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  1. Hello everyone, I was wondering if anyone knew of a mod that adds weather to KSP. I am not talking about simple clouds from EVE, but more functional, essentially a continuation of Kerbal Weather Systems. If anyone knows of an up to date mod, please notify me.
  2. The goal is to create a real world semi realistic sci-fi mod collection with the focus on (but not limited to) achieving off world self sufficient bases. It will probably be in the form of a "mod" (Real Solar Fiction) containing patches to glue everything together, based on my old project SpaceBori’s resource patches. I am not a developer, nor a graphic designer and I don't want to do work that has already been done. So the project should not be so realistic that it becomes too complex. For now we'll have 2 forks. One depending on Real Fuels and the other on Rational Resources. Both combinations will need to be tested and everything can still change. We're starting with RSF+RF. Full Dependency and compatibility list will be on GitHub (Compatible, Needs some patches, Incompatible) Depends: Real Fuels RealFuels-Stock LRTR RSS Kerbal Construction Time Module Manager Recommends: Kerbalism Procedural Parts SXT Continued Suggests: Kerbal Engineer Redux RealAntennas Gordon's RealAntennas patches Compatible: Airplane Plus Ferram Aerospace Research Continued Kerbal Alarm Clock Kerbal Joint Reinforcement - Continued Kerbal Planetary Base Systems Currently testing: Advanced Fly-By-Wire Advanced Jet Engine AirlockPlus Auto Actions B9 Aerospace Procedural Wings - Fork BetterBurnTime blackheart612's Procedural Part Textures CapCom - Mission Control On The Go Completely Non-Aggressive Rocketry (V-2) Cryo Tanks Cryogenic Engines DMagic Orbital Science -> Incompatible with LRTR's Kerbalism Config Hangar Extender KAX Kerbal Atomics Kerbal Attachment System Kerbal Inventory System Kerbal Stats Kerbal Planetary Base Systems KRASH KSP AVC KSP Rescue Pod Fix KSP Resonant Orbit Calculator Mark IV Spaceplane System MechJeb 2 Mk2 Stockalike Expansion Near Future Aeronautics Near Future Construction Near Future Exploration Near Future Propulsion Near Future Solar Near Future Spacecraft Not So SimpleConstruction (NSSC) OhScrap! OPT OSE Workshop Patch Manager Portrait Stats Procedural Fairings QuickSearch RCS Build Aid Continued Real Plume RealChute RealHeat ReStock ReStock Extra - Rigid Legs ReStock+ Retracting/vectoring engines, Critter Crawler RSS DateTime Formatter SCANsat ScrapYard Ship Manifest Smart Parts StageRecovery Stockalike Station Parts Expansion Redux Talisar Parts Tantares Universal Storage II To be tested: Airline Kuisine BARIS Duna Direct Extraplanetary Launchpads Global Construction Pathfinder Rational Resources SMURFF Incompatible: All: Crew R&R -> Overlaps with LRTR RP-1 functionality. Realism Overhaul -> Incompatible with/same functionality as LRTR. TAC-LS and Remote Tech -> Incompatible with/same functionality as Kerbalism. Hide Empty Tech Tree Nodes -> Incompatible with LRTR RP-1 functionality. Procedural Fairings for Everything -> Seems to be incompatible with most mods, in this case it seems to mess up the Tech Tree. Advanced Jet Engine -> Old, broken and seemingly no longer maintained. RF: Mark IV Spaceplane System -> Incompatible with RF while OPT provides similar compatible parts so it is not worth the effort to write patches for Mark IV. I don't want to do this alone and just for myself. So who's interested in playing (more or less) realistic career sci-fi KSP? And who wants to help put this together? Github: https://github.com/codebori/RealSolarFiction Discord: https://discord.gg/kA6BQVD Initial post:
  3. I was wondering what the best version of KSP for playing modded playthroughs are, I wanted use scansat, part overhauls, warp drives, more planets, etc. Which version of the game is compatible with types of mods like this?
  4. Our researchers were digging in the Kerbal History of Space Flight and they tumbled over some long forgotten parts. Thanks to the work of our researchers and engineers here are the old parts from KSP. Download: SpaceDock Curseforge (3.7 available) Github Kerbal Historical Institute 3.7 is here!!! NEWS: - Updated the mod site after a long pause from KSP. It is still mostly working in 1.4 - Kerbal Historical Institute 3.7 is released. - Kerbal Historical Institute 3.6 is released. - Kerbal Historical Institute 3.5 is released. - Kerbal Historical Institute 3.4 is released. - Kerbal Historical Institute 3.3 is released. - Kerbal Historical Institute 3.2 is released. - Kerbal Historical Institute 3.1 is released. - Kerbal Historical Institute 3.0 is released - play with old KSP parts in 1.0. - Kerbal Historical Institute is teaming up with SparkyFox of [THREAD=97074]In With the New and the Old[/THREAD] to incorporate all the old spaceplane parts and aircraft. (That's right, we're incorporating a mod. Where do you think we got that idea from?) - Also new in this update is the Inline Reaction Wheel (from before it was miniaturised), the original Tri-Coupler, the old Rockomax Fuel Tanks, and a three-Kerbal version of the old Mk1 Pod. - Thanks to TheMoonRover we got permission from SQUAD to officially distribute the old Spaceplane parts. - Thanks SQUAD!!! - I hereby announce that the [THREAD=74507]Kerbal Minds Corperation (KMC)[/THREAD] is now sponsoring the mod and that they will help contribute/assist the Kerbal Historical Institute where ever possible. Changelog: 3.7 seanth got the animations working on the landing leg. So it is working now again finally!!! Updated the PartCategories.cfg to include the "newest" parts Added interior views to inline cockpits Made sure Quest mk1-crew3 uses the generic interior 3 space Adjusted attachment nodes on Quest mk1 parts so they don't hover Big thank you to seanth who helped very much. 3.5 Parts added which were lost with KSP 1.4. * TR-2V Stack Decoupler * TR-18A Stack Decoupler * Rockomax brand decoupler * TR-38-D * TR-2C Stack Separator * TR-18D Stack Separator * TR-XL Stack Separator * ROUND-8 Toroidal Fuel Tank * Rockomax X200-8 Fuel Tank (grey) * Rockomax X200-16 Fuel Tank (grey) * Rockomax X200-32 Fuel Tank (grey) * Rockomax Jumbo-64 Fuel Tank (grey) * Mk 1-2 Pod Old Landing Leg still not working properly. Need help for that!!! 3.3 Changes in file structure for CKAN. 3.2 - A couple of engines had their thrust curves changed. - Mk1 Fuselage fuel capacity increased. - A couple of other minor tweaks and fixes. - Added the Mk1 Inline Cockpit from v1.0.0 to v1.0.2 - A secret feature in career mode. 3.1 - Converted .png and .mbm format textures into the .dds format. (Better load times) - Worked for all the part textures bar the oldest tri-coupler. - Fixed a couple of errors in part configs which were flagged up in the debug log. - Put both avionics nose cones in the same folder to avoid duplicated models and textures. 3.0 Added a IWNO and KHI Readme. Updatet parts and ships to work in 1.0. Parts added in Kerbal Historical Institute 3.0: - Mk1 Inline Cockpit, corresponds to Mk1 Inline Cockpit, v0.15.0 to v0.90.0 - Sensor Array Computing Nose Cone, corresponds to CH-J3 Fly-By-Wire Avionics Hub, v0.15.0 to v0.90.0 - 1x6SolarPanels, corresponds to 1x6 Photovoltaic Panels Retractable, v0.24.2 to v0.90.0 - 2x3SolarPanels, corresponds to 2x3 Photovoltaic Panels Retractable, v0.24.2 to v0.90.0 - Advanced Canard, corresponds to Advanced Canard, v0.15.0 to v0.90.0 - Circular Intake, corresponds to Circular Intake, v0.15.0 to v0.90.0 - Engine Nacelle, corresponds to Engine Nacelle, v0.15.0 to v0.90.0 - Radial Engine Body, corresponds to Engine Pre-Cooler, v0.15.0 to v0.90.0 - Ram Air Intake, corresponds to Ram Air Intake, v0.15.0 to v0.90.0 - Standard Canard, corresponds to Standard Canard, v0.15.0 to v0.90.0 - Standard NC, corresponds to Small Nose Cone, v0.15.0 to v0.90.0 - Swept Wings, corresponds to Swept Wings, v0.15.0 to v0.90.0 - Tail Connector, corresponds to Tail Connector A, v0.15.0 to v0.90.0 - Tail Fin, corresponds to Tail Fin, v0.15.0 to v0.90.0 - NCS Adapter, corresponds to NCS Adapter, v0.16.0 to v0.90.0 and maybe some more I frogot. Parts added in Kerbal Historical Institute 0.21: - the Inline Reaction Wheel (from before it was miniaturised) - the original Tri-Coupler - the old Rockomax Fuel Tanks - the three-Kerbal version of the old Mk1 Pod - All old spaceplane parts from the [THREAD=97074]IWNO[/THREAD] Mod Partlist: Here is a list of all included parts, together with the versions in which they were present in the stock game, and the name of the equivalent part in the current version of the game: KSP v. 1.0 The custom part filter organises the parts into the following categories. They have the same names and icons the stock game used from v0.7.3 to v0.17.1 Propulsion > CF-A110 Fuel Tank, corresponds to the FL-T200 Fuel Tank, v0.14.0 to v0.17.1 > CF-A130 Fuel Tank, corresponds to the FL-T400 Fuel Tank, v0.13.0 to v0.17.1 > CF-A132 Fuel Tank, corresponds to the FL-T400 Fuel Tank, v0.7.3 to v0.12.0 > CF-A216 Fuel Tank, corresponds to the Rockomax X200-16 Fuel Tank, v0.16.0 to v0.17.1 > CF-A232 Fuel Tank, corresponds to the Rockomax X200-32 Fuel Tank, v0.16.0 to v0.17.1 > CF-R250 RCS Fuel Tank, corresponds to the FL-R25 RCS Fuel Tank v0.11.0 to v0.17.1 > LT-200 Liquid Fuel Engine, corresponds to the LV-T45 Liquid Fuel Engine, v0.12.0 to v0.17.1 > LT-215 Liquid Fuel Engine, corresponds to the LV-T30 Liquid Fuel Engine, v0.7.3 to v0.17.1 > LT-909 Liquid Fuel Engine, corresponds to the LV-909 Liquid Fuel Engine, v0.14.0 to v0.17.1 > SB-1 Solid Fuel Booster, corresponds to the RT-10 Solid Fuel Booster, v0.8.0 to v0.17.1 > SB-B&W Solid Fuel Booster, corresponds to the RT-10 Solid Fuel Booster, v0.7.3 only > Mk1 Fuselage - Jet Fuel, corresponds to the Mk1 Liquid Fuel Fuselage, v0.15.0 to v0.24.2 > Mk2 to Size 1 adapter, corresponds to the Mk2 to 1.25m Adapter, v0.15.0 to v0.24.2 > Mk2 Fuselage - Jet Fuel, corresponds to Mk2 Liquid Fuel Fuselage, v0.15.0 to v0.24.2 > Mk3 to Mk2 Adapter, from v0.15.0 to v0.25.0 > Mk3 Fuselage - Jet Fuel, from v0.15.0 to v0.25.0 Command & Control > Anti-Spin Module, corresponds to the Small Inline Reaction Wheel, v0.7.3 to v0.17.1 > F.F.M. Module, corresponds to the Advanced Inline Stabilizer, v0.11.0 to v0.17.1 > RV-25 RCS Thruster Block, corresponds to the RV-105 RCS Thruster Block, v0.11.0 to v0.17.1 > Quest Mk1 Probe Core/Command Pod/Original Three, corresponds to the Command Pod Mk1, v0.7.3 to v0.15.2 > Mk1 Cockpit, corresponds to Mk1 Cockpit, v0.15.0 to v0.24.2 > Mk3 Cockpit, from v0.15.0 to v0.25.0 > Mk1 Inline Cockpit, corresponds to Mk1 Inline Cockpit, v0.15.0 to v0.90.0 > Sensor Array Computing Nose Cone, corresponds to CH-J3 Fly-By-Wire Avionics Hub, v0.15.0 to v0.90.0 > Inline Reaction Wheel, corresponds to the Small Inline Reaction Wheel, v0.18.0 to v0.24.2 Electrical > 1x6SolarPanels, corresponds to 1x6 Photovoltaic Panels Retractable, v0.24.2 to v0.90.0 > 2x3SolarPanels, corresponds to 2x3 Photovoltaic Panels Retractable, v0.24.2 to v0.90.0 Structural & Aerodynamic > ALT-F4 Winglet, corresponds to the AV-T1 Winglet, v0.7.3 to v0.20.2 > Sepratron 16B Stack Decoupler, corresponds to the TR-18A Stack Decoupler, v0.7.3 to v0.17.1 > Sepratron 800 Radial Decoupler, corresponds to the TT-38K Radial Decoupler, v0.7.3 to v0.17.1 > Standard Control Surface, corresponds to the Elevon 1, v0.15.0 to v0.24.2 > Small Control Surface, corresponds to the Elevon 4, v0.15.0 to v0.24.2 > Delta Wing, corresponds to Delta Wing, v0.15.0 to v0.24.2 > Structural Wing, corresponds to the Structural Wing Type A, v0.15.0 to v0.24.2 > Structural Fuselage, corresponds to the Mk1 Structural Fuselage, v0.15.0 to v0.24.2 > Wing Connector, corresponds to Wing Connector Type A, v0.15.0 to v0.24.2 > Advanced Canard, corresponds to Advanced Canard, v0.15.0 to v0.90.0 > Circular Intake, corresponds to Circular Intake, v0.15.0 to v0.90.0 > Engine Nacelle, corresponds to Engine Nacelle, v0.15.0 to v0.90.0 > Radial Engine Body, corresponds to Engine Pre-Cooler, v0.15.0 to v0.90.0 > Ram Air Intake, corresponds to Ram Air Intake, v0.15.0 to v0.90.0 > Standard Canard, corresponds to Standard Canard, v0.15.0 to v0.90.0 > Standard NC, corresponds to Small Nose Cone, v0.15.0 to v0.90.0 > Swept Wings, corresponds to Swept Wings, v0.15.0 to v0.90.0 > Tail Connector, corresponds to Tail Connector A, v0.15.0 to v0.90.0 > Tail Fin, corresponds to Tail Fin, v0.15.0 to v0.90.0 > NCS Adapter, corresponds to NCS Adapter, v0.16.0 to v0.90.0 Utility & Scientific > TC-470 Stack Tri-Coupler, corresponds to the TVR-1180C Mk1 Stack Tri-Coupler, v0.7.3 to v0.8.4 > TC-740 Stack Tri-Coupler, corresponds to the TVR-1180C Mk1 Stack Tri-Coupler, v0.8.5 to v0.17.1 > CF-L1 Landing Struts, corresponds to the LT-1 Landing Struts, v0.16.0 to v0.21.1 > Satellite Dish 88, corresponds to the Communotron 88-88, v0.18.0 to v0.21.1 Shiplist: Here is a list of all included ships, along with the game version they were last present in. In terms of structure, they are exact replicas of the originals. Ships listed as reconstrctions were never in the stock game. SPH - Spaceplane Hangar > Aeris 3A (Original), last in v0.24.2 (First Contract) > Aeris 4A (Original), last in v0.24.2 (First Contract) > Albatross 3 (Original), last in v0.24.2 (First Contract) > Ravenspear Mk1 (Original), last in v0.24.2 (First Contract) > Ravenspear Mk3 (Original), last in v0.24.2 (First Contract) > Ravenspear Mk4 (Original), last in v0.24.2 (First Contract) VAB - Vehicle Assembly Building > Kerbal 1A (Demo), only in v0.18.3 (Demo) > Kerbal 1A (Original), a reconstruction of the Kerbal 1A with old parts. > Kerbal 5 (Demo), only in v0.18.3 (Demo) > Kerbal 5 (Original), a reconstruction of the Kerbal 5 with old parts. > Kerbal X (Original), last in v0.17.1 Known issues: 1: The command pod has been made unmanned as there were never any internals made. The parts are edited slightly (name, description, and modules). I did this not only to make them work in the new game, but also so they don't overwrite the newer parts and are a bit different. (You can change all that in the part file). A message from Fiddlestyx: Another thank you goes to the newest member of the Kerbal Historical Institute TheMoonRover who principally contributed in the last update. All credit goes to Squad for the original parts. Part fix by Fiddlestyx, TechTree inclusion & Nodefix by Blspblackdeath, Fuel tank fixed by Nli2work, part fix &TechTree inclusion TheMoonRover, part fix &TechTree inclusion SparkyFox, Landing Leg fix & several fixes senath. Almost every very part of the new update in this rocket: If you like show us your creations with the "new" old KSP parts down below. License: This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
  5. **Announcement** I Am Not Going To Develop This Mod Anymore, See Page Two For More Information. And This Thread Has Been Locked As I Requested It. Valentina Kerman Rocket Development And Test Facility Public Development Release V0.6 "Moar Testing" | A Kerbal Konstructs Add-On Official Trailer By @miguelsgamingch or Me 80 > 100 Views from turning Unlisted To Public! Thank You Guys! (Launchpad 1A, Mods Used: FASA Saturn IB Tank And F-1 Engine) Valentina Kerman Rocket Development and Test Facility Was Built In 1991, Used For Rocket Developmet And Testing Rocket's Itself, Renovated In 2012 Everything Happens In The Horizontal Facility, Rockets, Allot Of Rockets. Hello Everyone And Welcome To My First Add-On! Have Been Thinking Of What To Make And Then Kerbal Konstructs Pop Out So Here We Are! This Mod Adds Four New Launchpads In Game, Launchpad 1A, Launchpad 1B, Launchpad 2 And Launchpad 3. Frequently Asked Questions Q:When Is Release? - A: Currently In Development Phase, We Will Reach BETA Once In V1.0 Q:How Do You Make This Stuff? - A: Kerbal Konstructs Tutorial + Review Here: Q:When Are You Gonna Add More Launchpads? - A:Later Versions, There Are Currently Three Launchpad Since V0.4 Launchpad 3 Will Be Out Soon. Q: CKAN Supported? - A: No, Not Yet, I Might Change My Mind But, I Plan On Doing It When In BETA Or Out Of DEV Release. More Photo's (Slightly Outdated) Planned Features: Our Roadmap Is Now Here Known Issues: You May Now Report Issues At The Github Page. No Github Account? What A Shame. *MODS REQUIRED* Now Included With The ZIP File, No Need To Download. Thank You To @Omega482 And @damonvv For The Amazing Mod And Thanks To @Ger_space For Developing The Kerbal Konstructs Mod. *SUGGESTED* Interegated To This Mod *RECOMMNDED* Connects With The Tier 4 Vehicle Assembly Building Engine Mods That You Can Use: Thanks To @Nertea For Those Amazing Mods That I Mention, Cause i use them lol. There Are Allot More That You Can Find ======================DOWNLOAD==================== **Update Schedule** Mod has been discountinued. ********************** Note: Versions Are Tested And Compatible For KSP 1.8 And Above. Below 1.8 Is Not Tested And May Require Another Version Of Kerbals Konstruct , TSC And Omega's Stockalike Strcutures. Primary: Spacedock Secondary: Github Github Downloads: In Total: Changelog: Currently On SpaceDock And Github Now!, CurseForge Coming Soon! ======================DOWNLOAD==================== ==============LICENSE=============== This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. ==============LICENSE=============== CKAN Not Supported.
  6. Kerbal Stories And Shouts (Kerbal SNS for short) is a plugin that is aimed at increasing immersion in your game. Ever wonder what your Kerbals do when you leave them on their bases? Ever wonder what your crew thinks of Jebediah? Ever wonder what the citizens of Kerbin really think of your space agency? Is Minmus really made of ice cream?? Kerbal SNS aims to give some 'personality' or 'story' to your Kerbals stationed on bases or space stations by answering silly questions like those above. Stories Building a base or deploying a station on another body is difficult, that's why being able to do so is really satisfactory. But after doing so, you're essentially left with nothing. Sure you can gather science and probably perform contracts if you are in Career or Science mode, but after that, you almost always move on to another mission or another body. Wouldn't it be fun if something random happened to these bases/stations and you get notified about it? Maybe Jeb saw a red craft being pulled by 9 more weird crafts below the station. Or that Bob finally confirmed that Minmus really is made of ice cream. Wouldn't it be fun to receive funny reports like this while you're on another mission? This mod aims to do such that. By crafting random stories (retrieved from an editable cfg file), you the player will be notified of random stories happening on your previously deployed bases or stations. The stories would be simple and are not meant to be game-changing, and are just something funny you get while doing time warp or executing a maneuver node, etc. The stories will take into account the crew on the base, so only their names appear on the story text. The stories will appear randomly and this can be configurable on the Settings screen. Stories would also include easter eggs, and you the player can add stories yourself by editing the cfg file. Images speak better than words, so here are some screenshots: You can reminisce past stories by reading them again on the 'browser' via the SNS button on the toolbar as shown above. Shouts Your space program has its reputation, but it's just a boring colored bar on the top of the screen, just a number. We all know that reputation is more than just that. Wouldn't it be more fun if you could really know your reputation by knowing what the netizens of Kerbin think? Maybe they don't want the bodies you are planning to visit? Maybe they think your rockets are ugly, or that you should focus on Dre- *ehem* I mean Eloo. What if Kerbal has its own social platform where you could read the Kerbal's thoughts? This mod aims to let you do that. By generating random shouts(tweets) (retrieved from an editable cfg file) and dispaying them on a 'browser', you can read shouts from Kerbals just like you would on a real social media webiste. Think of this more like a KSP Version of twitter. There will be shouts based on your current reputation, random nonsense, easter eggs, lame space jokes, and anything else under the Sun (but mostly space-related). The shouts are supposed to be funny just like the stories. Since IRL news feed only feature the most recent posts, shouts are planned to be the same. The shouts to be displayed will only be from the most recent hour, and are designed to be temporary. If you timewarp to an hour or more later, all of the previous shouts will be gone and new shouts will be displayed. The same with stories, you the player can add shouts yourself by editing the cfg file. Here's more screenshots! TODO List So here's some things that I plan to include in the future: MOAR STORIES AND SHOUTS more configurable plugin settings a way for other mod makers to add stories and shouts to support my mod interface for other mods to post stories/shouts dynamically situational stories stories with connected narratives stories connected to Kerbal's traits unlocking stories by exploration stories based on milestones situational shouts shouts based on current events (e.g. vessel changing SOI, kerbal going on EVA) shouts about current vessels shouts responding to other shouts shouts connected to Kerbal's traits shouts based on milestones If you have story or shout suggestions, please don't hesitate to suggest them here. The more stories/shouts there are, the more variations there could be, the more fun it would be! Links Github License (GPL v3) Credits @ensou04 for the Twitter idea Thank you very much! Original post:
  7. Welcome to KSP-PAO, your space center's virtual Public Affairs Officer!! Introduction In real life the NASA PAO's (officers) do a lot! The one thing you might be most familiar with is their voice-over commentary during a launch or during mission operations. As a life long space nerd/geek/fan, I often have NASA TV on in the background, even while playing KSP. It was during recent ISS mission coverage that I got the idea for KSP PAO. Ever heard of the Telemachus mod for KSP? Well, it's an incredible mod that allows you to interact with KSP from a web browser or api. This has allowed many new UI's to be created, including ones that don't use browser. Some like Houston, allow multiple people to act as different members of the KSP flight control staff. Other mods allows for devices, such as the Raspberry Pi and Arduinos to communicate - which have spawned some pretty amazing hardware "simpits" or custom controllers! Why do I mention Telemachus? Well it's required for KSP-PAO to work. The first version of Telemachus that will work with KSP-PAO is right here (https://github.com/KSP-Telemachus/Telemachus/releases/tag/1.6.0-alpha-2-actual). While the mod is running in a browser window (Chrome only for now), you will occasionally here the PAO announce a mission update. What they say is entirely up to what you're doing at the moment and a little luck! Is Jeb on EVA? You might here the PAO give Jeb a shout out and update you on the Mission Elapsed Time. Have a lander in orbit around Duna? You may here the ship's current status and velocity.... and so it goes. To change how often you hear from the PAO, just select a time from the drop-up box. One of the other things that brings a level of fun and world-building to KSP are the various fictional companies that make up the KSP 'verse. So, I've decided I'd add "ad support" to KSP PAO. NOT REAL ADS, not paid for, in-game advertising, 100% completely for FUN ads from the KSP universe! What sort of parts is ROKEA hawking today? Any specials down at Jeb's this week? Ideally, I want these added and generated by the community and I can't wait to see what you all come up with. For now, the only way to see an "ad" is to click on the "Ad" button. Let me know what you think! Technical note, before all the, "Why Chrome only" questions. Right now Chrome is the browser with the best support for the HTML5 Web Speech API that I use to generate the text-to-speech for KSP PAO. As other browsers come along, I'll test and make sure they work. More info on the REAL NASA PAO! http://history.nasa.gov/SP-4225/documentation/pao/pao.htm http://www.nasa.gov/offi…/education/centers/pao_contact.html Video Demo: Requirements: Download and install Telemachus: https://github.com/KSP-Telemachus/Telemachus/releases/tag/1.6.0-alpha-2-actual Download and install Chrome: https://www.google.com/chrome/browser/desktop/index.html Download: https://github.com/johnmknight/ksppao/releases/download/v0.5/pao-v0.5alpha.zip Installing: Unzip the file under the Telemachus mod directory: \GameData\Telemachus\Plugins\PluginData\Telemachus\pao Using: Follow the normal procedure of adding a Telemachus antenna onto your craft. Once you launch your craft, you can enable the Telemachus interface. You can browse to () and you should see the Telemachus UI. If you can see Telemachus, then open KSP-PAO in Chrome using: http://localhost:8085/telemachus/pao/pao.html For best results, maximize the Chrome window. You should see the KSP-PAO and in about 10 seconds, you'll hear your first mission briefing! To change how often you hear a briefing, use the drop-up list 'Mission Update Setting' on the toolbar at the bottom of the screen. On the toolbar you'll also find a timer showing when the next briefing will be. Next is the current mission's MET. Each of the following buttons will speak it's respective briefing, with the "Mission Report" being the most comprehensive. Note: To keep things interesting and not as repetitive as they could be... the mission report uses some randomness to vary what it reports back on. Sometimes you'll hear the full resource briefing and other times the science report. LICENSE: https://github.com/johnmknight/ksppao/blob/v0.5/LICENSE SOURCE: https://github.com/johnmknight/ksppao Known Issues: It only works in Chrome! When I resize the browser the screen looks horrible! I'll be working on the UI, though the voice briefings and reports have priority for now. There's no "mute" button? Good idea! Working on it...
  8. FOR ROCKET USE ONLY: A Kerbal Sim-pit Build Log A name derived from the first piece I bought, a racing car ignition switch with "FOR RACING USE ONLY" printed across the top. This Project started mid 2016 and while its a matter of months off being in a completed form, like most maker projects, I don't ever think Ill be "Finished" with it Aim My aim is to make a sim-pit that surrounds a keyboard that includes a joystick (microswitch, not POTs) and as many switches and buttons I can. After many months of looking at layouts and design themes, I've settled on going for the most Raster Prop Monitor looking IVA theme I can, basing a lot of my panels on this mod. If you don’t know RPM it adds a fully usable IVA into Vessels and looks so aesthetically pleasing: EDIT: This is actually the command pod from the ALCOR mod The Idea is to go more for fun to use than practical. I want as many missile switches and pointless (but useful) knobs and flashing lights as I can. Basically I really want to go for that Arcade, really fun to use feeling even if its not overly practical. Hardware/Software I'm currently using two Arduinos and coding with Arduino's IDE; Arduino Due Old Arduino Uno knockoff (Freetronics Eleven if anyone cares) Arduino Mega The Due uses the <Keyboard.h> library to emulate button presses to control KSP. Flicking a switch will emulate a keyboard pressing a button, for example, flick the light switch, the Due sends a “U” to the computer. But because the switch can be stuck in the on position, the Due only sends the command when there is a change in state. *** The <Keyboard.h> portion of the project has been scrapped in favour of using Kerbal SerialIO's control functions. This means I have lost some functionality meaning a keyboard is still necessary however there are also a lot of pros of doing it this way. This completely removes the use of the Due. The keyboard emulation may return if the build gets an upgrade/increase in size. *** My KSP uses a mod called Kerbal Serial IO by Zitronen, the mod does nothing to the game but sends data packets to and from KSP to the Arduino via Serial communication. Way too technical for me but once I got mine working, it has infinite potential. I'm able to access data from KSP and either print it or use it as logic for warning lights. Their is infinite possibilities with this thing. I have also been able to get my code working with WIN10 as some people couldn't get the control packets working on windows 10, the bug has been fixed and I am now using the control packet to control KSP. I am using two DuinoTech 128x64 Dot Matrix LCDs as my HUD. Arduino has its <LiquidCrystal.H> library making it so easy to code for the screen. Controlled by four buttons to switch between different data sets relevant to different situations and a neat little protoPCB to make all the wires a lot neater. The whole build is designed on five identical sized panels to allow for easy modular use incase I rebuild the enclosure (thinking about a full seated simulator in the future, maybe) Current Stage Here's a few things I've currently got working Currently Built/Working: Staging Button and Stage lock Switch (Prototype) Toggle Switches emulating keyboard press (Controls SAS, RCS, LIGHTS, GEAR) Dual LCD Heads Up Display with real time Data from KSP (currently only displays speed) Fully implemented as of early 2018 Communication from KSP to Arduino (KerbalSerialIO Mod) with onscreen *LED connection Status indicator Control Packets sent from the Arduino to Kerbal via Kerbal SerialIO LED warning Matrix Apollo Style toggle switch guards Laser Cut acrylic panels Custom Enclosure surrounding Keyboard Planned: Custom Enclosure surrounding Keyboard ({Implemented Mid 2018) Joysticks for Attitude and for Throttle (Purchased but not coded and implemented) Controls for LCD Screen changing the Data printed on screen (Implemented early 2018) Possible second LCD for more Heads up Data (Implemented early 2018) Warning LED matrix (Designed and built early 2018) Laser cut acrylic panels with back lit text. (Implemented early 2018, no backlit text.) Possible custom analogue throttle Resources + Credit Ill post all my code but most of it for the Uno is Zitronen’s “Demo16” Code which I have modified. I'll make it clear in the Code what is mine and what was original. All code for my keyboard emulating Due is original. I will comment in code if that changes. *Due removed from build I’ll also make sure to give credit where it's due (in the forum or in the code) as I’m taking a lot of inspiration from other Build logs as I find the fascinating. If I miss something, I apologise. GitHub Code Not really updating anymore, will post final code when done, not posting every iteration Build Logs 18/12/16 For Rocket Use Only First Prototype - 27/12/16 Heads Up Display Screen 27/4/17
  9. In the new Add-On I have the enoying bug, that the bigest fairing, the new 5m size one, is too big. It is larger than the bigest fuel tanks in diameter, and the fairing peaces are separated from an other. I have no mods installed, deinstalled it fom my original C:-harddrive, deleted all remains of KSP and I have reinstalled it on my other D:-harddrive as well. The bug is still there and I want to know if other people have this as well and if so, how to fix it, or that the KSP-Team fixes this bug, please.
  10. Hey guys, I want to ask something. What kind a good coding language for making addons?
  11. A mod inspired by 364, that had re scaled the distances to 6.4x and the planetary sizes 3.2x larger. This makes the game much more difficult, but still possible with stock parts, it truly is a game changer. Dependancies Module manager http://forum.kerbalspaceprogram.com/index.php?/topic/50533-130-module-manager-281-june-29th-2017-with-n-cats-physics/ Kopernicus http://forum.kerbalspaceprogram.com/index.php?/topic/140580-130-122-kopernicus-release-4-june-15/ Sigma http://forum.kerbalspaceprogram.com/index.php?/topic/126548-wip130-sigma-dimensions/ Installation instructions Simply unzip the file in your ksp directory, overwrite existing files, and enjoy Spacedock link: https://spacedock.info/mod/1487/6.4x scale 12.8x distance?ga=%3CGame+3102+%27Kerbal+Space+Program%27%3E
  12. Planet Staus: A Concept, No ideas or textures. Just Started making, May be a name and texture. First Prototype. May be planet pictures. Pre-Release: I will leave a link to download the planet for peeps to test. I want some feedback if you were to test it. PLS This means the planet is complete and it will be downloadable in a planet pack when it is released. The Planets Helios:A Hot-Jool style planet. it does not have moons yet. Moon 1: A lava moon. May have another small moon orbiting it Moon 2: A less Lava-y Moon. May have a big crack in it Moon 3: A very small red Asteroid moon Moon 4: Another moon may be a small moon or an asteroid one. This planet would have rings Fazo/Faza : An asteroid Moon of Moho Moho may be re-textured A third Kerbin Moon/Probably a asteroid Moon 2 water planets, 1 between Eve and Kerbin and one between Kerbin and Duna Get rid of Ike for 2 smaller duna moons. Sarna: A Gas Giant bewteen Duna and Jool Dres and Vall are moons Keelus: A massive moon that orbits quite far from sarna Will Probably add more moons Jool will have many more Asteroid Moons and will probably. Goal 20 moons. Uarnus: Has a odd ring and many moons orbiting in weird inclinations Nedo : A Planet with a heavy atmosphere which gives it oceans Neiden : A Light Blue gas giant with not as many moons as Jool. Will have many weird and Interesting moons. Armedia: One of a few dwarf planets on the kerbol system outskirts Pluti : Another Dwarf Planet. Erno: A third Dwarf Planet Xi : A Rouge planet that entered the outskirts of the Kerbol System Stars: Sol: This star holds our home system. Alpha Centari Trappist:1 A couple rouge planets. Maybe a random pulsar. A made up 2nd solar system. Contents unknown Click me for a survey about the mod. This are my ideas so far. If you have any ideas or name suggestions pls comment them. I want more things and this is all i got.
  13. Hello I need some help with an idea for a little mod I thought of. I always thought that it was a little annoying that in order to build something in orbit, the only parts that are at your disposal are docking ports. To me, I feel like that is a problem. It limits your ships and stations to a more linear design because they do not support more radial construction effectively, due to their lack of fixed angles for alignment, and week strength. This is where my idea would come in. My idea is to add more parts for orbital construction for stations and ships. It will ad a couple pairs of connectors that will allow anyone to build in any way they like, linear or radially. Strong enough to endure stresses of massive ships, and able to fix at certain angles so that if you want to add engine pylons that all your thrust in going in the same direction. So far it is an idea mostly. I have modeled a few of the parts already, but I would like some help in some areas. Mostly in the texturing, and a little bit about the coding. Thanks This is what i got so far. The first one is a Pylon Connector with the second being a 1.25m Connector.
  14. These mods are all ribbon add-ons to Neried's Final Frontier, are were inspired by SmarterThanMe's Rank Packs. US MILITARY RANK RIBBONS Included in these mods are Enlisted Rank sets for the US Air Force, Marine Corps, Army, and Navy. Also provided are two versions of the Officer Ranks, one for the USAF, USMC, and USArmy, and a separate one for the USN, as their naming conventions are radically different from the other three even though they have the same symbols. BATTLESTAR GALACTICA RANK RIBBONS Requested by @slyfoxninja, these three packs are all inspired by the rank insignia from the newest incarnation of BSG. There are two versions of the Enlisted (red and grey) and the Officer pack. KERBAL SPACE PROGRAM RANK RIBBONS Based on the existing 5-Star rank structure in stock KSP, this pack includes six ribbons for each of the three specializations with appropriate ranks names and descriptions that roughly outline the abilities of that specialization at that rank. All 18 ribbons are included in a single download, since it makes little sense to break them up into three separate ones. DOWNLOADS US Air Force US Army US Marine Corps US Navy US Officer (Standard) US Officer (Naval) BSG Enlisted (Red) BSG Enlisted (Grey) BSG Officer KSP Rank Ribbons ALL MODS USE LICENSE : Creative Commons BY-NC-SA 4.0 I am willing to entertain requests for other, similar, rank or ribbon packs. Just drop a line, and we'll talk. Enjoy. CHANGELOG 0.9.1 Spelling and grammar changes in the ribbon descriptions. Thanks to SmarterThanMe for the catches. (US Military Ranks only) 0.9.0 Initial Release
  15. I'm tired of having to use another piece or waste time on the bars to put the amount of fuel I want. If there is already this functionality in stock in some game or Mod would be happy to know. PS .: sorry for bad English
  16. Hello. Bluntly put: I don't know how to do this modding thing for KSP. I might not be the only one, and because I didn't see a topic already made for this sort of thing, this is open to anyone. I'll start it off I got three mods. I was an idiot and didn't write down the names although I could look it up in my history if that is needed. But I received this error message. https://gyazo.com/351f3ff1ee0d85a5402a3951330bd054 what do I do to fix this?
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