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  1. About: RealFuels-Stock is a set of configs for the Real Fuels Mod intended for Stock or up to 3.2x scaled Systems. It provides real propellant types (all with their pros and cons), limited ignitions and ullage simulation to all engines. It was originally created by Raptor831, but he was last seen more than a year ago, so i decided to adopt RealFuels-Stock and update it to the newest version (Old Thread) Download: GitHub SpaceDock CKAN - Search for "RealFuels-Stock" Dependencies: RealFuels (Forum Thread, GitHub) (CPR, SolverEngines, ModuleManager included in Download) NOTE: You can ignore the "not supported" message, when launching your game. (Optional) RealPlume (Forum Thread, GitHub) NOTE: Do not install RealPlume-Stock, all configs are already included into RealFuels-Stock If you're playing with RealPlume install SmokeScreen (Forum Thread) Supported Mods: ReStock ReStock Plus Bluedog-Design-Bureau (by @Bellabong) Near Future Launch Vehicles Near Future Spacecraft Tantares TantaresLV Cryogenic Engines SDHI Shuttle Orbiter Construction Kit reDIRECT Kerbal Atomics (by @TotallyNotHuman ) Kerbal Reusability Expansion Mk-33 Parts Pack Provenance Aerospace KK's SpaceX Pack and more... a list of all mods supported can be found on the Wiki Others: Tundra Exploration (WIP) Changelog: v5.1.0. New: * Bluedog Design Bureau (@Bellabong) * KerbalAtomics (@TotallyNotHuman) Updated: Squad: * Fix Vector (KS-25 Plume) * New auto-generating RCS configs for unconfigured Parts * Move RCS Pass to :FOR[RealFuels_StockEngines] * PR: RCS Rebalance (@TotallyNotHuman) * PR: Make LV-1(R) and O-10 pressure fed (@TotallyNotHuman) Restock Plus: * PR: Various Config fixes (Fuel Mixture inconsistencies, new Fuel Configs, Rebalancing) (@TotallyNotHuman) * PR: RCS Configs (@TotallyNotHuman) Tantares/TantaresLV: * PR: Fix Andromeda Engine typo (@Bellabong) NearFutureSpacecraft: * PR: Various fixes (Thrust & Mass Balancing) (@TotallyNotHuman) NearFutureLaunchVehicles: * PR: RCS LFO Configs (@TotallyNotHuman) * PR: Fix Hydrolox Config on RD-701/704 (@TotallyNotHuman) Huge thank you to both @Bellabong & @TotallyNotHuman ------ v5.0.1. Misc * PR: Fix unbalanced brackets (@7ranceaddic7) ------ v5.0.0. New: * Include Parts from 1.10 Update Updated: * Fix too low mass on MK1-3 Pod * Rebalancing Misc * Fix Near Future Launch Vehicles B9PartSwitch Tanks Warnings * Basemass/Drymass now dependent on volume * Added Xenon Tank Conversion ------ v4.2.0. New: * KK SpaceX Pack * Mk33 Pack * Provenance Aerospace Updated: * NearFutureSpacecraft: Integrated Fuel Tanks for OE-25 Engine * Squad: Add new KS-25 Engine Config Variant Misc: * Deleted No-RealPlume-Installed Patch (As suspected there were some issues with it) ------ v4.1.0. New: *Kerbal Reusability Expansion *RealFuels Engine (Coxswain Engine) Updated: Squad * More Ignitions for KR-2L Rhino Engine (2-12) ReStock Plus * More Ignitions for KR10-A Corgi Engine (12) ` Misc: *Add KSP Min & Max Version to .version file *Reduce ElectricCharge Utilization/Density to be inline with Stock Batteries ------ v4.0.0. New Supported Mods: *NearFutureLaunchVehicles *ReStock *ReStockPlus *ShuttleOrbiterConstructionKit *reDIRECT *Tantares *TantaresLV Updated Configs: Squad * Plumes Configs * Fuel Configs * PR: Allow 2 ignitions for RE-I2 (@cartersm) SquadExpansion * Plumes Configs * Fuel Configs CryogenicEngines * Fuel Configs (Update to CryoEngines v1.0.0+) NearFutureSpacecraft * Plumes Configs * Fuel Configs Misc: *Adopted by @ValiZockt *New File Structure *Add Configured Parts Tag *"Resolve" no plumes without RealPlume *PR: Resolve some MM Issues (@blowfishpro) Known Issues Due to replacing the ModuleEngines to ModuleEnginesRF in every RealFuels-Stock Config, the "Stock" Plume thats normaly in that Module get's deleted. Thus RealPlume is highly recommended. When playing with Kerbalism: Engines won't fail despite Part Failures turned on. Kerbalism has no integration in the Reliability Module for the ModuleEnginesRF used by Real Fuels. If you find any issues please report them in this Thread or open a issue on Github. Huge Thank you to: @Raptor831 - for originally creating RealFuels-Stock @ialdabaoth,@NathanKell & @Starwaster - for creating/maintaining Real Fuels @Zorg- for giving me permission to use some of his plumes, maintaining RealPlume & helping me with Plumes @woeller - for playtesting & general feedback This work is licensed under CreativeCommons Attribution-ShareAlike 4.0 International License
  2. I made RO configs for Tundra Exploration's Starship. I tried to make it work with out a reaction wheel but that was pretty much impossible. It is possible to make it work without a reaction wheel but the fuel balance has to be PERFECT https://github.com/Suyash-Jevaria/KSP-RO-Starship-Configs
  3. ## Community “Playmode USI” for Wild Blue Industries mods ## What is does I love the Wild Blue Industries (WBI) mods – MOLE, DSEV, Pathfinder, Buffalo. Great models, useful parts, attention to detail, and lots of good ideas which enhance my gameplay experience, such as the configurable templates. In all my long-term career saves I am also pretty much committed to the Community Resource Pack and Umbra Space Industries (USI) ecosystems, particularly Life Support and Kolonization. Most of the parts I am using (e.g. lots of Nertea’s stuff) have some support or compatibility for CRP and USI. At some point there was at least basic USI-LS support, but then one day the USI config mechanics changed (towards swappable bays with swsapoptions), and those patches became outdated. I used to roll my own, also very basic, based on the CRP playmode in WBI. That, however, is also no longer actively developed. So, instead of trying to patch something that itself might become outdated, I have bitten the bullet and present you the results of my work… integrating USI support (focusing on Life Support and Kolonization) into the WBI mods as a dedicated playmode which can thus be switched on or off as desired. What it does - example pictures: https://imgur.com/gallery/L4RGZwK “So it is just some MM patches for Pathfinder etc, not really a mod!” You could say so. It is basically “just” configuration files which are mostly applied using module manager. However, I am utilizing the awesome and powerful “playmode” feature of WBI to do more than just swapping out a part module here and there. With this feature, defining a “playmode” gives broad control over which templates are applied to the different parts, allowing to disable or change a lot of things (which would be totally possible with MM patches alone, but a lot more work). This playmode is built upon the existing “CRP” playmode, with some items adapted also from ClassicStock, but disables, changes and adds some modules (habitation, life support), templates or converter recipes. ## Design Considerations WBI and USI are based on somewhat different philosophies and design principles: * Long-term colonization, especially with closed-loop resource flow, is hard vs. * Early stations and flexible space-camping, short-term habitation expandable to long-term colonization Personally, I do enjoy both approaches and I do not see them as conflicting, but rather as highly complementary for my playstyle. To integrate (Pathfinder/MOLE/etc.) well with USI LS and MKS, balancing the capabilities to account for the different philosophies is important, ensuring that the parts fill a specific niche and are not generally overpowered or useless. What’s In Based on the existing “CRP” playmode, with some changes and additions Specifically, adds in USI-LS as life support system: LS recyclers, LS habitation, WBI greenhouses produce supplies (via agroponics or cultivation), Supplies/Mulch/Fertilizer as resource where appropriate, … Some changes to templates/omniconverters to be closer to the MKS production chains where appropriate Production parts acting as MKS efficiency modules where appropriate Integration of WBI resource sharing/distribution and MKS logistics on the table (see ROADMAP) WBI parts generally don’t enable closed-loop long-term colonization and are usually less efficient than comparable MKS/USILS parts. Keep in mind, though, that WBI parts are already very powerful and useful on their own with their template switching abilities and general capabilities. What’s Out This is not a scientific dissertation about perfectly balancing colonization parts. I have used as-is parts analysis, best judgement, personal preferences as well as the official MKS balancing guidelines. Most things “feel right” to me. Some may be a bit off. There might also be some mistakes on my part. If you think something is vastly off scale, let me know and we’ll discuss it. No repackaging all of MKS’ functionality in WBI parts. It is not my goal to create WBI templates for the complete MKS production chain, for instance. I want the parts to complement, not replace, each other. Some overlap is normal, and some Pathfinder and MOLE modules give you much earlier production capabilities than MKS – but at a cost of generally being less efficient. No “total conversion” of WBI. Pathfinder remains Pathfinder, and MOLE remains MOLE. E.g the greenhouses work totally different from USILS/MKS (you have to wait some time for a harvest, and the yield might be lower than anticipated), and that’s what I like about them as complementary things for my stations and bases. No changes to Tech Tree placements (Stock and CTT). Current placements mean that MOLE & Pathfinder parts come much earlier than MKS (especially in CTT). This makes sense in the overall design (early stations, camping before colonization), fits my playstyle, and I don’t intend to do any changes here. ## Is it safe to drop into an existing game? Short answer: most likely NO! Long answer: it depends. It is based on the existing CRP playmode, but there are some changes. Your active stations and bases WILL be impacted – some positive (LS and habitation functions), some negative (converter recipe changed or outright no longer available). Upon first activation and switching to a vessel there is a high chance of nullref spam. It might be repairable (->see Common Issues and Resolutions), but in a worst case that vessel is no longer usable and has to be terminated. If you are using ClassicStock playmode, DO NOT SWITCH TO THIS PLAYMODE! It is NOT compatible with ClassicStock – absolutely everything is different! All your classicstock resources will be gone, your production chains useless, and your bases decorative only! USI is basically CRP with specific production chains as in MKS, and life support from USI-LS. ClassicStock is very different from this, and fundamentally makes not a lot of sense to forcefully combine with USI. TLDR; Make a backup of your save before activating this playmode! If you are using CRP playmode and have few active stations/bases, give it a try. If you are using ClassicStock playmode, DO NOT activate this for your current save! ## Download, Installation & How to use Install prerequisites (ModuleManager, not bundled!). Any WBI and USI mods are technically not a dependency, but what do you expect this one here will do without them? Download and install mod from the github releases: https://github.com/TheDogKSP/WBIPlaymodeUSI/releases Install path must be $KSP_DIR/GameData/WildBluePlaymodeUSI !Any other folder path will lead to the templates not being properly found and switched by the WBI Playmode Switcher! Start KSP (your WBI playmode is something <> USI). Use the WBI playmode switcher to switch to playmode USI. DO NOT CONTINUE PLAYING, THE SWITCHED PLAYMODE IS NOT YET ACTIVE! Immediately exit and restart KSP. Your playmode should now be USI. UPDATE WARNING: *YOU MUST TREAT UPDATES AS NEW INSTALLS!* Download new release Delete previous folder completely: $KSP_DIR/GameData/WildBluePlaymodeUSI Unpack new release. Start KSP, LOAD A BLANK NEW SAVE (not your precious long-term career one with active flights!) Playmode switcher will indicate you are in USI (which is not correct, but it doesn’t know), switch to “CRP”. Klick OK. Immediately open playmode switcher again, switch to USI. Klick OK. Exit & restart KSP. You’re good to go now! ## Common Issues and Resolutions ## Support and Contribution Prerequisite: reading the design considerations, what’s in scope/out of scope, as well as common issues and resolutions. If you think something should be added/changed/removed: (Good) make a concrete proposal here on the forum (i.e. “make part x be a hab module with following kerbalmonths” instead of “part x is no good”) (Better) write and test the appropriate configuration / MM patch and post it here (Hero!) make a github pull request And especially regarding issues/support: This mod is community developed, and is in no way endorsed or supported by Angel-125 (WBI) or RoverDude (USI)! DO NOT GO TO WBI OR USI THREADS WITH SUPPORT ISSUES OR QUESTIONS REGARDING THIS PLAYMODE! If I find out that Angel-125 or RoverDude are pestered with stuff from this mod, I might have to consider pulling this. Thanks for your comprehension. ## Credits WBIPlaymodeUSI builds upon and existentially requires the excellent "Wild Blue Industries" mods by @Angel-125. Config files in this mod are based on, adapted from, or outright copied from, config files which are the creative works and intellectual property of Michael Billard, and are licensed under the GNU General Public License, v3. Wild Blue Industries is a copyright trademark of Michael Billard. All Rights Reserved by him. See: https://github.com/Angel-125 WBIPlaymodeUSI builds upon and existentially requires the excellent "Umbra Space Industries" mods by @RoverDude. Config files in this mod are based on, adapted from, or outright copied from, config files which are the creative works and intellectual property of Robert Palmer, and are licensed under the GNU General Public License, v3. Umbra Space Industries is a copyright trademark of Robert Palmer. All Rights Reserved by him. See: https://github.com/UmbraSpaceIndustries ## License & Source GPL v3 license, see: https://www.gnu.org/licenses/gpl-3.0.en.html Source files on github: https://github.com/TheDogKSP/WBIPlaymodeUSI ______________________________________________________________________________________ ## ROADMAP [done] bring onto CKAN Evaluate integration of resource sharing/distribution/logistics mechanisms o Side-by-side running, or o Integration, or o Complete replacement of one system with the other More work on the production chains and load/efficiency thing Evaluate support for BARIS Supporting upcoming features in USI Konstruction and LifeSupport (USI's Workshop and DeepFreeze alternatives)
  4. I can't be the first person with this problem, but I also can't figure out how to Google it to find an answer. Is there a way to control (or at least know) what order config files will be loaded within a single plugin? For example, I'm making some parts FAR-compatible, but I have another patch that does a rescale. Is there a way to ensure that the rescale happens first so that I can scale up the aerodynamic properties for FAR correctly (e.g. "MAC = 10 * rescaleFactor")? If the FAR config is loaded first, the scaling won't happen correctly. I naively tried to append ":AFTER[my_far_config.cfg]" to the "PART" preprocessing function, but that doesn't seem to work EDIT: Okay, so I think I get it now. The functionality I wanted was to have a name that I could reference for the load order. The way you do this is with the :FOR[arbitrary_name] command, which is used only once in a config file and specifies basically a timeslot in the load order. Then, :AFTER[same_arbitrary_name] refers to the timeslot immediately after that one, which is why you can't have multiple BEFOREs and AFTERs in the same step. Is this right?
  5. Features Adds new size based categories to Filter Extensions for the VAB and SPH. Size filters range from 0.35 to 30 meters. There are also sub-categories within each size. Installation Unzip to \GameData Dependencies Filter Extensions Module Manager Downloads Spacedock GitHub Source License CC-BY-NC-SA-4.0 Change log Please report any issues here or on GitHub, thanks! Pics or it didn't happen...
  6. So I'm trying to use Module Manager to suppress smoke exhaust effects from engines in atmosphere, as well as surface jet blast. Both of those grind my system to a near halt while flying in atmosphere. Here's what I've cobbled together, but I'm not a code guru so I have no idea if the syntax is right. Can some of you guys check me here and/or offer ways to do this better? Basically I don't want big puffy clouds of smoke behind my jet/prop/rotor/fan engines in the atmosphere, and I absolutely don't want downwash kicking up dust from the surface - both of which are major performance killers for me. Here's what I've got: @PART[*]:HAS[@MODULE[ModuleEngines]] { -fx_smokeTrail_light -fx_smokeTrail_medium } @PART[*]:HAS[@MODULE[ModuleSurfaceFX]] { @maxDistance = 1 } Or how about this... @PART[*]:HAS[@MODULE[ModuleEnginesFX]] { @EFFECTS { @PREFAB_PARTICLE:HAS[#prefabName[fx_smokeTrail_light|fx_smokeTrail_medium]] { @emission,* = 0.0 0.0 } } } @PART[*]:HAS[@MODULE[ModuleEngines]] { -fx_smokeTrail_light -fx_smokeTrail_medium } @PART[*]:HAS[@MODULE[ModuleSurfaceFX]] { @maxDistance = 1 } Yes? No? Help me out, oh coding masters. Thanks!
  7. [1.2.X] Mod's Cloud Configs: Custom made EVE configs that add clouds to planets in the stock game or to planets from mods. How can I help? -Just ask me to make a cloud configuration for a certain planet pack (must be kopernicus planets) and specify what you want the clouds to look like and I will see if I can make it. Once posted I will mention who suggested the cloud config. Currently posted configs: Outer Planets:https://spacedock.info/mod/1219/Logan's OPM Cloud mod V1.0 (this was my first ever mod, it is pretty shoddy so might take it down once I put up a better one.) OPM: complete visual overhaul(coming soon)
  8. I'm new to KSP modding, so I would like a bit of help with this part I am trying to make just for myself to sort of get into it. I've no desire to write an actual plugin. If this is in the wrong section I apologize as I wasn't exactly sure where to place this. But yeah. I can't get my part to consume any sort of resource in the config and it's driving me mad. It works without consuming anything so I'm not entirely sure what's going on here. PART { name = mk2blackrose module = Part author = Alexander mesh = mk2FuselageShort.mu rescaleFactor = 1 node_stack_top = 0.0, 0.9375, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -0.9375, 0.0, 0.0, -1.0, 0.0 node_attach = 1.25, 0.0, 0.0, 0.0, 1.0, 0.0, 1 TechRequired = advScienceTech entryCost = 18500 cost = 12000 category = Utility subcategory = 0 title = Mk2 Black Rose Oxidizer And LF manufacturer = Enigma Tech description = This airframe fuselage has a built in Oxidizer and fluid fuel generator. It requires a large amount of electricity to perform. attachRules = 1,1,1,1,0 mass = 0.49 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 1 crashTolerance = 50 breakingForce = 50 breakingTorque = 50 maxTemp = 2500 // = 3000 emissiveConstant = 0.8 fuelCrossFeed = True bulkheadProfiles = srf, mk2 MODULE { name = ModuleGenerator isAlwaysActive = False isTweakable = False OUTPUT_RESOURCE { name = LiquidFuel rate = 8 } OUTPUT_RESOURCE { name = Oxidizer rate = 8 } INPUT_RESOURCE { name = ElectricCharge Rate 1.0 } requiresAllInputs = true } RESOURCE { name = LiquidFuel amount = 0 maxAmount = 400 } RESOURCE { name = Oxidizer amount = 0 maxAmount = 400 } } Any help on this would be super appreciated, thank you.
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