CarnageINC

Add-on Development Mod Library

92 posts in this topic

Posted (edited)

Welcome to the Add-on Development Mod Library

On 1 July 2017, I will update the status of all Dev mods to reflect their compatibility to the new 1.3 update.

*I ask that the community mod users do not deliberately necro old mods listed here for update requests.  If we can use this thread for those purposes, it will help the community as a whole avoid unnecessary cluttering of the main Development pages. 

This library is an easily accessible and organized listing of mods currently in development or were in development.  Hopefully, from this point forward, mods will no longer be buried in the forum pages and forgotten.  In addition, anybody looking for a potential project for updating or modifying can look here instead of trying to 'mine' for mods.  Many of the older mods listed here, in all probability, are still compatible for use with the current KSP v1.2.2.  However, use with caution to prevent game braking glitches or bugs.

For Modders (please read for any questions you have):

I am very confident that I have included 95% of all mods from the Add-on Development pages that have not been officially 'released'.  However, I am human and I may unintentionally included mods that can not be updated for whatever reason or may be obsolete due to KSP updates.  In addition, I may have missed mods or have mistakenly excluded others from the list.

Any modder who does not want their mod listed here can request for its removal, it will be removed in a timely manner.

Any modder can request they want their mod relocated to a different section of the library and it will be done in a timely manner.

I politely request that any modder who finds or knows about a mod in any of the sections that is updated, misplaced, obsolete or has been re-released, please inform me so we can keep the list cleaned up and streamlined.

Mod Placement Requests:

Any community member can request a mod for placement on this list so long as it meets a few requirements.  First requirement is that mod has a file for the community to use.  I will make an exception to concept mods so long as the mod author posts pictures of their progress so the community can see that work is actually being done.  Those mods will be posted in the Developer Diaries.   Second requirement is that it has not been completed and release to the Add-on Release pages.  I do not wish to double up on mod links to create any confusion. 

Vetting Standards for Mods:

  1. No mods without working plugins or parts.
  2. No mods that had been adopted, updated or re-released in the Community Library.
  3. No mods that were left in a incomplete or non functional state are included.
  4. No mods that the creator expressly requested not be included.

Mod Patch Notification:

Any community member who know of a mod that is out-dated but has a 'unofficial' patch located with in the mod thread can assist us in making that clear to the community.  Please provide the mod name and a link in this thread or PM @CarnageINC.  Please ensure the link you provide is still a live valid link for the mod.

Wanted to give a thanks to @Gaarst for letting me assist him in the updating and organizing the Community Library.  That work is the basis of this library, the format and style are based off his work.

Additionally, I wanted to give a special thanks to @paulprogart, @linuxgurugamer and @magico13 for their advice and assistance given to help make this library better, thank you guys!

Last UPDATE: 2 June 2017

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  • Mods in green are compatible with the current version (1.2.2) either from testing or simply from their release thread.   These are also in the Community Library.
  • Mods in light green are compatible with the current version (1.2.2) but have not been recompiled for 1.2 so they will appear outdated.  These are/will be also in the Community Library.
  • Mods in yellow are the ones dated from older versions whose compatibility are not yet established.  These are also in the Community Library.
  • Mods in orange are inactive or discontinued development mods located in the Add-on Development pages.
  • Mods in red are dated from older versions and have been shown not to be compatible with the latest version.  These are also in the Community Library.
  • Mods in blue are located in the Add-on Development pages and are also found in the Community Library.
  • Mods in purple are abandoned by author. (This is going to change soon to match Community Library)
  • Mods in black are mods in development or older released mods which haven't been complied or labeled for the current version.
  • Mods marked with * are quite reference system used by the Librarian and are awaiting attention or relocation. 

Tool Library for Modders

New to modding?  Look here for starting out.  All tools used by mod creators are to be located here.  I would greatly appreciate advice for links for this section.

Mod Development Tool Library:  These tools are for assisting content creators in their projects.

  • [1.2.x] Amazing Curve Editor, by sarbian - This mod allows you to edit and see the shape of a KSP FloatCurve and copy the config to your cfg. Only useful to modders and those who edit cfg files.
  • [x.x.x] AssemblyReloader, by xEvilReeperx - It'd be pretty neato if you could just press a button and see your current version running in a few seconds, wouldn't it?
  • [1.2.0] DebugStuff, by sarbian - Debug stuff is a simple plugin that allows you to display the transform & colliders of a part in wireframe and display the part Hierarchy in a window.
  • [1.1.x] HeightmapExtractor/HeightmapManager, by stupid_chris - Basically what this does is try to create an image of the land above the sea level for Kerbin.
  • [0.2.4] JSIPartUtilities, by Mahara - A collection of PartModules for solving problems posed by alexustas, these will eventually be bundled and published separately for general use. Patch by linuxgurugamer
  • [1.2.0] Kerbal Object Inspector Continued, by linuxgurugamer - This plugin allows mod developers to see exactly what's going on in the background of any game scene by listing every game object and their properties.
  • [1.2.2NodeHelper, by Felbourn - A useful tool if you're designing your own parts mod, that allows part nodes editing in game.
  • [x.x.x] Parts Shaders Replacement - PBR, by Lilleman - This plugin, mostly intended to part modders at the moment, will replace all common KSP part shaders by customized Unity Standard shaders.
  • [x.x.x] 0.23 PartTools, by Mu - This is a tool provided by Squad to help the community create parts for KSP.

Framework mods:  These are literally the foundations that other modders use to create mods for the community.

  • [1.2.x] ASET Avionics Pack, by alexustas - This pack is for the modders who create IVA for the spacecraft, this pack adds a lot of classic analog props for the planes.
  • [1.2.x] ASET Props Pack, by alexustas - This pack is for the modders who create IVA for the spacecraft with set of almost 600 different devices and decoration elements for creation of interiors of space ships.
  • [1.2.2] B9PartSwitch, by blowfish - Similar to Firespitter and Interstellar Fuel Switcher, this mod doesn't do anything by itself, but provides a way for other mods to enable part switching.
  • [1.2.xCommunity Resource Pack, by RoverDude - Creates a generic basis for new resources to be used commonly by other mods.
  • [1.2.xContract Configurator, by nightingale - Allows mods to edit stock contracts and adds in new types of contracts, while providing a common framework for integration with other mods.
  • [1.2.2] Custom Barn Kit, by sarbian - A small plugin to change a bunch of parameters related to career, science, the buildings upgrade cost and when various features are unlocked.
  • [1.2.2] Firespitter dll, by Snjo - The firespitter plugin file allows for modders to include rotating parts on their models. *As far as we know, this link is always up to date.
  • [x.x.x] HotRockets! Particle FX Replacement, by Nazari1382 - A replacement for stock engine particle FX. If you are tired of seeing the same old effects, HotRockets is for you!
  • [1.2.xKerbal Konstructs, by Ger_space - Provides the foundation to add new static objects or building to the game.
  • [1.2.0] KittopiaTech - A Kopernicus Visual Editor, by Thomas P. - This Plugin is a continuation of KCreators "KittopaTech Ingame Terraforming" plugin, that can edit the stats of planets at runtime, via. a Graphical Interface.
  • [1.2.2] MOARdV's Avionics Systems, by MOARdV - MAS is a replacement for RasterPropMonitor.  The goal of MAS is to provide an updated flexible toolkit for creating interactive IVA experiences.
  • [1.2.xModularFlightIntegrator, by sarbian - Allows some mods to edit aerodynamic and thermal properties of some parts without breaking everything.
  • [1.2.1Module Manager, by sarbian - This mod lets you write patch files that edit other parts at load time without overwriting anything.
  • [1.2.2] Principia, by eggrobin - This mod aims to replace KSP's unstable physics integration with a higher-order symplectic integrator, adding N-body Newtonian gravitation in the process.
  • [1.2.2RasterPropMonitor, by MOARdV - Overhauls the stock IVA system by adding many functionalities and information, to be able to control an entire mission from IVA.
  • [1.2.0] RetractableLiftingSurface, by linuxgurugamer - This is a small module which allows you to have a folding wing or other retractable lifting surface.  It allows for an integrated control surface.
  • [1.2.2] SelectableDataTransmitter, by linuxgurugamer - This is a module which is used to allow an antenna be switchable between DIRECT mode and RELAY mode.
  • [1.2.2] Sigma Binary, by Sigma88 - Enables easy integration of binary body systems for planet packs.
  • [1.2.2] Sigma Dimensions, by Sigma88 - This mod is to be an "universal rescale mod", the only thing you'll need to do is set the rescale factor you want in the settings.
  • [1.2.2SmokeScreen, by sarbian - Allows other mods to edit the particle FX, useful for mods that change effects such as engines plumes, etc...
  • [1.2.2SolverEngines, by NathanKell - Does some engines config magic for other mods to use.
  • [x.x.x] Stellarator - A Proof of Concept Solar System Generator, by Thomas P. - Stellarator is a software that can generate random solar systems for KSP / Kopernicus.
  • [1.2.2] To Boldly Go, by daniel l. - An external application designed to procedurally generate an entire galaxy for KSP.
  • [1.2.0] Toolbar, by blizzy78 - This mod provides an API for third-party plugins to provide GUI buttons to a toolbar.

Video or Streaming mods:  Looking to make a movie or do some cool fly by shots, these mods will help.

  • [1.2.0] Ambient Light Adjustment, by timmers_uk - Adds a slider to modify the luminosity of the game at night. Useful for video-makers/streamers tired of filming a black screen half of the time.
  • [1.2.x] Draft Twitch Viewers, by IRnifty - Draft Twitch Viewers (DTV) uses web requests to connect to Twitch, and can pick a random user from any channel, and create a Kerbal in-game with that viewer's name.
  • [1.2.x] Kerbal Animation Suite Continued, by linuxgurugamer - For modders or video makers who want to animate their Kerbals. This mod has 2 components: the animator, and the API. 
  • [1.2.2] Kerbal Chroma, by JoePatrick1 -This is a chroma/greenscreen mod for KSP.  It has distance and RGB settings so it can be used for various uses.
  • [0.2.3] KerbCam, by huin - This is a tool for those video makers who want just a bit more camera movement and orientation control.  Patch by cartman
  • [1.2.x] KSPLogger released, by linuxgurugamer - This mod is created to expose some internal data for external use is for streamers who would like to display some values on screen in some manner.
  • [1.2.x] Minimum Ambient Lighting, by Red3Tango - A small plugin that will set a minimum ambient lighting level based on percentage. Percentage is modified by using the toolbar icon (or though config file)!
  • [1.2.0] WASD Editor Camera Continued, by linuxgurugamer - This mod allows you to move your camera angle around with WASD keys, hold right mouse to look around.

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Mods Currently in Development

Mods in development within the last year are located in this section.  For any mod "Released", look in the Community Library for that mod's updates and support.

Developer Diaries:  These are threads created by modders to show case their current works in progress or to help support their mods.

  • [1.2.2] C.A.L.++ (Community Ammunition Library for BDArmory), by Acea - This is a shared resource for BDArmory addons, containing a common ammunition definition file and ammo boxes for the added ammunition types.
  • [1.2.x] DMagic Module Science Animate, by DMagic - This is post is Dmagic's workshop for his SCANSAT mods.
  • [1.2.2] KPBS/MKS Integration Pack, by DStaal - This mod is to help integrate UKS with KPBS. 
  • [1.0.4] Kramax Plugin Reload, by Kramer - Development post for Kramax Autopilot mod.
  • [1.2.2] KSP Interstellar Extended, by FreeThinker - This is the development thread of KSP Interstellar Extended where new development can be discussed or requests can be made.
  • [1.2.1] LLL Continued Dev Thread, by linuxgurugamer - This is a development thread for the updating of LLL to 1.2.1.
  • [x.x.x] Mining and Processing Extension resumed, by riocrokite - This post is to provide ideas for interesting and challenging setup for resources mining and processing on orbital bodies.
  • [x.x.x] Mother Development Thread, by Bonus Eventus - This is the development thread for Mother, a parts pack for making motherships.
  • [x.x.x] MSI's Infernal Robotics model rework, by ZodiusInfuser - This project aims to provide players with a variety of robotic, structural, and utility parts to enhance their unmanned (or manned) space missions in KSP!
  • [x.x.x] Nert's Dev Thread, by Nertea - This thread is for what Nertea is working on right now.
  • [x.x.x] RCS size variants and new options, by TiktaalikDreaming - This mod will be a collection of RCS and hypergolic engines.
  • [x.x.x] Real ISRU Development Thread, by regex - This thread is mainly intended to move discussion of ISRU topics out of the Real Fuels thread while serving as a working document for a realistic ISRU mod.
  • [x.x.x] Sigma Mod Expansions, by Sigma88 - This thread is a collection of all of Sigma88's mods.
  • [x.x.x] Tokamak Industries Refurbished Parts Dev Thread, by Tokamak - This post is to provide a place for Tokamak showcase work in progress and for mod support.
  • [x.x.x] TweakScale - Development Thread, by pellinor - TweakScale lets you change the size of a part.  This thread is devoted to assist in development of the mod.
  • [x.x.x] Umbra Space Industries, by RoverDude - This thread is to serve as the master thread for all things USI and also a place to discuss the WIP bits for all of the mods that RoverDude works on.

Language mods:  Looking to get KSP in your native language?  This is the place, if you don't see your language maybe you could help the community out and translate yours for KSP!

  • [1.3.0] Community Localization Project, by Olympic1 - This is a mod to assist others to translate KSP into their native language.  Olympic1 has setup a spreadsheet to help in this endeavor.
  • [x.x.x] Free Mod Translator for Spanish, by Deltathiago98 - This community member willing to help mod makers translate their mods into Spanish.
  • [1.3.0] Polish Translation, by Moskit - Early alpha stage, however most of the game is localized in Polish.

VAB/SPH mods:  Like to tinker in the VAB a lot?  These mods help players with their creations in the editor.

  • [1.2.2] Ext-Seat Dummy, by Skalou - This mod adds a Fake Kerbonaut part made of a cutting-edge material (probably from UK).  With some accurate physics properties, it can aid design or balance crafts.
  • [x.x.x] Tweak Scale Limited, by eberkain - A new intermediate size is placed between each of the stock sizes on the size scale.

Crew Utility mods:  Want to keep track of your Kerbal's achievements?  Need help recruiting new test subjects...uhhh....I mean Kerbalnauts? 

  • [1.3.0] AirlockPlus: EVA to/from any airlock, by cakepie - AirlockPlus allows the use of any airlock on a vessel in conjunction with any crew part on the vessel.
  • [1.1.3] Roster Manager, by Papa_Joe - From the Roster list, you can select the Kerbal to manage, attributes, records, training, recruitment, termination, scheduling, etc.

Efficiency mods:  Want a transfer window to another planet?  Need help finding a certain ship?  These mods help streamline your gaming experience.

  • [1.2.2] Ascent StartTime, by okder - Ascent StartTime provides interface between mechjeb and plad's flyby finder, or allows you to plan your interplanetary transfer before you leave the ground.
  • [1.1.3] Flight Operations, by Heed - Flight Operations has a vessel naming function and the Space Centre has a Flight History window of your completed flights that have been recovered, destroyed, or terminated.
  • [1.2.2] SupplyChain, by Visionary - A mod designed to automate resource shuttling (and maybe other things).

In Game Utility mods:  Look here for mods that make small changes to improve your 'quality of game experience'. 

  • []

Part Utility mods:  Looking for something to help you find or control your parts on your vessels?  You can find those mods right here.

  • [1.2.2] Antenna Helper, by Li0n - This WIP mod assists players in antenna selection for distant missions.
  • [1.2.2] IR Sequencer, by Ziw - This is an almost an essential add-on for Infernal Robotics (IR is not updated to 1.2.2 yet).  You can create and play sequences of servo movement commands and special commands.

In-flight Information mods:  Looking for a mod to make data/information access easier on your missions? Here you go.

  • [1.2.x] GPWS - Warning System for Planes, by bssthu - This adds warning sounds for a "ground proximity warning system", a terrain awareness and alerting system. Also adds a "traffic collision avoidance system".
  • [1.2.0] PAPIPPlugin Continued, by bssthu - PAPI (precision approach path indicator) is a light array helping pilots approaching to the runway.
  • [1.2.x] SpeedUnitDisplay, by ThirdOfSeven - What it does: noting complicated. No configuration, no buttons, it just changes your Surface speed indicator.
  • [1.2.x] VOID Continued - Vessel Orbital Information Display, by linuxgurugamer - Adds several in-flight windows containing detailed information on your orbit, trajectory, vessel.

Autopilot mods:  Have trouble flying your rockets into orbit?  Keep crashing into the ground?  Here is a helping hand to assist you on your journeys.

  • [1.2.0] SolarSailNavigator, by mrsolarsail - SolarSailNavigator is a new plugin (ALPHA: you have been warned) to navigate continuous thrust spacecraft with solar sails, ion engines, and similar propulsion systems.

Career, Credits and Contract mods:  For those who don't want to grind the same contracts or experiments over and over again and want something new for their space program.

  • [1.2.2] Career Evolution Contract Pack, by pap1723 - This contract pack changes many of the issues in stock career mission progression.  It adds in a more realistic progression of contract chains.

Science Related mods:  Tired of putting the same old experiments on your probes or need help collecting science?  Look here for all things science related!

Technology mods:  Want to unlock a different tech tree for a change of pace? Here are a few to choose from.

  • [1.2.x] Cold War Progression, by minepagan - This tech tree that is balanced between historical and technological progression, with a catch.  You need to pick which side of the iron curtain your space program will be on!

Themed Multi-Pack Parts mods:  For those who want new parts but not a lot of mods to keep updated, try out these themed mods.

  • [1.2.x] Coyote Space Industries, by dboi88 - This mod is cargo freighter system being developed to be compatible with RoverDude's MKS mods.

Spacecraft and Station Parts mods:  Need parts for your exploration needs?  Look here to see if any catch your eye.

  • [1.2.2] ALCOR, "Advanced Landing Capsule for Orbital Rendezvous", by alexustas - Adds a new modern orbital capsule fitted with advanced IVA.
  • [1.2.x] Coatl Aerospace ProbePlus, by akron - This is a comprehensive stock-alike (ish) probe expansion pack inspired by real missions from the mid-1960s to now.
  • [1.2.0] DarkSide Technology (Beta), by Badsector - Parts to help build ships for long voyages, includes 2.5m foldable centrifuge, 2.5m and 3.75m hubs and inline 3.75m solar panels.
  • [x.x.x] IXS Warship Original Series, by Denko666 - This is an update/expansion of the IXS Enterprise, adding futuristic functionality while maintaining good integration with stock parts and creating new gameplay options.
  • [x.x.x] Konstellation HLV, by DocBones - A streamline concept for a Mars Horizontal Landing Vehicle with integrated MAV and Cargo section.
  • [1.1.2] KOSMOS Updates, by Bezzier - This is an update to the old KOSMOS Spacecraft Design Bureau mod, which was Soviet styled Kerbalized parts mod.
  • [x.x.x] KSS Asimov, by v1per - This is a small parts pack to create a unique looking spacecraft.
  • [1.2.1] LLL Continued, by linuxgurugamer - This is a development mod to update the Lack Luster Labs mod listed below.
  • [1.2.x] NSS/OctoSat - SOAR Continued, by linuxgurugamer - This is a modular probe parts pack with a large number of different parts.
  • [1.2.2SSTULabs - Low Part Count Solutions, by Shadowmage - Adds various new parts with a focus on reducing part counts by using parts with multiple functionalities.
  • [1.2.0] STS - AVALON, by RaendyLeBeau - This mods objective is to provide a space transport system with a direct approach, to closer planets within the solar system, similar to NASA's Mars Transfer Vehicle.
  • [x.x.x] TD Industries Orion bits, by TiktaalikDreaming - Releasing parts for the 10m Orion craft from the early 60's. Primarily the upper craft components designed by General Atomics for NASA use.
  • [1.2.2] Tundra Exploration, by tygoo7 - This is a mod that will include various stuff from SpaceX and other cool stuff that is stockalike.
  • [x.x.x] Version2.0 Industries, by MichaelV2.0 - This mod parts pack seeks to fill a void in your intergalactic Kerbal empire.  By adding parts for space habitation, exploration and transport.
  • [1.x.x] Warpship Original Series, by Denko666 - WarpShip is an update and expansion of the IXS Enterprise, adding some futuristic functionality while maintaining good integration with stock parts.
  • [1.1.3] XKOM - Interceptors, by njmksr - The Skyranger from XCOM: Enemy Unknown is the first installment of the XKOM Ships Pack, a pack to bring XCOM into KSP.
  • [x.x.x] Yeti Space Program, by LukeTheYeti - This is a series of modular hull sections, command pods, engines, and adapters designed to be fit together to make big blocky sci-fi spacecraft.

Spaceplanes and Aircraft Parts mods:  Want your Kerbals to feel the wind beneath their wings?  Feel the need for a SSTO?!?  These are the right mods for you.

  • [1.2.2] AoA Technologies, by Wolfair corp. - This mod adds in several new cockpits, nose drones and engines for your aircraft needs.
  • [x.x.x] Deltaglider XR-1, by Redneck - This is a single part complete space plane concept.
  • [1.x.x] D12 Aerotech - A B9 Aerospace Expansion, by PolecatEZ -  This is a parts pack to expand the B9 Aerospace mod.
  • [1.2.2] Mil Mi-24 Hind Cockpit, by StereotypicalBrit - This is (currently) a single-part mod that adds (as the name suggests) a command pod in the form of the Mi-24 Hind cockpit. 
  • [1.2.x] Mk3 Expansion (Dev), by SuicidalInsanity - This is a parts pack intended to flesh out the stock mk3 parts lineup with new engines, cockpits, fuselage parts and more.
  • [1.2.0] OPT Space Plane, by K.Yeon - This is a massive parts pack that contains more than 60 space plane dedicated parts.
  • [1.2.0] SRS: Small Cockpits, by Konnor -  A small parts mod of 1.25 m cockpits with custom IVA layouts for each.
  • [1.2.0] Zombie = One more B9 Inspired Expansion, by Konnor - This tiny part pack adds a few things that Konner found missing in B9 Aerospace.

Jump Drives, Engines and Tanks mods:  Want bigger rockets? Smaller rockets? Moar boosters? Look no further.

  • [1.2.2] Black Hole Tanks, by DarknessHasLost - This mod allows 2 tanks (One LFO and the other Ore) to hold larger amounts of material (such as Ore) in a smaller package than would normally be required.
  • [x.x.x] Chopper Parts, by frizzank - An experiment to see if frizzank could create helicopter parts that do not require a plugin like firespliter.
  • [1.1.2] DIRECT - Super Heavy Launchers Revamp, by benjee10 - DIRECT is a parts pack designed to emulate primarily the Jupiter launch vehicles proposed by the DIRECT team.
  • [1.2.0] ESLD Jump Beacons Revived, by Booots - The ESLD Beacon network will get your Kerbals from point A to points B through Z in no time at all, presuming you've positioned and fueled them.
  • [1.2.2] Explodium Breathing Engines, by Gordon Fecyk - "Jet" engines that (actually!) use Eve's atmosphere and Oxidizer.
  • [1.2.2] Interstellar Warp Drive, by RealGecko - Interstellar is complex, USI Warp Drive does not allow you to time warp.  Here's the solution: ISWD - almost the same mechanics as in Interstellar, but in vanilla KSP.
  • [1.0.5] Jool DIRECT, by Daelkyr - This is a collection of parts in 3.75 m and 5 m to help you realize your heavy lifting dreams. It is a Kerbalized version of NASA's DIRECT program and their Jupiter rocket family.
  • [1.2.2] Justin Kerman's Tank & Engine Salvage, by Verran - This is a WIP and is the culmination of several months of work designing internal fuel cells that would fit within the models of the stock fuel tanks.
  • [1.2.2] Ludicrous Propulsion Systems, by Benjamin Kerman - LPS adds taller fuel tanks in all stock sizes and new throttleable hybrid engines burning solid fuel and oxidizer.
  • [x.x.x] Methane Rocket!, by Joco223 - This mod adds fuel tanks, engines, and a lot of other thing that work with methane!
  • [x.x.x] Moar Mk1, by passinglurker - Just a quick little part mod made because the rocket revamp was pushed back to 1.2 and didn't match the old fuel tanks with porkjet's new parts any longer. *Different post title
  • *[x.x.x] Orion aka 'Ol' Boom-boom', by nyrath - A totally insane propulsion system. It is based on the old "firecracker under a tin can" principle. Except the tin can is a spacecraft and the firecracker is a nuclear bomb.

Ground and Naval Parts mods:  Do you want to go on a Sunday drive with your Kerbals?  Do your Kerbals need a yacht to sail on?  Maybe these will help.

  • [1.0.2] Exploration Rover System by ASET, by alexustas - Modular rover parts pack in developement. *It is still labled 1.0.2, its not a typo.
  • [1.2.2] Netherdyne Mass Driver Mod, by Northstar1989 - This mod puts in a mass drive system to magnetically shoot your vessels into orbit.
  • [x.x.x] Real Ships, by Azimech - This mod is aimed at creating realistic sea vessels, docks and buildings.
  • [1.2.0] Stockalike Mining Extension, by SuicidalInsanity  SME adds a number of mining and ISRU-related parts in a variety of form factors. Currently a Work-In-Progress.

General Part mods:  Looking for a particular part to meet that particular need?  Look through these mods to find that special part you need.

  • [x.x.x] Add on Airlocks, by TiktaalikDreaming - This mod will be a few add on airlocks, mostly as surface attachable parts. 
  • [1.1.3] Dr. Kermanassus' Parts Emporium, by nili2work - An ongoing thread for random parts made for the fun of it.  All will work with vanilla KSP.
  • [1.3.0] JunkCo: MaErDa's JunkYard, by Warsoul - MaErDa's JunkYard provide obsolete and failed prototypes from MaErDa Corp for modders looking for free mesh and models.
  • [1.0.5] Kerbal Tubes, by Sticky32 - A small parts pack that adds stock-alike, hollow structural parts to the game, designed to be EVA'd through or for storing things.
  • [1.2.0] KerBalloons, by JoePatrick1 - This mod brings balloons into KSP, allowing you to gather atmosphere science without launching a rocket or plane.
  • [x.x.x] Mouse's project thread, by SpaceMouse - Random part mod for learning purposes.
  • [x.x.x] My Coming up KSP Mod, by Kerbal Nerd123 - An assortment of WW2 fighters for KSP.
  • [1.1.3] Old School Fairings, by Felbourn - Greetings, Kerbanauts! Do you play with Stock aero? Do you like old school fairings?
  • [1.2.0] Rockolight and Rockopanel Adapters, by SpannerMonkey(smce) - A new take on adapters, this mod has adapters with animated openings.
  • [1.2.2] Simple Adjustable Fairings, by blowfish - Single part fairings with a simple length adjustment and fairings are transparent in the editor so that you can build your payload easily.
  • [1.2.2] Smashing Industries, by SmashingKirby148 - This is a thread for a WIP pac.
  • [1.1.3] Stock Part Revamp, by Ven - This part pack replaces several of the stock textures and models, hopefully making them more beautiful in the process.
  • [1.x.x] Tokamak Industries Refurbished, by Tokamak - This pack has parts that cover all aspects of your mission.  It also includes Porkjet's Hab Pack parts.

Weapon mods:  For when your Kerbals need to use some heavy firepower to blow up the KSC.

  • [1.1.3] BDArmory FPS, by V8jester - When it positively absolutely must be destroyed overnight!  BD FPS is dependent on BD Armory, KIS and Module Manager to function.
  • [x.x.x] Blue Hawk Industries, by TMasterson5 - This is a pack for 1970's era weapons and is a finalized mod. It will no longer be added to, but will be maintained for functionality.  Dropbox link
  • [x.x.x] Master Tech Weapons, by TMasterson5 - Master Tech Weapons is a weapons expansion pack for BD Armory. It is now finalized and will not be added to, but will be maintained for functionality.
  • [1.1.2] MalFunc Weaponry, by Themorris - Naval weapons add on for BDArmory.
  • [1.2.x] NAS - Naval Artillery System, by Acea - (NAS) is an expansion of the BahamutoD's BDArmory, providing a set of naval weapon replicas and weapons used to attack naval ships from both side in WWII.
  • [1.2.x] North Kerbin Dyanamics - Nuclear Bomb and Heavy Ordnance Pack, by harpwner - The definitive BDArmory Nuclear Weaponry (and other things) Pack!
  • [1.1.2] Star Wars Mod, by KSP Bros KS - Just a little BD addon with red, green, blue, and orange lasers from Star Wars, using tibanna gas. 
  • [1.0.5] Tycho Orbital Shipyards Weaponry, by sashan - This mod is a Point Defense Cannon as seen on MCRN Tachi space corvette in The Expanse TV series.
  • [x.x.x] Wraithforge (BD Armory addon), by Wraith977 - Addon for BD Armory currently containing several weapons made by various divisions of Denel in South Africa.

Construction mods:  Want to build stuff outside of the VAB or SPH?  These  are the mods to get the job done!

  • *[1.2.2] Firma - Permanent Base Structures, by Sassenach - A means of building away from the KSC (Ground Construction/Extraplanetary Launchpads) is recommended but not strictly required.
  • [1.0.5] KAS Assembled Aerobraking Shield, by AlbertKermin - This is a 2.5 m heat shield, to which can be fitted with (through KAS, KIS, or in the VAB) eight additional panels that expand it to a 5-meter radius.
  • [1.x.x] Kerbal Construction Time, by magico13 - This mod is designed to make vessels take time to build rather than being able to constantly launch new vessels one after another.
  • [1.2.2] Keridian Dynamics, by Eleusis La Arwall - This pack contains converters like Furnaces, 3D-Printers and a Chemical Reactor to produce RocketParts from Ore or MetalOre.

Replica Spacecraft and Launcher mods:  Because reproducing Vostok 1 without these conical boosters isn't really reproducing. Mods that bring real rockets to KSP are located here.

  • [1.0.x] Boeing X37, by Tristonwilson12 - This is a Boeing X37 replica.
  • [1.1.x] Chinese Pack Continued, by Wavechaser - This is a Chinese rocket replica parts pack.
  • [1.x.x] German WWII rockets, by TiktaalikDreaming - This adds in some German rocket designs, incluing the A-12 orbiter rocket.  It was never built, but was a fairly well sketched out idea.
  • [1.1.2] ISS Dev Thread, by Mike-NZ - This is a mod to replicate all the ISS parts.
  • [1.2.0] Lionhead ESA Launchers Continued, by MacLuky - This pack includes ATV and Ariane 5 launcher, Ariane 4, Vega, Diamant A and Europa 1.
  • [1.x.x] North American Rockwell Mars Excursion Module, by TiktaalikDreaming - This is a replica for a design of a manned Mars Excursion Module (MEM) that has in the years since become somewhat iconic.
  • [x.x.x] Saturn V (Reincarnation), by DECQ - This is a revised mod by DECQ of the Saturn 1C, Apollo block III.
  • [1.2.2] Soviet Probes & Soviet Rockets, by raidernick - Adds replicas of well-known Soviet launchers (R7 family, UR-500 Proton and Zenit) and probes.
  • [x.x.x] Space Shuttle, by Mike-NZ - This is a space shuttle replica mod that was in development.  Dropbox link, Mike-NZ has 2 shuttle links, not sure which is useful.  Other Shuttle mod.
  • [x.x.x] SpaceLaunchSystem, by DECQ - This is a parts pack for NASA's SLS currently in development.
  • [1.1.3] SpaceX Interplanetary Spaceship, by CMDR Flexo - This is a WIP for a 1:1 scale SpaceX ITS for Kerbal Space Program.

Replica Parts mods:  Need a few real world parts for your Space Shuttle?  See if we have what you need.

  • [x.x.x] FASTCORP Autogarage, by fast_de_la_speed - The Autogarage is a compilation of real-life vehicles converted for use in KSP!
  • [1.1.3] Forgotten Real Engines, by Zarbizaure - This pack is intended to fill the engine gap within RO. Tired of unrealistic models? Want moar engines? Or just a specific engine forgotten by the modding community?
  • [1.x.x] NK-33 Engine, by Mad Rocket Scientist - Replica of a Soviet era rocket engine.
  • [x.x.x] PEBKAC Saturn parts, by Kurld - This is a version of the Saturn S-IC thrust structure for mounting 5 engines under a stack.
  • [1.2.0] Shuttle Payload Technologies, by MrMeeb - Small parts pack that adds in payloads for your Space Shuttle missions.

Star System Pack mods:  These packs are literally out of this world.  Venture forth to these new and exotic stars to discover their secrets.

  • [1.x.x] Alien Space Programs, by GregroxMun - Take KSC And Push It Somewhere Else! (Duna, Laythe, or Eve).
  • [1.1.3] Gargantua Black Hole, by KerbalMan23 - What this mod does is add a black hole to your game! (Warp drive HIGHLY recommended).
  • [1.1.3] KASE, by KillAshley - A complete re-work of the stock planets, KASE aims to bring out the native beauty of the stock worlds, without taking away from what made them great in the first place!
  • [x.x.x] Larinax Solar System, by RA3236 - This is the first planet pack to include a developing protostar system. It is currently WIP and contains Larinax, the main star, and Laephus, a terrestrial planet.
  • [1.2.0] Revamped Stock Solar System, by GregroxMun - Revamped Stock Solar System is a mod that takes the stock Kerbol system and makes it look quite a bit cooler.
  • [1.2.2] SASSx, by Sigma88 - Like SASS, this expansion will include stockalike analogues of bodies found in the solar system.
  • [1.2.2] Seven Worlds around SLIPPIST-1, by GregroxMun - Rendered in a stockalike art style, SLIPPIST-1 is a Kerbalized rendition of the TRAPPIST-1 star system.
  • [1.2.1] Stockalike Solar System, by Sigma88 - This mod rearranges bodies from other mods to reproduce the Solar System but with a Kerbal style.
  • [1.2.x] Total Rebuild, by The White Guardian - This mod destroys every stock KSP body save for Kerbin and the Sun, before adding a completely new planetary system.
  • [x.x.x] Traveller's Dream Planet Pack, by TheSealBrigade - Tech De Ra is a pleasant, always-90 degrees paradise. You better bring your lawn chair, because lying in the sand is an extremely bad idea!
  • [1.1.3] Universe: Star System, by Daeridanii - Universe is the same size as the Toy Solar System mod, except, instead of just downscaling existing planets, Universe replaces and adds more.
  • [x.x.x] Upsilon Kandromedae System, by ProtoJeb21 - UPSILON KANDROMEDAE is a Kerbalized version of the real-life Upsilon Andromedae system.
  • [1.2.2] 34Tauri; Firefly's The Verse, by Pretorian28715 - For all those Browncoats (Firefly Fans) out there that like to Travel, this is the mod for you!

Planet Pack mods:  If you're tired of going to Jool over and over again, these mods are happy to provide new lands to explore.

  • [1.2.1] Arkas, by The White Guardian - This Mod adds a single planet to the Kerbol system between the orbits of Moho and Eve.
  • [1.1.3] Copied Planetoid Mod, by AlbertKermin - This adds and modifies a few bodies in the Kerbol system.
  • [x.x.x] Dres is a Harsh Mistress, by BigFatStupidHead - Dres, with it's low gravity and no atmosphere, gives you a great leg up on an interplanetary space program.
  • [1.1.3] Farlo Planetary Pack, by StickyScissors - This planet pack adds a few new planets and moons to the KSP stock system.
  • [x.x.x] Hot-Jool Mod, by UranianBlue - This mod has a gas giant relocated close to Kerbol.
  • [x.x.x] Raid planet/moon addon, by KerikBalm - This mod is basically a terraformed mars replacement for Duna.
  • [1.0.5] Saru Planet Pack, by tygoo7 - This is a planet pack that includes a Saturn analog for Kopernicus.
  • [1.1.2] Sigma: Lava Laythe, by Sigma88 - So Sigma88 thought: "why don't I make an alternate version of Laythe, but with lava!"
  • [1.1.2] Stock Planet Expansion, by The White Guardian - Stock Planet Expansion or S.P.E is a pack that adds countless moons to the Kerbal solar system for you to explore! From Moho to Eeloo, we got you covered!
  • [x.x.x] The Death Star, by cubinator - This is a Kopernicus addon meant to recreate the original Death Star. It features a superlaser crater and an equatorial trench.
  • [1.2.1] Xen's Planet Collection, by Xenonclave - This is a collection of stock-alike and (mostly) procedurally-generated Kopernicus planets and moons.

Planetary Structures mods:  Tired of just the KSC and the island runway to go to?  Fill your world with bases to make it feel more real with these mods.

  • [1.2.0] Alien Space Program, by GregroxMun - Take KSC And Push It Somewhere Else! (Duna, Laythe, or Eve).
  • [1.x.x] Kerbal Cities Pack, by amankd - This WIP mod attempts to make a basic proceduraly generated city with a variety of buildings and road networks for KSP. 
  • [1.2.x] Real KSC in KSP, by Tristonwilson12 - This brings the real Kennedy space center and cape Canaveral and some various pads around the Globe, to KSP VIA Kerbal Konstructs.
  • [x.x.x] South-West Launch Site, by Beale - A small launch site located on the north island of Kerbin's own New Zealand.

Planetary/Atmospheric Visual mods:  Want to make your planets look stunning beautiful?  These mods will help.

Gameplay mods:  These mods are (quite literally) game changers. Look here for new game play possibilities.

  • [1.2.2] CommSat Transponder, by Jso - The purpose of this module is to allow any antenna or combination of antennas on a vessel to act as a relay.
  • [1.2.1] Galactic Neighborhood, by Sigma88 - Galactic Neighborhood,loading multiple planet packs in the same game.
  • [1.2.0] Kourageous Tourists, by whale_2 - This mod temporarily promotes tourists to crew members and imposes several restrictions on them when they can go EVA.
  • [1.1.3] Punish The Lazy, by technicalfool - A really simple reputation nibbler.
  • [1.0.5] WAST Stock Realism Reblance, by Wavechaser - This mod puts the difficulty between stock game and RO, and specs making as much senses as possible.

Gameplay Parts mods:  Looking to modify or add in parts to change your gaming experience?

  • [1.2.0] Boosteriferous SRB Thruster Profiles, by soundnfury - Shuttle SRB's were designed to have a burn rate that varied with time, decreasing the thrust while passing through Max Q. So why can't KSP SRB's do the same?
  • [1.1.2] KerbalBrain, by critic - The idea is basically having a part that can perform the same engineering activities using KIS tools as a Kerbal can.
  • [1.1.2] Make it SINK, by Fengist - Turn any stock vessel into a submarine.
  • [1.2.0] Newbier Newb's Revamp of Civilian Population, by Tralfagar - This mod adds in the concept of a off planet Kerbal population that can expand and grow over time.
  • [1.0.x] PARA-SCI JUMP DRIVE, by parameciumkid - A jump drive where to jump anywhere, you have to have already been there and left something for the drive to target.
  • [1.2.0] Solid Electric, by Sharpy - Solid Electric introduces a set of parts based around the propellant. All parts run on the solid propellant and electric charge.

Realism Gameplay mods:  Want KSP to simulate real life better?  Need to change the level of difficulty from the stock KSP?

  • [x.x.x] Free IVA, by pizzaoverhead - Free IVA! Free as in freedom: Get out of your seat while in IVA, move around inside your craft, open and close hatches.
  • [1.2.0] PersistentThrust, by mrsolarsail - PersistentThrust is a plugin that allows propulsion systems to operate during timewarp.
  • [x.x.x] Radioactivity, by Nerta - This is a plugin whose goal is to add a relatively realistic radiation simulation system to KSP.
  • [1.2.1] Real Battery, by Blackline - This mod rebalances stock batteries to create a more realistic battery function.  It increases battery storage but limits discharge and recharge rates.
  • [1.1.0] Solar Cycle Simulator, by Whitecat106 - This plugin simply generates and tracks the constantly changing solar cycles of the sun, this can be used in conjunction with RSS or a Stock game.
  • [1.2.2] Sufficiently Realistic Progression Zero, by NotTheRealRMS - This is a mod pack that modifies KSP for a more realistic experience.  Not a good/accurate description, needs work.
  • [1.2.0] Water Expansion, by CliftonM - This mod attempts to add an expansion to water physics in terms of pressure, engines, etc.

Life Support and Health mods:  So that guilt is no longer the only consequence of leaving your Kerbals stranded on Eve.  Crank up the difficulty in your missions by adding in some of these mods!

  • [1.2.2] KabinKraziness, by JPLRepo - KabinKraziness goes up over time based on how much space the crew have, how far from Kerbin you are and if your Cabin temp is within 5 degrees of the climate control setting.
  • [1.2.0] KeepFit, by timmers_uk - A plugin to track kerbal fitness levels and impact their G-tolerance as a result of spending years bunged up in tiny capsules.

IVA mods:  Want to try flying the whole mission from the cockpit?  Or do you just need a better interior for your crew to look at?  Find what you need below.

Polished Parts mods:  Eye-candy goes here!  Change your part textures to make them pop or change appearance in different environments.

  • [1.2.2] DCK: Camo for KSP, by DoctorDavinci - This mod contains MM configs that add camouflage to some of the stock parts using the FStextureswitch2 module from Firespitter.
  • [1.1.x] CoolRockets!, by sarbian - This is an early release of a visual enhancements for stock engines and stock tanks.
  • [x.x.x] Dangerously Shaded Stock Refresh, by DangerouslyDave - This is a WIP mod that is a reshade of the stock textures.
  • [1.2.x] Destruction Effects, by jrodriguez - This mod adds flames and smoke to certain parts' joint break event.
  • [1.2.2] RealisticComponents, by VikingStormtrooper - RealisticComponents Suite is a collection of small mods for KSP 1.2.2; the aim is to provide parts that look like the real ones.
  • [1.2.2] Stock Part Revamp, by Ven - This part pack replaces several of the stock textures and models, hopefully making them more beautiful in the process.

Visual and Sound mods:  Specially dedicated to make your visual and audio experience even better!

  • [x.x.x] IVA Everything, by martinezfg11 - Looking at KSP's awesome new feature, IVA's, you see through windows or "cutaways", is interesting and fun. What if the cut-aways were not only for parts with IVA's?
  • [1.x.x] Kerbal Sound Overhaul Project, by pizzaoverhead - Aside from rocket engines and explosions, Kerbal Space Program is currently a very quiet game. This project is an attempt to fix that.
  • [1.0.4] ProbeControl, by Tabakhase - A command center-like-IVA for unmanned vessels (Probe Cores).
  • [x.x.x] TheWriteStuff, by CmdrThyte - DO YOU HAVE WHAT IT TAKES...to write stuff?  Customize your space ships by adding text and decals to part textures.

External Software:  This is helpful software that does stuff for KSP outside of the KSP game.

  • [x.x.x] Arduino based physical display, by zitronen - This is useful software and information for Arduino physical display's for launching your Kerbals.
  • [1.2.9] Kerbal Sim Pit, by stibbons - This plugin maintains serial connections to one or more hardware devices.
  • [1.1.3] kIPC - Inter-Processor Communication Between kOS and KRPC, by dewin - This is a KSP plugin to try to implement a bridge between kOS and KRPC.
  • [1.1.2] ModelLessModlets,by genericeventhandler - This is a bunch of ModuleManager scripts that take stock models and modify them. 
  • [x.x.x] Stand Alone Map View, by Unit327 - A Kerbal Space Program mod that opens the map view in another window/monitor.

 

Older Development Mods

DO NOT ASK FOR UPDATES!  Mods not activily under development, no author activity in over 1+ years are located in this section.

Modding Tools:

Utility Mods:

  • [x.x.x] Extended Trim, by MasseFlieger - This adds additional options in our trim controls, below is an early attempt to add this into the game.
  • [x.x.x] Flight Computer, by pixartist - Fully automated flight, programmable via VPL.  Last post.
  • [x.x.x] KerbalGIS, by Gnonthgol - This plugin will setup your own tile server inside your game. This allows you to get better resolution, newer maps and better plugin integration.
  • [0.9.0] LaserDist, by Steven Mading - This is a very small plugin. It makes a KSP Part that measures straight line distances by laser.  ARR
  • **[1.0.5] LightsOut, by nodrog6 - Add day and night modes to the VAB and SPH! Turn off the lights in the editors! Works at all upgrade levels!  Last post.
  • [x.x.x] MagneticEVA, by *Aqua* - A WIP mod developing a magnetic boots functionality for EVA'ed Kerbals.  No License Visible
  • [x.x.x] OrbitSnap, by godefroi - OrbitSnap addon will "snap" a vessel to the orbit of a predefined orbit, and eliminate any (tiny) perturbations that may have been inflicted as you adjusted your antennas.

Career, Science and Tech Related Mods:

  • [x.x.x] Contractpack: Dawn of the Space Age, by KSP_Jack - A campaign type mod for career and tech progression?  The patches alone are worth salvaging if possible.
  • [x.x.x] RealScience, by Agathorn - Say good bye to whack-a-mole style "science", and embrace a more solid research based approach to science.
  • [0.2.3] RealSimpleScience, by Sandworm - More space/atmo science closer to kerbin, none of which is biome-dependant.  Dropbox link
  • [x.x.x] Tek Industries Science, by tek_604 - This is a plugin for science, including parts. Last post.

Space Related Part Mods:

Air, Sea, Ground Related Parts Mods:

  • [x.x.x] A Mod Devoted to Rover Systems, by I.T Marcus - A mod devoted to building functional rovers.  All of the parts are untextured as of right now.  Last postDropbox link  No License Visible
  • [x.x.x] ACI - Aeropod, by Quellcrist - This is a unique and well done 1.25m cockpit stylized to resemble the F-8 CrusaderDropbox link
  • [x.x.x] Aerostats, by wasml - This is an airship part(s) mod.
  • [x.x.x] Amphibious Hovercraft, by zitronen - A single part hovercraft replica I believe.  3rd party download link
  • [x.x.x] AUC Aeronautic Technology, by Hary R - This is a small parts pack for aircraft similar to F-22/F-23 style.
  • [1.0.5] FantomWorks, by FreddyPhantom - This part pack provides parts, as an extension for KAX by Keptin (KAX is not required to run this).  Last post.
  • [x.x.x] Hover craft, by flywlyx - Replica model of a Soviet/Russian Hovercraft. 
  • [1.0.2] Instell Inc. Experimental Engines, by 8bitsblu - Unique and Robotech-ish looking scram jet parts.  Google Drive link  No License Visible
  • [x.x.x] Intui-Tech SRAVE, by trekfan42 - SRAVE- Slim, RAdial, Vtol, Engine.  A disc shaped VTOL engine concept.  GoogleDrive link  No License Visible
  • [1.0.2] Mk2 SR-71 Fantomworks, by FreddyPhantom - Stock-a-like Mk2 SR-71 cockpit.
  • [x.x.x] Portable Rover Components, by alexustas - This is a WIP mod that is a small portable rover.  Last post. Dropbox link
  • [x.x.x] RamJet, by Jahulath - Ramjet engine parts pack.  Dropbox link  No License Visible

Part Packs and General Parts Mods:

  • [1.1.3] ATK Propulsion Pack, by Kartoffelkucken - This mod adds various solid rocket motors from Orbital ATK (Thiokol) into the game.  ARR
  • [x.x.x] Concave Construction Kit, by craigp - A parts pack with some unique parts.  External link  No License Visible
  • [x.x.x] Derp Shield Corp's Pack, by Reign Of Magic - This is a WIP large engine part pack.  ARR
  • **[x.x.x] Foldaway Elevator, by Jahulath - Presenting the all new JonzCo foldaway elevator!  Dropbox link  No License Visible
  • [1.0.5] Hot Contents Orbital Systems, by Hysterrics - This is a mod that aims to have multiple parts for every purpose imaginable.
  • [x.x.x] Metal Wasp Industries Solar Panel and Parts Pack, by MrWizerd - This is a re-release of parts originally made by Terazone kerbal TetrisWizard.  Last postIsn't this mod integrated into another one?
  • [x.x.x] MJY Future Space Industries, by mjy - This appears to be a model pack of 3 Sci Fi ships from DS9, Stargate, Star Trek.
  • [x.x.x] Modular Rover Parts, by zilfondel - The RV-1 Rover Cabin is feature complete and is now available for download!   Google Drive inkLast post.
  • [x.x.x] Nuclear Salt Water Rocket, by shynung - An engine mod based on the concept of the Nuclear Salt Water Rocket.
  • [x.x.x] Part Models, by Martonaut - 2 part models available to anyone who wants to use them.  Dropbox link
  • [1.0.0] Radial Engine Mounts, by TeeJaye85 - This initial release contains two Radial Engine Mounts designed to allow you to turn your stack-mounted engines into radials.  Patch by MeCripp (Dropbox)
  • [0.9.0] Stack Inline Lights, by alexustas - 'Stack Inline Light' with full color and brightness setup and in any sizes!  Last postDropbox link
  • [x.x.x] The Open Part Mod, by Ven - The Goal: Create a probe for exploring asteroids grazing kerbin's sphere of influence.  Google Drive link  No License Visible
  • [x.x.x] Tim Yam's Spaceliner, by pandoras kitten - This thread functions as a showcase for Tim Yam's incredible adventures in the world of 3D modelling.
  • [x.x.x] Vodorod: Engines pack for RO, by SirKeplan - A couple of Hydrolox engines, primarily aimed at Realism Overhaul and not Stock.  Dropbox link

Weapon Mods:

Planetary Mods:

  • [x.x.x] Cloud configurations for OPM, by Eleusis La Arwall - Different cloud looks for OPM mod.  Last postIs this mod obsolete?
  • [x.x.x] Kerbal Binary devthread, by ibuckshot5 - Kerbal Binary is a mod similar to Kerbal Galaxy 2, but there doesn't have to be just 1 mod with the star-systems-around-a-black-hole feature, right?  ARR
  • [x.x.x] Kerbal Universe 2, by Poryy - A alternate Kerbol system pack.  Dropbox link  No License Visible
  • [1.0.4] Kerbin 365, by Nolnoc - Kerbin 365 was created with the goal of making space travel harder for veteran players, while still allowing the use of Career Mode and custom rocket packs.  Last post.
  • [1.0.5] SKY - Scale-up Kerbalism for You, by SkyRex94 - A KSP Kerbol system re-scaling and modification mod.  Last postDropbox link
  • [0.9.0] StarSystems, by medsouz - This is a multi star system mod with a black hole.  Last post
  • [x.x.x] Spud - A Moon for Dres, by MrChurnley - Dres was thought to be a lonely planet.  Then Spud showed up. 
  • [x.x.x] The New Kerbol Mod, by MrHappyFace - This completely redesigns the stock planets, while keeping the same feel. It adds zombies to Laythe, horrific winds to Eve, and general awesomeness to every planet.

Gameplay Mods:

  • [x.x.x] Air Traffic Control, by skykooler - This mod adds an ATC menu to the game, which has been largely inspired by the one in Microsoft Flight Simulator X.
  • [x.x.x] D.E.F.L.E.C.T.O.R. Shield, by kimiko - De-Fluctuating Energy Capacitor for Temperate or Overcooked Re-entries Shield.  Dropbox link
  • *[x.x.x] Electrical engines!, by touzenesmy - Tired of using a lot of stacked batteries to get more than 4k electric power ?, we thought about you!  This mod adds electrical powered engines.  Last post.
  • [1.0.2] ExtraPlanetary LaunchPads Extended Part Pack, by rabidninjawombat - Additional part and re-texturing of EPLP.  Last post.
  • [1.0.5] N.A.N.A. Wildfire, by kimiko - WARNING: THIS IS A WORK IN PROGRESS: THINGS MAY ACTUALLY CATCH FIRE!  Last post.
  • [0.9.0] PackedParts, by bear67 - Ever run out of Rocket Part Storage and wanted a way to Compress them for later usage? Pack your Rocket Parts at a 10:1 Packed Parts Ratio.
  • [x.x.x] Telemetry Radio, by woodywood245 - A mod for transmitting data from a spacecraft to the ground like Telemachus, but with the line-of-sight and range restrictions of RemoteTech.  No License Visible

Visual and Sound Mods:

External Software:

  • [x.x.x] DMP Linux Server Tools, by dsonbill - A set of linux-native tools for administering and installing a DarkMultiPlayer server on GNU/Linux. Pastebin link
  • [x.x.x] DMPExtendedPlugins, by dsonbill - DMPExtendedPlugins is a plugin for DarkMultiPlayer server. 3rd party download link
  • [x.x.x] Firmata and Direct Serial for Auduino/others, by marzubus - This allows KSPAddons to open a direct serial port and talk with an Arduino or any serial device.
  • [x.x.x] GetOffMyNetwork, by ragzilla - Attempts to run early in load order to inspect (using Mono.Cecil) all other plugins loaded into the KSP AppDomain.
  • [x.x.x] Leap Motion Plugin, by nadvonm - You can control your rover and fly your plane with just moving your hand in front of your screen.  Dropbox link  No License Visible

 

Abandoned Mods

Abandoned by Author, Development Pages:

 

Final note, if the mod librarian stops being active in the libraries for longer than 6 months for whatever reason, I hope that someone will volunteer to continue maintaining this library for the community's use.  You have my permission to do.

For future curators of this library:  All posts created prior to April 1, 2017 have been inspected.  There is no need to go farther back than that.  There may be a dozen or so mods I may have missed or thought they were not in a working state to be included, its probably not worth the effort to find them.

Some advise for library maintanence:  The development pages are like a plant, always in growing and changing, they require more attentiveness than the release pages.  Only add mods that have functional models or code to the library.  Review Current and Older Dev section every 3-6 months to relocate mods as necessary.  If a mod is adopted and re-released in either Add-on forum, ensure you remove old or irrelivant links to keep library functional.

Edited by CarnageINC
maintenance
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I just want to say: I'm impressed with the amount of effort you've put into this.

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^^^ as am I.  As someone who may at some point grab something off this list to try reviving on as a break from other projects (because of course the only break from development for us Real Developers is more development!) I'd wanted to voice my support on the original thread but it was a busy weekend for me, and you moved too quick!  :rep:

However I don't understand why you not only included mods with known active authors, but put them at the top?!?  That almost seems like shaming.  I know that certainly wasn't the intent, but it just doesn't sit right with me TBH.

I thought the main purpose was to highlight known or suspected inactive mods for developers, so I'm not sure why including mods that are just not updated yet is needed?  For ordinary mod users I would think the CML (also excellent job BTW!) would already be sufficient for seeing what's available for current KSP and what's not.

At the very least I'd like to suggest reversing the section order.  Also rather than going by mod author status, perhaps likelihood would be better... e.g. "known abandoned", "probably abandoned", "possibly abandoned".  Some of that may be subjective but since there are always uncertainties with this type of thing it's hard not to be.

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59 minutes ago, DStaal said:

I just want to say: I'm impressed with the amount of effort you've put into this.

Thank you, I enjoyed do this.

 

12 minutes ago, paulprogart said:

^^^ as am I.  As someone who may at some point grab something off this list to try reviving on as a break from other projects (because of course the only break from development for us Real Developers is more development!) I'd wanted to voice my support on the original thread but it was a busy weekend for me, and you moved too quick!  :rep:

However I don't understand why you not only included mods with known active authors, but put them at the top?!?  That almost seems like shaming.  I know that certainly wasn't the intent, but it just doesn't sit right with me TBH.

I thought the main purpose was to highlight known or suspected inactive mods for developers, so I'm not sure why including mods that are just not updated yet is needed?  For ordinary mod users I would think the CML (also excellent job BTW!) would already be sufficient for seeing what's available for current KSP and what's not.

At the very least I'd like to suggest reversing the section order.  Also rather than going by mod author status, perhaps likelihood would be better... e.g. "known abandoned", "probably abandoned", "possibly abandoned".  Some of that may be subjective but since there are always uncertainties with this type of thing it's hard not to be.

You are correct, its not intentional.  Nor is it shaming, your reading way way to deep into ordering.  I'll rethink section names, but for organizational purposes I prefer the section order.  The main purpose of this library, injunction with the main community library, is to document every viable mod on the forum so mods will no longer be 'lost in time'.  For organizational reasons, the main library mostly contains mods that work for KSP.  If it was my choice, for strictly organizational reasons, any mod 'outdated' would be placed here and not included in the main library.

Mods listed here might work or they might need some assistance.  If an author says "Hey my stuff still works", it will promptly be put in the other library.  If not, it has place it can still be found.  You can almost think of this library as a retirement home for old mods.  That is the reasoning that ANY MOD that is not actually labeled v1.2+ is located here.  So for some reason if the mod doesn't actually get updated its still documented somewhere.  Its better to keep on top of the issue then it is trying to track down mods pages down from the top.  Is it more hands on or micro managing, yes I believe it is.  Do I have the time and interest in this method, yes I do.  Will I always feel this way, I don't know.  That's why I gave permission for anyone to take over the project if I'm not active for 6 months or more.

I view the ordering more as a courtesy than a shaming.  Would I like the current creators or caretakers to notice their mods are here, yes I would.  Do I want them to update their mods to v1.2+, yes I would.  Would I like them or anyone else to tell me they still work if they don't relabel them and don't need to be here, yes, I would appreciate that.  Are active modders more like to notice that their mods are here if they are up top, more likely.   Do I want to bother them with PM's or clog up threads with questions about updates or "does this still work?" ...NO I DO NOT.  I'm not a mind reader, nor do I read everything everyone says.  I have no clue if they care if the mods are here or not, but if they do care or want to help me ensure they are in the main library for community's benefit, then in my opinion, its best they are up top to be noticed.

I want mods listed here to find new life if they can.  If they don't, they don't.  Is it shaming?  I don't view it as such, nor should anyone else.  One last thing about this.  What is always found at the bottom of a toy box or a bargain bin?  Stuff no one wanted, noticed or cares about.  Why should this library be any different?

tl,dr; I'm wrong if I do, I'm wrong if I don't.  It is what it is.  But I will rethink the labeling, it didn't flow well to me anyways.

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8 hours ago, CarnageINC said:

However, I am human and I may unintentionally included mods that can not be updated for whatever reason or may be obsolete due to KSP updates.

:)

And if we speak seriously I'm currently interested in reviving ESLD Jump Beacons.

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Posted (edited)

LOL @RealGecko!!!  Thats actually a cool song, thanks for that RG!!! :D

Yeah, my next little project is to mine out the Development pages.  I need to recharge after 2 weeks of hammering this stuff.  So I figure by next Saturday it will be done and probably another 50-60 more mods will be added to the list above.

Edited by CarnageINC
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IMHO, you should remove mods which you know are under Active Development, such as FAR

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All my mods listed should still be compatible since they are very simple and the syntax of the requirements didn't change (RT and Kopernicus)

 

I haven't updated any of those because I haven't received any complaint, but I still see the download counter tick, so I guess they still work

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Move the TestFlight into the active modder list.  This was one I had started adopting, but he now has a working version for 1.2.2 and requested that I remove mine, which I did

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2 minutes ago, linuxgurugamer said:

IMHO, you should remove mods which you know are under Active Development, such as FAR

I thought about that.  How about this, if its already in the main library, such as FAR and Infernal Robotics, I'll remove it from here.  If its under development/updating but not already in the main library, I'll keep links here till they are released by the modder. 

Maybe I'll add a small section for any mods that someone is currently updating.  The pain of all this work is finding and keeping track of things.  So having a physical description with a link helps move mods from one library to the other.  Does this sound like a good idea?

8 minutes ago, Sigma88 said:

All my mods listed should still be compatible since they are very simple and the syntax of the requirements didn't change (RT and Kopernicus)

 

I haven't updated any of those because I haven't received any complaint, but I still see the download counter tick, so I guess they still work

Okay, since I have your blessing Sigma, I'll retag your mods a light green and send them over to Gaarst to insert into the main library.  Thank you for clarifying their compatibility.

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The IXS Enterprise mod is not abandoned, the developement was taken from @Sophia to @Denko666, here's the relative thread:

 

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5 hours ago, paulprogart said:

However I don't understand why you not only included mods with known active authors, but put them at the top?!?  That almost seems like shaming.  I know that certainly wasn't the intent, but it just doesn't sit right with me TBH.

 

I have talked to linuxgurugamer about the point you brought up.  If 2 people have similar thoughts on the same subject so quickly it means that its an issue.  Thank you for your input, I want this library to be as user friendly as possible.

 

18 minutes ago, Nansuchao said:

The IXS Enterprise mod is not abandoned, the developement was taken from @Sophia to @Denko666, here's the relative thread:

 

Noted, thank you :wink: 

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I can confirm that IXS Warpship by @Denko666 is pretty good. I tested it yesterday as I wanna add it to my career play :)

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2 hours ago, RealGecko said:

:)

And if we speak seriously I'm currently interested in reviving ESLD Jump Beacons.

You are aware of FTL Drive Continued?  

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Just now, linuxgurugamer said:

You are aware of FTL Drive Continued?  

Yeah, I'm aware that you revived the mod.

But I'm seeking for alternatives also, I have some options here: FTL, Warp Drive (either standalone with KSS Asimov chassis or based on IXS Warpship) and ESLD that looks pretty interesting :)

I never tried it as it's not updated since 1.04 which I never played.

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2 hours ago, RealGecko said:

And if we speak seriously I'm currently interested in reviving ESLD Jump Beacons.

There's a revived version that works in 1.2:

 

7 minutes ago, linuxgurugamer said:

You are aware of FTL Drive Continued?  

Slightly different approach to the same problem: FTL Drive is a jump-drive, ESLD Beacons are warp-gates.  They behave vary similarly, but who has to pay for the jump is different.

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Just now, DStaal said:

There's a revived version that works in 1.2

OMG it's also available on CKAN. How could I pass it by???

I'm off! I wanna try it now :D:D:D

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8 minutes ago, DStaal said:

Slightly different approach to the same problem: FTL Drive is a jump-drive, ESLD Beacons are warp-gates.  They behave vary similarly, but who has to pay for the jump is different.

Absolutely!

FTL Drive doesn't have a significant cost, other than needing EC and having to get the beacon out there in the first place.  It's very useful for streamers (I was asked to revive this by one) who don't want to spend all their time flying.

10 minutes ago, DStaal said:

FTL Drive is a jump-drive, ESLD Beacons are warp-gates.

Actually, ESLD Beacons also has a jump-drive, the IB-1 Integrated Drive

 

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Just now, linuxgurugamer said:

Actually, ESLD Beacons also has a jump-drive, the IB-1 Integrated Drive

(I didn't want to get into the weeds of 'well, except for...'  :wink: )

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11 hours ago, CarnageINC said:

[1.0.5] Camera Tools, by BahamutoD - This mod adds a tool that you can use to achieve various camera angles. It's helpful for getting cool shots for cinematics.

This one was updated on CKAN and Github.

11 hours ago, CarnageINC said:

[1.1.2] EVA Follower, by MSD - This mod allows you to order kerbals around, make them follow you, or make them patrol the area.

Unofficial build that works.

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12 hours ago, CarnageINC said:

[1.1.3] SimpleLife, by MatterBeam -  This mod aims to integrate simple life support and Kerbal recruitment mechanics into the stock game.

@MatterBeam complained about lack of time for development and even passed pleasure of supporting Simple Construction to me.

The mod itself is a set of MM patches that use USILifeSupport.dll (available for 1.2.2) and CivilianManagment.dll (outdated but there's a Revamp). So might be not hard to revive.

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1 minute ago, RealGecko said:

I've created a Github repo and released unofficial recompile.

Beat me to it

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1 minute ago, linuxgurugamer said:

Beat me to it

Only after seeing this mod in the list I understood what I was missing for the last week. That what happens when you don't play for more than three months :D:D:D

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1 hour ago, RealGecko said:

I've created a Github repo and released unofficial recompile.

Are you going to make it official (ie: adopt it)?

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