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  1. SimpleConstruction! (SCON) This mod aims to provide simple craft building capability in flight mode with stock parts and streamlined IRSU mining. Author zer0Kerbal, adopted from @Ericwi, then previously from @RealGecko; originally by @MatterBeam adopted with express permission and brought to you by KerbSimpleCo Description Features No extra parts No RAM usage Added functionality for the Mobile Processing Lab in the late game Simple, configurable and adds levels of depth to the gameplay without a learning curve Ore --> Metal --> RocketParts --> rockets! Youtube review by Kottabos Gaming Kottabo Talks SimpleConstruction! (SCON!) Embedded Kottabo Youtube Video Cabin notes WIP - work in progress A config that turns a STOCK part (no new models, textures) into a recycler. Maybe the Klaw? Am open to adding more features, great project for someone! I have not personally tested the patches Have a request? Glad to have them, kindly submit through GitHub. Known issue(s) If the offset/rotation gizmo's are used on the docking ports, the spawn location might be off. This is a known issue and a feature request has been sent to @taniwha Localizations SimpleConstruction! (SCON!) Extraplanetary Launchpads How to support this and other great mods by zer0Kerbal See More Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages Installation Directions Use CurseForge/OverWolf App (currently does not install dependencies) 1 or 2 Dependencies Kerbal Space Program 2 Module Manager /L 3 Recommends KerbalStats - keeps tract of time on task, which can increase task efficiency Not So SimpleConstructon! (NSSC) Keridian Dynamics Vessel Assembly (KDVA) SimpleLogistics! (SLOG!) Foundations (FND) - beta Helps prevent ground constructions from floating away Suggests Mods that benefit SimpleConstruction! (SCON!) KaboOom! (BOOM) another way to not go to space today On Demand Fuel Cells (ODFC)) ISRU Thanks but no Tanks! (QBTT) Six Crew Science Lab - simple patch that re-adds the missing four seats Mining Expansion B9 Stock Patches Not So SimpleConstructon! (NSSC) Alternative Resource Panel Olympic's ARP Icons (ARPI) Community Trait Icons Either: - B9 Part Switch or - Interstellar Fuel Switch Core KSP 1.12.1 and earlier Supports TweakScale Toolbar Controller Blizzy's Toolbar B9 Stock Patches Kethane/KethanePlus Community Resource Pack Extraplanetary Launchpads - No More Production Conflicts Extraplanetary Launchpads Possible Conflicts Modular Kolonization System (MKS) maybe? Tags parts, plugin, config, flags, convenience, editor, resources, crewed, uncrewed *red box below is a link to forum post on how to get support* Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks @taniwha for creating Extraplanetary Launchpads. @MatterBeam for creating this cool mod. @RealGecko and @Ericwi - previous maintainers @maculator, @Eleusis La Arwall, @Badsector, @cy-one for their contributions. Legal Mumbo Jumbo (License provenance) Current (3) - zer0Kerbal Forum: Thread - Source: GitHub License: Disclaimer(s) This mod contains @taniwha's Launchpad.dll and textures from Extraplanetary Launchpads. All bundled mods are distributed under their own licenses All art assets (textures, models, animations, sounds) are distributed under their own licenses Maintainer (2) - @Ericwi Thread - Download - Source: GitHub License: Maintainer (1) - @RealGecko Thread - Download - Source: GitHub License: 4 Original (0) - Author: @MatterBeam Thread - Download - Source: GitHub License: Mining Ore Refining Ore to Metal Printing Rocketparts from Metal Building Rockets Finalize build (PROFIT!) this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎ the license was changed around this time.↩︎
  2. DaMichel Ltd (DM/L) Purveyors of fine Kichel Space Travel Supplies Agent, flags, and common files for DaMichel's parts addons. By zer0Kerbal, inspired by DaMichel an original creation by KerbSimpleCo See More Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages Youtube review by Kottabos Gaming Localization Installation Directions Use CurseForge/OverWolf App (currently does not install dependencies) 1 or 2 Dependencies Kerbal Space Program 3 Suggests DaMichel's CargoBays (DM/CB) DaMichel's Fuselage (DM/F) DaMichel's SphericalTanks(DM/ST) DaMichel's AeroRadial (DM/A) GPO (Goo Pumps & Oils') Speed Pump (GPO) TweakScale Supports Either Module Manager 4 Module Manager /Ll 5 Tags agency, flag, config *red box below is a link to forum post on how to get support* Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks DaMichel for the inspiration to create this mod see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
  3. Download on Curseforge or Github or SpaceDock. Available on CKAN as MoarKerbals. Kerbthulhu Kinetics Program's MoarKerbals (MOAR) Populate your colony in space! A simple add on that adds the ability to use resources to create and train new kerbal(s) for Kerbal Space Program. Author @zer0Kerbal\zer0Kerbal, originally created by @strideknight\strideknight brought to you by KGEx Description Preamble by @strideknight This mod installs a KloneKabin, KuddleShack, and Academy that you can use to replicate and train new Civilian (kerbals) wherever you feel like. Kloning, Kuddling, and Teaching require a fair amount of electricity, and other resources. You can also change the requirements via Module Manager patches. There is a small chance for a freakish accident to occur, both positive and negative results can occur. This is experimental technology after all. Note: a failed kloning process has a very LOW chance to kill every kerbal inside the KloningKabin. The deceased may or may not respawn back at the KSC depending upon your game and difficulty settings. You can adjust or even disable accidents with Module Manager Patches. In either case, you can just quicksave before operating. Features No extra parts No RAM usage Uses Module Manager to add functionality to stock parts Simple, configurable and adds levels of depth to the gameplay without a learning curve Includes an upgrade to the stock Science Lab from two to six seats (including the IVA) Community Trait Icon configs are included. MoarKerbals adds functionality to the following parts: Kloning Science Lab mk1 Crew Cabin mk3 Crew Cabin mk2 Lander Can Kuddling Hitchhiker's mk2 Crew Cabin Academy Cupola mk1 Lander Can Science Lab Cabin notes It requires a large amount of electricity to operate, and @strideknight always played with Roverdude's MKS and TAC's Life Support, so it automatically integrates with them to require Biomass or other materials. Also, [strideknight] included configs for the Community Tech Tree. Both require ModuleManager to integrate. MoarKerbals was inspired by @strideknight's desire to have a small colony of kerbals living in zeppelins around Jool who populate the planet, evolve their own society, and then to go to war with the "grounders" back on Kerbin. This was @strideknight's first mod and it runs fine, so let me know if you find any bugs. All constructive feedback/suggestions are also welcome. Enjoy! Known issue If you use a third party mod to transfer kerbals, like ShipManifest, the PAW/RMB might have ghost listings until a the vessel is reloaded. Localization work in progress How to support this and other great mods by @zer0Kerbal See More Discussions and news on this mod: See Discussions or [KSP Forums][MOD:forum] Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues Installation Directions Use 1 Dependencies Kerbal Space Program 2 Module Manager 3 Recommends MoarKerbals Parts! (MOARP) Beautiful parts meant for MoarKerbals! Suggests Mods that benefit MoarKerbals (MOAR) SimpleLogistics! (SLOG!) SimpleConstructon! (SCON!) Field Training Facility (FTF) Field Training Lab (FTL) KaboOom! (BOOM) another way to not go to space today On Demand Fuel Cells (ODFC)) Biomatic (BIO) KerbalStats SIMPLEX Colonies Other fun mods by zed'K Solar Science (SOLS) Not So SimpleConstructon! (NSSC) Foundations (FND) - beta Helps prevent ground constructions from floating away Stork Delivery System (SDS) Komplexity (KPLX) Pteron (MSRV) Jack-O'Lantern (JACK) Halloween! (HLWN) Mini Sample Return Capsule (MSRC)) Docking Port Descriptions(DPD) PicoPort Shielded (PPS) Transparent Command Pods) (TCP) More Hitchhikers) (MHH) B9 Stock Patches (B9S) ScrapYard Oh Scrap! DaMichel's AeroRadial (DAR) DaMichel's Fuselage (DMF) DaMichel's Spherical Tanks (DST) DaMichel's CargoBays (DCB) Simple Cargo Solutions (SCS) KerGuise Experimental Engineering (KGEx) The Gold Standard (GOLD) Keridian Dynamics Vessel Assembly (KDVA) Olympic's ARP Icons (ARPI) Stack Inline Lights (SIL) Stack Inline Lights - Patches (SILP) Supports SimpleLife! (SLIFE!) TweakScale Community Resource Pack Kerbal Changelog SIMPLEX Colonies USI-LS MKS not yet Snacks! not yet Conflicts none Replaces none Tags parts, config, career, uncrewed, crewed *red box below is a link to forum post on how to get support* Credits and Special Thanks @linuxgurugamer - code assistance @strideknight- this add on Legal Mumbo Jumbo (License provenance) Current (1) - @zer0Kerbalzer0Kerbal Original (0) - Author: @strideknight Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date View full albums: here here v1.3.0.0 original: 01 Jul 2018 zed'K | updated: 16 Nov 2021 zed'K Footnotes this isn't a mod. ;P ↩ may work on other versions (YMMV) ↩ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date! ↩
  4. Goo Pumps & Oils' Speed Pump (GPO) Allows you to automatically transfer or balance fuel. By Lisias and zer0Kerbal, previously by @hab136, then previously by @Geordiepigeonowner, and originally by @Gaius Description Ever undock from your space station, only to realize you forgot to top off your fuel or RCS tanks? Want to have tanks that automatically pump fuel where it's needed, without having to bring up windows and manually move fuel around? Want to set up fuel balancing in the SPH or VAB as a "tweakable" and have it saved with your vessel? Simultaneously balance different groups of tanks on the same vessel independently of one-another? Just generally mess around with fuel routing, and have these settings persistent? Then Goo Pumps & Oils has the tool for you! The Goo Pumps & Oils' Speed Pump, once installed in your fuel tanks, allows you to set up a "pump level" for each tank, either as a "tweakable" while building your vehicle, or while in flight. You can set tanks to automatically pump fuel to lower level tanks whenever possible, or balance between tanks at the same level. Uses include refuelling tanks at space stations that automatically top off the tanks of any vessels as soon as they dock with the station, refuelling vessels with higher level pumps that automatically refuel the space station as soon as they dock, setting up fuel balancing while building a plane and having it saved with the plane and done completely automatically in flight, setting up more complicated fuel flow patterns for asparagus-like situations without fuel lines for fuel types that don't normally flow that way (e.g. monopropellant and xenon gas), and many other uses! Right-click a tank while in the assembly building, or while in flight. Set the pump level as desired, and turn on "Auto Pump" and/or "Balance". "Auto Pump" will automatically pump fuel from this tank to any lower level tanks (water flows downhill) when they have room. The "Balance" function will keep the percentage of fuel in this tank identical to any other tanks with the same pump level and "Balance" on. Note that this allows different sets of tanks to be balanced within their own set but independently of the other sets. Pictures, or it didn't happened! Help Wanted Localization See More Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages Installation Directions Use CurseForge/OverWolf App (currently does not install dependencies) or Dependencies Kerbal Space Program either Module Manager Module Manager /L Supports Community Resource Pack Procedural Parts SimpleConstruction! (SCON!) Station Science The Gold Standard! (TGS)] Fuel Switchers alphabetically B9PartSwitch Firespitter Interstellar Fuel Switch Interstellar Fuel Switch Core Modular Fuel Tanks SimpleFuelSwitch *red box below is a link to forum post on how to get support* Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks @Gaius for creating this glorious mod! @Geordiepigeonownerfor maintaining this mod after Gaius was kidnapped by Space Worms @hab136for taking over after @Geordiepigeonowner, who was also kidnapped by Space Worms see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance)
  5. [KSP 1.8.1-1.11.X] (V0.4.1) Interstellar Technologies [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, [DEPENDENCIES] All of the required mods for Interstellar Technologies to function properly is now in the main mod folder. Note that the KSPI-E folder is stripped of some of it's parts, due to complaints of complexity of KSPI-E. [RECOMMENDATIONS] Those are recommendations to download to play with the mod. They are NOT required. - Far Future Technologies - TUFX - MEV Heavy Industries - Galaxies Unbound - A Stellar Odyssey - Interstellar Extended (The whole pack in order to get all the parts) - Near Future Mods by Nertea - Singularity (For Galaxies Unbound) The parts pack will be updated quickly, releases will be *quick*. I will be available in the KSPI-E discord server and the Galaxies Unbound discord server, please @ Kepler (No spacing) to make suggestions for future changes. Special thanks to @Cyne for helping me with learning to texture models. [Some of the Parts include...] - Daedalus Inertial Confinement Fusion Drive (v.0.1.0) - Antimatter Catalyzed Fusion Drive (v.0.1.0) - Kugelblitz Drive (Black hole drive) (v.0.1.0) - Laser Core Antimatter Drive (v0.1.0) - Multi Mode Interstellar Afterburning fusion drive (v0.1.1) - Multi Mode SSTO Fusion Engine (v0.1.6) - TRIGA Core Static/Pulsed Trimodal Nuclear Thermal Rocket (0.1.7) - "Coaxial" SSTO Fusion Engine (0.1.7) And so much more as the mod updates! [SCREENSHOTS] [DOWNLOAD] Primary (SpaceDock): https://spacedock.info/mod/2674/Interstellar Technologies - A KSPI-E Expansion For Additional Bugfixes and all (Probably mostly for science mode and that) please contact me through Discord through the KSPI-E or the GU discord server. The mod uses the CC BY-NC-SA License.
  6. SimpleLogistics is a Polyglot! It now speaks twelve languages. (English, Spanish, French, Italian, German, Chinese, Japanese, Korean, Russian, Swedish, Norwegian, and Brazilian Portuguese) Additions and corrections solicited and welcome! Download on Curseforge or Github or SpaceDock. Also available on CKAN. KerbGuise Experimental engineering (KGEx) Brings you: SimpleLogistics! (SLOG!) Adopted by @zer0Kerbal, originally by @RealGecko A simple addon for sharing resources between vessels within physics range Cabin notes: WIP - work in progress Am open to adding more features, great project for someone! I have not personally tested the patches Have a request? Glad to have them, kindly submit through GitHub. Localizations: US ES FR IT BR RU DE CN JP KR NO SW See the README in the Localization folder for instructions for adding or improving translations for languages other than English. GitHub push is the best way to contribute. How to support this and many other mods by @zer0kerbal Discussions: See Discussions or KSP Forums for discussions and news on this mod Installation Directions: Use CKAN Changelog Summary See ChangeLog for full details of mod changes Known Issues See Known Issues for full details of feature requests, and known issues Dependencies Kerbal Space Program may work on other versions (YMMV) Module Manager ToolbarController ClickThroughBlocker Recommends Toolbar Suggests Komplexity (KPLX) Keridian Dynamics Vessel Assembly (KDVA) KaboOom! (BOOM) another way to not go to space today The Gold Standard! (GOLD) Stock Inline Lights (SIL) Mini Sample Return Capsule (MSRC) Pteron (MSRV) Solar Science (SOLS) Jack-O-Lantern (JACK) MoarKerbals(MOAR) On Demand Fuel Cells {ODFC)} Field Training Facility (FTF) Field Training Lab (FTL) Docking Port Descriptions(DPD) PicoPort Shielded (PPS) Transparent Command Pods) (TCP) Stork Delivery System (SDS) Biomatic (BIO) B9 Stock Switches (B9S Oh Scrap!: ScrapYard: DaMichel's AeroRadial (DAR) DaMichel's CargoBays (DCB) DaMichel's Fuselage (DMF) DaMichel's Spherical Tanks (DST) Stork Delivery System (SDS) SimpleConstructon! (SCON!) Not So SimpleConstructon! (NSSC) Simple Cargo Solutions (SCS) Supports Kerbal Change Log Toolbar Conflicts none known Replaces none Tags addon, resources *red box below is a link to forum post on how to get support* Kerbal Space Program 1.9.1 — Unity 2019.2.2f1 — .NET Framework 4.8 Credits Legal Mumbo Jumbo (License) Current Forum: Thread Source: GitHub License: Original Thread Download Source: GitHub License: Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date v2.0.5.0 original: 11 Aug 2018 0K updated: 11 Aug 2021 zed'K 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 ~2.5km) from the original thread: Lately my Munar base turned into a mess of eight different vessels connected together with KAS winches. FPS reduced dramatically, managing became nearly impossible. I turned my gaze on to USI MKS and it's Logistics feature, but MKS adds too much stuff I don't really need. So after hacking a little I discovered that all logistics is done by USI Tools mod and MKS is not really required to do the job. Instead of reinventing the wheel I created a set of patches to bring logistics to stock parts. But I was completely unhappy with the fact that I cannot transfer Rocket Parts from my RP printing lab to nearby RP freight. So I decided to create my won logistics system with Blackjack and .... whatever... How it works: Vessel must be landed (sounds familiar ) Each command capsule (and probe core of course) now has Logistics Module on board (switched off by default) As soon as module is enabled ship becomes a part of logistics network where each vessel share same resource pool Resources spread evenly across all resource capacitors over network with priority to less capacitive ones. That means that resource will be drained from bigger ones first, while preserving resources in smaller ones. Resources spread in physical range from active vessel (~2400 meters) Ships with no command module (debris) always become part of network WARNING!!! This does not work in background, only on active vessel and nearby ones. Vessel that is not the part of network may still request resources from pool Compatible with Community Resource Pack, so every resource is shareable as soon it is transferable Pure stock example: Build a simple power production ship, may be automated. For this example I'll use Fuel Cells: Oops I WANT IT! Spacedock as usual Don't forget about Module Manager
  7. RELEASE Translators Wanted specific question - does it work with 1.12.3? Download on Curseforge, Github or SpaceDock. 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 by @zer0Kerbal — originally by @Biff Space The Biomatic sensor identifies the biome that the ship is in / above, and shows the information in a small text window. Optionally the ship's situation (high / low space, high / low flight, landed, splashed) can be shown as well. Biomes where science has been done can be added to a list, which is used together with a kill warp option to de-warp the ship when entering an un-listed biome. The list of biomes can be per-vessel, or global. It is integrated with the stock toolbar by default, but can be configured to use blizzy's. (Change 'stock' to 'blizzy' in the config file). The Biomatic Part The Biomatic part is found under the science tab. In career or science mode, it is found in the 'Space Exploration' node of the tech tree - this must be researched before Biomatic will work, either as a part or as a Module Manager add-on to command pods. Module Manager Patch(es) adds Biomatic to any command module or probe core [OPTIONAL] makes Start the techRequired for the Biomatic part Dependencies Kerbal Space Program Module Manager ToolbarController ClickThroughBlocker Suggests Toolbar (Blizzy's) Installation The Biomatic folder needs to be unzipped and put in your KSP\GameData folder: Feedback Any comments and suggestions for improvements are welcome, as are reports of bugs / problems - please let me know what you think. Licence Biomatic, its associated files and the source code are all released under the GPLv3 license, text here: http://www.gnu.org/licenses/gpl.txt. Original: Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Thank you to @tinygrox for pushing the localization code! v1.3.2.0 original: 11 Aug 2018 0K updated: 02 Feb 2020 zed'K Source: GitHub License: http://www.gnu.org/licenses/gpl.txt.
  8. 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. The New Look: If you want to train your kerbal immediately, you can use this mod. [1.9.1+] Training Laboratory Spacedock - CKAN (Dependency : Module Manager ) This mod provides Training method with consuming Science points. Paying 20 sci, your kerbal can get 1 exp. Since leveling up method is very limited, you have to pay science point once enough to advance level. If your Training Lab is in orbit, Payment will be reduced to half. If your Lab is on other planet, Payment will be reduced to 1/4. You can tweak values with editing .cfg. If you want, you can add this module to other crewed part. It can support up to 8 kerbalnauts. Leveling up 'Immediately' is not realistic? Do you think training needs to consume time? This mod will be answer for you. [1.9.1+] Field Training Facility Spacedock - CKAN (Dependency : Module Manager ) This mod is similar with Training Laboratory, But one thing is different. It consumes Time and Electric Charge. If you want level 5 kerbalnaut from level 0, You need to train your kerbal 1 year. Becoming level 1 will only need to wait 13 days, But as you know, high level needs more training. But, If you place your facility into orbit, It will be 4 times faster. If you place it on other planet, 6 times faster. You can tweak params with .cfg. Not so complex. It consumes 4 EC/sec per kerbal. If you train 2 kerbals, It will drain 8 EC/sec. You will need powerful energy sources. Now then, someone like me will want to use both. Then, just install both of them. Result is shown below. Payment of science point(TL) will be reduced with training experiences(FTF). For example - Just using TL, Level 4 -> Level 5 consumes 640p of Science point. But Level 4(50% with FTF) -> Level 5 consumes just 320p of science point. If 90% with FTF? Just pay 64p of science point or wait some more days. you can get level 5 kerbalnaut. More training means less sci point needed, linearly. These two mod can co-work, It's because I created this thread. If you want one thing, you can install just one mod. If you want co-work of them, you can install both. --- Review by --- Find original thread here.
  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 default vessel UI overlay. * [Enable Team Icons] toggles icons on or off. * [Enable Team Labels] toggles the 'Team: ' identifier. * [Enable Vessel Labels] toggles vessel names. * [Missile Icons] toggles missile alert icons. * [Debris Icons] toggles debris icons on/off. * [Do not hide with UI] toggles icons being hid along with the rest of the HUD via F2. * [Show Pointers] toggles off-screen icon tails * [Icon Scale] adjusts icons scale Team Icons v1.8.5 supports a max of 16 teams. Clicking on a team label under the settings will allow selection of a custom team color for that team. Version 1.9-RWP requires BDAc-RWP 1.3.4.x Version 1.9 additional features that are exclusive to and require Runway Project: * [Enable Score] toggles competition mode score display * [Vessel Healthbars] toggles HP bars * [Vessel Threat Icons] toggles icons showing who is attacking who Team Icons v1.9 supports unlimited teams Additionally, vessels will be tagged with different icons based on vessel type into 7 different categories: Planes, Rovers, Bases/Landers, Probes, Ships, Submarines, and Stations/Relays Download from SpaceDock | GitHub Changelog This work is licensed under a BY-NC-SA 2.0 license.
  10. 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 Extended in these versions keep in mind issues you find in there are most likely because both are meant for 1.8.x Since I've learned how to properly model stuff, models will definetly be coming out faster. I mostly just have to get the hang of Unity and how KSP does its stuff, and you might even be able to see more parts like engines, cockpits etc. along with better quality skins. DISCLAIMER: I have been given permission by @RoverDude to release this mod. This mod consists of modified parts and shares Firespitter Bi-Plane textures already made by either @RoverDude or @Snjo and are not originally made by me. In no way am I trying to steal the show from their pack. All credits go to them for releasing the original parts. I am in no way a part of the Firespitter development team. Thank you in advance for your acknowledgment! Ever played around with the WWI Firespitter parts and got frustrated with how hard it is to make a replica with them? They look like the perfect parts at a first glance, but there's just not enough variety to make that one Central powers fighter look different from the rest of your craft apart from the paint job or the arrangement of parts, and you don't really want to resort to stock pieces for your WWI save as they look too modern. Well, look no further! This pack was made for you! The only dependencies are Firespitter for the textures and ModuleManager Note that when I say Firespitter, I mean the actual parts pack, not just the plugin! Grab it here! Downloads: Spacedock Download Github Download Change log: Q&A: Q: Why do the parts look like they have no textures on the part list in the SPH/VAB? (They still look normal when you place them on your craft in the hangar though) A: I don't know. This is actually the first time I've made parts using FS texture switch configs, so any help would be appreciated to fix this bug. But don't worry, the parts should work and have colors without any issues! Q: Proof of permission? A: Sadly, I've somehow lost the message I sent to RoverDude. However, if you have any concerns you can ask him. Q: Why do some of your parts piggy-back off of other Firespitter textures? A: I'm trying to keep this addon as close to Firespitter's design as possible. By reusing Firespitter's textures, I can keep stuff from being too out of line with the original Firespitter biplane parts while also saving space and memory by using less textures. Q: What if I find an issue? A: Open an issue in the GitHub, or post it here. I recommend you go to GitHub though, to prevent forum clutter. Any pictures or logfiles will be greatly useful for me to look at! Q: Are you open to suggestions/criticism? A: I am open to any suggestions! Feel free to criticize the mod in any way, but make sure to tell me what's wrong so I can see what to do to make it better! Q: Where could I post suggestions/critique? A: You can post it on the forum or on GitHub Q: Do/Will you support previous versions of KSP? A: Most likely not. Q: Will you do more extensions for Firespitter parts other than the WWI series? A: Probably not, as this mod is meant to be focused on WWI parts regarding Firespitter, and the WWI textures/models are the only ones I specifically asked permission for modification. Q: CKAN support? A: Sure, personally I don't use it so let me know if there are any issues and I'll try to solve them
  11. Future Technologies Expansion This mod series introduces new futuristic parts that expand the options of the mid-late game techtree. Right now there is one small mod ready and a larger one nearing imminent release. The core principles behind this are: Aesthetics that don't look too out of place next to restock-quality parts Gameplay benefiting from various other mods including CTT and SystemHeat Fitting in and expanding on features and part rosters from other mods, mainly Nertea's outstanding PKMC mod suite which inspired this project Frontier Aeronautics [Version 0.3 - first public release - July 26, 2021] First mod in the series (and currently the only one released) this introduces the J-F755 'Petrel' - a 3.75m bimodal fusion thermal jet. This large engine is best used in late game SSTO designs for use on any atmospheric planet. Pictures and notes: Current Features: Planned Features: Dependencies (required to run): Module Manager CommunityResourcePack Waterfall - to be moved to recommended section soon, currently running the mod without it will lead to NREs) Recommended mods (for full intended gameplay - highly recommended): CommunityTechTree Far Future Technologies Heat Control Download: Available through CKAN SpaceDock: https://spacedock.info/mod/2815/Future Technologies Expansion: Frontier Aeronautics Known Issues: All models and textures are under the All Rights Reserved License; all cfg and dll files are under the MIT License. Metallic Hydrogen Rocketry [WIP, release inbound soon] This second mod in the series introduces a selection of mid-game level engines that use metastable metallic hydrogen to acheive performance similar to nuclear thermal rockets. Most require a mixture of mH and liquid hydrogen and radiators if SystemHeat is installed. Pictures: Planned Features:
  12. 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.
  13. 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?
  14. 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 of the turn. For understanding more of this you can search for the prandlt-D project that is made by NASA. I want to reproduce this effect on KSP to make better flying wings projects, i hope you can help me with this project! Here is a link for the NASA's Prandlt-d project: https://www.nasa.gov/centers/armstrong/news/FactSheets/FS-106-AFRC.html
  15. 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
  16. would it be possible to build a mod that allows you to maneuver around your space craft and press the switches as you wish?
  17. 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.
  18. 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 delete in case anyone else has the same issues. Make sure your project is using the correct .Net Framework version (Project > Properties > Application - for Visual Studio Users). For KSP 1.9 you must use .Net Framework 4.5
  19. 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 stage after 900 m/s ΔV is consumed. stretch would be actually compute required m/s ΔV for destructive deorbit/controlled deorbit/landing deorbit anywhere/
  20. 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!
  21. 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?
  22. 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 transparency of my work. Let's talk about the mod ! Reminder of what it does : This mod works as state machine that allows you create and play sequences of servo movement commands and special commands, like GoTo, Toggle ActionGroup, Delay and Wait. (Very useful for all your mechas) What will happens : First, I'll stabilize the mod, by maybe reworking some parts of the code and release bugfixes based on issues you could report on this topic or GitHub. Then, I'll work on improvements of existing features or adding new features if possible. (If hou have ideas, share them with this topic, you're welcome) Huge Credits to @ZodiusInfuser, @erendrake, @Ziw and @Rudolf Meier for their previous work. Download: https://github.com/ValrenStarlord/IR-Sequencer/releases/tag/3.0.1 Source: https://github.com/ValrenStarlord/IR-Sequencer License: GNU GPL version 3, 29 July 2007. How To Install As long as the mod will be in rework, I highly recommend to delete the previous IR Sequencer folder each time a new version will be released in case file names change, so that the old files don't stay and create weird things in-game. Otherwise, just copy the content of the MagicSmokeIndutries folder inside the existing MagicSmokeIndustries of your GameData folder. As said above, report any problem you could encounter with the mod in this topic or open an issue on GitHub, I'll work on as soon as possible. Enjoy !
  23. 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.
  24. 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...
  25. 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.
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