  20. I did a little Drill Calculator to show the amount of resources gathered per second. I always wondered how it worked and now I know. If anyone have any question, just ask! How it works (after you download a copy, because it's set as read only on google sheets): Chose Yes or No if you want to mine Dirt; Put the resource concentration at the point you will mine; Select drill to use; Select level of most experienced Engineer inside your vessel (there is also an option to put if you don't have an engineer around); Profit. You can also wirte the desired amount per second and it will calculate how many of that drill you need and how much thermal controllers you'll need. Download link: Edit: I'm also doing a description of resources inputs and outputs of everything of MKS in a sheet to help managing production of things. If anyone wants something like this, just answer here and I'll post it in another topic.
  21. Hello, I'm wondering how to make a big base with MKS but now that only one Duna and one Tundra modules have planetary logistics distribution (only with things attached directly to it), how do you think it's a good way to do this? Sending a Duna Logistics module to every mining location to store supplies and the mined resources? (By the way, to make logistics work, does it need to have a pilot?) MKS 'Ranger' Scout-200 Power Pack can supply under full load can hold up to 1000 days, I think it's enough. But since it isn't rechargeable, and can't be grabbed (with kas) by one kerbal, I don't know if it is the best option. Thanks for any help!
  22. I am running a (somewhat) modded build, including USI Kolonisation Systems version 0.2.4, on KSP 1.1.3 (64-Bit). In both career and sandbox, many parts are missing from the VAB/SPH listings. These parts do appear (and can be sub-purchased in) the CTT, however there is some error whereby these parts cannot be listed in the VAB - I attempted to add them to a category manually, with the following custom category: The parts did not show in the custom tab, nor the normal tabs (including the USI one) nor on the search bar. All mods were installed manually, tell me if you need logs. If you need any more info, please tell me, otherwise I hope someone knows of a solution! (Or could be I'm just an idiot.... take your pick, just tell me the solution anyway)
  23. I recently bought a SpaceMouse Pro from 3dconnexion and got it to work. In my regular, heavily modded game, I then noticed a new bug that wasn't there before: when switching to IVA, the camera would be rotated 180° on the "pitch" axis, i.e. I would look at an upside down green kerbal face and the backside of the cockpit at hand (chairs etc). I could rotate from there with the SpaceMouse just fine, but the center would be this view and since rotation is limited to half a sphere, It wasn't very practical for flying vessels. After looking out of the window when on the ground, I also noticed that indeed the camera was fine, but the cockpit itself would be "upside down" i.e. point in the wrong direction when in IVA. On the external view, the cockpit is pointing "up". When switching to IVA, the camera is looking towards the sky. However the cockpit is not oriented towards the ground. Switching back to external view and everything is back to normal. So, then I did a bisection of all the installed mods to find out the one(s) responsible and I can reproduce the issue (or a very similar one) if all of the following conditions are met: @RoverDudes USI Tools mod is installed (on a fresh game from source The SpaceMouse is plugged in Prior to switching to IVA, I wiggle it around a bit to change the viewing angle on the exterior view. Steps to reproduce: Start new sandbox save create vessel with Mk1-2 command pod, small fuel tank and skipper engine launch use SpaceMouse to change viewport (rotate + zoom + translate) enter IVA (either by Keyboard "c" or by "View" on a protrait) observe the view outside the window being tiltet Logs: (note: I did enter the "Fly" mode twice because on the first attempt, I skipped step 4 and the IVA seemed correct then) Video to show the effect: (note: The bug is visible from 1:34 on. Also this is a slightly different effect than on my fully modded install: the ground is only tiltet and not completely flipped around. I wasn't able to reproduce the full 180° initial rotation yet) System details: KSP 1.1.3 x64 (Steam) 3DxSoftware (64-bit Edition) 3.18.0 Windows 10 Pro x64 Version 1511 Intel HD Graphics 5500, Driver version
  24. The bigwigs at mission control that there was enough dawdling inside Kerbin SOI and that it is time to do something grander. Without any budget consideration it was decided a crew of 6 kerbals was to visit Duna. Mission Profile: Leave at the first window (around day 230) 6 Kerbals to visit Duna and Ike Land on the surface in all biomes of Duna and Ike Create Duna SOI communication network 4 equatorial communication satellites around Duna 2 polar communication satellites around Duna 4 equatorial communication satellites around Ike 2 polar communication satellites around Ike 2 inner Kerbols communication satellites connecting to Moho, Eve and Kerbin Scan Duna and Ike for resources Get all the science in/around/on Duna and Ike Process research samples Mission Plan: Design craft Launch and dock everything together in LKO Launch 1 - Habitation module 1 + Commsats Launch 2 - Main truss Launch 3 - Habitation module 2 + Commsats Dock launch 1-3 Launch 4 - Drive section 1 Launch 5 - Life support + Lander Launch 6 - Crew Launch 7 - Drive section 2 Launch 8 - Drive section 3 Cleanup Launch 9 - Inner system relay 1 Launch 10 - Inner system relay 2 Grab Kerbin SOI science Depart Kerbin SOI Grab Kerbol science Mid course correction, set up for periapsis of 2880km, 0 degree inclination Enter Duna SOI Launch the 4 equatorial communication satellites (make sure to pick from left habitat) Deploy solar panels Deploy comms equipment Point a DTS M1 to the mothership Setup flight computer for insertion into circular orbit at periapsis Change inclination of mothership to 90 degrees Launch the 2 polar communication satellites (make sure to pick from left habitat) Deploy solar panels Deploy comms equipment Point a DTS M1 to the mothership Setup flight computer for insertion at periapsis, change Argument of Perigee -45degrees +45degrees respectively Change periapsis to 60km Get Duna high orbit science At periapsis start insertion burn, until 20dV is left in drop tanks At apoapsis lower periapsis to 20km Decouple drop tanks Raise periapsis back to 60km Get rest of Duna high orbit science (gravioli) At periapsis circularize Wait for communication satellites to arrive at their orbit Drop equatorial sats to a periapsis of 60km such that each is 90 degrees from each other Tune orbits Deploy left resource scanner to scan duna Deploy solar panels Deploy communication equipment Boost orbit to an apoapsis of 500km Circularize at apoapsis Deploy scanners Deploy upper relay Deploy solar panels Deploy communication equipment Set each 88-83 to Kerbin, Moho and Eve Set 2 DTS M1 to 2 opposed equatorial satellites Boost orbit to an Apoapsis of 45Mm at south pole Deploy lower relay Deploy solar panels Deploy communication equipment Set each 88-83 to Kerbin, Moho and Eve Set 2 DTS M1 to 2 opposed equatorial satellites Boost orbit to an Apoapsis of 45Mm at north pole Get Duna low orbit science Land at Duna biomes Refuel lander (don't forget the mono propellant) Switch scientist Decouple lander Land in biome Grab science Move science to lander Grab science again (for normal science return) Launch asap to an AP of 55km Fix relative inclination with the mothership Setup intercept Dock Repeat for all 5 biomes Setup polar intercept with Ike, setup for periapsis of 55km and an inclination of 90 degrees Move mothership to Ike Repeat Duna commsat setup for Ike, except a correction burn is needed to change the inclination for the equatorial communication satellites Enter Ike SOI Enter orbit around Ike, 55km Repeat resource scanner deployment for Ike Get Ike high orbit science Change orbit to 20km Get Ike low orbit science Land in Ike biomes, make sure to keep enough fuel for the return trip After use the lander can be crashed into Ike Evaluate if 1 or 2 of the drive sections can be crashed into Ike Ditch the monoprop Evaluate slingshot back to Kerbin by using Duna Plan return trip around year 3, day 240 Execute return burn Evaluate possibilities to enter Kerbin orbit If enough fuel perform a powered return Maximum safe aerocapture altitude is likely above 55km Might need an intercept before capture, make sure to put mothership on a collision course with Kerbin Launch return craft Intercept mothership Dock Transfer kerbals Transfer science Undock Land on Kerbin Mods used:
  25. Greetings! I am new to the USI Koloization Mod, and honestly fairly new to the game. I am having two glaring issues with the Kolonization mod. These are issues that I have not been able to find any forums on or even videos on how to fix. Issue #1: The parts and modules that I have to build with look entirely different than what I am seeing in the creators website and on videos I have seen of people using this mod altogether. Meaning, I have paid attention to how many modules users have and I am seeing I have way less. I have a total of four modules and one or two bases Furthermore, the modules don't have the cool colors and such, just simple black and grey. Case and point, I do have as many cool modules, bases, and other USI Kolonization pieces as I am seeing other people have in their tutorials, videos, and photos. Issue #2: With expandable tubes, when I am building my modules and ships, the expandable tubes do not seem to lock in place on the modules when you try to attach them to the doors of the bases. I am able to get them to turn green indicating they will be attached yet they don't "lock" to the green dot and when I test connecting the tube to another module base it simply goes through the second module as if it's not even there. If I wanted (and I don't) to connect the tube to the top of the module it will "lock" to the green dot, but not when I connect it to the doors of any of my modules or bases. Advice for both issues would be appreciated. I am new to the forum, I tried to attach images for both issues but did not see anywhere to insert a photo other than from another website link.