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  1. v1.1.0 (10 June 2022) Full Screenshot Gallery Currently the mod adds 12 different engines. You can read about the engines in the Wiki. You will notice that they run on a variety of fuels. These fuels provide advantages and disadvantages compared to stock Liquid Fuel and Oxidizer, having different efficiencies, thrust ranges and storage volumes. You can check out my roadmap of engines that potentially could be added. DOWNLOADS Spacedock Github Wiki Bug Reports Dependencies (included in download, check for latest versions!): ModuleManager (4.1.4) B9PartSwitch (2.17.0) Community Resource Pack (1.4.2) DeployableEngines (1.3.0) Installation: Merge the GameData folder in the release .ZIP with the GameData folder in your KSP installation, by placing the GameData folder in to the 'Kerbal Space Program' folder. All of the dependencies come included with the mod. The "RocketMotorMenagerie" folder, as well all dependencies, should appear alongside the "Squad" folder within 'Kerbal Space Program/GameData'. To install the Extras, place any or all of the subfolders within 'Extras' into 'Kerbal Space Program/GameData'. Recommended Mods: The following mods are strongly recommended for an enhanced gameplay experience: CryoTanks (1.6.0) - This provides a set of patches provide fuel-switching features for the most basic LF/O tanks as well as orbital fuel tanks specially designed to contain cryogenic fuels Waterfall (0.6.3) - A cool way to create and drive engine effects more effectively. If you want cool engine plumes, get this mod. Frequently Asked Questions How are the parts balanced? Parts are balanced against stock KSP parts, which means the launch vehicles might seem overpowered. The parts are best suited for a 2.5x~ system rescale or JNSQ. Will you add feature/part xxx? I certainly accept pull requests. Please target all such things to the dev branch though! Or, you can make a constructive suggestion on the forum thread. Please check the roadmap above before asking. Licensing
  2. WIP - needed link update soon. MEV Heavy Industries (MEV) Daedalus, Bussard and Epstein drives for Kerbal Space Program. By zer0Kerbal, originally by @Cyne adopted with express permission and brought to you by KerbSimpleCo Preamble by Cyne See more YouTube review by Kottabos Gaming Help Wanted Localization Installation Directions 1 Dependencies Kerbal Space Program 2 [Interstellar Fuel Switch (Core)][ifsc] or [Interstellar Fuel Switch][ifs] Supports Either 3 Module Manager Module Manager /L On Demand Fuel Cells (ODFC) GPO (Goo Pumps & Oils') Speed Pump (GPO) Tags parts, 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 @Cyne for creating this glorious parts addon! see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) DONATIONS: How to support this and other great mods by zer0Kerbal and it is true. Connect with me Track progress: issues here and projects here along with The Short List 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! ↩
  3. Space Shuttle Engines (SSE) Space Shuttle Engine (SSE) pack by Klockheed Martian Engine Manufacturer - for Kerbal Space Program. By zer0Kerbal, originally by @dtobi and then by @sarbian adopted with express permission and brought to you by KerbSimpleCo About the pack by @dtobi Parts: eleven (11) engine parts X0, X2 and X3 Space Shuttle Engines X4 Linear Aerospike Engine Orbital Maneuvering System (OMS) Engine Double - Orbital Maneuvering System (OMS) Engine Shuttle Shoulders attachment point for OMS Two big 2.5m engines. One can rotate (check action groups and context menu) sixteen (16) tank parts Four tank shapes in four different sizes (16 parts in total) six (6) other parts Two fuel controllers for controlling fuel lines' flow Radial mount for shuttle engines Example Craft The example craft are supposed to give you an idea how to setup the engines, fuel controllers, tracks, etc. Atlantis and Endeavor require procedural wings and B9. Explorer requires B9. See More See our Parts Catalog for part pictures For more images, see our Marketing Slicks 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 See full Imgur Album This is a tutorial series about building and handling your own space shuttle in KSP Help Wanted Localization Installation Directions 1 Use CurseForge/OverWolf App (currently does not install dependencies) Whilst I agree CKAN is a great mod for those that can't use zip tools. I take no part, nor am I interested in maintaining the CKAN mod metadata for my mods. Please don't ask me about it but refer to the CKAN mod thread if you are having issues with CKAN or the metadata it maintains. Beware, CKAN can really mess up though it tries very, very, very hard not to. or Dependencies Kerbal Space Program 2 Klockheed Martian Ltd (KM/L) Supports Either 3 Module Manager Module Manager /L On Demand Fuel Cells (ODFC) GPO (Goo Pumps & Oils') Speed Pump (GPO) Suggests Space Shuttle Engines Asteroid Cities (KM/AC) Special Parts Division (KM/SPD) Tags parts, 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 @dtobi for creating this glorious parts addon! @sarbian for picking up where @dtobileft off see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Connect with me Track progress: issues here and projects here along with The Short List 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. Hello guys, I've decided to include many realism mods in my current career playthrough and was wondering if any of you knew of any mods that make stock jet engines more realistic (you know, turbofans not magically becoming more efficient above Mach 1...)?
  5. I'm annoyed by the lack of aircraft, especially airliner parts and many mods are discontinued or don't have the parts I want. So I will make my own! (Click on the images for full-size) Boeing 737, 727 and 787 View inside the 737 cockpit Taking a look at the 737-800 engine Parts Boeing 737 (Max) inspired Cockpit with detailed IVA Boeing 737-800 Engine Boeing 787 Dreamliner Cockpit with detailed IVA Note that I will probably not add complete airliners, this is supposed to improve your creations with custom-built, specific parts, which drastically improve the visuals of your aircraft! I will add parts as I desire, and do not have any specific roadmap in mind. I'm open to suggestions though. Download coming soon!
  6. Announcing the 0.1.0 alpha release of Simple Procedural Engines. Aerobees too small for you? F-1 slightly too big? Agena more thrust than you need? Then have we got solutions for you! S. P. Engine allows you to create procedural engines from several real-world-inspired families, by setting the thrust and ignition count within the supported range. After tooling a design, you can follow its upgrade path as you unlock further techs, saving many many funds as compared to a brand new design. S. P. Engine is built for use with the Realism Overhaul suite of mods, and in particular has a hard requirement for RealFuels. (That's why I'm releasing for 1.3.1 rather than something more recent; the various Realism mods are still back there.) Currently supported engine families (with mnemonics): A: (Aggregat) Ethanol/LOx booster. B: (Bees) Small aniline/furfuryl/nitric acid sustainer. D: (Delta) Pressure-fed hydrazine/nitric acid upper stage. F: (F-1) Huge kerosene/LOx booster. G: (aGena) Pump-fed hydrazine/nitric acid upper stage. J: (J-2) Large hydrolox upper stage (and later aerospike sustainer). K: Kerosene/LOx booster up to about 1MN thrust. (Like LR79, H-1 and Merlin1.) L: (Lr105) Kerosene/LOx sustainer. Matches nicely with K-class to make Atlas-style stage-and-a-half. M: (M-1) Massive hydrolox upper stage (later also sea-level). Q: Small, throttleable hydrolox upper stage engine. (Like throttling RL10s developed for Lunex.) R: (Rl10) Small hydrolox upper stage engine. S: Small staged-combustion kerosene/LOx upper stage. (Like S1.5400/11D33/RD-58 family.) Several more are planned. Read this far? Download S.P.Engine 0.1.0 and give it a try!
  7. Elephant Engine The Elephant Engine is effectively a 75% "Mammoth". It consists of three "Vectors" in a single 3.75m housing, for when a Mammoth is just overkill. As a side-bonus, mode switching in-flight will allow you to emit a plume of elephants, instead of fire. --------------------------------------------------------------------------------------------------------------- Download: SpaceDock -or- ksp.necrobones.com --------------------------------------------------------------------------------------------------------------- Creative Commons 4.0 Attribution-NonCommercial-ShareAlike CC BY-NC-SA --------------------------------------------------------------------------------------------------------------- Change Log: 0.2 (2015-05-06) - Initial Release. 0.1 (2015-05-06) - Internal Test. Inspiration:
  8. WIP Track here. Issues here. Discussions here. Download prerelease from CurseForge (or use their app). BURGER MOD! Now with RADIALLY-ATTACHED BACON! "Launch it Your Way!" -Frank_G --------------------------------------------------------------------------------------------------------------- Download From: CurseForge.com or SpaceDock --------------------------------------------------------------------------------------------------------------- Scott Manley: Overview by Kyle Kidd: @KyleKidd --------------------------------------------------------------------------------------------------------------- Creative Commons 4.0 Attribution-NonCommercial-ShareAlike CC BY-NC-SA --------------------------------------------------------------------------------------------------------------- Original Thread.
  9. I love putting the RE-M3 "Mainsail" Liquid Engine in my rockets, but since it's the heaviest are there any best liquid fuel engines for first stages out there? (no mods please) I use the 'Skipper' Liquid fuel engine for my second stage.
  10. EDIT: I find a way to remove it from non RO section. There is 1 side question below. So I'm trying to add engine and reuse the model from RO Engine but I faced some problems. If there is a guide please link it. So it still show in non RO section it. Here is the engine part cfg file. And here is the engine file . 1 side question How to calculate the fuel needed for a given mixture ratio of the engine ?
  11. Behold, the completed Nuclear Engine for Rocket Vehicles - UpScaled, or NERV-US (thanks for the name suggestions)! This engine's nozzle retracts when the LH2 engine switches to its O2-injecting afterburner mode. Model by Jonathan Cooper.
  12. Hello, I play Kerbal Space Program with Real Solar System for two weeks now and I always have the same problem: It's really hard to reach the delta-v required to put something in orbit. I never have more than 10 000 m/s of delta v(I know it's enough for an orbit but if I want to send something to the moon or a other planet that's a problem). Did I need something for my engines to fit the mod ? Or did you have any advice to build rockets please ? Thank you for your answers.
  13. 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:
  14. GTIndustries (GTI) have spend their entire budget on R&D. The results are five new products (plugins). GTI MultiModeEnginesFX GTI MultiModeEngines GTI MultiModeIntakes (MM included) GTI MultiModeConverter (MM included) GTI MultiModeHarvester (MM included) Features of GTI MultiModeEngine & GTI MultiModeEngineFX: GTI Multi Mode Engines Select which engine ID to affect Availability (Flight, Editor) Propellants, Ratios, IgnoreForISP, DrawGauge etc. is set up like stock through the alternative ModuleEngineFX modules Custom naming of Engine configuration Set Engine Type [LiquidFuel, Nuclear, SolidBooster, Turbine, MonoProp, ScramJet, Electric, Generic, Piston] Thrust Heat production Curves: atmosphereCurve, velCurve, atmCurve throttleISPCurve (GTI MultiModeEngine only) Features of GTI MultiModeIntakes: Switching between "ModuleResourceIntake" defined in the part Switch intake resource (resourceName) when the intake switches Can be disabled by setting preserveResourceNodes to true. Features of GTI MultiModeConverter: Switching between all the different "ModuleResourceConverter" in the part. Compatible with USI Converters as well because they inherit from the stock module. Features of GTI MultiModeHarvester: Switching between all the different "ModuleResourceHarvester" in the part. Compatible with USI Harvesters as well because they inherit from the stock module. How-to add: (There are no parts added with GTI Utilities, this is intended for use in other mods) Pictures: Download: Download from GitHub (including the source code) Download from SpaceDock Example Engines: Dependencies: (separate downloads) Module Manager by sarbian which is under a "CC share-alike license" Changelog: Known issues: Credits and sources of code inspiration: Diazo - help & advise kerbokatz - Afterburner mod - inspiration FreeThinker - Interstellar Fuel Switch - inspiration blowfish - advice on UI_ functions Crzyrndm - advice on ConfigNode coding NathanKell - for coding advise in the forums sarbian - Module Manager & advice Nazari1382 - HotRockets FX Licence: https://opensource.org/licenses/MIT All bundled material follows it original licencing terms! HotRockets Art Assets: http://creativecommons.org/licenses/by-nc/4.0/
  15. Hi. What's the most efficient engine in Kerbal Space Program? With 'efficient', I mean the engine you can get the longest distance with. For example, if we compare the Terrier to the Mainsail. The Terrier can burn for a pretty long time, but not with a lot of thrust. Though, the Mainsail can burn with higher thrust, but not for that long. Are these two just as good (in space, without any landings or takeoffs)?
  16. Improved Tree Engine Placement // v1.4.0 License: CC BY-NC 4.0 The scope of this mod is to improve the order in which you unlock engines in the community tech tree. It does this by splitting the rocketry line into a lifter line and an efficient propulsion line, into which go booster engines and vacuum-optimized engines respectively. Nuclear and fusion propulsion lines are shifted up a row. Inspiration has come from the recently released BetterEarlyTree mod, which I quite enjoyed, as well as Unkerballed Start, where I liked the separation of rocketry lines. The logic behind the ordering is that you unlock engines following their diameter, i.e. you get 1.25m ones before 1.875 and so on. That logic fails though as you get into mods that add very similar engines, taking the mainsail and the mastodon as an example. Therefore, they have been ordered following a rough comparison in deltav and thrust. As of v1.4, most of the 0.625m parts have been moved around for a more sensible progression, since they always felt in the wrong place, and would suffer from underuse. However I am still unsure of the exact ordering that should be kept. No pics no clicks, so here we go: Since this is my first official mod, feedback is very welcome, especially on my module manager patches, but also on general balance or further mod implementation. Notes: The icons are based on the Terrier, the Harrier and Tharsis engines, the latter two being from cryogenic engines. Supported: Stock ReStock+ CryoEngines Near Future Launch Vehicles Near Future Spacecraft Dependencies: (not bundled) Community Tech Tree Module Manager Optional (recommended): Better Early Tree Dowload: SpaceDock GitHub
  17. Hey all ! I'm looking for graphic mods that modify engine flames I found one in 1.8.x, but I lost it and don't remember its name It doesn't matter if it's not the same one, but I really want to see the mach discs on some of the nozzles again (the white/brighter parts on the flame) In addition, the stock flames are really badly made, as well as the high speed smoke If you also have a mod that modifies this I'm interested I have installed Restock, Restock+, WaterFall and Magpie I don't see any mach discs, I don't know why EDIT Here are all the mods I play with on KSP 1.10.1 and 1.11.1 I read english and french, so feel free to answer in one of these language ^^ What i'm looking for https://imgur.com/3xAUCBf What i have for now https://imgur.com/quIBatc https://imgur.com/0McWHF1
  18. I am building a SpaceX parts mod, and i need to find out what node i should require for Career/Science mode.
  19. Gillermoo's Kerbal Engine Mapper is a tool that can help you determine the optimal rocket for your mission. Optimize for either lowest mass or lowest cost. Install here: [snip]
  20. So i had create engine model and how to make it generate thrust i know there are tutorial but i also want to create custom engine particle and these two conflict,And all those tutorial is for 2018 not 2020 and also ksp has changed to unity 2019
  21. I just started to play this game and I am having fun. But I just can't make the liquid engine work! I tired unsing the space bar, but it didn't do anything. Then I tried to right click and click activate engine, but it still didn't work. Help! P.S. i am having trouble loading the screenshot.
  22. Hello, I am playing with the parts cfg and came to the Multi Mode Engine. As far as I can see, there can only be 2 engine modes (primary and secondary). Is there any possibility to have a third (fourth, fifth...)? I can add more modules and they appear at the parts description in VAB, but I cannot switch to them.
  23. Hello all! Over the past year I've been part of an internship (sort of) that's hosted by my high school, in which we work with volunteers from Aerojet/Rocketdyne to develop a liquid fueled rocket that we're planning on launching as the IREC (InterCollegiate Engineering Competition) sponsored by ESRA in Utah this June. Last year we had our first engine test, but due to fuel/oxidizer ratio issues and combustion blowout (the propellent burned outside the nozzle), we only got fifteen of the expected hundred pounds of thrust. Discouraged and frustrated, we left the project over the summer and continued in October. Finally, this Saturday, after weeks of analysis, engineering, and assembling, we were ready for our second engine test. Here's the highlights: We replaced the solenoid valves with servo valves so they could open slowly to allow combustion to build up, and adjusted the propellent mixture, to glorious results! Unfortunately the avionics team had some trouble with the load cell data acquisition system, so we don't have thrust data for the engine as of now. Therefore we'll have another test in a few weeks, and hopefully we'll get the engine starting more reliably as well. Playing KSP, you don't always think about all the pieces that go into every component of a rocket, but this process has undeniably filled me with respect for NASA, SpaceX, Blue Origin, Aerojet, and everyone who works on these systems. Keep up the incredible work! -RixKillian
  24. I would like the RD-0410 Russian Nuclear Thermal Engine to be added to the game because it will balance out with the LV-N "Nerv" Atomic Rocket Motor. Also it will add a great deal of fun, experimenting, and using it to go to places that you have wanted to go. All in All the RD-0410 Russian Nuclear Thermal Engine is a great engine to be added to the game because it teaches the player on how nuclear engines work.
  25. so, i don't know how much fuel to pack till duna, because if you pack too low amount, then for circularizing and for all that, you'll not have enough fuel, and if you pack too much, then your weight will be too big, and you will consume a lot of fuel for a small amount of deltav
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