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  1. The Gold Standard! Version 1.5.2 (2017/06/18) (Now with full SCANsat and Galileo's Planet Pack Compatibility!) This mod adds the pursuit of gold and an extremely rare resource called Unobtainium to the game! Gold Ore now appears on planets/moons Gold Ore can be mined and smelted into Pure Gold with the Smelter Return either Gold/Gold Ore back to Kerbin for profit Gold is heavier than Gold Ore, which is heavier than Ore Full integration with Vanilla drills and scanners Vanilla Drills and Surface Scanner available slightly earlier in the tech tree Only 8 parts (Under 10Mb download), low memory usage. Get over that mid-career fund grind in a fun and challenging way! What is Unobtainium? Unobtainium is an extremely valuable resource that generally spawns on high-G and extremely distant worlds. You can mine Unobtainium using the vanilla drills without needing a converter in-situ. Drills mining Unobtainium operate much more efficiently with both a scientist and engineer aboard. Unobtainium is a little more dense than gold, so ensure to bring adequate Dv! Finally a monetary reason to land on Eeloo, Eve, Moho/Icarus, or any of the other seldom visited worlds! This mod is not meant to be an easy cash cow; rather, a difficult alternative to contract spam. There is no gold on kerbin, and be careful when choosing a mining site as only deposits of >2% (mini drill) or >1.5% (large drill) will yield gold ore. The gold ore can be returned for an okish profit, but be aware that gold ore is basically 9/10s ore. So there are obvious benefits to smelting in-situ. The Smelter needs power, cooling, and an engineer to function at its full capacity. Pure Gold is, by design and irl, HEAVY! Feel free to post any working ship/base designs! Note on returning with your space booty: Land near or on the space center to avoid diminished returns. Supported mods: - Scansat - Galileo's Planet Pack Downloads Version 1.5.2 for KSP V3: SpaceDock Available on CKAN! *ModuleManager included and required Planned Features Will be adding one more resource beyond Kerbin's influence Community Tech Tree integration Further Weight/Cost Balancing (need feedback) Change Log Update 1.5.2 •Packaged the latest version of MM to bring the mod upto 1.3 Update 1.5.1 •Complete Compatibility with SCANsat and Galileo's Planet Pack •Changed the way resources spawn on planets (more small concentrated veins, less large low concentrated blobs). Update 1.5 •Improved Weight/Balance/Distribution of resources. It should now be a little easier to make money, and more worth it to make a trip out farther. •Fixed the Unobtainium texture •Cleaned up files •Improved compatibility with Scansat and Galileo's Planet Pack (Thanks go to Jadeofmaar for helping me here) Update 1.4.2 • Fixed stupid typo ftw. Update 1.4.1 • Fixed a value that was preventing unobtainium from spawning in large enough quantities to be mined. Update 1.4 • Finally got of my butt and updated the mod to 1.2.2 • Added Unobtainium • Added support for GPP and Scansat Update 1.3 • Updated to for KSP 1.2 • Fixed a potential problem with unlimited output for both gold smeltery and stock miniISRUVersion 1 Update 1.2 - Updated some part descriptions - Slightly reduced concentrations of gold on Minmus - Made orbital scanner unlock earlier (The satellite targeting gui is disabled until survey scan) - Adjusted Smeltery Output to prevent a very minor exploit Version 1.1 - Cleaned up textures - Fixed radial attachment points - Added Mission Flags Version 1.0 - Release License The Gold Standard is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. This license does not apply to the bundled plugin ModuleManager. This is my first mod so if you have any tips or suggestions don't hesitate to leave a comment below.
  2. Picture poor Jebediah sitting inside a MK1 capsule atop an overly complex rocket (aren`t they always?) waiting on the launchpad. He is smiling despite knowing that he is being sent to Duna on a one way mission (or at least until the Space Program decides to send another vessel to collect him) all on his own, within a space suit, within a tiny capsule and with no other entertainment than a minute window that will show nothing but cold cold space for the whole 200+ days of journey. Once within Duna`s sphere of influence Jebediah can look forward to a couple of days of achieving orbit, landing and performing a couple of experiments on the surface. After that, nothingness... nowhere to go, nothing to do, no one to speak to... alone in the planet, the omega kerbal. So, you guys get what is bugging me: we have great mods to deal with the lack of life support gameplay, great mods to give us more realistic aerodynamics and soon communications networks in 1.2 all fine and dandy... Kerbals however seem to have 0 mental health needs, they will happily be put into a capsule for months on end... You might say it is an acceptable break from reality, but I for one make sure that any mission that is going to go longer than 1 month HAS to have at least two kerbals in it and a some kind of crew cabin (usually the hitchikers storage container). It is not neccesary for the game mechanics, but it makes me feel like I am at least giving my little kerbalnauts the chance of leaving the cockpit and taking a shower, sitting down, just plain go somewhere else. Still, even that might be "less than enough" for missions that count their duration in years instead of months... what to do then? Well, send a robot instead! And I am not talking about those crude drone core`s than can pilot a ship and even land it, I´m talking about humanoid robots that can do everything (well, almost) a Kerbal can do without the mental breakdown that should come from being in an enclosed capsule with no company or entertainment for years. Hell, you can even send them to distant planets to set up surface bases, get them going, and then send the actual kerbals. Robots would not consume life support (great advantage) but would have no specialisation or leveling in career (big disadvantage), they wouldn´t be able to send crew or EVA reports, but they would be able to take surface samples and take experiment results from sensors just fine. They would be unlocked in career mode with one of the later drone techs. I would love to build a mod that offers precisely that as I think it would add an interesting role-playing edge to the game that, as of now, is lacking. I worked as a 3D designer for a few years so I offer myself to build the models (the idea is to use the current mesh, textures and animations from Kerbals and make some changes to make robots out of them, piece of cake!), I am however painfully ignorant when it comes to building mods and what it entails, I would need help (plenty of it) in that department. Any takers?
  3. If you are running a successful space agency, you will be flying to Kerbin-Orbit a lot. The Kerbal Space Transport System (or KSTS) will allow you to record launches of your transport rockets and planes to be used in automated missions later. It will allow you to transfer resources, crew-members and even deploy brand new ships directly into orbit. And because the cost of launching your payload is only as high as the cost of the mission you've previously recorded, you will benefit greatly of building reusable space planes without the hassle of landing them by hand every time. You can for example record the launch of a space-plane and deploy a payload with a mass of 2.5t at an altitude of 286km before returning back home: Afterwards you will be able to pick this recorded mission-profile and launch new vessels with a mass <=2.5t into an orbit with an apoapsis below 286km for only the cost of the fuel used by your space plane: The new ship can be deployed at any orbit of your choosing that is within range of your mission-profile or right next to an existing reference-vessel, making your life in low-kerbin orbit much easier: Features: Record transport- and deployment-missions for rockets and planes. Deploy new ships directly to Kerbin-Orbit (must have less or equal the mass of the payload from your reference mission). Transport resources to vessels in Kerbin-Orbit (provided they are in range and have compatible docking-ports). Use multiple transport missions to construct new ships at space stations in Kerbin-Orbit. Transfer kerbals to and from vessels in Kerbin-Orbit. Compatible with KRnD (newly launched ships will always use the latest part-upgrades). Compatible with CLLS (modifications on vessels and crews are communicated via game-events). In-Game help which explains how to get started and how it works. Third Party Support: StageRecovery: With this mod installed the total cost of your recorded flights is reduced by the value of successfully recovered boosters. Known Incompatibilities (this mod skips the usual launch phase, any mod which depends on this might not work correctly): ModularFuelTanks (tank-configuration does not work) USI Life Support (some timers connected to the launch-time don't work) You can download the latest version of this mod from GitHub: 1.11 (for KSP 1.4.2): https://github.com/mmoench/KSTS/archive/1.11.zip 1.9 (for KSP 1.3.x): https://github.com/mmoench/KSTS/archive/1.9.zip 1.7 (for KSP 1.2.1): https://github.com/mmoench/KSTS/archive/1.7.zip
  4. I have a late 2007 iMac running OS X Lion, or 10.7.5. It has 4 gbs of ram. I have ksp's graphics and everything else on the lowest quality. How can I make it run better because it runs like crap.
  5. After discussion with @KospY, who is the author of the original idea, we agreed that I should take ownership over the mod to continue maintaining and developing it. Today, KAS is completely different from what KospY have made in 2015, but his idea is still here - we connect vessels in space! The forum thread for the initial version of KAS can be found here. >>> Support me at Patreon if you like the mod! Kerbal Attachment System (KAS) This mod is another extension to the EVA duty of the kerbonauts. Now they can link different vessels together. Why linking? Well, how about transferring resources without docking? Or maybe two vessels need to stay together while not docked. Even more, this mod has active parts that can work as winches! A great variety of links is supported: Rigid. It's basically a simple strut, but kerbals can set it up or remove being EVA. Bring some of these things on your Mun base and reinforce the structure! Rigid unlocked. It's still the same strut, but the joints are unlocked. It allows the vessels to move, while not getting too close or too far to/from each other. Active rigid. Do you need to tow a vessel? If yes, then you need a tow bar. Only in KAS you can find advanced models of tow bars that can assist steering. Greater towing speed means more fun! Flexible. It's an elastic cable that can stretch at some extent while still forcing the vessel to stay together. Active flexible. It's still a cable, but now its distance can be changed either via an EVA kerbal, or via a remote control GUI. Basically, it's an electric winch. Resource transfer. Zero structure force in exchange to an ability to have some free length. Link the vessels up to the maximum distance and move the resources via a convenient GUI (a way more convenient than the stock one!). Almost any type allows remotely docking the vessels. Once docked, the vessels become a single base where the stock game functionality can work. Demo media VIDEO: Active tow bar usage (TB-60 part). VIDEO: Winch demonstration (W-1 part). VIDEO: Refueling a vessel (RTS-1 part). VIDEO: Big movie of making Minmus station using the older version of KAS. IMAGES: KAS showroom. * The videos above were created using the pre-release versions of KAS. Real appearance can differ. Languages supported Русский Italiano Español 简体中文 Português Français If you are a native speaker of any other language, please, consider adding your translation. Simply ping me in PM if you're willing to do so, and I'll do my best to help you. And don't be shy if your speaking English is not very well, what is required is your native language skill - we're trying to be funny in KAS part descriptions, it can be challenging to make a proper translation. And if you think you don't need extra help, try reading this link - it may save you a lot of efforts while translating KAS. Support You can support this and the other of my mods on Patreon. This is where I post my ideas, prototypes and the features development progress. Other useful mods for EVA If you want doing EVA comfortably, you really should consider adding these mods as well: Kerbal Inventory System (KIS). Now you can build and upgrade vessels in EVA! Easy Vessel Switch (EVS). No more guessing how to switch to "that vessel" - simply point and click! Surface Mounted Lights. Too dark for EVA on the other side of the moon? Problem solved with these ambient lights! How to install Recommended: Install and run CKAN. Search for "Kerbal Attachment System" or just "KAS", then install the mod. Occasionally run CKAN client to update KAS (and other mods) to the latest version. If you follow this path, then all the KAS dependencies will be updated automatically. It may save you a lot of time during the update. Manual: Download the ZIP archive: From CurseForge. From Spacedock. From GitHub. If you have an older version of the mod in your game, you must delete all the old files first! Do not just copy over, this will likely result in compatibility issues. Unzip the release archive into the game's GameData folder. Note, that names of the folders must be exactly like in the archive or the mod won't work. The release archive contains the minimum versions of the required dependencies: ModuleManager and CommunityCatgeoryKit. If your game has better versions, do not overwrite! Verify the installation: the mod's LICENSE.md file must be located at <game root>/GameData/KAS/LICENSE.md. Authors @IgorZ KAS 1.0 concept, coding, and maintaining. Models and textures: @winn75, @Shatten, @Enceos, @IgorZ. @KospY Original idea of the mod. Sources are available on GitHub. License: Public Domain (yes, you're completely unrestricted).
  6. I was watching MythBusters the other day and came across... http://www.discovery.com/tv-shows/mythbusters/mythbusters-database/laptop-lift-off/ The original video - https://www.youtube.com/embed/_12L_Dme8Vc Basically (if these links don't work) the bees can't lift the laptop because of a few reasons but a major one being Newtons 3rd law. If the bee is pushing air down it can fly up, but if the air is hitting a large surface it pushes the surface down, and if the surface is attached to what ever is trying to fly up, it won't fly. I asked myself, is KSP's physics realistic and good enough to prove this law, I set up a rig as the following (sorry for no images) 1. Simple probe core 2. Fuel tank 3. Rocket engine strong enough to lift the whole thing 4. 2 long metal girders which hold a large flat surface made up of structural sheets of metal I ensured that the metal sheets were far enough from the engine to be able to see the flame, I proceeded to offset the metal sheets to ensure there were no gaps. I went to launch it and to my surprise it did not generate thrust, I tested numerously to see if it was a glitch in the launch pad, I remade the rig with the metal sheets separated a little. This caused the metal sheets to wobble (closing and opening its gap) each time it opened the thrust fluctuated from 0 to almost normal engine thrust. After seeing the results I flipped the girders upwards (lots of air resistance) yet it was able to lift off (this entire experiment was also done with hacked gravity which made no effect on the 0 thrust). I am really proud of Squad for having these very realistic physics in the game which I can imagine to be a pain (Results from newest release 1.1.2ish I think) Serious JOB WELL DONE! (I don't think physics were this good in the past KSP versions though)
  7. >>> Support me at Patreon if you like the mod! Easy Vessel Switch (EVS) The stock game doesn't care much about the camera stabilization when you switch between the vessels. You can walk in EVA, enter a pod, and end up with a camera looking in the sky. Or you may want to take a closer look at some part of your big station, but the camera focus is bound to the station's center of mass, and the part of the interest is far away form it. This mod can help you solving these troubles! With EVS: ...the camera will stop jumping around randomly. There are two modes of stabilization that allow preserving the view in the scene (switch with F7)... ...you're able to focus the view on any part of any vessel with a simple mouse click (with O hold, it's configurable)... ...a new active vessel can be selected by simply holding ALT (configurable) and clicking on the vessel you like... ...the basic info of a vessel can be quickly seen by simply hovering over it (with ALT hold)... And this mod speaks 4 major languages in case of some of your kerbals are picky in this sense. Demo media VIDEO: Mod overview + tutorial VIDEO: The part focus feature Languages supported Русский Italiano Español 简体中文 Français Support You can support this and the other of my mods on Patreon. This is where I post my ideas, prototypes and the features development progress. Other useful mods for EVA If you want doing EVA comfortably, you really should consider adding these mods as well: Kerbal Inventory System (KIS). Now you can build and upgrade vessels in EVA! Kerbal Attachment System (KAS). Need to link two vessels? Just send out your kerbals EVA! Don't forget to update their inventories, though. Surface Mounted Lights. Too dark for EVA on the other side of the moon? Problem solved with these ambient lights! How to install Recommended: Install and run CKAN. Search for "Easy Vessel Switch" or just "EVS", then install the mod. Occasionally run CKAN client to update EVS (and other mods) to the latest version. If you follow this path, then all the EVS dependencies will be updated automatically. It may save you a lot of time during the update. Manual: Download the ZIP archive: From CurseForge. From Spacedock. From GitHub. Unzip release archive into the game's GameData folder. Verify the installation: the mod's README.md file must be located at <game root>/GameData/EasyVesselSwitch/README.md. Note, that all the names must be exactly like in the archive or it won't work. Sources are available on GitHub. License: Public Domain.
  8. So recently I've started going to other planets in ksp but I haven't been able to get a good periapsis for aerobreaking and always fly off into solar orbit or crash. I was hoping someone could provide a cheat sheet for a good place to put the periapsis for a capture. Ps: I know aerodynamics affect it so just give a range like between 10-20km
  9. Just a curious question, will the game support the vr such as oculus or HTC in the future? It is a really cool idea for us to seat inside a vessel, pretend we are kerbals and get ready for the suicide mission.
  10. Greetings, I've started the clean install with 1.1 and I've got a question - is there a way I can relocate the app launcher bar when in flight mode? Can I move it to the bottom edge of the screen, for example, can it be positioned horizontally, for example? Or is it fixed?
  11. Trying to get the hang of powered vertical landings. Playing Demo. I built a small test craft with eight pre-extended, suspension-locked landing legs and a couple of liquid-fueled engines, put RCS thrusters with plenty of propellant on the capsule up top, and stuck Jeb in it. I launch, navigate to a smooth landing area, and throttle the engines down until I start to drop, then tell Jeb to use RCS to maintain retrograde alignment. Then I just play with the throttle to try and stick the landing. I've gotten a couple of landings, but it's hit or miss (well, I never miss; I just hit too hard). I know how to sit down and calculate out exactly what I need for a true suicide burn, but for landings on the fly, what's the best way to eyeball my altitude and speed to pull it off smoothly?
  12. I *want* to enjoy progressing through career mode, even though my ultimate goal is always simply to unlock all the parts. I crave a reason to slog through the tech tree instead of loading up a sandbox game. Sometimes I think that KSP could offer players like me more satisfaction. In general I would describe these two suggestions as ways to "individualize" each career mode playthrough, so each iteration of the Space Program is more unique. First suggestion: give the player random starting Kerbals, and makes Kerbal stats & roles more important. The idea is to make the player more attached to the employees of their space program. Currently they feel very interchangeable and impersonal. It would be great if (for example), when given a certain contract the player would naturally think "X would be perfect for that mission, but Y isn't really suited for it." To achieve this, give Kerbals randomized personal goals similar to contracts. Fulfill them in order to level up the Kerbals (instead of the old way of leveling up). Jeb wants to be the first Kerbal on Minmus, Bill wants to collect atmospheric data from Eve, etc. Could also include negative goals, such as: Jeb hates flying alone (if you send him alone he won't level up), Bob wants to talk to his kids (he won't level up without an antenna on the craft), etc. Achieving a goal would level up the Kerbal and unlock another goal to be pursued for the next level. (Bonus idea: generate contracts for specific Kerbals based on their achievements: "Have Jeb take tourists to the site of his historic Minmus landing" etc.) My other suggestion is the gradual improvement of parts based on their use in the game. The more often a part is used, the better use your program can make of it. The idea is that these would be very minor improvements to things like mass, Isp, fuel capacity, drag, etc, and they would be randomized so that each playthrough would offer different bonuses. Maybe implement it this way: each part has three phases of use: Phase 1 - Experimental, is a short period in which the part is not being used to its full potential and has randomized deficiencies. A small number of missions that are recovered with the part on board could move it onto Phase 2 - Mass Production, during which the part has "stock" values. It would take a good amount of use and recovery to move onto Phase 3 - Fine Tuned, when the parts are given randomized bonuses. I believe that the career game could feel much more rewarding with something like this implemented. TLDR: the bolded stuff. Maybe it's too ambitious or against the spirit of the game. Maybe it's an awesome idea. I'm just throwing it out there, let me know what you think.
  13. Have you ever said "I don't want to live on this planet anymore"? Now you can! We at Kerman & Kerman Orbit and SurfaceStructures are proud to present you the all new product line for Kerbals who want nothing more than to live on another planet! We at Kerman & Kerman finally got out of the testing phase and now consider our parts to be usable. This mod adds several new parts that are designed to be used in a planetery base for the Kerbals.This includes Habitats, Greenhouse, Laboratory, a Cupola derivative, Command-Center and others. It is designed to fit with the other stock parts and feel as "Kerbal" as possible. Galleries Supported Mods You need the lastest version of ModuleManager to use the supported mods! Life Support: TAC Life Support, USI-LS, Snacks! Continued, Kerbalism, DeepFreeze (Continued), Ioncross, ECLSS, IFI-Life Support Gameplay: (SETI) Community-Tech-Tree, Kerbal Inventory System (KIS), Kerbal Attachment System (KAS), RemoteTech, KabinKraziness, Raster-Prop-Monitor, Connected-Living-Spaces, KeepFit, SCANsat, Surface Experiment Pack JSI Advanced Transparent Pods, Extraplanetary Launchpads, OSE Workshop, Near Future Electrical Propulsion: Modular Fueltanks, Realfuels, Stockalike Realfuel @ibanix, @DStaal, @dboi88, @Merkov and @tsaven are working on a patch to support UKS. You can find the thread here: KPBS/MKS Integration Pack (outdated by now) Download Please remove the folder of older versions of this Mod before installing! TAC-LS Spreadsheet Additional Downloads: Sample Craft, Templates to tinker with, Deprecated parts The source code is available on GitHub Languages Español by @Rafael acevedo and @fitiales Русский by @Dr. Jet 中国语文 by @vosskftw and @q654517651 Deutsch by @DasSkelett and @Nils277 Italiano by @Simog Portugues do Brasil by @VaPaL, @MaximumThrust @Daniel Prates and MarcosEduardo2007 Français by don-vip Looking for help: If anyone is interested to translate KPBS into Japanese or finish Brazilian Portuguese, please let me know! You can find all the texts that need translation here: KPBS Texts. Support and bug reports If you encounter a bug with Kerbal Planetary Base Systems, please follow these instructions to report it. Most important: I need the LOG FILE. Otherwise i won't be able to help! License The art assets are licensed under: CC-BY-NCThe plugin code is licensed under: Apache License 2.0 This mod redistributes the Community Category Kit and Community Resource Pack from @RoverDude and contains parts for Deepfreeze that are made by @JPLRepo and @MerlinsMaster. They are licensed under:
  14. So... it's gotten to the point now where I just sit in the SPH/VAB and stare at the empty craft in front of me going: "What the hell do I build now?" I've been to pretty much every planet and moon, and built so many things... I've just ran into a complete builder's block. This builders block is also the main reason why I've been a bit of a hiatus from KSP. Any ideas or suggestions? I might look at doing progression updates using videos and image albums, perhaps look out for me in the mission control segment soon (totally not self-advertising myself here) Cheers~
  15. A small MM script that by default defuels all parts. The idea behind it that you must build refueling infrastructure to fuel any launched craft. So your Space Program will need mining, refining, transportation and refueling infrastructure to work. Release v0.7! The - it should probably have been in a folder from start release Download Licence Thanks to @artwhaley for the help with the script Visit my dev thread for my other mods
  16. I always thought that science-points lose a lot of their value in the endgame once you have unlocked the entire tech-tree, which is why I made this mod. With Kerbal R&D you can spend science points to improve the stats of the parts you have already unlocked in a career game. At first the investment will be rather small, but the cost goes up exponentially so you will always have a good reason to bring back every last bit of science from your missions. More images: http://imgur.com/a/2J020 License: CC-BY-NC-SA 4.0 At the moment you can improve the following stats: Dry mass of all parts (reduced mass of a part when empty) Atmospheric and vacuum ISP of Engines (improving their fuel efficiency) Fuel flow of Engines and RCS-Thrusters (increasing their maximum thrust) Torque of reaction wheels Charge rate of solar panels Crash tolerance of landing legs Battery capacity Efficiency of Generators (eg RTGs) Efficiency of Resource Converters Safe deployment-speed of Parachutes Maximum internal- and skin-temperature of all parts Fuel pressure (capacity of fuel tanks) The upgrades are tracked separately for each part and vessel, which means any research you do doesn't affect your ships and stations already in orbit. The cost of each upgrade and the improvement it will bring can be tweaked for each part via simple configuration files. You can download the latest version of this mod from GitHub 1.15 (for KSP 1.4.2): https://github.com/mmoench/KRnD/archive/1.15.zip 1.14 (for KSP 1.3.0): https://github.com/mmoench/KRnD/archive/1.14.zip 1.13 (for KSP 1.2.2): https://github.com/mmoench/KRnD/archive/1.13.zip This mod requires the mod Module Manager to work. Please note that this mod is not 100% compatible with other mods which modify parts at runtime (eg TweakScale or InterstellarFuelSwitch).
  17. hello I've been a player of ksp for a long time and I think it would be good to add a multiplayer. I think these multiplayer features would be the best and serve for ksp: first off adding friends this is simple we have a online username account that well be used to pull up the players account page and you can add friend or join game which means the player is playing with the other players. groups this can be made by any player and a group can serve as just for friends or it can serve for a certain amount of players only like 20 multiplayer players and the user wants 10 he can do that you can also just do you and a friend. this multiplayer wouldn't be a mod it would be built in the game. I hope you consider making this you'll make me and so many other people happy thank you ksp team. any other feature the ksp founders would like to add this is unlimited because they made the game. my opinion I've played a lot of games and I've seen that multiplayer is a lot of fun it can get boring playing a game by yourself this adds a new experience in gameplay there is gonna be dog fights, wars, racing, flying together, operations and so much more this little add will give a huge amount of fun and gameplay and its gonna be so many kingdoms of players are gonna arise and buy the game I know because I have friends and a brother me my friends and my brother we buy games we like that have multiplayer ones that don't we usually look for another one but I really like this game and so does my friends and brother I really think this would help. thank you for your time. for the gamers of ksp multiplayer would add so much fun and a huge experience it would be epic and fun think of the gameplay that would be possible wars and big wars, operations you plan, huge fleet of planes flying, and so much more with our imagination's and what we want to do In the game we can do some pretty awesome stuff thank you community for reading.
  18. MKS is a complex mod - it has a lot of resources, and a lot of moving parts. And while it’s pretty awesome once it’s up and running, it can also be intimidating to a newer player. So I’ve been carefully considering the best way to overcome this hurdle without sacrificing the spirit of the mod, and after a lot of discussion and feedback, have decided to build out a lighter, friendlier version of MKS. Thus, I am happy to introduce MKS-Lite! It will give you a taste of a lot of the MKS subsystems, but uses a much simpler resource set and more forgiving mechanics. The best part is that when you’re ready to move onto the main MKS system and it’s more involved processes, almost all of the knowledge you learn in MKS-L will transfer directly over. You can get a feel for the specifics over on the Wiki. You can grab a release over on GitHub here: https://github.com/BobPalmer/MKS-LITE/releases Configuration files and code are licensed under the GPL v3 license. Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely note that this is currently in BETA, so while it is pretty stable, I still anticipate some bugs I am also especially looking for feedback on the documentation, since this is intended to be a much simpler version, and I need to make sure the docs work for newer players. Note: This is not really suitable for use with core UKS because of balance issues (in the next release, the full UKS mod will explicitly hide MKS-L if present). Enjoy!
  19. The work was originally started by russnash37 who gave a permission to take over and extend his project Supported KSP version: 1.2.2, 1.3.0 License: GNU GPLv3 (included) Source code: on GitHub I've tried to make focus on realism as much as I was able to research the subject so the default settings assume that all kerbals including tourists are trained astronauts wearing G-suits. Pilots are more trained than others, of course. The following G-effects are simulated: Blackouts/redouts Loss of color vision a.k.a "greyout" Tunnel vision as G rises Kerbals grunt while they perform AGSM (anti-G straining maneuver) and take a heavy breath after Blood beating in kerbal's ears on redout (wear headphones with good bass and you'll feel it) G-LOC (G-induced loss of consciousness) Kerbal deaths of a sustained over-G G forces have different severity in four directions: upward, downward, backward, forward, so you may find that a kerbal launched in a rocket stands more G than a kerbal piloting a plane upside down on a circular trajectory. Kerbal's specialization also affects how much he can stand. You can use this mod together with KeepFit by timmers_uk. In this case kerbals' fitness will affect their ability to withstand over G effects (supported by G-Effects v0.2.3+ and KeepFit v0.8.3.3+). Download from SpaceDock (for KSP 1.3.0) Download from SpaceDock (for KSP 1.2.2) If you don't have a joystick it is recommended to use with Analog Control Continued mod for the best aircraft experience Installation: Save the old G-Effects.cfg file if you have changed it. Delete previous version of the mod. Place contents of the zip into your KSP/GameData folder. You'll have to enter the config params you have saved manually into the new version's configuration file because it has several important changes. Stock integration: Stock g-meters and notifications correspond to the mod's state. If you don't need them you may disable "Kerbal G limits" in the game's settings, the main mod's behaviour won't be affected. Kerbal experience and other stock g stats are still ignored. Configuration: Configuration of the mod is done via G-Effects.cfg file. Look through it to have an exhaustive description of its parameters. The major parameters of those you can fine tune are: A common kerbal's ability to resist G effects Restrict video and audio effects to IVA mode only Severity of effects of G forces applied from different directions How much specialization help a kerbal to resist an over-G Disable G-deaths and more The sounds are still a little WIP so you always have an option to disable them via config file if you find'em too annoying. Anyway, after trying the mod please respond to the poll in this thread for I knew which way to move further. Would also appreciate any comments or suggestions. Known issues and limitations: G-forces caused by a ship's rotation don't affect because they are not likely to be severe enough to induce any significant effects. Effects are calculated for the active vessel's crew only. You can switch to another vessel and back and have effects applied as if they have just started. Planned features:
  20. Closed Loop Life Support (CLLS) is a simple life support mod which aims at simulating a small, self-contained system for keeping Kerbals alive during long voyages through space. It adds a new resource "LifeSupport" which is consumed by Kerbals at a rate of one unit per day. If your crew runs out of life support they will die. To prevent this dire fate, this mod adds new life support containers to increase the maximum mission time as well as life support generators, which will allow you to create self sufficient ships and stations, provided you have enough electricity. Download 1.3 (for KSP 1.3.x): https://github.com/mmoench/CLLS/archive/1.3.zip 1.1 (for KSP 1.2.1): https://github.com/mmoench/CLLS/archive/1.1.zip Features Kerbals will require life support to stay alive (1 unit per 6 hour day). All parts with crew capacity will hold a small amount of life support (3 units per crew-slot). Kerbals on EVA will take 1 unit of life support from the ship and put it back once they return, giving you a maximum EVA duration of 1 day. Kerbals which have run out of life support will die. Life support can be extended with life support storage containers. For longer missions life support generators can be used to generate life support. This allows the creation of fully self-sufficient interplanetary ships and bases. The production-rate and thus the energy consumption of life support generators can be tweaked to avoid wasting resources. The life support usage and production is tracked for all ships, even in the background and during time warp. Technical Details This mod keeps track of the life support values of all vessels, even those which are not currently active. This is done by caching their last known consumption / production levels as well as their remaining resources. When an event is triggered that changes the game-world (like launching a ship, modifying an (inactive) vessel, saving the game or running out of life support), all vessels are updated. This should make it compatible with other mods which manipulate inactive vessels (like KSTS) while consuming only very little system resources.
  21. This little plugin hides the nodes of the KSP Technology Tree that you are not able to research yet. NOTE ON FURTHER UPDATES: Since there's an actively maintained mod Hide Empty Tech Tree Nodes that enables the same feature among the others, this mod's update and maintenance has been paused. Without rendering the fog itself of course. Supported KSP version: 1.1.x License: MIT (included) Sources: included Description: For some reason KSP developers decided to expose the entire technology tree at Research And Development facility since KSP 1.0. That spoils all the technologies that you will ever be able to research. This mod is for those who liked the 0.90 way of the tech tree rendering: you could only see techs that you are able to research or have already researched. That kept the intrigue of development through out the game. There is also a tiny config file to affect the way how the technologies are hidden in the tree. Download from SpaceDock Usage: Just extract the contents of the zip into your GameData directory. By default the mod hides techs that are unresearchable yet and leaves the researchable ones visible (just like it was in KSP 0.90). Configuration: One more thing you may complain about a stock tech tree design is that the technologies are becoming available to research when any of their parent technologies are researched. For example, to research Stability you need either Basic Rocketry OR Engineering 101. As if for invention of automobile it was sufficient to invent only a wheel or only an engine. You can change that in several ways: 1. (Supported by the stock game and is not related to Fog Of Tech): For stock tree edit the KSP_Folder\GameData\Squad\Resources\TechTree.cfg and change every value of AnyParentToUnlock property from True to False. That means you'll need to research all of the parent technologies in order to research the particular one. 2. You can just set parentTechsToShow=ALL in Fog Of Tech's configuration file. That will make the plugin just hide all the techs that haven't all of their parents researched without the need to edit stock tech tree. The other possible value is ANY: with the default tech tree effect is the same to the default plugin action. But if there is a tech that requires all of its parents to be researched then it will be shown immediately after you research any tech that leads to it despite it is still unresearchable (see the title screenshot: Flight Control has been modified to be such node there). Compatibility: Since the mod affects only the way of tech tree rendering it should be compatible with the most of custom tech tree mods.
  22. With the work I've been doing on Ship Manifest, and the recent breakthrough in renaming and changing the professions of our beloved kerbals, along with the recent mods that actively manage kerbal professions via other means, I decided to breakout the Roster portion of Ship Manifest and expand it into a new Plugin. Since Ship Manifest essentially deals with Flight operations on a vessel, the Roster Feature always felt like an "afterthought". It was part of the original Crew Manifest, which I used as a basis for Ship Manifest over a year ago, but now with the way Ship Manifest has evolved, it makes more and more sense to separate and expand on this feature. I've already got a working shell running with the base functionality of the Roster in Ship Manifest as my starting point. However, this plugin will not end up looking like a rehash of that. My thoughts are as follows: This initial post will be updated as more info and a definition is added. Alpha (0.3.0.0) on SpaceDock | GitHub. Installation: 1. Remove the RosterManager folder from your GameData folder (if it exists) before installing any new version.. 2. Overwrite your GameData folder with the contents of the archive. Roster manager is KSP-AVC aware, and will be CKAN indexed soon License: CC BY-NC-SA 4.0. Contributors: Papa_Joe, JPLRepo. Source code : http://github.com/PapaJoesSoup/RosterManager WIKI: http://github.com/PapaJoesSoup/RosterManager/wiki Version 0.3.0.1 13 Feb 2022 - Fixed bug with Roster Window resizing when in editor. Scrollbox resized, but window did not. - Changed: Refactored loaded scene checking logic to simplify. - Changed: Trimmed Installation notes. Removed version and What's new sections. Redundant with Change Log. Version 0.3.0.0 09 Feb 2022 - New: Recompiled for KSP 1.12.x - New: Added window resizing to all windows - New: Added kerbal suit selection - New: Added Click through blocking - New: Addded default window position (Persisted) Sets initial window position to a default of 50px from upper left of screen. Version 0.2.5.1 17 Mar 2018 - Recompiled for KSP 1.4.1 - Fixed: ApplicationLauncher textures no longer render correctly. Increased image size to 128 x 128 to support Unity 2017 compression. - Fixed bug with creating Tourist profession kerbals. Caused endless loop. Version 0.2.5.0 12 Jun 2017 - Changes to re-compile for KSP 1.3 - Added localiztion based on KSP 1.3 localization. English included to start. Assistance welcome for other lanaguages. - Code style cleanup. standardized strings using string interpolation. - Added some more tool tips where needed. Cleaned up Tooltip display code. - Regorganized settings window to support tabbed sections. - Rebuilt List management to improve performance, and revised filtering and sorting. - Revised Rosterlist headers to display active sort field & sort direction. Version 0.2.4.0 30 Oct 2016 (pre-release, github only) - Changes to re-compile for KSP 1.2 Version 0.2.3.0 28 Jul 2016 - Changes to re-compile for KSP 1.1.3 - Added Items to Medical Tab: Kerbal Type, and Roster Status. added validation and warnings to ensure user knows the impact of changing these settings. - Refactored tooltips to improve readability. - Fix bug with Tourist Kerbal Types. Tourist Kerbal Type is now supported. Version 0.2.2.0 21 Apr 2016 - Update mod to work under KSP 1.1. No other changes at this time. Version 0.2.1.0 15 Mar 2016 - Fix issue with Loading/Saving causing errors at space centre. - Fix issue when Kerbals are sacked. - Changed DeepFreeze Integration to use new DeepFreeze wrapper API (no more hard dependency on specific versions). - Added Notes function. There is now one Notes area for each kerbal (2k characters max) to record whatever notes you wish, accessed by selecting a kerbal in RM and selecting the Records tab. Version 0.2.0.0a 06 Dec 2015 - Compatible with new KSP 1.0.5 Kerbal Traits/naming process. - Up to date with DeepFreeze Mod integration. - Fixed Filter tab at top of GUI, and added Frozen filter (if DeepFreeze is installed) - Added Salaries option to Settings, also in settings you can set salaries to be paid monthly or yearly. - Salaries are set via Training - Experience Tab in the GUI. Default value is 10000 funds. - Salaries are deducted monthly or yearly, but if you do not have enough funds then the kerbals who aren't paid will go into a contract dispute mode. - Contract Disputes occur when kerbals are not paid their salary. Each pay period the kerbals who aren't paid will ask for a payrise (which goes up each time they aren't paid). All un-paid salary will accrue each time they are not paid. The user can accept the payrise and the kerbal will continue to work for you. However, this will only occur for 3 pay periods. At the end of the third occurrence of them not being paid the kerbal will go on strike (Become a tourist). Until such time as they are paid all owed money. - A Contracts Window is available to see all kerbals that currently are in contract dispute and allow you to accept payrise, decline (they go on strike). Or if you have funds available you can re-pay them all owed monies and they will go back to work for you. - Each month or year (salary period) funds are checked and if there are enough contract disputes are automatically resolved. - Added KerbalLifeSpanInfo including Age and lifespan processing setting for each kerbal. - If this setting is on all kerbals in the game will age over time and eventually die from old age. - If the Repawn kerbal option is on in the main game settings then they will respawn when the die (but as a new freshman again). - If you also have DeepFreeze Mod intalled then freezing a kerbal will stop the aging process whilst they are frozen. - Each Kerbals age is shown in the Attributes Tab for each kerbal and the main roster list. But the age cannot be changed. - Refactored code, cleaned up code style, standardized variables and usage. If you use DeepFreeze, you will need the latest version above to work with Roster Manager. Version 0.1.0.0 20 Jun 2015 - Initial alpha release - Roster interface based on Roster window from Ship Manifest, but greatly enhanced (sorting, more detail) - In flight controls removed. These will stay in Ship Manifest. Roster Manager will not be visible in the Flight scene. - Kerbal manager Tab buttons for various areas to manage. - Support for DeepFreeze cryo canisters. Frozen kerbals are displayed with assigned vessel. - Attributes Tab, contains kerbal editing found in SM. However, all kerbals can be edited. - Training Tab contains ability to edit kerbal skill and experience - History tab contains kerbal's flight history. - KSP-AVC aware and CKAN listed. Roster Manager - Roster list - From the Roster list, you can select the kerbal to manage - Attributes - This section allows you to change the kerbal's attributes (like in Ship manifest, but more control and no limit on which vessel. Will be affected by realism... - Records (career file) - This is where all management functions will reside. In the personnel file we can manage: o Salaries - Kerbals don't work for free, so some cost for each kerbal should exist. We will pay a salary to each kerbal on the roster, on a Biweekly/ Monthly/ yearly basis, (configurable). Salaries can be adjusted for realism and playablility. o Stats Editing - Editing stats. You can change the Primary profession, name, and other properties of your kerbal. o Notes - A simple editor that allows you to add notes to your kerbal * Training- Training is a means to increase your kerbal's experience through training. Training can consist of time spent away from flight learning specific tasks, or via Simulations such as in HoloDeck mod. - Cross Training (multi Profession) It will be possible to maintain multiple professions. Through training and flights, you can increase a specific profession by selecting that profession for a given flight. o Experience - Experience is gained thru flights. With RM, experience can also be gained thru training on specific tasks and thru Simulator training using HoloDeck. Training will increase the experience level of your Kerbals in the profession for which the training occurs. o Flight / Simulation Log - Flight history and Simulation history will be stored in your Kerbal's personnel file -Vessel flown -Dates of filght -Results -Accomplishments o Crew Performance - Crews that stay together fly better together. It will be possible to improve the performance of a given crew through training and Simulations performed together. Kerbals with more time together will perform better on a given flight. o Accomplishments/Achievements - using Other addons, accomplishments can be gathered and added to your Kerbal's personnel file. o Medals - Medals for significant achievements can be earned. o Medical / Psych - Your Kerbal's abilities can be impacted by their medical condition and sanity. While no insane kerbals are possible (yet), (no suicides, sorry), their mental state will impact their skills. Things like time in space alone, traumatic events like crash landings and such can affect their abilities for certain periods of time. Kerbal Type and Status are now here. Since medical typically approves kerbal for flight status... It made sense to include it here... ther are restrictions to flight status, so if you pick unusual settings, the Medical Team will warn you against these rash choices.... - Recruitment/Termination - It will be possible to hire/fire Kerbals. Fired Kerbals will be removed from the game permanently (Will impact the game save). - Scheduling - It will be possible to schedule kerbal crews and crew rotations, vacations, have impacts to crew due to illness, and medical issues. - Settings o Reputation/Currency o Realism o Scheduling o Recruitment / Termination - Persistence - This Mod will change the game save. This allows the management of many parts of the kerbal's experience, profession, and accomplishments. I'll be placing this in a PDF on the GITHUB site I will be creating to make it easier to read.. The Idea behind this mod is to extend the Kerbal experience, provide some control, and provide an ecosystem around them. I intend to leverage the available mods around this theme and attempt to maintain compatibility as much as possible. At the moment I'm looking at leveraging and compatibility with CrewQueue, HoloDeck, KerbalStats and other mods. Suggestions and comments are welcomed. Your thoughts/suggestions are welcome. If you can think of a better Name for the Mod, I'm certainly up for discussion on that as well... Thanks!
  23. Ship Manifest Current Version: 6.0.8.0, 28 Apr 2023 -- Download: SpaceDock | CurseForge | GitHub (all releases). Also supports CKAN and KSP-AVC for your convenience in updating. NOTE: This version of SM is KSP version 1.11.0+ Ship Manifest is a tool to manage your ship's "things". I originally started with Crew Manifest as a basis for this work. My great thanks go out to vXSovereignXv for creating Crew Manifest, and Sarbian for contributions to and continuing maintenance of Crew Manifest. I've now re-imagined it into Ship Manifest, Crew transfers are now only a small part of what SM can do. Ship Manifest moves crew, Science and Resources around from part to part within your ship or station. It also manages docked vessel refueling, hatches, deployable Solar Panels, antennas and lights. Kinda like your Ship's bridge... Ship Manifest has a LOT of flexibility and a lot of Options. So much is available that is NOT seen in a default installation (Realism mode set ON by default) that you may be missing a lot of what SM has to offer. Please go to the Settings Window to see what options are available, and play with them. You will be surprised at the number of features that exist in this tool. I believe in choice, so you can configure SM to be pretty much exactly what you want. You want a "realistic" experience? Check. You want to be a god and chafe at realism mode restrictions? Check. I also invite suggestions for things you would like to see. License: CC BY-NC-SA 4.0. Original license on Crew Manifest was do as you want. I felt the original and contributing authors deserve due attribution, since this is a derivative work. Source code (and all releases): http://github.com/PapaJoesSoup/ShipManifest Ship Manifest WIKI: http://github.com/PapaJoesSoup/ShipManifest/wiki No Mod Dependencies!: Ship Manifest is mod independent. You don't need any other mods to use Ship Manifest. However, if you install the mods below, Ship Manifest provides specific support for their features. Toolbar, by blizzy78. This mod is the "original" and a great alternative to the stock toolbar. Connected Living Spaces (CLS) by codepoet. This mod provides the player with graphical information on livable spaces in a ship. It shows you where you could go internally on your ship. Module Manager. This mod allows you to extend the configurations on your parts. Used by CLS. RemoteTech. This mod overhauls the unmanned space program and makes antennas much more important. Very powerful mod. DeepFreeze. This mod provides part(s) for cryogenic freezing of kerbals for long duration flights. JPLRepo has taken over maintenance of this mod. USI Kolonization System (MKS/OKS) Inflatable Modules. Very cool mod for compacting your trips and station builds. KSP-AVC. This mod checks your installed mod versions against the mod's latest version. Let's you know when you need to update. CKAN. The Comprehensive Kerbal Archive Network (CKAN) Package Manager (CKAN) is a multi-platform app that manages nearly all your mods from one clean executable. Performs installs, updates, and uninstalls of your mods automatically. NOTE TO CKAN USERS: don't expect support for installs via CKAN. if the CKAN install fails, contact the CKAN folks, NOT me. Acknoledgements: Special thanks to @micha for his support the past few years. For continuity, a link to his thread is here: Ship Manifest What's New: Version 6.0.8.0 - Release 28 Apr 2023 - KSP 1.12.5 -------------------------------------------------- - New: Added horizontal window resizing to all windows. SM will remember these settings between saves. - Fixed: Correct window scaling issue where other mods were affected by SM when changing the KSP Scale. This was caused by GUI.skin issues as SM was altering the built in skins. SM now uses a custom skin constructed dynamically from the selected built-in scales, so only SM windows are affected. Issue: Forum post https://forum.kerbalspaceprogram.com/index.php?/topic/56643-112x-ship-manifest-crew-science-resources-v-6070-25-apr-23/&do=findComment&comment=4277051 - Changed: adjusted window heights for the Unity skin and the KSP skin. This makes window resizing more reliable. Version 6.0.7.0 - Release 25 Apr 2023 - KSP 1.12.5 -------------------------------------------------- - Fixed: Correct error in Manifest window with the vessel name. Was using a nonlocalized name. Now properly localized. - Fixed: Rate Modifier field in Science window was displaying incorrect value. Now properly displays the value. - Fixed: Correct resource display error when RealXfers setting is changed and Saved in Realism settings. Issue: https://github.com/PapaJoesSoup/ShipManifest/issues/63 - Fixed: Memory leak on SM destruction. One handler was not being removed. Issue: https://github.com/PapaJoesSoup/ShipManifest/issues/64 - New: Refactored mod to support KSP UI scaling. You folks with the 4k monitors should be able to see the text now. - New: Localized Screen messages in Crew transfers. Note: Many localizations are machine translations. Any help in improving them is appreciated. - New: Added a Settings button to the Roster window when in the Space Center. This button appears if you disable the Settings icon on the toolbar. This setting is in the Config Tab. - Changed: Refactored remaining windows and tabs to clean up display code. Moved a lot of redundant code into GUI utility methods. - Changed: Refactored all windows to cache all localization strings and object size values. Object size values only recalculate if the screen resolution is changed. Hopefully this helps a bit with performance. Installation: 1. Remove the ShipManifest folder from your GameData folder before installing any new version.. 2. Overwrite your GameData folder with the contents of the archive. Ship Manifest is KSP-AVC aware and is CKAN indexed Support: If you expect me to provide support for issues with this mod, I will expect that you have read and will follow these instructions. Change History: This work was originally based in large part on Crew manifest 0.5.6.0 by xxSovereignxx as modified by Sarbian to work with 0.22. It has since been completely reworked and massively expanded. Videos: - Kottabos did a fine review here: (Feb 28th, 2014). It was very educational for me . I've long since fixed the bugs and added much more... Screenshots: Donations: I wrote and support SM (and other mods) as it is an opportunity to give back to the community I love in some small way. But, some folks have asked me how they could donate. It completely blew my mind. So, I've added a donation button. It is Completely voluntary, absolutely amazing, and I very much appreciate the gesture!
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