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  1. Universal Storage is a modular parts mod, allowing you to build custom service modules. It is highly integrated with the most popular life support mods, DMagic Orbital Science, and Kerbal Inventory System. Part library and more information available at kingtiger.co.uk/uvsii Universal Storage II (UvSii) is the follow up to KSP’s original wedge based parts mod, Service modules are build from a central core, around which you can place various resource and processor wedges. Customization fairings complete the service module, providing aerodynamic shielding with access via payload doors. Most parts are resizable allowing increased storage capacity while keeping part counts low. New features Separate fairing parts provide full comparability with the stock aerodynamics system. Parts feature multiple height variants allowing greater capacity without bloating part count. Fairings feature multiple paint variants, allowing you to match the look of your craft. Full KSPedia articles including animated gifs. Localization support including KSPedia. Support You can post bugs and feature requests on our bitbucket issue tracker: https://bitbucket.org/uvs2/universalstorage2 Or post in this thread and we'll do our best to help you (using bitbucket makes it easier for us to help and is preferred). Download from OneDrive Use the onedrive download to access: Previous versions Beta releases Source code Balance spreadsheets and other information Download at Space Dock You can download the mod at SpaceDock. There is a separate version for KSP 1.3.1 so make sure you download the correct file. Use the changelog button on SpaceDock to view each version. Features Three step build process Service modules are built from three basic parts. The core provides the structure with space to attach payload wedges and the fairing provides aerodynamic shielding. For more information on the build process check KSPedia in game. Multiple configurations Most parts have multiple height options, allowing increased resource storage without bloating part count. Cost, mass and capacity all scale linearly so every configuration is balanced. Larger cores and fairings have multiple configurations. The cores feature a central fuel tank or a crew transfer tunnel (for use with Connected Living Space). Selected fairings can be configured as a payload bay for use without a core or wedges. Fairings can be configured to match the look of your craft, with either Porkjet, Gemini, Apollo or Saturn paint schemes. Designed to work with 3rd party mods Built from the ground up to provide resource storage for popular life support mods. The game will automatically detect which mods you have installed (via module manager) and load payload wedges to match. In addition, Universal Storage is closely linked with DMagic Orbital science to provide a large selection of wedge format science experiments when both are installed. Wedges are Kerbal Inventory System (KIS) compatible, allowing Kerbals on EVA to swap out wedges as part of a resupply mission. Compatible mods Connected Living Space DMagic Orbital Science Not currently working, Orbital Science will be updated to be compatible soon. Kerbalism Kerbal Inventory System Kerbal Operating System Snacks TAC Life Support USI Life Support KSPedia Full KSPedia support provides in-game information on the parts, their features and how to build craft. The mod includes support for animated gifs in KSPedia pages (see source code for detailed information). Career mode support The mod is fully compatible with career mode, with parts balanced against their non-wedge equivalents ensuring there are no ‘cheat’ parts. Part unlocking follows a logical progression with the majority of parts available at tier five and six. The Universal Storage Team Daishi – Nox Industrial 3D models Textures Animations A highly proficient 3D modeller and animator, Daishi has created the parts for Universal Storage and other mods on KSP. If you would like to support Daishi’s modelling work you can donate via the paypal link below. DMagic – DMagic Orbital Science Code KSPedia With 18 mods currently on SpaceDock, Dmagic is one of the games most prolific modders. Probably best know for Orbital Science, he is also the current maintainer of SCANsat and author of many other ‘quality of life improvement’ mods. Paul Kingtiger – New Horizons Original concept Research and part balancing Website Paul has created a number of minor balance mods for KSP but Universal Storage was his first large scale mod. When not playing around with KSP Paul plays Paradox grand strategy games and World of warships, as well as messing around with physical computing and restoring old electronics. Note: Paul is not actively involved in Universal Storage development at this time. Translation credits Thanks to the work of these amazing volunteers, we are able to offer full localization support for Universal Storage. Italian: CRL42 German: StarStreak2109 Spanish: @Janderklander - Sergi Ruiz Brazilian Portuguese: Kastruss Source Code You can download the source (zip file) using the link below. Universal Storage Source Code FAQ Nothing works like it should! Make sure you have the correct version of the mod to match your KSP install. KSP 1.3.1 and KSP 1.4 (and later) versions have different requirements. You can find and download the correct version of the mod using the links above. If you have made a mistake, Delete the Module Manager file and the Universal Storage II folder in your GameData folder and try again. Check KSPedia! Answers to the most common questions are in game via KSPedia. There is a problem with X science experiment! Universal Storage II does now contains basic science parts, which are augmented by DMagic Orbital Science, a separate mod. If you have a problem with a science part make sure you include the name so we know who to ask for help. DMagic is one the Universal Storage team so he checks this thread, alternatively you can check the Orbital Science thread for support. How do I install the mod? Download the file and unzip it. Then copy the GameData folder to your Kerbal Space Program folder, merging / overwriting any files when asked. Can I have Universal Storage and Universal Storage 2 installed together? Yes, the two mods are entirely separate and will work side by side. The parts list in the VAB will be a little cluttered, and I recommend completing any missions using the old mod, recovering the craft, then removing Universal Storage (simply delete the folder from your GameData file). You can then continue just using Universal Storage 2. How can I find the parts. The cores and fairings are found in the Payload category. Fuel tanks and Batteries are found under Fuel Tanks and Electrics. Most other parts are under Utility. However the easiest way to find the parts is to type Universal in the search box. How do I remove the mod? Simply delete the Universal Storage 2 folder in GameData. Note that any craft using parts from the mod will break, so make sure you have recovered and craft using Universal Storage II parts before removing the mod. How do I upgrade the mod? Simply download the new version and install as above, overwriting any existing files. How did you balance the parts? The original Universal Storage parts were balanced against real world craft and technology. This made for realistic parts, but many were badly balanced against other parts in game. For Universal Storage II we decided to balance parts against the stock parts in game or the various life support mods. This ensures that costs, mass and capacity are balanced against the rest of the game, so there's are no 'cheat' parts. LICENSE Models, textures and animations The models, texture and animations, including the .mu files are copyright of Simon Hinton who reserves all rights. New Zealand Copyright Act 1994 You may download and used these files and modify them for personal use. You may not publish or share these files or derivatives of these files. You may not reverse engineer these files. You may externally reference these files using the model command in KSP. For permission to use the model and texture assets in a way other than the above message Simon via the KSP forums. You may share screen shots, videos and streams featuring Universal Storage (credits back to here are appreciated) All other files and images Code including .DLL and .CFG files are released under the MIT license Copyright 2018 DMagic, Paul Kingtiger and Simon Hinton Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
  2. Fancy lights and animations on your Kerbals will make them look like a Christmas tree! Customize and make them shine with these glowing props during upcoming holidays and ever after. Current parts: Helmet Lights for those times when you wanted to take kerbal selfies during nights. Cupola Helmet for better angle of view when playing with the Through The Eyes of a Kerbal mod. Jetpack Light, useful when your Kerbal doesn't wear the standard helmet. Omni-Tool, a fancy replacement of the screwdriver tool (left handed, so use the "H" KIS hotkey). Holo Goggles, brings diversity to Kerbals, has a Firespitter color switcher. Aviator Sunglasses, "Eyepatch" Holo Visor, has an EVA propellant level indicator (male and female versions) Blinking Mic Headset Hard Hat (4 colors) Cowboy Hat (the hat color and the band color are changeable independently, 11 hat colors and 8 band colors) Fedora Hat (the hat color and the band color are changeable independently, 11 hat colors and 8 band colors) Academy Hat (animated) Walkie Talkie (couldn't make it work like an antenna, so it's gonna be just a vanity item for now) Download from Spacedock Requirements: - Kerbal Inventory System - Community Category Kit - The Holo Visor has an EVA Propellant indicator which is there for users of the Through The Eyes of a Kerbal first person view mod and requires the Indicator Lights core plugin for animation. Suggested: - Firespitter (for switching the color on the Holo Goggles) License: ARR
  3. This is a mod based on OSE Workshop Reworked by @linuxgurugamer, itself a continuation of OSE Workshop Continued by @Aelfhe1m and ultimately a continuation of OSE Workshop by @ObiVanDamme. These mods allow parts to be manufactured directly on a craft using a Kerbal Inventory System (KIS) container to store them. They also allow spare parts in a KIS inventory to be recycled back into their raw materials (at a loss), and provide some limited support for those resources (an ore processor part, resource containers etc). This mod aims to overhaul many of the features of the previous incarnations, and add several new features as well, including a redesigned user interface; compatibility with the stock inventory system added in 1.11 (Some Reassembly Required); compatibility with part variants, B9 part switch, and other types of part changing normally only available in the editor; and compatibility with newer and modded part categories. The original mockup, which shows some as-yet unimplemented features is in the "spoiler" below. I am currently approaching the point where I can release a version of the mod. This will likely be some type of pre-release (which I'd probably call an alpha rather than a beta as it probably won't be feature-complete and will undoubtedly be buggy), as many of the changes made will require more testing than I can do alone, especially given the vast number of mod and version combinations likely to be in use which may interact with it in unforeseen ways. I cannot at this point give a date estimate though (it really depends how much time I have to work on it). Changes and new features (already implemented) Compatibility with the stock inventory system. KSP 1.11 greatly expanded the capabilities of the stock inventory system, which is now in many ways very similar to KIS + KAS. The mod is now able to place printed parts in stock containers as well as KIS ones, and recycle parts contained within stock containers. This mod is also compatible with older versions of KSP which use the pre-1.11 inventory system (as introduced in the Breaking Ground DLC), as limited as it is. I have been testing it sporadically in a highly-modded 1.9.1 game and so far it seems to be working OK. However, I am at this point not sure how robust it is. Obviously this can only be used with the limited number of parts designed specifically for it (or any other similar ones added by mods, if any exist). An overhauled user interface, with more information and options available to the player and a more stock-like layout. Specific changes include: The interface font has been changed to a smoother anti-aliased Arial rather than the previous aliased (pixelated) font. (I'd prefer to use the same font used in the stock interface (Noto Sans) but there isn't a version included with KSP which is compatible with the the old IMGUI system used by the mod. At some point I intend to convert the UI over to the newer uGUI system which KSP now uses for its interfaces, which will allow me to use the built-in Noto Sans TextMeshPro font.) The part categories are now shown on an editor-like vertical strip to the left of the part icons and use editor-like buttons. The part icons now appear in a scrollable area rather than "pages" as in the previous incarnations and more closely match the style of those in the editor. Part icons now spin when hovered over or selected like in the editor The part overview has been reworked to resemble the editor part preview (and indeed provide at least the same information). The search bar is now above the part list (like in the editor) and behaves better. Parts can now be sorted by name, mass, size, volume (KIS), packed volume (stock inventory system), buoyancy, max. temp, max. skin temp, max. pressure, G-tolerance, crew capacity and build time. The workshop UI now displays which mod a part comes from (similar to the tooltips added by the Janitor's Closet mod). This may be toggleable in future if people want that option (e.g. if they don't use many modded parts). A Workshop's progress is now shown as a progress bar in its right-click menu (PAW?) as well as the workshop interface. Compatibility with part variants. Now if a part has alternative skins or configurations which use the stock variants system they can be selected in the workshop interface. Compatibility with several part-switching mods. Like with stock part variants, several modded switchers can also be used through the workshop. These include B9PartSwitch, Firespitter, InterstellarFuelSwitch, KerbetrotterResourceSwitch (Feline Utility Rovers), KPBSModelSwitch (Kerbal Planetary Base Systems), B9 Procedural Wings, Conformal Decals Ability to modify the following values when manufacturing a part (which can normally only be done in the editor): Motor Size and Output(%) for robotic parts Extension/Angle Limit for robotic parts Motorized for robotic parts Allow Full Rotation for servos Ratcheted for rotors (when motorized is disabled) Attach nodes for parts with a DynamicNodes module (e.g. rotors) Quantity of resources "Fixed" resources such as solid fuel for SRBs and ablator for heat shields continue to be added during manufacture but their quantity can now be selected. Transferable resources such as liquid fuel and electric charge are transferred from the vessel at the end of the manufacturing process. Boot file and Disk Space for kOS processors Orientation, Size, Flag Image and Mirroring for flag parts Compatibility with the Robotics and Cargo categories. The previous OSE Workshop incarnations were developed before the introduction of these categories, and while they could be added to parts manually through their configs they were not there by default. Now they are. Compatibility with categories added by the Community Category Kit (CCK), Wild Blue Industries (WBI), Filter Extensions, Kerbal Planetary Base Systems (KPBS) and Feline Utility Rovers is now built in to the plugin. These populate automatically without any user intervention or manual coding required. The standard categories added by Umbra Space Industries (USI) (Rovers, Manufacturing, Logistics, Construction, Kolonization and LifeSupport) are also included, although these have been superseded in more recent versions of USI mods by CCK categories. Compatibility with other non-standard categories. Non-standard categories, including the one used for the workshop parts themselves, can now be added via a config. This currently includes Kerbalism and Infernal Robotics, but many more can be added as I find them (feel free to suggest any you know of that aren't added by any of the specifically implemented mods above). I have also added a (temporary?) catch-all BDArmory category.* As the system is config-based individual mod makers and players can support it themselves via a Module Manager patch. These can be set up to include (or exclude) parts based on any combination of part name, tags, modules, path (i.e. where the part's config file is) and manufacturer. "Advanced mode" filters/categories (Filter by Cross-Sectional Profile, Module, Resource, Manufacturer and Tech Level) are now available in addition to the standard categories (technically "filter by function"). These behave much like they do in the editors. Custom categories added using the pale brown/tan/beige + button in the editor are supported. Enhanced queue functionality, including part stacking, individual part pausing (including partially-manufactured parts), and queue re-ordering. Cancelled parts in the workshop are now be transferred into a recycler if one is available, allowing some of the resources used to be recovered. Parts in the recycler queue which haven't yet begun recycling can now be returned to an inventory. Where possible this will be the inventory it originated from, but if it is full or unavailable it will use other inventories instead. An OSE Manager app has been added to the sidebar, which allows workshop and recycler parts to be managed on any vessel in range (~2-3 km) without directly interacting with the part's PAW. I have added a new resource: Waste Material. Any mass which is not converted to useful resources by the recycler is now converted to Waste Material rather than simply vanishing, as are cancelled parts (both in the recycler and those in the workshop not moved to the recycler). Resources now (and indeed must) be transferred out from parts to be recycled. If they cannot be drained (e.g. there isn't enough space on the vessel to store them) they can be dumped/ejected. Similarly, if a part is finished recycling and there isn't enough space for the recovered resources the player may either dump them or have the recycler wait for space to become available. (Previously they would just be lost.) Items can be added to the recycler queue paused. (I also plan to add this functionality to the workshop but haven't done so yet.) This is not the same as the pre-existing functionality of pausing the recycler as it only effects newly added parts – any already queued but non-paused parts remain non-paused, and any individual item can be unpaused at any time. The former feature of specifying which categories are displayed in a workshop through the part's OseModuleWorkshop module is currently non-functional and should be considered obsolete. I have moved most of the text to a localization file, allowing translations to be easily done. I have also implemented an option to switch to British English spellings/terms via a setting (e.g. motorised instead of motorized, anticlockwise instead of counterclockwise, cancelling instead of canceling). This applies to all Workshop UI elements but does not apply to things like part descriptions. The way the system works means that it will have no impact on users who don't have English selected, and in fact the option won't even show up in the menu. I fixed bug where items in the deprecated Propulsion category would not show up: they now correctly appear in either engines or fuel tanks as appropriate. I worked around a memory issue: The KIS volume calculator seems to calculate the volume by loading up the part model and "measuring" it, but it seemingly never unloads it. (Since the KIS code documentation says to remember to destroy the object I suspect it's the Workshop's implementation but I haven't looked into this.) Previously this was done every frame for the selected part meaning that over time memory usage would creep up. This was especially bad for complex models (e.g. the large KIS containers) and could lead to several GB of extra memory use in a few minutes. This is now done only once on flight startup. Workshop UI is now not drawn when the KSP UI is hidden (triggered by the F2 button by default). The mass of the workshop module/part now increases as parts are manufactured, to simulate the part actually being built from the resources. This makes sure the total mass of the vessel doesn't change while manufacturing. (Previously it would decrease as the resources were used up, then increase again when the part was added to the container.) Parts are now recycled based on their actual state – formerly they were recycled based on the default version of the part, rather than taking into account things like variants or motor mass. * BDArmory uses a custom sub-category system which cannot simply be added through a config. I intend to look into replicating the system completely at some point after the initial release. Until then, I plan to include a basic config-based category which includes all the BDArmory parts. What still needs to be done (for this version) Currently, part variants and B9 subtypes do not play well with the stock inventory. Cosmetic changes and changes to things like tank type seem to work fine but changes to part mass do not; packed volume does not seem to be variable. However, I have had conflicting results when testing this in the VAB too so it may be a problem with KSP rather than the mod. Edit: As far as I can tell this aspect of the stock inventory system simply doesn't work. If you add 1 part with a mass-changing variant (e.g. the T-12 Structural Tube from Making History) to a stock container in the editor it will display correctly at launch. However, if you leave the vessel and reload it will revert back to default (in the case of the tube 0.075t/75kg). If you add 2 or more of the same part with a mass-changing variant in the editor but choose different variants, they will use whichever you chose last (until you leave the vessel, when they revert to default.) It would seem it doesn't take the moduleMass value into account. I don't think there's anything I can do to fix or work around this. There is still some GUI work to finish I'd also like to make sure the design is colour-blind-friendly. If it isn't and I can't make it so without compromising it I'll add a colour blind mode of some sort. If anyone knows of any other accessibility options/considerations that could/should be taken into account please let me know. Create a replacement for the KIS icon renderer that the mod uses. This is a WIP and on a basic level mostly done, but it needs more testing and there are things left to implement. Add the ability to add en masse all parts from a saved craft or subassembly to the build queue. This is mostly done but not yet completed. I'd like to look into the memory issue some more. If possible I'd like to not have it run at startup, as with large part counts this can increase load times quite substantially. It also appears to hang during said loading which is far from ideal. I need to make sure everything works correctly with save games and when switching vessels. Add any more stock (including expansions) editor-only variables that I haven't yet thought of. If you can think of any others please let me know. Light variables (colour, blink etc) Finish moving strings to the localisation file (mostly done I think). Add a few additional variables to sort by: resources required, etc. Fix a bug where scrolling sometimes zooms the camera as well as scrolling through the part/categories lists, part descriptions etc. I have worked around this issue. I need to think of a name for the mod Planned features/ideas (for future releases) I also have some plans for features which will (probably) not be present in the initial release, but may come in later releases. Naturally these are very much subject to change and may not ever come to pass. Planned "major" features (for far future releases) There are features which I plan to develop longer term, many of which will significantly change the nature of the mod. Most of them will probably be made as a separate dependent mod rather than being directly incorporated. While I won't go into detail here, most of them revolve around a new, far more expansive resource and recipe system and additional parts to facilitate this. The closest comparison I can think of is the MKS resource system. The basic idea behind this is to make colonisation a much more involved and challenging process rather than just a case of sending up a few modules and engineers and waiting. (Building a colony should require infrastructure, scarce resource management etc.) However, as I said this will likely be a separate sub-mod, so players who just want to build a few rockets on the Mun don't have to put up with a semi-realistic colonisation simulator.
  4. KIFA - Kerbal Inventory for All Simple Mod that adds Kerbal 1.12 Inventories to all Command Pods including 3rd party mod Command Pods, Station Hubs, and Bases Adds inventories to any parts which already have a KIS Inventory - both from KIS mod and other mods which add KIS inventories (like USI mods Also allows other MOD parts to be put into stock inventory. This can be disabled by deleting the AllowModPartsInStock.cfg file. This will only add the function if the mod author has not added stock inventory themselves. As other Mod authors update their mods to include Stock inventory support from Kerbal 1.11. this mod will automatically skip the newly updated mods and only add Inventory to mods that do not natively support them. The same for allowing mod parts to go into stock inventory. As mod authors update their mods, this will skip over them. Download: https://spacedock.info/mod/2592/Kerbal Inventory for All Latest version always on CKAN REQUIRES: Module Manager (version 4.1.4 or above works fine with 1.11 even if CKAN doesn't say so) Example of both stock and mod content in stock inventory of modded items. Image of use below: License: MIT Changelog: ---------------------------------------- v1.2.1 - 2021/02/10 * Minor fixes * For KSP 1.11.1 ---------------------------------------- v1.2 - 2021/01/10 * Bugfix for external seat ---------------------------------------- v1.1 - 2020/12/31 * Bugfix for Probe Cores ---------------------------------------- v1.0 - 2020/12/23 * Bugfix for USI and Kerbal Planetary Base Systems compatibility ---------------------------------------- v0.99 - 2020/12/23 * Updated Weight to Volume calculation for .2 average density * Added stock inventory to Bases and Stations based on crew size ---------------------------------------- v0.95 - 2020/12/22 * Added functionality for any mod parts to be able to be put into stock inventory ---------------------------------------- v0.9 - 2020/12/20 * For KSP 1.11.x * Initial Release ----------------------------------------
  5. CactEye is a plugin and set of parts that allow for modular orbital telescopes. CactEye telescopes feature a fully-functional science system, and is upgradable/serviceable (primarily through Kerbal Inventory System). Orbital telescopes also now become fundamental to discovering asteroids. Unfortunately, Some people on here don't like the forum rules regarding Mod development, leading to Angel 125 dropping this project. This now is open to the community to add to, and work on collectively. In order to keep the mod orderly, We will hold a vote on features, parts, etc. before including anything in an official release. CactEye Telescopes works best with Distant Object Enhancement by MOARdv. CactEye Telescopes integrates with Research Bodies by @JPLRepo CactEye Contracts require Contract Configurator by @nightingale Downloads Release Thread: http://forum.kerbalspaceprogram.com/index.php?/topic/141280-112-cacteye-optics-community-takeover/ License: http://creativecommons.org/licenses/by/4.0/ "Cacteye Telescopes Community Takeover" is a derivative work of "CactEye Telescopes Continued" by Angel 125, which is a derivative work of "CactEye 2" by Raven, which is a derivative work of "CactEye Orbital Telescope" by Rubber-Ducky. It is licensed under CC BY 4.0. Current Release: 1.5.1.15 10/29/2018 Updated to 1.5.1 Changed out of power GUI action to close and notify user rather than just blank the window Previous Changelogs None Yet! Contributors: @Andem @Sethplays @Angel-125 @Rubber Ducky @Raven. @KaiserSoze
  6. Download on Curseforge or Github or SpaceDock. Also available on CKAN. KGEx Kerbal Inventory System No Fun (QBKN) Module Manager Script for removing "fun" items from Kerbal Inventory System. Available on CKAN as KerbalInventorySystemNoFun. Requires Kerbal Inventory System. (CKAN:KIS) Adopted by @zer0Kerbal, originally by @QuickBASIC Cabin notes WIP - work in progress Am open to adding more features, great project for someone! I have not personally tested the patches Have a request? Glad to have them, kindly submit through GitHub. How to support this and many other mods by @zer0Kerbal Discussions See Discussions or KSP Forums for discussions and news on this mod Installation Directions Use CKAN Changelog Summary See ChangeLog for full details of mod changes Known Issues See Known Issues for full details of feature requests, and known issues Dependencies Kerbal Space Program may work on other versions (YMMV) Module Manager Kerbal Inventory System Recommends Kerbal Change Log Suggests SimpleConstructon! (SCON!) SimpleLogistics! (SLOG!) Not So SimpleConstructon! (NSSC) Keridian Dynamics Vessel Assembly (KDVA) The Gold Standard! (GOLD) Stork Delivery System (SDS) Komplexity (KPLX) KaboOom! (BOOM) another way to not go to space today Solar Science (SOLS) Stock Inline Lights (SIL) Mini Sample Return Capsule (MSRC) Pteron (MSRV) Solar Science (SOLS) Jack-O-Lantern (JACK) MoarKerbals(MOAR) On Demand Fuel Cells (ODFC)) Field Training Facility (FTF) Field Training Lab (FTL) Docking Port Descriptions(DPD) PicoPort Shielded (PPS) Transparent Command Pods) (TCP) More Hitchhikers) (MHH) Biomatic (BIO) B9 Stock Switches (B9S Oh Scrap!: ScrapYard: DaMichel's AeroRadial (DAR) DaMichel's CargoBays (DCB) DaMichel's Fuselage (DMF) DaMichel's Spherical Tanks (DST) Simple Cargo Solutions (SCS) KerGuise Experimental Engineering (KGEx) Kerbal Changelog Community Resource Pack TweakScale Supports Kerbal Change Log Conflicts none known Replaces none Tags config, parts, convenience none Tags config, parts, convenience *red box below is a link to forum post on how to get support* Credits Legal Mumbo Jumbo (License) Current Forum: Thread Source: GitHub License: Original Thread Download Source: GitHub License: Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date v1.0.0.0 original: 11 Aug 2018 0K updated: 06 Sep 2021 zed'K
  7. I run KSP via Steam, and today when I launched Steam I saw an auto update for KSP in progress. It's now at 1.12. After it completed I tried to launch KSP and it just sits at "Loading Part Upgrade" message, and the progress bar doesn't move, while the scenes and witty expressions change. All I can do is terminate the process via Task Manager. I've tried restarting my computer without success. Any suggestions on how to fix this? Either removing the update, or running KSP from another source? <next day> I uninstalled KSP entirely and reinstalled it, and it ran just fine. So I started/stopped it multiple times, each time adding a single mod. Here's what I came up with: The following three mods stop the load at the "Loading Part Upgrade" message I described originally: Surface Lights KIS Warp Plugin - even after downloading the latest version, I received multiple file errors while trying to install it. MechJeb2 didn't stop the load, but did generate the 'incompatible mod' warning. B9Switch didn't interfere with the game loading when I first added it, but after I added Station Parts Expansion Redux I received a fatal error message related to B9Switch while the game was loading, and the game stopped on it's own, rather than allowing to quit normally. I'd be curious if others are experiencing the same issues. I figure I just need to be patient for each of those mods to be updated before I can continue my career game.
  8. Not sure if this is a bug or not: I was able to put a cardboard box on Val's back, just like a Portable Container, and load it up, and unload the items, but I couldn't find a way to take the box off her back, other than boarding a ship. Then it just falls to the ground outside. I'm able to drag a Portable Container back into the Inventory of a Storage Container, but the same action doesn't work with a Cardboard box. Is that by design?
  9. CactEye is a plugin and set of parts that allow for modular orbital telescopes. CactEye telescopes feature a fully-functional science system, and is upgradable/serviceable (primarily through Kerbal Inventory System). Orbital telescopes also now become fundamental to discovering asteroids. Unfortunately, Some people on here don't like the forum rules regarding Mod development, leading to Angel 125 dropping this project. This now is open to the community to add to, and work on collectively. In order to keep the mod orderly, We will hold a vote on features, parts, etc. before including anything in an official release. CactEye Telescopes works best with Distant Object Enhancement by MOARdv. CactEye Telescopes supports Research Bodies by @JPLRepo CactEye Contracts require Contract Configurator by @nightingale Downloads Development Thread: http://forum.kerbalspaceprogram.com/index.php?/topic/141298-112-cacteye-optics-community-takeover-updated-06052016/ License: http://creativecommons.org/licenses/by/4.0/ "Cacteye Telescopes Community Takeover" is a derivative work of "CactEye Telescopes Continued" by Angel 125, which is a derivative work of "CactEye 2" by Raven, which is a derivative work of "CactEye Orbital Telescope" by Rubber-Ducky. It is licensed under CC BY 4.0. Current Release: 1.5.1.15 10/29/2018 Updated to 1.5.1 Changed out of power GUI action to close and notify user rather than just blank the window Previous Changelogs Contributors: @Andem @Sethplays @Angel-125 @Rubber Ducky @Raven. @KaiserSoze
  10. I'm new with mods so if this is a noob mistake, please don't judge. I'm trying to make a space station and I'm trying to get my Kerbal to take large parts out of a storage unit. First, I don't know how and dragging it into my inventory is not an option as it is around 4 tonnes. Second, can I attach heavy parts or do I have to have more Kerbals to attach them.
  11. I am optimizing my vehicles for building a mining station on Eeloo. In the midst of this I installed KAS/KIS for the first time. Something really weird is happening and I do not know if it is due to the mods, or the game, or my stupidity. I built a skycrane/rover combination. I am using the in-game-cheat to orbit it around Eeloo while I optimize its functioning. When I first show up orbiting Eeloo all the solar panels deploy. I manually close all the gigantors on the rover and leave the solar panels on the skycrane deployed. Then I activate the engines and land. The rover is under the skycrane when they land, still connected, but the rover is still 6" above ground in the landed position. When I manually tell the stack-separator/decoupler/docking-port to decouple, it does, the rover drops to the ground, but suddenly all the Gigantor XL Solar Arrays open up on the rover, all by themselves, destroying both vehicles. When I decouple, the focus is on the skycrane, not the rover, but the offending action (panels opening) happens on the rover. And since the focus is on the wrong vehicle, by the time you "[" to change vehicles and hit the solar action group, it self destructs before I can stop them from extending (when I have an action group assigned). The best work around I have found is to launch the skycrane as soon as I decouple, which is BS. Why? It didn't used to screw up like this. Now I cannot make it stop even when there are no panels in any action groups. It does not matter which of the stack-separator/decoupler/docking-ports I try. I am out of ideas and frustrated. PC, Steam, McJeb / KAS / KIS, 8GB RAM, 4-CPU, 1 MEG video card
  12. I can't use any of details like wrench or screwdriver. And also when I trying to connect nodes for rigid strut the game freezes. Only I have these problems or you too?
  13. Hi, wondering for you realism fans out there if there's an interest in a radiator Maintenance mod? Specifically, radiators used in atmospheres would have their efficiency degrade over time and a coil cleaning tool would be added to kis and require an engineer to clean the radiators.
  14. Im using KSP 1.7 and KIS and even though in the load screen it says KIS isn't supported in KSP1.7, when im in the game all the parts and the inventory screen are there but when I go out on kerbin to get familiar with the controls, I can move the pieces around but when I right click on the wrench and select equip, it doesn't go to his hand. My engineer is lvl0, is that the problem, because im lost... Thanks in advance for your suggestions
  15. You know how in KAS/KIS when you set up two pipe endpoints you can right click one of them if you’re close enough and link them together? Well, it’s not working for me. The ‘link’ button simply doesn’t appear. Photos below: Any ideas?
  16. Ive been using Kerbal Inventory System for a while. I love that you can store parts and add them to spacecraft when needed. I want to add a docking node to my space station, but the volume of the node is 782.5L and Kerbals can only hold 250L. So when I transport this part to my station, how am I going to attach it if the kerbal can't hold it. Also is there a way to go into the mod files and change how much a Kerbal can hold?? Thanks
  17. Hello, I am trying to figure out how to incorporate BD FPS parts into @Locob's ProProps Mod for my personal use. I have the .mu file and the textures, but for some reasons, I cant get the gun to work as intended. The kerbal makes a weird position, and then disappears! Long story short, if I provide you with the .cfg files, .mu files and textures, can anyone configure them to work with ProProps? Thanks!
  18. So, I'm playing with Kerbalism installed. It's only got a couple of options for food/water containers, none of which I particularly like all that much. I'd love to expand the number of cargo options I have, and I really like the KIS inline container models. I'm attempting to add Food/Water to these containers, but nothing I try seems to be working. Either the parts load in normally, or they fail to load at all - never with food/water. Ideally I'd love to have something like a B9 part switch option that allows me to switch from a cargo container with KIS inventory to something carrying food/water, to something carrying just food, and finally just water.. if not that, I'd take simply adding the food/water to the container with KIS inventory as well (I rarely use it anyway). So far, I've tried simply adding something like Resource { name = Food amount = 8200 maxamount = 8200 } to the .cfg for the part, and that made them not load at all. Creating a .cfg in the gamedata folder with something like @PART[KIS_Container3]:NEEDS[Kerbalism,KIS] { Resource { name = Food amount = 8200 maxamount = 8200 } } makes them load, but doesn't add the food to them. I don't know a lot about modding in KSP to be honest. I've modified plenty of parts before to make them more to my liking, but mostly by ripping out chunks of one part and simply dropping it into the .cfg of another. Bluedog Design Bureau had a comparability folder filled with .cfg's making the mod compatible with various other mods. Kerbalism wasn't one of those, but I was able to take the Snacks! compatibility .cfg and alter it to create new B9partswitch tanks for food/water, then get those parts to load those tanks. What's particularly frustrating is that BDB has a KIS tank of its own that now has food/water as I'd like (though it maintains the KIS inventory as well). Does anyone have any idea how I could do this, or what I might be doing wrong? Even something as simple as just adding these resources to the normal part would be a workable solution for me.
  19. As soon as I perform an EVA while in a vacuum, the ship will spin randomly and accelerate in the opposite direction from the kerbal, sending the two flinging away from each other and rendering my mission as an epic failure. The effect is most prominent when on EVA from a small craft and more subdued on heavier craft and it happens 100% of the time when on EVA in a vacuum. Also, linking two ships together in a vacuum with the KAS tools seems to cause the two ships to wobble until they break each other apart. I suspect this issue to be linked to the KAS or KIS mod, since the issue started after i installed these mods. Any help resolving this issue would be great, because I love the added complexity of performing EVA tasks with the KAS and KIS mods, but the headache of the glitch is making me think about removing the mods.
  20. It doesn't give the button when I right click them. Capsules and containers.
  21. I queried this in the KIS thread, but to be proactive, I want to take a stab at doing this myself: I made a tiny drone but assembly with @IgorZ KIS system is not possible as it uses Tweakscale, heavily, and KIS cannot accept full craft or sub assemblies into its Inventories. And @allista's Hangar mod does not supply a small enough item, nor are said items manipulable using KIS' EVA or inventory functions. So here's my plan: I would like to create a Box. This box will be able to be carried by a Kerbal in EVA and stored in an inventory using KIS functionality. This box will also utilize Hangar functionality to store a very small craft within itself. Upon placing the Box on a surface, an option to open or pick up the box will be presented upon interaction. Picking up the box will simply pick it up. Opening the box will trigger the Hangar spawning function of the assigned small craft. At this point the box will simply be a return point and sit on the ground. The spawned craft will act as a craft. The craft, upon landing or stopping on the box, will allow the box to be closed. Upon closing, the box will enact Hangar's deconstruction function, and the box will return to being a simple EVA item. This will then allow the box to be moved, re-opened, stored, etc. I would like to make small boxes of various dimensions afterward, supposing this test works. I have never made a mod before, but I want to learn. Thank you for any help provided.
  22. Hello, I am currently setting up my minmus base using MKS and Kerbal Inventory System, however I cannot access the inventory of the 5 meter KIS container, meaning I cant get the stuff out of it. I can however, access my own inventory which I guess means I have installed KIS properly. Please see image attached for a picture of the issue. https://imgur.com/a/p7t4u
  23. Hey all, I have no clue if this should be in here or addon discussions, but here goes: I just got KAS/KIS and desperately wanted to use the kerbal EVA inventory, because I could remove helmets and refuel airplanes without the pain of docking.The issue is that I have no inventory to use. I right-clicked Doddard(an engineer and dedicated fuel tanker technician) and went to click the Inventory button, but there was none there. Next, I tried to find the inventory button on one of those side mount containers(with some tools inside). Thankfully the inventory button showed. I clicked on it and nothing happened. Again. This is weird because the inventories work in the SPH/VAB and on loaded vessels/cockpits. Any help would be nice. Thanks, GKSP
  24. So this is it: I can't open my inventory while in EVA, neither the container. I don't have any other mods installed, only KIS and KAS. I'm running KSP 1.2. What I'm doing wrong? Thank you very much
  25. I've installed KIS and KAS through CKAN with all appropriate dependencies. I have the necessary parts in my ship, I can even build a craft with storage containers with parts in them, and even open and manage those inventories while piloting the craft, but as soon as I go EVA all of that seems to vanish. The kerbal has no inventory, nor can they open storage units. Any hlep?
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