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Showing results for tags '1.12.x'.
Found 6 results
SpaceX Barge Lander 2
Future Astronaut posted a topic in KSP1 Mod ReleasesThis adds a SpaceX Droneship to land your rockets on! It includes a static for Kerbal Konstructs and a VAB part. This is a continuation of Space X Barge Lander, which only had a KK static. I added the VAB part. In the future, I hope to add more parts related to SpaceX's Fleet, such as tugs. It's not perfect yet, but I'm working on it. I want to thank @ColdJ for his continued help with this, my first part mod. Dependencies: KerbalKonstructs (if you want the static) ModuleManager Download from: SpaceDock CKAN Github License: MIT
[1.12.x] Extreme Plane Contracts
Future Astronaut posted a topic in KSP1 Mod ReleasesDo you want more of a challenge for planes? Then this mod is for you! It will eventually include staying at a certain altitude for a certain amount of time (like 1 hour) and flying all around Kerbin. Current Contracts: Stay above 3000 meters for 30 minutes. Requires Contract Configurator I highly recommend Planes with Purposes and Kerbin Side Remastered GAP for less difficult contracts. Those mods inspired me to make this. Download from: GitHub SpaceDock CKAN License is MIT.
This page is no longer being updated! @Lisias has continued development here KSP 1.12.x Distant Object Enhancement Continued [184.108.40.206] Last updated September 24th, 2021 Distant Object Enhancement Continued is a visual enhancement mod that makes objects realistically visible over large distances. It is an update of MOARdv's Distant Object Enhancement bis v220.127.116.11, which is a update of Rubber Ducky's Distant Object Enhancement. I have adopted the mod with permission of MOARdv Downloads CKAN SpaceDock GitHub This version keeps Ducktopia's CC Attribution 4.0 International license. Source code here: Github source
Airbrake Expansion A new parts mod I'm working on making a new mod for KSP and would appreciate some feedback and assistance. The idea is to give the player access to several new airbrake types that perform specific roles. I love the idea of airbrakes but the stock ones... kinda suck. They're too slow to react for a proper control surfaces and they're too fragile for a proper re-entry assist, so I decided to break them up into some new parts that each perform very well in one category rather than acting as heavy drogue chutes. Completed: Fast Twitch Control Airbrakes- Very fast actuator speed, relatively small. Designed to help stop tumbling and maintain control when normal control surfaces are too cumbersome for a specific craft. Work in progress: Robust Airbrakes- Durable and large, these are the "dumb" approach to assisting with moderate re-entry. Wishlist: Smart Airbrakes- Designed to assist with extreme re-entry, they will start to retract if they near their g-force or temperature threshold. Going to require some new module coding. Looking for feedback: If you have any ideas about new niches for airbrakes that I haven't thought of yet, or ways to improve my current airbrakes, let me know. Looking for help: I'm currently struggling with "authorityLimiter" and "deployAngleLimits". Any number I enter for either of those values is being overwritten by "ctrlSurfaceRange" (or 1.5x "ctrlSurfaceRange" in the case of "deployAngleLimits".) I'm probably making some formatting error somewhere, but I can't seem to make those values play nice. Help with diagnosing the problem (or a concrete example of any mod using those values successfully) would be greatly appreciated.
First off, lets go over what this plugin is NOT. 1.) It does NOT make your display magically HDR. 2.) It does NOT automagically output HDR (it instead renders it internally in the games pipeline and sends it out to whatever you have). 3.) It does NOT require an HDR display for some of the benfits (though that would be helpful for full effect). 4.) It does NOT play nice with kerbals built in MSAA (antialiasing) modes. It DOES: 1.)Enable better color gradient handling 2.) Enable better highlight handling 3.) Work well with HDR displays and an autoHDR algorithm (such as what is now shipping in the Windows 11 dev builds) to give good quality HDR output. 4.) Eat a bit more vram than standard rendering. 5.) Allows modifying TUFX Paperwhite nits in HDR mode (this is how I use it). If you want this, setup is simple. Unlike prior mods that turned on this mode, this one features no extra baggage. There is just a config file in the zip folder that you edit with two properties. I'll quote the readme for that part: So download, extract to GameData, set settings and go. If you like, keep. If you don't, thow away. Simple. License is GNUv3 GPL. Source is at Github here. Releases here. No screenshots since KSP screenshots do not capture HDR anyways, though I am open to nomininations if you can find better gradient handling before/after instances. This is a very low priority project vs Kopernicus, but it works for me and I actually use it, so it will probably be kept working. Tested on a 55" LG B9 OLED in HDR mode with Windows 11 AutoHDR. Thanks for reading and hope you find this useful.
Image by Omega482 & Saybur Stuff Version 1.3.7 - Released 2020-12-27 Compatible with KSP 1.11.x - 1.12.x (v1.3.5 is compatible with older versions of KSP) [ ] NOTICE TO CORVUS USERS This is the community continuation of @Orionkermin's fantastic 2-Kerbal Corvus Command Pod for a Size-1 (1.25m) launch stack (with adapter for the optional Size-1.5 (1.875m) launch stack). Translations: Corvus CF is actively looking for more translations! If you can help, that would be great There is some good information to help in this thread. If you're looking to translate, please post in this thread so that nobody else picks up the same language! Done: [Deutsch] [Español] Remaining: [Русский] [中文] [日本語] [Português] [Italiano] [Français] GitHub: Please see the feature/localisation Branch for current localisation work. Effort: ~23 lines / 400 words ABOUT Corvus is a small parts pack based around a 1.25m two-seat capsule. It has been made to be a "Kerbalized" interpretation of Gemini and features a unique IVA. Included in the pack is an appropriately themed parachute/ docking port combo, a service module which features a monoprop generator, a heatshield, a slimline decoupler, and a small in-line monopropellant engine. It also contains an adapter featuring storage space and integrated decoupler to the non-standard but popular 1.875m size. PICTURES AND VIDEOS Imgur album link: http://imgur.com/a/nLqSL Fantastic review by @Kottabos on YouTube here. DOWNLOADS via CKAN - automatic updates and dependencies (recommended) GitHub - always the latest release. Also access to the source code, pre-releases, the bug-tracker, and the Wiki. Spacedock Curseforge Installation Instructions Download the archive and extract the contents of the "GameData" folder into your KSP's "GameData" directory. The Corvus Mod contains the following 2 folders for "GameData": Corvus - the mod itself HGR - a sub-set of the Home-Grown Rockets mod (also by OrionKermin) required for the IVA. Mod Recommendations Home Grown Rockets adds a complementary set of 1.875m parts, originally by @Orionkermin and currently maintained by @Kerbas_ad_astra. Animated Decouplers to have the Corvus Adapter shield its contents when using the Stock Aero. SUPPORT No logs, no support. Unless it's a feature-request, of course.. If you find a problem, try to reproduce it first with NO OTHER MODS installed. If the problem goes away, please try to identify which mod is causing the problem. If possible, please raise the issue on GitHub. CHANGELOG The full changelog is here. v1.3.7 Marked compatible with KSP1.12. Tweaked capsule slightly increased price decreased crash tolerance increased science storage range CONTRIBUTORS @Orionkermin - original author @Deimos Rast - many tweaks and fixes @fitiales - spanish translation LICENSE Corvus by @Orionkermin with Community Fixes by many is licensed under the Attribution-ShareAlike 4.0 license.