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  1. UNDER CONSTRUCTION Download on SpaceDock, Github or Curseforge. Available on CKAN. MoarKerbals (MK) Populate your colony in space! adopted for curation by zer0Kerbal - Originally created by strideknight Kerbthulhu Kinetics Program's MoarKerbals Populate your colony in space! This mod installs a Klone Bay that you can use to replicate new kerbals wherever you feel like. It takes a fair amount of electricity, and when combined with USI's MKS mod or TAC Life Support, it will require biomatter as well. There is a small chance
  2. SimpleLogistics is a Polyglot! It now speaks twelve languages. (English, Spanish, French, Italian, German, Chinese, Japanese, Korean, Russian, Swedish, Norwegian, an Brazilian Portuguese) Additions and corrections solicited and welcome! Download on SpaceDock, Github or Curseforge. Available on CKAN. SimpleLogistics! (Restocked)* This is the new thread. Original thread here. zer0Kerbal adopts for curation the mod known as SimpleLogistics created by @RealGecko for KSP 1.8.x (.NET 4.8 Unity 2019) Simple resource sharing among landed vessels (range ~
  3. Download on SpaceDock or Github or Curseforge. Also available on CKAN. SimpleConstruction! (SC!) This mod aims to provide simple craft building capability in flight mode to stock parts. adopted for curation by @zer0Kerbal from @EricWi from @RealGecko Originally created by MatterBeam Description After testing out Extraplanetary Launchpads and Roverdude's MK/OKS, @MatterBeam had the idea of creating a simple, user friendly mod that would allow you to build rockets without taking a 200MB hit to RAM or having to juggle multitudes of resource pathways.
  4. [KSP 1.8.1-1.11.X] (V0.2.0) Interstellar Technologies by Kepler [Antimatter Catalyzed Fusion Engine Powered Interstellar Spacecraft - Kepler] An Interstellar Propulsion System mod, made by Kepler- At long last, after months of hard work practicing modeling, and after finally unlocking the secrets to textures, The mod is finally released. This parts pack will be used to expand from the mod Kerbal Space Program Interstellar Extended. Those parts are extremely imbalanced with going around the stock system. The engines are made off the base of the KSPI-E engines' statistics,
  5. I used to have this amazing mod with lots of stockalike cargo plane and fighter jet cockpits, but can't find it anywhere. I know it worked in 1.10 - 1.11. Some of these cockpits include a C130, Dassault Mirage F1, F-14, and lots of other European fighters.
  6. This post is under construction: FTL Download on SpaceDock, Github or Curseforge. Also available on CKAN. FTF Download on SpaceDock, Github or Curseforge. Also available on CKAN. Field Training Lab (FTL) Field Training Facility (FTF) DELETE OLD/EXISTING installations before installing new. Field Training Lab (FTL): Field Training Facility (FTF) : Continuation of Training Lab and Field Training Facility. Originally by @Efour, now continued by zer0Kerbal with support from the community. This mod provides a training system for your kerbalnauts.
  7. When I try to load Kerbal with Tundra exploration installed, B9 part switch says ‘fatal error’. Have I installed the mod wrong? Can someone show a picture of what it’s supposed to look like?
  8. This addon is under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International license 2020 Update Well, it's back now. For now, unless a lot of you would like otherwise, I'll be sticking with KSP 1.8.x as this is the only version Firespitter officaly supports at the moment. I've seen some people haven't gotten it to work for them on 1.9.x versions and it's probably not going to work on 1.10.x versions either. The farthest it can go that I can say it will from experience is up to 1.9.x versions, however if you do decide to use Firespitter and Firespitter E
  9. Originally a quality of life improvement I modded into a personal copy of BDAc for running various tournaments, but rather than continually modding each successive version of BDAc, it was spun off into its own plugin. Team Icons adds UI icons to BDA vessels - no more purple squares and trying to remember which is which once the furball begins: Usage notes: This Plugin will do nothing by itself - it is an addon to and requires BDA There are two versions of BD TeamIcons, for the two versions of BDAc. Version 1.8.5 requires vanilla BDAc 1.3.x Press F4 to toggle off the defa
  10. Hi, i want to make a ksp mod to simulate the proverse yaw effect caused by the bell-shaped lift distribution formulated by Prandlt. As a layman, i have no idea how to program and create a mod to do that, so, maybe i can get some help. The mod would be very simple, it would create trust at instead of drag when aileron is applied, and it could also have UI that allow you to switch on and off this effect and control its intensity. The bell lift distribution create this effect, as you aply aileron to generate more lift on the wingtip you also generates more trust, thus yawing in the same direction
  11. So basically i would really like to see the Kerbin mapping being changed to the Strangereal map of Ace Combat. I'm a long time Ace combat fan but i cannot figure out myself how to make the map (terrible at coding and modding). I provide the flat map i could recreate using photoshop here. If anyone could make this a real thing i would be really happy (and much Ace Combat fans too). so far my request, hope someone could help me out with this
  12. PRE-RELEASE Beta Testers & Translators Wanted specific question - does it work with 1.7.3? Download on SpaceDock, Github or Curseforge. Available on CKAN. Biomatic This is the new thread. Original thread here. A utility to allow easier science gathering in orbit, by automatically de-warping when entering a biome which hasn't been listed. . Simple biome identification, notification, tracking, and warp stopping. adopted for curation by @zer0Kerbal — originally by @Biff Space The Biomatic sensor identifies the biome that the ship is in / above, an
  13. @russnash37 has indicated he will try to add me to the authors on both SpaceDock and Curseforge when he can. (Thank you @russnash37!) Download on SpaceDock or Github or Curseforge. Also (soon) available on CKAN. KaboOom! (BOOM) now with more Boom! Adopted by @zer0Kerbal, originally by @russnash37 What is Kaboom!? Kaboom! is a very simple mod for KSP that allows the destruction of individual parts: Kaboom parts either through the right-click menu or via action groups. Parts can be kaboomed either immediately or via a tweakable del
  14. would it be possible to build a mod that allows you to maneuver around your space craft and press the switches as you wish?
  15. While i feel it may be a version issue, i'm having issues with the ICSP and Chinese pack continued mods. I got them for the Shenzhou, but the re-entry capsule isn't showing up. And specifically that. All the other parts are appearing, but not the capsule. Same is with other mods, certain very specific parts will be missing from the game, like the engine mount on DECQ's Shuttle mod. Does anyone know what is happening and if i can fix it? if so, Thanks. Edit: Re-installed ICSP, entry module was fine and appeared but now the orbital module just vanished.
  16. I'm trying to recompile an old mod so I can update and customise it (KSPlogiRGB). I've downloaded it, opened it in VS2019 and added all the assembly references but there are still errors in the error list: The name 'KSPAddon' does not exist in the current context The type or namespace name 'KSP' could not be found (are you missing a using directive or assembly reference?) Although those errors show in the list there are no actual errors in the code (no red lines) and I don't know what to do now. Edit : I figured out what's wrong but I don't want to
  17. One thing BetterBurnTime / Basic ΔV / KER / MechJeb / et al are missing: a way to 'reserve' x amount of ΔV to 'burnback'/deorbit/land a stage. So what I am asking is an addon with a small footprint that adjusts the active stages ΔV to reserve a set amount of ΔV to deorbit that stage - that 'reserve' amount would not show up in ΔV burn time / available ΔV for that stage. (In a way , like landertrons are not included) so active stage has 1000 m/s ΔV burnback ΔV is set to 100 m/s ΔV active stage only shows 900 m/s ΔV and any autostage will see only 900 m/s ΔV and
  18. So I want to install Araym's Stock-alike Advanced Suits along with Texture Replacer, but I don’t know where to put the texture pack. I’m not very dextrous with KSP modding. Any help is very much appreciated!
  19. Was thinking about this just now. Is there a way to have selective fuel crossfeed? Say you have RCS on a lower stage and don't want to put dedicated tankage for MonoPropellent on that same stage. Is there a mod or part that will allow selective fuel crossfeed? So in this case allows for MP xfeed and no other fuel?
  20. Hi there! I unsuccessfully tried to find addon, which helps create rover or small planes outside kerbal. I see this addon like little hangar which will deploy from rocket and landing to planet surface with limited parts were packed into this hangar at the construction stage (possibility of replenishment in future). Maybe somebody can help me in my finding.
  21. Infernal Robotics Sequencer development sequel This mod is an Addon of Infernal Robotics Next and will not work without ! And obviously needs Module Manager (not included) Hello everyone ! From today, I'll now assume the maintenance and continuation of the Infernal Robotics Sequencer addon for Infernal Robotics Next, with the courtesy of @Rudolf Meier. Even if I have some exprerience as a software developper, I'm very new to modding and KSP modding so I count on you to report on this topic every mistake that I could have done to ensure the quality and tran
  22. Sooooo I heard about Kopernicus recently (~1 week ago) and attempted to write my own planet code, using The White Guardian's tutorial. It would be nice if somebody posted example code or looked at my code. I am creating a planet called "Hysphenia", a terrestrial planet with no atmosphere orbiting a polar orbit around the sun. (Using a spoiler format here because it's long) I think that's right...
  23. Are versions of Bon Voyage and World Stabilizer updated for KSP 1.6 in the works? The 1.5.whatever versions still work on load, but when I last tried to use BV my rover ended up so banged up it couldn't sit still.
  24. Does the Scatterer addon have an adverse effect on the performance of KSP when it is running on a Mac? Does it slow the game down?
  25. I was looking into Kopernicus planet pack mods compatible with 1.6.1 (because mine was a fail - apparently i was using 1.4 instructions) and all the good ones were outdated (good ones: planet factory, kerbal galaxy, etc). Are there any ones you know of (or have created) that work with 1.6.1? Just wondering.
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